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 )
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.
Level 11 eldritch knight can do 3 attacks after casting a cantrip and thats really op, i tested with no other mods installed and still got 3 attacks. Is this supposed to happen? cuz for what i understood it was supposed to be only 2.
same case here, which can be quit troublesome as the enemies sharing these abilities will not hold themselves from using the extra attack erroneously given to them
for you as the player can hold yourself from using it, but that doesn't mean it shouldn't be fixed (if possible)
Sorry, i haven't been playing this game in awhile and i wasn't getting updates from NexusMods on this.
I think i got this all squared away, it took me changing GFB into doing a scabtrip roll instead of melee attack roll so we'll see if that changes anything downstream, but SHOULD be fixed now. Let me know if it is still broken.
I'm doing a dual wielder and found the changes to DW too powerful - I can open the .pak file in notepad, but am not able to find exactly how and where to change two values:
1. The bonus action costing zero 2. The half damage on offhand (obviously this would lead to a huge nerf when offhand costs 1 BA again
As far as I can tell, these are the "offending" lines:
data "DualWieldingUseCosts" "BonusActionPoint:0"
and
data "SpellSuccess" "DealDamage(max(1,MainMeleeWeapon), MainMeleeWeaponDamageType);ExecuteWeaponFunctors(MainHand);CastOffhand[DealDamage(max(0,OffhandMeleeWeapon/2), OffhandMeleeWeaponDamageType);ExecuteWeaponFunctors(OffHand)]"
this is very specific but would it be possible for you to increase the duration of the iron throne event by one turn on all difficulties in order to account for the nerf to speed potions?
Would you consider giving the Eldritch Knight a normal spell progression like other half casters like the paladin? Giving him access to level 3 spells like elemental weapon would be really cool.
Also maybe make magic weapon and elemental weapon bonus actions. That way if you are buffing your own weapon, you don't lose one of your 3 turns of buff, and uf you are buffing a friend, you don't lose the chance to do something useful yourself.
That would be awesome! I like your approach to balance changes. I don't blame Larian much, since all the rules are based on a pre-established tabletop game, but 5e is not a balanced system lol.
Dual wielding has been causing issues for me, gaining infinite attacks without using action,I have to disable dual wield on my playthrough. Could you remove it from the lite version at least, I feel as though the intended dual wield change is too op which doesn't fit the "balance" nature of this mod.
371 comments
If you do need to install manually:
<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>
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.
Is this supposed to happen? cuz for what i understood it was supposed to be only 2.
for you as the player can hold yourself from using it, but that doesn't mean it shouldn't be fixed (if possible)
I think i got this all squared away, it took me changing GFB into doing a scabtrip roll instead of melee attack roll so we'll see if that changes anything downstream, but SHOULD be fixed now. Let me know if it is still broken.
First of all, thanks for this awesome mod!
I'm doing a dual wielder and found the changes to DW too powerful - I can open the .pak file in notepad, but am not able to find exactly how and where to change two values:
1. The bonus action costing zero
2. The half damage on offhand (obviously this would lead to a huge nerf when offhand costs 1 BA again
As far as I can tell, these are the "offending" lines:
data "DualWieldingUseCosts" "BonusActionPoint:0"
and
data "SpellSuccess" "DealDamage(max(1,MainMeleeWeapon), MainMeleeWeaponDamageType);ExecuteWeaponFunctors(MainHand);CastOffhand[DealDamage(max(0,OffhandMeleeWeapon/2), OffhandMeleeWeaponDamageType);ExecuteWeaponFunctors(OffHand)]"
Thanks in advance :)
Martin
Also maybe make magic weapon and elemental weapon bonus actions. That way if you are buffing your own weapon, you don't lose one of your 3 turns of buff, and uf you are buffing a friend, you don't lose the chance to do something useful yourself.