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Dual Wield Master

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Mod version:2.0.0
Game version:all
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About This Mod

This mod attempts to improve and balance Dual Wielding for combat classes to bring it closer to Two Handed with Great Weapon Master while retaining its risk/reward style of play.


I decided that simply removing the value of action points from the DW attack would make it too strong, so Dual Wielder Feat now adds (in addition to all of its basic features) a switched passive skill that removes the action points bonus value from the DW attacks if it is enabled.

In exchange, attack rolls have -3/-4/-5 penalties or -5 penalties to hand attacks (depending on the version), as in GWM. There is also an additional file that does not apply any penalties at all, but leaves a toggle if you want.


Optimal version:


I'm still actively looking for feedback to understand what the punishment for throwing an attack is most balanced, so use your own judgment in this matter and choose one of several versions. Also be sure to share your opinion in the comments section if you want to do so. For some calculations you can refer to the sticky posts. Spoiler: There's a lot of text and there's no easy answer yet.

If you need a random experience of "download and forget", choose the -3 or -5 version for offhand only.


Bonus Action, DW, and Engine Note: By default, the game disables DW attacks if no bonus action points remain to be made, even if the attack does not require any bonus action. There is no way to change this behavior yet, but there are workarounds.

The problem was solved as follows (a visual demonstration):

If you spend a bonus action before attacking, a new free hand attack will be added, so you won't lose any action (see images). This attack is free only if DWM passivation is enabled, otherwise it costs 1 BA as usual. This is to make it impossible to remove the accuracy penalty for this attack from your hand by disabling the DWM passivation.


In the update: For those who used the old version: In the update the spell "Fast Attacks" was removed, since I found a way to overwrite the default attack cost. In addition, this update fixes a bug that blocked the ability to attack from the hand if bonus action points have already been spent.

This new design solution has allowed me to get rid of many other problems. Now mod also works with things like combat maneuvers, combat magic, etc. Be sure to read the upgrade instructions.


Notes:


This mod only affects melee combat. Ranged combat works just like vanilla.

If you install this mod and upload a save file where the character already has Dual Wielder feat, I recommend you retrain. The new passivity will not be displayed on the hotbar, but will be enabled by default. You can find it in the spells menu by pressing "K" on the keyboard (see images). Re-designing and getting Dual Wielder feat eliminates this issue.



Installation:


Download mod and extract the file "DualWieldingTweaks.pak" from the archive.

Open BG3 Mod Manager

File -> Import mod -> Select "DualWieldingTweaks.pak" file.

If all goes well, the new mod should appear in the list of inactive mods on the right

Drag a mod to the list of active mods on the left

File -> Export Order to Game

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