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  1. Ariefel
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    PATCH 8
    The recommended minimum version required for patch 8 compatibility for each music mod is:

    • Ember's Lute v2.2.1.1
    • Haunted Instruments v2.2.1.1
    • Celestial Instruments v2.2.1.1

    PATCH 7
    The recommended maximum version required for patch 7 compatibility for each music mod is:

    • Ember's Lute v2.0.4.5
    • Haunted Instruments v2.0.4.4
    • Celestial Instruments v1.1.4.2
  2. Ariefel
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    Dependencies
    Ember's Lute (A Music Performance Mod) at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com)
    This is a dependency for the VFX and music performance QoL - you will need to place the Ember's Lute mod above this mod in your Load Order.


    Passives!
    This mod uses passives for many QoL features. Check your passives after equipping any instruments, using any potions etc. :)
  3. Ariefel
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    The Bloody Siphoning Aura
    This is a sticky post with some more details on what the in-combat aura does when you perform music in battle.
    Updated, and moved to this article.
  4. Ariefel
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    Common Issues
    Not specific to this mod in particular, but here are a couple of common issues that can impact usability of musical performances and instruments.

    Interrupted Music Performances
    I recommend you check in-game that you can perform uninterrupted music with your current load order, before you add this (or any other music mod). Especially if you have not used the musical performances in-game for a while. It is quite easy for any mod to accidentally break music performances, due to the fragile remove conditions of the vanilla music statuses. 

    If you are experiencing this, the best fix is to isolate the mod with the issue and inform the mod author, however, I am aware many of you mod-addicted nutcases (my favourite kind of modder) have hundreds of mods in your load orders and you'd never be able to complete this in your lifetime, never mind spare time. So, check this article for an override pak that might help as a workaround.

    Floating Instruments
    Yeah, this is a bit annoying. It seems worse with the "thin" instruments and on female characters in particular for some reason. I don't know how to improve the floating effect, the only slightly helpful pointer I can give is to make sure you don't have any invisible cloak or weapon items equipped, as that definitely makes the floating a lot worse. I also don't equip cloaks, because I am vain, tend to play tieflings and the tail looks weird anyway.
  5. twicethesalt
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    1. twicethesalt
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  6. twicethesalt
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    Double post.
  7. bruxakilla
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    Amazing looking mod. Finally trying a main bard after numerous playthrough. Looks very cool.

    Small issue I'm facing unfortunately,
    Please advice. I'm using the in game mod version i think.

    So my issue is only, when i perform in public, My performance is NOT being interrupted:

    • The NPC around just comes over gives a comment and leave
    • Some NPC just walks halfway and turns around as well
    • They don't throw any coins etc.
    PS: its not like my performance stat is low, I've even tried maxing my charisma but this happens. 
    Also I'm only like trying this out in ACT 1, figured I'd look for a fix before progressing any further.I remembered performing would keep the crowd around the character until they stopped playing.
    What is the issue here?
    Much appreciated if anyone with a similar issue can share their fix for this. Thanks in advance.
    1. Ariefel
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      What other mods do you have? Framework mods, classes, subclasses in particular.

      It does sound a lot like one of the vanilla music statuses is being interrupted, if NPCs are starting to walk toward the performer and then turning around (there's a "hidden" vanilla music status from the base game which fires if your performance is good and a draws a crowd).

      When you say the music itself is not interrupted, have you tried a performing on a base game (vanilla) instrument too? You might see the interruption in this case. If you do, then it's going to be another mod installed - though it can tricky to pinpoint which unless you do a lot of trial and error (removing mods, adding them back in and re-testing).

      If you are on PC and don't mind installing mods manually or with a third party mod installer, then you can also try this optional file from the Ember's Lute mod page: https://www.nexusmods.com/Core/Libs/Common/Widgets/ModRequirementsPopUp?id=60924&game_id=3474 which has a workaround. It seems to work on the most common cause of other mods accidentally interrupting the music and crowd reaction statuses from the base game.
  8. LoneSilverWolf
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    This, and your original Ember's Lute are hands down, some of the most beautiful mods on the Nexus right now. The VFX you added are phenomenal, I absolutely love this mod. I am already getting some ideas for a resist durge bard now. Awesome mod, easy endorsement.
    1. Ariefel
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      Thank you!! :)
  9. Wikt0r1us
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    Does the mod version need updating? Somehow I have version 2.0.4.5 in BG3MM but it says 2.0.4.4 is the lastest in the downloads?

    EDIT: Just me being an idiot and confusing this with the main mod.
  10. SethExotic
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    how do you get the runes and the red music notes on the violin i can choose the green one or the red one but the runes only show on the green one.
    1. Ariefel
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      The green violin has a spell container for green runes, music notes, script etc.
      The red violin has a similar spell container, but its visuals are red. i.e. I didn't create options to put red runes on the green violin or vice versa.

      Is that what you meant by the question?
      Or did you mean that casting the spell for red runes on the red violin isn't doing anything? I've rechecked and I don't think there is a general bug in the latest version to my knowledge. Maybe check your mods folder and make sure there aren't any duplicate mods perhaps that could be tripping up the spells. The older issues from the in-game Mod Manager has been known to not clean up the pak files after updating properly.
  11. Ariefel
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    The latest version of this mod (2.0.3.5) has replaced virtual textures with standard textures.
    For those using the in-game mod manager, the workaround will still be required to retrieve the updated file, however going forward should no longer be necessary to disable the mod before updating or unsubscribing.

    Please note the dependency Ember's Lute still contains virtual textures, so will continue to require the workaround.
  12. Atiris12
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    I absolutely love the Ember Lute, Celestial Instrument, and Haunted Instrument mods. They offer a much better feel to playing a Bard in this game. Have you considered a fey-themed instrument as well? One that offers combat music, but perhaps in the realm of control and enchantment?
    1. Ariefel
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      Thank you, glad you are enjoying the music mods :)

      And yes, I have considered many themes lol. Fey, nature, infernal...! I'll get to them, though at this point in time I don't have another music pak in WIP. I would like to try something a bit different next so I don't burn out or let things get too repetitive! No doubt whatever it is, it will be bard-themed though lol.
  13. Ginkytinky
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    Really nice mod dude. Nothing else to say ^_^
    1. Ariefel
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      Thanks - glad you are enjoying it! :)
  14. Simbii1
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    Does anyone have any idea of how to price these items? Like for example if they were sold by a merchant

    Note: I did see the price for all the boxes sold in act 1, but I was curious about per item cost
    1. Ariefel
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      You should be able to open the box on the vendor, to see (or purchase) the individual items.
      Only have estimates from memory right now, but they're priced against the "very rare weapon" tier. Might be something like 400 to 500g? Can't remember if BG3 scales the price by character level though - I don't think it does.