About this mod
Reduces or removes the difficulty of explorer difficulty. Includes instructions for making your own adjustments.
- Permissions and credits
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UPDATE: There was an unannounced patch to patch #1 released August 26th, 2023 that makes a mod fixer necessary for this mod once again. The mod still works, no direct update to this mod required, but I had removed the mod fixer requirement from the description yesterday and just want to be clear. (If you already had a mod fixer installed, you don't need to do anything. All mod fixers released before patch #1 still work.)
UPDATE: This mod still works with patch #2 released August 31st, 2023. If you were using the Script Extender as a mod fixer, you need to update it.
UPDATE: This mod still works with hotfixes #5 and #6. I'm not playing Baldur's Gate 3 much anymore, so I may not test future patches, but it's unlikely that patches will affect this mod. None have so far. However, new patches may affect mod fixers, which will then affect this mod. At the time of writing this (September 9th, 2023), I recommend this mod fixer or the latest Script Extender. With new patches, I'd check those pages for updates or comments/issues first.
UPDATE: Still works with patch #3.
Overview
This mod reduces or removes the difficulty from the explorer difficulty mode. This mod has two versions: Less Difficulty and No Difficulty. Less Difficulty slightly amplifies the effects of explorer mode, No Difficulty removes any possible difficulty from explorer mode. If the changes this mod makes aren't exactly what you're looking for, I've included instructions for editing the changes at the bottom of this page; this process is very easy and doesn't require any special modding knowledge besides the basic technology literacy you'd need to install this mod anyway.
This mod should work for both existing and new saves, regardless of whether explorer difficulty is already selected when you load the save or if you swap to explorer difficulty after loading the save. This mod should be compatible with any other mod, with the hopefully obvious exception of other mods that modify explorer difficulty. I think it's unlikely that this mod will cause problems with future patches, but I can't be sure. This mod, like most (all?) others, causes a harmless pop-up to appear when loading a save ("We were unable to create a working story...").
Installation
This mod requires a mod fixer to be installed. I recommend this mod fixer or the Script Extender. The Script Extender is more likely to require an update with new patches, but includes other features besides acting as a mod fixer, such as enabling achievements with mods installed. If you already have a mod fixer installed, you don't need to install another for this mod.
Install: I recommend installing this mod with Baldur's Gate 3 Mod Manager. If you haven't already, follow the instructions for setting up the mod manager. With the mod manager open, select File > Import Mod, then select the mod .zip. Click and drag the mod from the "Inactive Mods" section to the "Active Mods" section. Select File > Export Order to Game. Launch the game, and the mod should take effect.
You can also install by manually updating your modsettings.lsx and adding the mod .pak file to your local app data /Mods/ folder.
If you install with Vortex, I can't help you with installation because I don't know anything about Vortex besides that Nexus Mods says Vortex works with Baldur's Gate 3 (but, from what I've seen of other players' experiences, it doesn't work that well).
Uninstall: Uninstall by right-clicking and deleting the mod, or by clicking and dragging the mod back to the "Inactive Mods" section and File > Export Order to Game again. If you installed No Difficulty, you also need to install No Difficulty Uninstaller from the optional files. Install it just like the original mod, relaunch the game, and overwrite the save file(s) you want to remove No Difficulty's extra action points from. (Then you can uninstall the Uninstaller if you want, but it should have no effect besides removing No Difficulty's effects.) If you still notice any lingering effects from No Difficulty, let me know.
Changes
"Player characters" include companions, familiars, etc.
"Allied NPCs" include many NPCs the player usually wants to protect... but maybe not.
"Enemy NPCs" are pretty much everyone else - not necessarily just characters that are automatically hostile.
A few notes about these categories:
1) The characters that belong to each of these categories are unaffected by this mod. Larian chose who is in which category. I might change this if it turns out to be a problem, but I don't think it will.
2) "Player characters" or "allied NPCs" will keep their buffs even if they literally turn hostile. Again, this is not an effect of this mod.
Less Difficulty
Changes to player characters:
+ 100% max hit points, unchanged from unmodded as of patch #1
+ Proficiency in saving throws for all abilities, unchanged from unmodded
+ Immediately stabilize when downed without needing to pass death saving throw rolls, unchanged from unmodded
Changes to allied NPCs:
+ 100% max hit points, up from 50% umodded
+ Immunity to knockback, push, etc., unchanged from unmodded
Changes to enemy NPCs:
- 50% max hit points, down from 30% unmodded
- AI nerfs, unchanged from unmodded
- Some enemies cannot take attacks of opportunity, unchanged from unmodded
Changes to all characters:
+ 2 to proficiency bonus, unchanged from unmodded.
No Difficulty
Changes to player characters:
+ 100% max hit points, unchanged from unmodded as of patch #1
+ Proficiency in saving throws for all abilities, unchanged from unmodded
+ Immediately stabilize when downed without needing to pass death saving throw rolls, unchanged from unmodded
+ Advantage on all abilities, attack rolls, and saving throws
+ 100 to all check, attack, and saving throw rolls
+ 100 to spell save DC
+ 20 to armor class
+ 20 to initiative
+ 100m to movement
+ Max jump distance multiplied by 5
+ 4 action points and bonus action points
+ Carry capacity multiplied by 10
+ Immunity to knockback, push, etc.
+ Immunity to surprised
+ Immunity to difficult terrain
+ Immunity to fall damage
+ 10 flat damage to any instance of damage dealt
Changes to allied NPCs:
+ 100% max hit points, up from 50% unmodded
+ Immunity to knockback, push, etc. unchanged from unmodded
Changes to enemy NPCs:
- 50% max hit points, down from 30% unmodded
- AI nerfs, unchanged from unmodded
- Some enemies cannot take attacks of opportunity, unchanged from unmodded
Changes to all characters:
+ 2 to proficiency bonus, unchanged from unmodded
Known issues
- Findal may not get up after being healed. Swapping to balanced difficulty temporarily should fix this.
Editing this mod
Before the instructions: I recommend not making player characters or allied NPCs too overpowered, or enemies too underpowered, for a few reasons.
- As I said above, if a character the game considers a "player character" or "allied NPC" turns hostile, they will keep their buffs. This is why No Difficulty changes aren't even more extreme. If a companion betrays you or you betray a companion, you probably don't want them to be invulnerable.
- Not all "enemies" are necessarily enemies. If you reduce their health or defenses too much, characters you may want to live will have an even harder time doing that.
- There may be some "scripted" combat interactions that break if you take changes too far. Characters who are meant to live die, characters who are meant to die live, obstacles that are meant to be destroyed aren't, etc. This is another reason why No Difficulty changes aren't even more extreme, why the changes focus on player characters, and why I leave allied NPCs and enemy NPCs unchanged from Less Difficulty to No Difficulty.
The instructions:
- Download the version of the mod you want to adjust. (I recommend No Difficulty just because it has more changes for you to reference, and you can remove any you don't want.) Extract the .zip.
- Download the latest release of lslib. Extract the .zip.
- Open ConverterApp.exe. Make sure Baldur's Gate 3 is selected from the "Game" dropdown at the top of the window. Select the "PAK / LSV Tools" tab. Under the "Extract Package" section: Enter the full path to this mod's .pak file in the "Package path" field. For example, C:\Users\Player\Downloads\NoDifficulty.pak. Enter the full path to a folder to extract the mod to in the "Destination path". For example, C:\Users\Player\Downloads\NoDifficulty. Select "Extract Package". This extraction should contain a few files and folders. The two files to edit are Passives_NoDifficulty.txt and Status_BOOST_NoDifficulty.txt, contained in the mod's Public\[mod name]\Stats\Generated\Data folder.
- Open the text files in any text editor. Status_BOOST_NoDifficulty.txt should have two blocks of text separated by one empty line. The first line of the first block should contain the text "HEALTHBOOST_ALLIEDNPC_EASYMODE" and the first line of the second block should contain the text "HEALTHREDUCTION_EASYMODE". The first block contains the adjustments to "allied NPCs". The second block contains the adjustments to "enemies" or most other NPCs. Passives_NoDifficulty.txt should have one block of text. The first line of that block should contain the text "PlayerBonusesStory". That block contains the adjustments to "player characters". Editing each block works the same way: you add/remove/edit the various semicolon-separated values in the last line of each block which starts with the text data "Boosts".
- For example: If you want to increase the max HP adjustment from a 100% increase to a 500% increase, you'd change the text IncreaseMaxHP(100%) to IncreaseMaxHP(500%). If you wanted to remove the immunity to surprised, you'd remove the text StatusImmunity(SURPRISED);. If you wanted to adjust the roll bonus to skill checks from a fixed 100 to a single four-sided die, you change the text RollBonus(SkillCheck,100) to RollBonus(SkillCheck,1d4). For other ideas of what you can do, you can look at some of the guides on the BG3 community library wiki (pretty much anything mentioning spells/abilities/passives has some useful information).
- Once you've made your changes, return to ConverterApp.exe's "PAK / LSV Tools" tab. Under the "Create Package" section this time: Enter the full path to the folder from step 3 in the "Source path" field. For example, C:\Users\Player\Downloads\NoDifficulty. Enter the full path to your new mod's .pak file (which doesn't exist yet; you're about to create it) in the "Package path" field. For example, C:\Users\Player\Downloads\MyNoDifficultyEdits.pak. Select "Create Package". Your new .pak should now exist at the path you specified. .zip it back up with the info file, and you can install it following the same instructions as you would for this mod.