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UltimaRagnarok

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  1. UltimaRagnarok
    UltimaRagnarok
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    Also check out the new optional 5e spells balance tweaks. I recommend using the Tweaks patch under the update files and installing it after the base 5e spells mod

    If you do need to install manually:

    • Drop the BalanceTweaks.pak into your mods folder
    • Add the following to your modsettings.lsx (located C:\Users\username\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public )

    <node id="ModuleShortDesc">
    <attribute id="Folder" value="BalanceTweaks" type="LSString" />
    <attribute id="MD5" value="" type="LSString" />
    <attribute id="Name" value="BalanceTweaks" type="LSString" />
    <attribute id="UUID" value="c56367a8-26c2-485c-a399-d5cbfa1b1328" type="FixedString" />
    <attribute id="Version64" value="36028797018963968" type="int64" />
    </node>
  2. UltimaRagnarok
    UltimaRagnarok
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    I added a version with just the druid, ranger, and warlock changes for now (i can add JUST druid at some point, but it seems most people either wanted just those changes or all the changes).

    There are 2 versions in optional files, once with the original amount of wildshape/warlock spell charges and one with a more balanced amount.

    There is also an optional add-on "patch" (or standalone) that makes druid wildforms a ritual instead of the refund on dismiss; and reverts the combat heal changes as well. You can use that one on its own or put it below any of other mods in your load list to overwrite those particular changes.
  3. Minothilos
    Minothilos
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    I really like a lot of the 5e Spells changes here and used to use it together vith Valdacil's Spell adjustments for more coverage but it looks like that no longer works on patch 8. All the 5e spells edited by this mod show up as Not Found and can't be cast as far as I can tell. If you ever return to BG3 modding I'd love an update but will have to live without it in the meantime.
  4. seraphael
    seraphael
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    The mod’s goal of balancing spells is solid, but the execution falls short at times. Cutting duration makes sense when removing concentration, but too short and many spells feel not worth casting. Elemental Weapon, for example, isn’t appealing at 3 turns and a full action - especially for a smiting Paladin. Same with Hunter’s Mark. I’d suggest a 10-turn minimum for spells that once lasted until a long rest, and bonus action casting for those with short durations.
    1. Minothilos
      Minothilos
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      -
  5. dragonzorta
    dragonzorta
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    Love this mod. It opens up tons of gameplay options for spells and perks that otherwise wouldn't be worth even looking at compared to the better alternatives over and over.

    One exception worth noting though.... that 2 AC buff definitely makes Alert way, way too attractive. It became my easy go-to aside from some edge cases like Wyll getting weapon proficiencies for war casting (great feat change there though.)

    Alert was already one of the best feat choices in vanilla.. Even modding the game's d4 initive rolls to use a d16, I'd found that super powerful for ensuring you're going early (if not first still) and guaranteed to keep your turn in all surprize attacks. 

    I don't think it needs a nerf, but definitely undo the buff.
  6. mm04926412
    mm04926412
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    Why does alert give extra AC "because you think it makes sense if you're alert", a balance mod should have gameplay justifications.
  7. Ultros7
    Ultros7
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    Loving most of the changes, but making Grease a bonus action I don't get, it's already one of the most powerful level 1 spells due to how good is in action economy, making it bonus just makes it silly. Doing Sleep and Grease just disables entire enemy groups in 1 turn at the very beginning of the game lol
    1. DaKatarn
      DaKatarn
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      I cannot be more agree. It's why I'm here. Balance must be nerf in an other hand.
    2. Ultros7
      Ultros7
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      Yeah I edited grease back into costing an action. I like all the other changes so far though, we'll see if I feel like editing anything else.

      Also I have an issue, my Feats descriptions are not changed, even though the effects are. So for example Athlete will still say str OR dex but will award both. All the text is unchanged. 
      I'm only using UI mods and Balance Tweaks is last in my (BG3MM) load order. Can anyone reproduce?
  8. Chugumbius
    Chugumbius
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    Regarding dual weilding , i took code from Dual Weilding Tweaks and changed Roll Bonus to "-Proficiency Bonus ". Doesnt feel op at all , considering you have to take a feat. 
  9. FactualCharacter
    FactualCharacter
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    Dual wielding attacks are supposed to only cost an action point, but there is a known issue that prevents the off-hand attack from occurring when you don't have an unused bonus action (even though the bonus action would not be spend by a dual wielding attack when this mod is enabled), but I have come up with a workaround for this: Use the mod called "choose your stats" to give your dual wielder(s) an extra bonus action. And if you think that getting an extra bonus action for free is cheating, then just promise yourself that you won't use it.
  10. acephalus
    acephalus
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    I have a few proposed changes if possible. 
    1. Summon shadowspawn creatures long rest.
    2. One of the shadowspawns i think it was despair, its aura also affects allies, meaning it reduces their movement by 6. Could this be changed so it does not affect allies or if this is too powerful, maybe make it not affect undead allies? 
    3. 5e elementals permanent, maybe you already did this. I am saying this cause i think vanilla elementals are actually permanent usually.
    4. Shadowspawn Fear just has hide as a bonus action as its passive, which seems almost useless maybe give it something more impactful?
    1. UltimaRagnarok
      UltimaRagnarok
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      I can definitely look at these. The shadowspawn thing was an experiment anyway to make it unique compared to the other summons, i can definitely put it to a long rest (original 5e is 600 turns i think). Obviously will need to balance it all out, but yeah i'm always up for at least checking it out
    2. acephalus
      acephalus
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      Yes indeed it was 600 turns. 
      5e spells in general seems to have quite a few spells that arent that useful. 
      One of them that got removed was Draconic Spirit, then dragon breath doesnt seem that impactful. 
      I learned to mod a bit so i made the shadowspawn long rest myself. 
      So far i know how to edit summon stats, make them permanent, remove summon limit. These are easy tweaks and should not mess anything up in terms of stability.
      If i read around a bit im sure changing an aura not to affect allies should be a pretty easy edit as well. I use modders multitool for all the editing.
  11. stevemcblark
    stevemcblark
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    I'm having an issue with the feats. The text will display what I would expect from this mod, but the effects don't work. For instance, for the Athlete feat it doesn't boost both my Strength and Dex, and for the Weapon Master feat, it doesn't give me war magic. Any ideas?
    1. UltimaRagnarok
      UltimaRagnarok
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      Sorry just got around to testing this out.

      Everything seems to work for me, do you have any other mods installed?
  12. PROL1FIC
    PROL1FIC
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    The in game download version of this makes it so you cant double cast certain spells like chromatic orb with the twinned spell ability on sorcerer. The hud says you can but it doesnt let you pick 2 targets :c