I'm a bit late to the party, but I can safely say this mod is compatible with Patch 7 as long as Mod Fixer is up-to-date (I couldn't test it earlier due to being busy with school). If you find any issues with this mod in the most recent version of BG3, please let me know, and I will fix things promptly. In the interim, I will work to try and port this mod to the official mod manager for BG3, as well as finish up other projects meant to be within the Dungeon Master's Gathering mod series (frost brand, vorpal, holy avenger, sun blade, and more)
Sooo I recently reached out to someone on reddit who made an absolutely beautiful model of this weapon. They offered me the model but since you've already made this mod I figured you might be interested. It is 100% a faithful replica, check it out, hopefully you can add it to the mod. Post is below, Cheers
Anyone know if this Mod works with Patch 7? Was Also wondering Monsamoai if you would be willing to make mods from requests? As I've got a set of armor I'd like to get made.
Hi! This mod was made pre-patch 7 and hasn't been tested for the latest release of the game. Given this mod is made outside of the official tools now provided by Larian Studios, I don't think it will work. I have been swamped with work and school, but I soon plan to learn the modding tool and port my project mods, including this one, to the official mod support.
I personally don't take requests, but I am willing to consider any ideas you pose, so feel free to share. :) Just know that because of my cramped schedule, I may not be able to make the mod even if I want to.
I give up. I've been trying to apply the name the effects from your mod to the Infernal Rapier for Wyll with some extra additions (legendary quality, challenge to duel, ignore piercing resistance, kept melee caster, got rid of Cambion). Bumbling like a fool in the dark has broken me after being at this for a few days trying to learn as I go.
I'm really hoping you'd be willing to make a version like this because, lets be real, Wyll is the Blade of Frontiers. He should have a blade worth is soul and this is exactly the type of blade effect the Infernal Rapier should have. It's apparently red hot but, no fire damage? If you would, that be great.
Thanks in advance for your time and for this sweet mod. :)
So, wait, what are you trying to do exactly? Are you trying to modify Wyll's infernal rapier (the quest reward) by adding the effect bonuses from my mod? Or are you trying to make a brand-new weapon with effects similar to Wyll's rapier design?
I don't know too well how to modify preexisting items, though I do know how to create new ones and put them into loot tables for ease of access. Feel free to DM me or find me on the Larian Discord server (my username is the same). I'm certain the modders within the Larian discord are more than willing to help you out with this as well! :)
I have this in mind for a particular planned Evil playthrough, so would only be able to get this from the Tutorial Chest method; which means I have a question about the Tutorial Chest version...
Do the various Flametongues come "boxed" inside one chest or are they loose?
I ask because the Tutorial Chest has a limit of how many added items it can safely show inside, and I have quite a few Mods already that add both loose and boxed items in it. I'd like to plan out what mods in that playthrough will likely work to spawn in there.
Thanks for your time and creativity in making this awesome Flametongue mod!
Currently, the Flame Tongue weapons are loose; there are plans for the future to package them properly within a container. However, I have been quite busy lately and haven't found time to work on modding. Once an update comes out with them packaged instead of being loose, I'll let you know! :)
Nice mod, the only problem is that when i use the sword, 90% of the times it doesn't burn. I tried many swaps with the others but when using the spell to ignite it, it remains the same and it does not take the buff for the d6 fire dmg
Version 2.0.1 has just been released. Hopefully, this fixes the issue you have been experiencing with Flame Tongue weapons. Updating is completely safe, just re-equip the weapon to have the changes take effect.
Please let me know if you are/aren't still experiencing the issue.
With 2.0.0, I made a major oversight, causing long rests to break the code for flame tongue weapons, preventing them from igniting. This patch, 2.0.1, should fix this issue and optimize some things behind the scenes. Updating from 2.0.0 to 2.0.1 is completely safe for preexisting saves; all you need to do is re-equip the flame tongue weapons for the changes to take effect.
If you find any other issues with this mod as you play, please leave a comment to report the issue. I will work swiftly to fix any bugs or oversights, as I want these weapons to function as best as possible.
No, not at the moment, but there are plans for it. I am experimenting with conditional deactivations of the ability. However, I am still learning the ropes of modding, and such an update may take a bit.
There are a couple of things that I plan to update about this weapon, mainly its casting conditions, but I assure you that the disabling of the sword's ignition is one of those things. :)
The most recent mod version, 2.0.0, should follow all of the original extinguishing parameters from RAW. If you have the chance, I recommend you check it out! :)
This update completely reworks the inner code for Flame Tongue magic items. The changelog goes further into detail about it, but essentially, the main changes are that the weapon can be used in the offhand and now will extinguish based on the official parameters from D&D 5e. I also fixed some issues with the original version of this mod, primarily with not unlocking the proficiency abilities, inefficient targeting, and bad spell animations.
From what I have tested on my end, updating the mod to the most recent version shouldn't cause issues with preexisting saves. At most, re-equip the weapon to refresh it. If you want to play it safe though, stick with version 1.0.1 until you make a new playthrough. If you find any issues within the mod, please leave a comment and I will act accordingly.
I used to use rarieties of the relm for this, but the flame tongue was incorrectly made. I finally got so fed up with no response from the mod author, i edited his mod for personal use and fixed it myself....Which then escalated into a crazy sword that now gives me fire resistance, bypasses slashing resistance, and uses the jorgul's sword template.... Things...kinda got out of hand lol
Yeah, ROTR was one of the main reasons I made this mod (though that version was still fun to use in one of my playthroughs). I love the flame tongue, it's my favorite magic item in all of D&D, so I was bummed there wasn't a mod that made a faithful interpretation of it. I hope your version of the weapon was fun to use; it sounds like an awesome legendary item! :)
35 comments
I'm a bit late to the party, but I can safely say this mod is compatible with Patch 7 as long as Mod Fixer is up-to-date (I couldn't test it earlier due to being busy with school). If you find any issues with this mod in the most recent version of BG3, please let me know, and I will fix things promptly. In the interim, I will work to try and port this mod to the official mod manager for BG3, as well as finish up other projects meant to be within the Dungeon Master's Gathering mod series (frost brand, vorpal, holy avenger, sun blade, and more)
Cheers
https://www.reddit.com/r/BG3mods/comments/1fiq1yq/comment/lw0ojom/?context=3
I personally don't take requests, but I am willing to consider any ideas you pose, so feel free to share. :) Just know that because of my cramped schedule, I may not be able to make the mod even if I want to.
I'm really hoping you'd be willing to make a version like this because, lets be real, Wyll is the Blade of Frontiers. He should have a blade worth is soul and this is exactly the type of blade effect the Infernal Rapier should have. It's apparently red hot but, no fire damage? If you would, that be great.
Thanks in advance for your time and for this sweet mod. :)
I don't know too well how to modify preexisting items, though I do know how to create new ones and put them into loot tables for ease of access. Feel free to DM me or find me on the Larian Discord server (my username is the same). I'm certain the modders within the Larian discord are more than willing to help you out with this as well! :)
Do the various Flametongues come "boxed" inside one chest or are they loose?
I ask because the Tutorial Chest has a limit of how many added items it can safely show inside, and I have quite a few Mods already that add both loose and boxed items in it. I'd like to plan out what mods in that playthrough will likely work to spawn in there.
Thanks for your time and creativity in making this awesome Flametongue mod!
Currently, the Flame Tongue weapons are loose; there are plans for the future to package them properly within a container. However, I have been quite busy lately and haven't found time to work on modding. Once an update comes out with them packaged instead of being loose, I'll let you know! :)
Also, if you can, do you have mod fixer installed, and which client are you using?
Please let me know if you are/aren't still experiencing the issue.
DMG Flame Tongue v2.0.1
With 2.0.0, I made a major oversight, causing long rests to break the code for flame tongue weapons, preventing them from igniting. This patch, 2.0.1, should fix this issue and optimize some things behind the scenes. Updating from 2.0.0 to 2.0.1 is completely safe for preexisting saves; all you need to do is re-equip the flame tongue weapons for the changes to take effect.
If you find any other issues with this mod as you play, please leave a comment to report the issue. I will work swiftly to fix any bugs or oversights, as I want these weapons to function as best as possible.
No, not at the moment, but there are plans for it. I am experimenting with conditional deactivations of the ability. However, I am still learning the ropes of modding, and such an update may take a bit.
There are a couple of things that I plan to update about this weapon, mainly its casting conditions, but I assure you that the disabling of the sword's ignition is one of those things. :)
DMG Flame Tongue v2.0.0
This update completely reworks the inner code for Flame Tongue magic items. The changelog goes further into detail about it, but essentially, the main changes are that the weapon can be used in the offhand and now will extinguish based on the official parameters from D&D 5e. I also fixed some issues with the original version of this mod, primarily with not unlocking the proficiency abilities, inefficient targeting, and bad spell animations.
From what I have tested on my end, updating the mod to the most recent version shouldn't cause issues with preexisting saves. At most, re-equip the weapon to refresh it. If you want to play it safe though, stick with version 1.0.1 until you make a new playthrough. If you find any issues within the mod, please leave a comment and I will act accordingly.
I used to use rarieties of the relm for this, but the flame tongue was incorrectly made. I finally got so fed up with no response from the mod author, i edited his mod for personal use and fixed it myself....Which then escalated into a crazy sword that now gives me fire resistance, bypasses slashing resistance, and uses the jorgul's sword template.... Things...kinda got out of hand lol
Yeah, ROTR was one of the main reasons I made this mod (though that version was still fun to use in one of my playthroughs). I love the flame tongue, it's my favorite magic item in all of D&D, so I was bummed there wasn't a mod that made a faithful interpretation of it. I hope your version of the weapon was fun to use; it sounds like an awesome legendary item! :)