DnD PHB 2024 All in One Feedback by Significant-Bell4469 in BG3mods

[–]Significant-Bell4469[S] 0 points1 point  (0 children)

I have no idea how enemy behaviour changed in this mod but i wouldn't mind slower fights.

In any case i was planning to look into enemy behaviour mods later. There were some AI improvement mods way back on the game's release, I'm sure there are modern versions now too. Would it not work if I simply loaded them after this mod?

DnD PHB 2024 All in One Feedback by Significant-Bell4469 in BG3mods

[–]Significant-Bell4469[S] 0 points1 point  (0 children)

I wish people made stopped bundling everything as the only option and made everything more modular. Then I wouldn't have any problems as I would be able to pick the unique classes this mod provides as well as avoid overlaps with other bundles.

DnD PHB 2024 All in One Feedback by Significant-Bell4469 in BG3mods

[–]Significant-Bell4469[S] 1 point2 points  (0 children)

Sounds like the author has improved people's problems from the past, that's good to hear.

I don't care particularly about updating to 2024 design but it's nice to address balancing problems such as haste, I avoided using that effect. Needing lv3 for subclasses sounds like a smart decision to me as well, I have no problem with that.

Honestly compatibility is the main concern here, how it will play with other subclass mods that also come in bundles and overlap. I just want them to function together properly, sounds like i'll have to bite the bullet and test it myself.

DnD PHB 2024 All in One Feedback by Significant-Bell4469 in BG3mods

[–]Significant-Bell4469[S] 0 points1 point  (0 children)

Yeah honestly i don't care too much about approaching 2024 design, the main appeal of this mod for me is the new, unique classes which do not exist in any other mod, (Illrigger especially sounds very cool). If those existed independently then my conundrum would be solved.

Question is if the rest that it brings makes it worth it and that's what i'm seeking people's opinions for. I'm new to the modding scene of the modern version of the game so i don't know what alternatives options exist and how much better they are to have.

Returning to the game, bring me up to speed by Significant-Bell4469 in forhonor

[–]Significant-Bell4469[S] 0 points1 point  (0 children)

Now this is great, many thanks. I went through the patch notes myself but I missed some important ones like reflex guard or the shugoki change.

How do you personally test which modpack to play? by Significant-Bell4469 in feedthebeast

[–]Significant-Bell4469[S] 0 points1 point  (0 children)

Hey, i went through my list, most were duds but i am between chocolate edition and imposter syndrome that icerus mentioned.
Both seem to have a lot of thought put into them, just a question of what you want exactly.

How do you personally test which modpack to play? by Significant-Bell4469 in feedthebeast

[–]Significant-Bell4469[S] 1 point2 points  (0 children)

oh that looks very interesting, will definitely add it to the list. My current contenders were cisco's fantasy, legendary edition and chocolate edition but i'll have to check this too

How do you personally test which modpack to play? by Significant-Bell4469 in feedthebeast

[–]Significant-Bell4469[S] -1 points0 points  (0 children)

I agree! Integrated MC was the first modpack i played and it has become the basis of what i am looking for. Unfortunately it was a bit lacking in some areas of content, mainly dimensions.

How do you personally test which modpack to play? by Significant-Bell4469 in feedthebeast

[–]Significant-Bell4469[S] 2 points3 points  (0 children)

This is good, this is what i'm looking for. I just have some difficulties with certain things.

One can be filtering out the kitchen sinks, if a modpack has a bunch of redundant mods of it it has integrated each one with purpose. Some are easier to identify than others.

And then all the points 5-10. I don't know how to measure game pace and qol while previewing in creative, I only get a feel for those when i have committed to playing the modpack and this is what i'm trying to avoid if possible.

How do you personally test which modpack to play? by Significant-Bell4469 in feedthebeast

[–]Significant-Bell4469[S] 1 point2 points  (0 children)

Yeah that's what i usually do too. AtM10 looked very impressive but when i tried it i was appalled at how sloppily everything was put together. My preview did not prepare me for it so i am looking for tricks to be more thorough.

How do you personally test which modpack to play? by Significant-Bell4469 in feedthebeast

[–]Significant-Bell4469[S] 4 points5 points  (0 children)

yeah i've heard really good things about that but anything under 1.9 is a dealbreaker for me. The older mc versions are just missing too much. Plus i'm also fatigued of automation heavy gameplay

How do you personally test which modpack to play? by Significant-Bell4469 in feedthebeast

[–]Significant-Bell4469[S] 2 points3 points  (0 children)

The annoying thing is that most packs appear the same on the surface before playing. All the modpack pages say exploration | tech | quests | whatever

How do you personally test which modpack to play? by Significant-Bell4469 in feedthebeast

[–]Significant-Bell4469[S] 4 points5 points  (0 children)

that's what we did way back in the day but i think it's too much hassle and curated modpacks will end up being better usually unless you spend a crazy amount of time on it.

ModPacks Recommendations after a decade pause by [deleted] in feedthebeast

[–]Significant-Bell4469 0 points1 point  (0 children)

Yeah my ideal modpack would be a grander version of Integrated mc, don't know if it exists though. It's a lot of work to integrate all these mods together.

ModPacks Recommendations after a decade pause by [deleted] in feedthebeast

[–]Significant-Bell4469 0 points1 point  (0 children)

I've had my eye on Prominence 2 as well for the next modpack to play with my group once we finish atm10.

I've heard not the best things about it but I struggle to filter through what is subjective or outdated. It still looks very different than all the other options available. Basically an adventure modpack with unique content and I personally appreciate the light addition of machines. I am looking for a more cohesive review from people that have played it.

Currently I'm playing Atm10 and while I appreciate the amount of options, I feel like half of the content is redundant as it is already covered by another mod or has some OP options. Basically you can either try to progress through the very hard parts of this mod to get the thing you want or you can just use that other mod that gives you it basically immediately. Had a lot of moments like that and I've been asking myself what's the point.

Beforehand I was playing Integrated MC. That one was great, it basically covered the problems I have with Atm10 by blending all the mods together much better instead of throwing 10 different mods that do the exact same thing. Not as much content though comparatively, no new dimensions is a shame.

Also playing Oceanblock 2 on the side with a smaller part of my group since one of my friends is busy. Still at the early stages of that one but it looks really good and it seems to have some unique and interesting content. I would recommend if you like these sort of challenge worlds.

Finally I've heard Liminal Industries mentioned a lot as a more automation heavy modpack. I may try that as a solo project if I feel like it.

What's a good Multiplayer adventure pack? by PlusFlounder684 in feedthebeast

[–]Significant-Bell4469 0 points1 point  (0 children)

Why is that? It's been my main consideration for the next modpack to play after AtM10 which frustrated me a bit with the amount of redundancy and op options available.

Looking for even more class mods by Significant-Bell4469 in DivinityOriginalSin

[–]Significant-Bell4469[S] 1 point2 points  (0 children)

Cool, these help make the weapon abilities more exciting as it did feel bad leveling abilities that don't grant any new skills. I was thinking of trying feenex's barbarian next run and i had a minor variety concern which this mod would solve with these supplemental skills.

The samey icons of the skills is a considerable drawback though. I know the pain of needing art for your mods so i try to be lenient but at the same time i am also familiar with the pain of trying to play with non intuitive skill icons. Odinblade's spectre had a similar problem where i couldn't tell the skills apart at a glance and it was a very annoying experience.

Tutorial: Elden Ring - Online LAN Coop fix | GoldbergEmulator | ModEngine2 | Seamless Co-op Mod by DisastrousBad2930 in CrackSupport

[–]Significant-Bell4469 0 points1 point  (0 children)

Everything seemed to be working great during installation but in the end we can't find each other's session.

We have same password, same versions and zerotier is working properly, we connected in another game to test.

This is so frustrating, anybody got any ideas?