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StuddMuffinn

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StuddMuffinn101

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About this mod

This mod is aimed at fixing the broken spells, items, passives, and reactions.

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Modders: Feel free to use any of the fixes found in this mod to use in yours. The more widespread these fixes are the more likely Larian is to implement them in the next Hotfix so console players can enjoy a less buggy experience. 

This mod aims at fixing as many of the broken and discarded passives, spells, and items in the game. Many items with missing features or unintended game mechanics have been left in an unfinished state. So the aim of this mod is to make it as easy for Larian to implement these changes so that hopefully in the near future everyone, including console players, can enjoy mechanics that work as they are written. 


How to Install:

Install it like you would any other .pak file. The higher in the load order the better. 

History of Changes are located in the Documents Tab

List of Changes/Fixes

This mod fixes the following broken interactions in the game.


NPC Halsin: Should now be able to Upcast his innate spells before he becomes a companion. (He may have duplicate spells if the mod is loaded mid playthrough but should still work just slightly cluttered)


Passives, Feats, Statuses, and Class Mechanics

Cull the Weak: Now deals 25 Psychic and 25 Bludgeoning instead of just command killing them. This should allow other passives to trigger off the killing blow from Cull the Weak. 

Darkvision Light Cones: Sunwalker's Gift, Helldusk Helmet, and Watcher Helmet now properly show their light cones when walking around.

Dungeon Delver: Grants Advantage to Perception while outside of combat. Also grants advantage against saving throws caused by traps and trap spells. 


Favourable Beginnings: Now works for all ability checks against a character.

Freecast: Now works as intended. No longer tied to equipment etc. Now is one time Per Long Rest ability passive. 

Great Weapon Master: Now applies the +10 damage to any attack that gets -5 to its attack roll. If it gets the -5, it gets the +10 damage. (Such as Bonus Action attacks used to get -5 to their attack rolls but not the +10 damage. Now the pommel strike can get the -5 to attack and +10 to damage.)

Heart of the Storm: No longer triggers on cantrips.
Credit: Juum, for making me aware and bringing me the fix. 

Lightning Charges: Should now only apply the extra damage to Attacks and Spells. To avoid it adding the lightning damage fire surfaces etc. 

Polearm Master: No longer triggers an enemy polearm attack if the player moves into melee range. (It used to in effect grant enemies the polearm master feat against the user)

Protection Fighting Style: No longer requires both the fighting style user and the person getting attacked to have shields.

Barbarian Rage: Should now also increase the users thrown damage at higher barbarian levels.

Totem Heart Rages: Should now increase Strength Based weapon attacks and thrown attacks at higher barbarian levels like it should.

Reeling Status/ Adamantine Shield & Armor: The Reeling status is no longer removed if the user makes an attack against someone wearing adamantine armor and trigger an additional stack. (It used to remove the Reeling status no matter if the enemy hit or missed when wielding one or both items)  

Storm's Fury: Now does Lightning Damage like the passive says and as it is in the source material. 
Credit: Juum, for making me aware and bringing me the fix. 

Tavern Brawler: Works while Wildshaped and no longer reduces damage dealt if the user has less than 10 Str (for example while Wildshaped) 
Credit: Syrchalis, they also have this in their Druid QoL Mod. 

Thunderbolt Strike: For Tempest Clerics is now toggleable like the passive words it. 

War Priest: Now toggleable and only lasts for 1 turn after using extra attacks from multiclassing not 10 like in the base game.
                       This should make the War Priest able to work with extra attacks gained from multiclassing. 

Spells and Reactions

Blade Barrier: Now uses the casters Spell DC instead of set initial DC of 15 then following DCs of 3. 

Brutal Leap and other Jump Slam abilities: Now uses the users strength or dexterity mod instead of spellcasting modifier. Meaning Gale isnt better at jump smashing than Karlach, cause reasons.

Repelling Blast:  Now shows knockback indicator and can be toggled off after hotfix 16. (If loading the mod mid playthrough toggle repelling blast off then back on and it should work flawlessly)

Shield Bash:   Fixed and now uses Str or Dex not spell save DC like base game. Also now forces the enemy to make a Dex Saving Throw like intended not a Strength Saving throw like in base game.

Synaptic Consumption: For those who have added the 0 Ability Death back in. This should now remove the previous status before applying the new one to avoid a potential one turn insta kill when the enemy drops to 0 an in ability score. 

Vow of Enmity: Can no longer target yourself to gain full advantage with no downsides. 

Weapons, Armor, and Accessories

Aberration Hunters' Amulet: should now correctly give disadvantage on being attacked from aberrations.

Absorb Elements Cloaks: Cloak of the Weave now correctly can use the absorb elements reaction. Both should now correctly be able to be used once per short rest.

Adamantine Shield  & Armor /Reeling Status: Now describes how the status is removed after the enemy makes an attack. The Reeling status is no longer removed if the user makes an attack against someone wearing adamantine armor and trigger an additional stack. (It used to remove the Reeling status no matter if the enemy hit or missed when wielding one or both items)  

Amulet of Branding/Dauntlet Amulet: Tooltip Icon Fixed so it now shows the amulet when hovering over the inventory icon.

Amulet of the Devout/Spell Savant Amulet: Should no longer be able to give the spell slots to multiple characters. As it should now be tied to the amulet itself. 

Amulet of the Drunkard: Now correctly Heals 2d4 when you gain the drunk effect and at the start of your turn while drunk. Now procs on heal passives etc. 

Armour of Landfall: Now works as intended. (used to not give healing)

Bhaalist Armour: No longer reduces a targets resistance or immunity to piercing damage. Only effects targets that aren't resistant or immune to piercing as it is written.

Bloodguzzler Garb + Cloth Armour: Now properly shows 2 turns gained upon being hit.

Bonespike Helmet: Fixed now deals half damage on save.

Callous Glow Ring: Now only triggers on a attack roll or spell. This should prevent fire surfaces from gaining the radiant damage boost.

Cap of Wrath: Now correctly applies 2 turns of Wrath when the user is below 50% HP. 

Circle Of Bones: Zombie spawned is now the same as the spell so it doesn't have the Newborn Zombie condition, slowly killing it.

Cloak of Cunning: Now creates a fog cloud upon gaining the disengage status, like from the slippery chaing shirt for instance.

Coldbrim Hat: Can now apply frost once per enemy per turn. 

Coruscation Ring: Now works as intended requiring the user be illuminated.

Corvid Token: Description Now shows that it grants Feather Fall simply by wearing the amulet no need to cast it. Also now gives FeatherFall when switching polymorph states. Like via Syrchalis Druid QoL Mod that allows wildshaping from one wildshape into another.

Craterflesh Gloves: No longer deals 2d6 on Critical. This has been reduced to 1d6 as it was intended.

Creation's Echo: Now works correctly and for more than one effect per attack.

Dark Justiciar Helm: Now properly grants +1 to Saving Throws against attacks or spells.

Derivation Cloak: Now correctly heals with any poison condition instead of a very few select conditions from base game. Any poison conditions includes things like poison clouds etc. Now limited to non-allies.

Duke Ravengard's Longsword: Now correctly grants the Temp HP Based on the sword wielder's Charisma Modifier not the individual allies Charisma Modifiers.
Credit: Juum, for making me aware and bringing me the fix. 

Enraging Heart Garb: Works correctly granting 2 turns of wrath at the start of a turn while raging.

Fireheart: No longer gains stacks from heat damage. Must be an attack or spell from another creature to gain stacks.

Garb of Land and Sky: Now applies the extra damage to any direct attack not just weapon attacks. Now correctly gets removed after making the attack. If it gets advantage, it gets the damage and will remove the status.

Gemini Gloves: No longer turns non projectiles into awkward Area spells. Now adds 1 to amount of targets exactly like Twinned Spells. Fixed the interact with Twinned spell equalling 4 targets instead of 3.

Gibus of the Worshipful Servant: Now properly applies momentum. 

Gloves of Baneful Striking: Bane now gets removed on being attacked by a spell. Now also should the Charisma save to apply the bane to the target.

Gloves of Battlemage's Power: May still be a bit buggy but should work 90% of the time now instead of the previous 0. Did the best I could, Only issue is Larian fixing their broken save function.

Gloves of Belligerent Skies: Now instead of triggering on one person per attack now triggers on all characters once per attack. So AoE Spells can now apply the status on all characters caught so long as they haven't been affected by the passive that turn.

Gloves of Crushing: Now only applies the +1 attack to melee unarmed attacks and not thrown attacks. No longer applies +2 to unarmed attack rolls now just +1 like intended.

Gloves of the Growling Underdog: Now grants advantage on any melee attacks not just weapon melee attacks. Monks rejoice.

Gloves of Power: Should now show the saving throw for applying Bane.

Hat of Storm Scion's Power: Tooltip fixed. Glyph of Warding does not proc attack or damage passives as it acts like a summon instead of a direct attack like fireball.

Healing items that now proc healing passives:

Amulet of the Drunkard: Now correctly Heals 2d4 when you gain the drunk effect and at the start of your turn while drunk. Now procs on heal passives etc. 

Armour of Landfall: Now works as intended. (used to not give healing)

Cap of Curing: Now procs on heal passives etc.

Circlet of Mental Anguish: Now procs on heal passives etc. 

Psionic Ward Armour, Robe of the Weave, Vest of Soul Rejuvenation: Should now reliably trigger base game passives that trigger on heal. Modded passives may not trigger correctly.

Wapira's Crown: Now procs on heal passives etc.

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


Helldusk/ElvenChain: No longer acts like the user is not wearing armor. This should fix bugs where items were giving bonuses when they shouldn't be. 

Helldusk Gloves: Now only gives bonus attack to spells.

Helldusk Gloves/Flawed Helldusk Gloves: Now shows the saving throw roll to apply the bleed.

Helldusk Helmet: Should now correctly ignore the effects of the Darkness spell. Should now have the proper Darkvision light cone around the character.

Hellrider Longbow: Can now cause the saving throw multiple times until it succeeds. On Successful application of Fairie Fire it then has a 1 turn cooldown before it can be applied to another (or the same) target again.

Helmet of Smiting: Now properly functions with Thunderous Smite. 

Horns of the Berserker: Now works as intended. The user must be under full hp in order to get the +2 Necrotic Damage.

Ichorous Gloves: Should now have a Dex Save at the bottom of the tooltip. Now can be applied multiple times per attack. 

Ironvine Shield: Now only retaliates damage on getting melee attacked.

Jhannyl's Gloves: Now can cast Lesser Restore upon getting afflicted once per turn instead of once per long rest.

Kereska's Favour: Can now apply the statuses to multiple enemies per attack. Once per attack to each enemy. 

Legacy of Masters: Now applies bonus attack to offhand attacks and only weapon attacks.

LowHP Passives: Should now work correctly if the user is just below 50% while having temp HP. 

Marksmanship Hat: Now applies bonus attack to offhand attacks.

Necklace of Elemental Augmentation: Should now apply the spellcasting modifier used by the cantrip to its damage dealt. IE. a wisdom based cantrip should add the casters wisdom modifier to the damage dealt.

Reason's Grasp: Temp HP No longer removed after combat ends. 

Ring of Feywild Sparks: Now correctly shows the +1 Spell Save DC that this item always gave but was hidden.

Ring of Mental Inhibition: No longer applies mental fatigue to allies as the description clearly states "foes".

Ring of Spiteful Thunder: Now only works when dealing thunder damage.

Risky Ring: No longer gives disadvantage on death saving throws. 

Sentient Amulet: The Very rare version has had the level of the Shatter Spell updated to show Level 3.

Shade Slayer Cloak: Now shouldnt remove the extra crit chance until the user hits the target with the thrown attack.

Shadow Blade/ Knife of the Undermountain King/ Shadowrend Dagger: Now correctly gives advantage against targets that are lightly or heavily obscured. (This item may need to be respawned if you loaded the mod or updated to version 2.2 mid playthrough)

Shapeshifter Hat: Resource is now tied to the helmet itself and not character. No longer allowing every character to get a free wildshape charge per long rest.

Sharpened Snare Cuirass: AC Cap longer gets overwritten by users with Medium Armor Master.

Shield of Scorching Reprisal: "On Save" tag removed. Item did not and was not intended to have a saving throw for the retaliation damage.

Shield of the Undevout/Shield of Devotion: No longer can grant the additional spell slots to each character and is now tied to the shield itself.

Slippery Chain Shirt: Now applies disengage to the target being healed and not the one doing the healing.

Snowburst Ring: Can now create ice multiple times per attack, once per enemy hit with each attack.

Spellmight Gloves: Now anything that gets the bonus damage also suffers the -5 to attack rolls.

SpellCrux Amulet and Pearl of Power: Now give priority to Spell Slots over Warlock Spell Slots. No longer gives both. (It used to in effect give 2 Level 1 Spell Slots, 1 Warlock and 1 Normal Spell Slot)

Staff of Arcane Blessing: Now works with any Bless. Also now grants an ADDITIONAL 1d4 to weapon and unarmed attacks, 1d4 to saving throws, and 2d4 to spell attack rolls. Meaning Bless now grants a total of 2d4 to weapon and unarmed attack rolls, 2d4 to saving throws, and 3d4 to spell attack rolls. (Granted by the ring or casting a spell, also works with most modded items etc.)

Sunwalker's Gift: Now shows the Darkvision light cone.

Swires Sledboard: Now correctly shows the 2 turns of Force Conduit gained at the start of a turn.

SwordmasterGloves: Now applies bonus attack to offhand attacks.

The Deathstalker Mantle: Cull the Weak Explosion has been given the Invisible flag which should prevent it from breaking the invisibility gained from this cloak.

The Speedy Lightfeet: Once per Turn limit removed. Now should act exactly as it is written.

Thunderskin Cloak: Now shows the saving throw in the combat log.

Watcher Helmet: Should now have the proper Darkvision light cone around the character.

Wavemother Cloak: Now gives the user Vulnerability to Cold and Lightning Damage as well as Wild Magic Burning like the normal wet status gives. 

Wavemother's Robe: Now works only in combat like most other regeneration passives. Now Correctly Shows Level 4 in Tooltip And Combat log.

Winter's Clutches: Can now apply frost once per enemy per attack. So AoE Spells can now apply the status on all characters caught so long as they haven't been affected by the passive that turn.

Wondrous Gloves: Cooldown now tied to the gloves themselves and should work as intended. 

If you run into a broken interaction in the vanilla game, let me know and I will see if I am able to fix the issues.


How to Uninstall:

Remove Armor on any character with the Defense Fighting Style(Triple Check that they don't have a +1 from Defence), As it has a custom status to prevent multiple instances of the boost with the Helldusk and Elven Chain Armors.

Simply toggle off the repelling blast passive. Save. Then you should be able to remove the mod at any time after that save. 

Reason being the game struggles trying to load statuses that are no longer there. So long as no characters have the new repelling blast or defence statuses it should uninstall cleanly.
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