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  1. JeffGrande33
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    PLEASE READ
    This mod is Patch 7 compatible thanks to feedback from several helpful fans (really appreciate it) and also hours of play testing Mike and I did for enjoying the new evil endings content. The Patch 7 madness with so many mods being broken has really been a test of my patience. Here is a little known fact of my mods, ALL OF THEM: my mods do not rely on other mods, libraries or frameworks nor does it require script extender or anything else. They all use unique named entries with newly generated UUIDs and use strict base game only based rules, statements and checks.

    Now with the comments being locked I get PM'd with ridiculous claims of my mods being broken... yet when I ask send me a list of their mods I get either no reply or just an aggressive response asking why and that I should just fix my @!#!$%... 

    I have since Patch 7 restarted my mod collection which once was over 140 mods (this is a very small count comparted to some users and the most popular collections) my mod count now is 20... why? When patch 7 hit, none of my saves worked and even starting a new game was broken... so I started again, adding just a few mods at a time. So many kept causing crashes or loading problems. They are probably fixed by now but my mods and just a few visual mods worked without getting patched. I simplified my list, loaded my favorite visual mods and my own mods and started a new honor mode game, finished the game and had a lot of fun. 

    What has not been fun, getting on nexus and being flooded with alerts and messages... so here is my message to anyone reading this:

    I get no monetization or anything... like absolutely nothing from my mods and not even the nexus reward of one month membership is useless to me, the free speed is already faster than my internet xD (that's a very sad truth)

    I want to thank those who without complaint enjoyed my mods for what they are and there are plenty of you and also those who did take time to provide actual proper feedback, opinions and comments and then the kind folks who complimented and encouraged me and know that I appreciated all of it and I am very grateful to all of you.

    GOING FORWARD
    I am unfortunately done with bg3 mod making. BUT... if you want to modify, translate or abuse my mods go right ahead and you don't need my permission and I honestly don't want to know about it. Do whatever you like with any of it.

    Thank you Nexus for allowing me to host my mods here, appreciate it. Special thanks to everyone that made it an enjoyable experience.

    To the haters... may the mod gods have mercy on your soul -.-

    

    



    More Info:

    • Found in tutorial chest and can be purchased from the following vendors: Arron | Grat | Talli | Lann Tarv | Entharl Danthelon | Fytz and Helsik
      You'll notice a very obvious chest... if it's not obvious, then carry on :D
    • Wearable and visible on any race, all body types and any gender... it's for everyone and everything
    • Gun MOD? This mod has NO REQUIREMENTS meaning it works and loads even on it's lonesome with nothing else, not even script extender is needed
    • The armor is dyable
    • You can use your own weapons and mix and match the armor as needed
    • Images use level 1 player stats, everything increases at higher levels and is Level 20 compatible
    • Meant for solo Honor playthroughs, you can use mods to double enemy HP and up boss difficulty to give more of a challenge
    • Enjoy!

    Version 1.0
    MD5
    6a174479ece80e51b85c70f31203a8c3 *JG33_Undead_Commander.pak
    BLAKE3
    08919081acf7ff31373430667ea646a0103d8e2f035037cceb48da47e8532528 *JG33_Undead_Commander.pak

    Version 1.1
    MD5
    29298a13b66f573254a569c60ae714f9 *JG33_Undead_Commander.pak
    BLAKE3
    de49f5a101a3b5b06198c22cecf250fab34bd66c8a1e5a89579d1607b0612bbc *JG33_Undead_Commander.pak
  2. appoduece
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    Adding the perma-blink ring was an awesome idea. I would never have brought along companions before so this is great for me :)
    1. JeffGrande33
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      There is a flaw, one that I have yet to overcome, if your only char without the ring gets downed for good, this could cause a loop with the ones wearing that ring constantly taking turns but doing nothing... I'll fix this as soon as I figure that out... but thanks for posting and glad it helps with your playthrough :D
  3. Duffyyyy1241245
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    This mod is good but just insanely OP, it's a really good example on how homebrew is inherently broken unless playtested to its fullest potential. If you're playing a 0 companions run this mod is super viable. Otherwise even in tactician it's basically makes the battles play themselves. Click to win kinda unbalance.
    1. JeffGrande33
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      It's like... literally right there... you may just have missed it... 2nd last bullet point on the sticky post and also on the mod info page... you may have to squint a little to see it... but if you focus really hard, it'll hit you like a dead pixel on a screen and never be invisible again...
  4. Patapon9999
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    I have no idea what i am doing wrong but i can not seem to get this to work. I have tried both the bg3 mod manager and vortex and i have not seen any chests during the intro or being sold by Arron :(
    1. JeffGrande33
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      Okay so let's check the basics, do you have any mod that is working and you can confirm that your game is loading mods? I would have a look the following as well:

      Install Mods Using BG3 Mod Manager

      • Head to the official GitHub page for BG3 Mod Manager. At the bottom, click on the latest release link, and download the file: https://github.com/LaughingLeader/BG3ModManager

      • Extract the zip file and run the mod manager. By default, the BG3 mod manager will detect your game data and mod folder path. Otherwise, open the preference by pressing Ctrl + P and direct the mod manager to find the folder.

      • Make sure the BG3 mods manager detects the gamefiles and folders

      • Once done, you need to manually download a mod file from Nexus Mod Manager.

      • Extract the mod files, and copy the .pkg file in the folder, located at the following pathway: C:\Users<username>\AppData\Local\Larian Studios\Baldur's Gate 3\Mods

      • Head over to the BG3 mod manager, and click “Refresh” to bring up the mod.

      • The mod by default will be on the inactive side. Simply drag and drop it on the left pane to activate it. The number beside the mod files ensures the load order of the mod. The higher the load order, the higher it’s priority. Author of the mod should usually indicate an ideal load order for their mod. If they don't, typically gameplay changes and overhauls would be loaded first while less extensive mods like hairstyles would load towards the back.

      • Save the load order by pressing Ctrl + S and then launch the game from the mod manager itself by pressing Ctrl + Shift + G.

      Make sure to download and install modfixer or your mods will not work! https://www.nexusmods.com/baldursgate3/mods/141
      Many mods that add new subclasses or character creator options may require ImprovedUI. Make sure to install both files on the mod page or you may not see your new character creator options. https://www.nexusmods.com/baldursgate3/mods/366
      Some mods may require other mods besides the ones above to function correctly. Make sure to check the mod-page on Nexus to see if there are any other requirements for the mod you want to install.
      If you have any issues with the game after installing mods you will need to delete the mods, uninstall the mod manager, and the game. Then, replace the game files with your backup files. That should save you time reinstalling a clean copy of Baldur’s Gate 3. Then follow the above steps again.
      Similar mods will usually not be compatible with each other unless otherwise specified. Make sure to check the compatibility list on the official mod page before proceeding with the installation.
      Modding Baldur's Gate 3 WILL disable all achievements. At the time of writing this post, there are no known (working) achievement enabler mods

      This mod has no requirements, even comes with mod fixer included... but sometimes load order is a problem... I would put this right somewhere in the middle of your load order... Make sure that most libraries like the community library and vfx libs etc are loaded first, then most mods, then framework mods like Compatibility Framework and Tag Framework loaded last... hope this helps, please post back if you had any success or not and we can check what else can be done, good luck!
    2. Patapon9999
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      Hi, so i downloaded community library and sorted out the order and now it works! Arron still isnt selling anything, but i used a mod to summon the tutorial chest and found them in there.

      Thanks
    3. JeffGrande33
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      Chances are Arron needs a refresh, usually when you take a long rest the inventory changes... but glad you got it working and that is great news! Enjoy and thanks for posting :D
  5. appoduece
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    This, combined with the playable undead ghoul race mod, and the necromancer overlord mod. Happy day :)
    tyvm!
    1. JeffGrande33
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      You are very welcome and also thank you for posting, this sounds like a fun combination :D have fun!
  6. EpixJackasaur
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    Enjoying this greatly. I wasn't originally enthused by not being able to control the zombies myself. But the idea grew on me, speeds up combat and removes the tediousness of controller half a dozen minions plus my team lol. Cheers for this one.
    1. JeffGrande33
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      When I began making the mod, the minions were controllable... but two reasons I changed it... after many hours of testing and working on it, it is exactly as you say... it's tedious and secondly I like the random chaos and laughs the AI zombies bring, made it interesting, sometimes frustrating but it felt like more fun this way for me... I picked the weaker AI mode for them to ensure they behave, well like zombies...

      But glad you are enjoying the mod and having fun, always appreciate hearing that :D
  7. leandrojbb
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    I'm really liking this mod but if you're gonna make it available for sell, make it so it's more expensive. 50 bucks for a really good armor at several traders is kinda game breaking, everything else, so far so good
    1. JeffGrande33
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      If it will help you can think of it this way... superstitious people often sell cursed items for next to nothing... Thanks though, appreciate it and glad you are enjoying the mod :D
  8. Machuell
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    I really love this mod, but I noticed something a bit game breaking. Kethric Thorm has all the changes as well, so he's nigh unkillable. You might have accidentally changed his armor rather than cloning it.
    1. JeffGrande33
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      I did not even notice it until you posted so I resumed the playthrough from a previous test that was close to end of act 2 and yeah he does use the abilities from the armor but hardly a challenge... the armor tags you as undead and Ketheric uses Smite, which does extra damage to undead, so okay that being said I went again and if you are in melee range he hits like a ton of bricks and this is because of smite does more damage against undead...which is you in this armor... but game breaking???

      I did a playthrough before now and didn't even notice as the fastest way to beat him is just using necrotic blast which brings his health down like nothing...

      but okay I did not know this was an issue and thanks for pointing this out but even with the abilities from my armor he still felt easy for me...

      Just avoid melee with him and any enemy that uses smite or similar paladin/oathbreaker skills while wearing this armor, you are tagged as undead... I need to think if this is actually an issue or a feature... the Ketheric using the armor skills buffs... not the smite undead thing, that is as intended, luckily smite is in very few encounters where being undead is real bad for you...

      Thanks for playing and bringing this to my attention
    2. Machuell
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      No problem! To test this, I fought Kethric on the top of Moonrise. He was getting buffs from all the Necromites because of the armor, so he had insane AC and saving throws. I'm not sure why it's only me. >.<
    3. JeffGrande33
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      Okay so that part is really weird... When I tested this again Ketheric when I inspected him to see what was going on I remember it was just above 20 AC...22 or 23 AC and that being said I went through the doors with just the testing character Bodine Jangles 2 zombies and one necromite... He used the Necrotic shield start (does not affect AC, uses "DamageReduction(All, Flat, 1000)") however it gets removed on the start of his turn and you can visually see this when his turn starts and this code data "RemoveConditions" "Combat()" and data "RemoveEvents" "OnTurn"... In the entirety of my mod, there is only one thing that affects AC boosts and that is with the 3 zombies you can have with the status indicator that keeps track of how many zombies you have

      new entry "JG33UCMD_SUMMON_UNDEAD"
      type "StatusData"
      data "StatusType" "BOOST"
      data "DisplayName" "6da6f6c2-9343-4cb3-bd96-211f961bf45a"
      data "Description" "922eb2db-f5a6-4703-9219-e36c3c919f51"
      data "DescriptionParams" "1"
      data "Icon" "JG33UCMD_Icon_Control_Zombie"
      data "StackId" "JG33UCMD_SUMMON_UNDEAD"
      data "StackType" "Additive"
      data "Boosts" "AC(1)"
      data "StatusPropertyFlags" "FreezeDuration;MultiplyEffectsByDuration;DisableOverhead;DisableCombatlog"
      data "StatusGroups" "SG_RemoveOnRespec"

      Can never reach more than 3 as there is a check to avoid summoning more and also a unique "1" data tag to ensure AoE killing does not happen, you'll notice this when you use a area of effect damage skill and say kill 10 enemies in one AoE hit on enemies that can cause a summon that only 1 zombie ever rises... the check is not done for the necromite or shepherd though, but they do no affect any AC buffs, at all, they have their owns boosts and statuses apart... with Aylin only getting downed and all checks for summon needs a IsKillingBlow()... the status giving the AC is not gained through an aura, only a death and the summon for the zombie from the death adds JG33UCMD_SUMMON_UNDEAD status to the owner... 

      Something else made your Ketheric AC buff high, the zombie icon that shows how many zombies you control even if he had the max (only 3) that is js just 3 AC, given the armor is data "Armor Class Ability" "Constitution" and data "ArmorClass" "16" so that gives 16+3 and then ketheric in the game only has 17 Constitution which is +2 modifier?... okay so 16+3+2=21AC then his shield adds 2 so that puts the max total for him at 23 AC... if he has more than 23 AC, it is definitely not not from my mod or the base game... Check the Ketheric Character Template and then the code for his Stats... 

      Do you have any mods that makes bosses harder? Any other Ketheric gear or items? I can help you track it down, but I can for certain say he does not get more than 23 AC and I remember this was lower when I tested, like 21, but I'll reach end of act 2 again with another character... the half-orc was an honor playthrough and I had to end task the game to avoid saving to test the fight twice... but that has gone on to act 3 already and single save... -.- I have a character on Tact+ reaching end of act 2 so I'll triple check but I highly doubt

      If you do find the cause of the high AC, please let me know so I can sticky post it, thanks and sorry that your Ketheric has gone Hulk on you :o 
  9. OswaldAbbott
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    can you make the necrotic blast from the circlet a necromancy cantri?
    1. JeffGrande33
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      Hey, okay so I know you want Strength and Necromancy cantrips and other things and they are valid wants, but this mod is what it is, you can make a paladin but make the charisma primary and constitution secondary and still pummel hard... but so can a sorcerer only class and any class really if you just use the right attributes and choices... it's the idea here to accommodate many... sorry...

      I learned you can't always keep everyone happy, there is always someone that is going to be unhappy and so I look at it this way, does it make me happy... yes, I am happy with what it is and that's how I call it done...otherwise how would I know if it's done or right... the moment I make it strength based and the necrotic blast becomes a necromancy cantrip, there is going to be someone else that want something different...

      But I hope that you find a combo or mod however that fits perfectly for what you want, I really do and sorry this has not been able to do so but thanks for checking it out though and appreciate the post...
    2. OswaldAbbott
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      I didn’t ask for a strength based? I only before brought up an optional heavy armor version(something I’ve seen other mod pages do, so I thought it would be pretty easy) so that you can have passives from it. And I was suggesting the necromancy school since it makes more sense with it being necrotic damage, because nearly every effect that does necrotic damage is a necromancy spell.  I also want to let you know I am not saying all this because I don’t like the mod, it’s just stuff I thought would fit or makes sense. The heavy armor because that’s what the armor is based off of, and also would allow people to benefit from features that require armor and not clothing. The necromancy cantrip thing as said above. I’m not trying to change this stuff or suggest it for any other reason that I like it, and didn’t know if the necromancy cantrip part was intentional, and thought a add on that makes the main armor set count as heavy armor. I apologize if I came across any other way  
  10. UnforunateOni
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    did you make that necrotic reanimation passive? If so, would you be able to make it a standalone passive that just makes any enemies killed reanimate?
    1. JeffGrande33
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      Hi, yeah it's a passive with conditions

      data "Conditions" "IsKillingBlow() and Character() and not Tagged('UNDEAD') and not Tagged('PLAYABLE') and not Tagged('CONSTRUCT') and not Tagged('ELEMENTAL') and not Tagged('PLANT') and not Tagged('OOZE')"

      While I could make it for anything by removing the tag checks... summoning a zombie from a construct... just doesn't look right, it is actually all just for the sake of visual appearances but somehow I think too many people would complain or just flood with posts about it... 

      If you like the overkill minion idea, I am busy with a new idea using aberrant summon currently, but they are manually summoned by the player, but comes with hilarious aoe damages, aoe debuffs and explosions, lots and lots of em, like michael bay levels...
    2. UnforunateOni
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      I'm actually trying to figure out a way to make a feat/passive where when I kill an enemy they would reanimate as an ally (as opposed to summoning another creature from their corpse) until resting. I say trying because I am failing to find the proper resources to learn how to do it
    3. JeffGrande33
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      Maybe this will help you... have a look at this website and then also this mod or resource actually, that will help you find what you are looking for... if you want a summon effect like I did, you can look at this
  11. BasementCat13
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    Looks great! Just so you know there is an ai art model someone made that makes perfect BG3 style icons, personally I find it very janky seeing other style icons in game but thats just me 
    1. JeffGrande33
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      But I like my icons... easy to identify when your inebriated, tired or both... but thanks though, appreciate the feedback