Permanent Summons makes all base game summons Permanent Progress: Works on Patch 7; No Current Issues If it doesn't work when patch 8 comes out make noise Incompatible with mods that alter the same spells (Animate Dead Plus Plus, Permanent Elemental's and Undead, etc) Only effects summons in the base game because it edits only summons from the base game (Why do I have to say this?)
Reporting an Issue? I need to know the following 1 How specifically it is caused (Step by step of what spells, item, and how it doesn't work properly 2 Where in-Game it occurs (if specific)
Let me know if things were not fixed; I don't play BG3 anymore so I didn't do much testing
Latest Update (1/26/2025): - Removed Moonbeam (Done bc Uncontrollable after combat isn't ideal) - Added Stack ID's back to Find Familiar (Done bc NPC's testing the limits of your hardware) - Fixed Circle of Bones Item animate dead - Fixed Gales Shadow Summon - Fixed Danse Macabre - Fixed Necromancer abilities not apply - (Fixed my toolkit; I had to redo all the descriptions and display names, that took the longest!)
For the new summons in patch 8, expect an update from the 16th -20th. I’ll try starting AUG 16th at 2000 CST, just depends if I can find all the new summons
This mod is great, expecially when paired with the displacer summons mod. Now my giant cat stays around forever, and man he's a beast with 80 hits points from the start. Good stuff!
After succumbing to peer pressure their is now an optional file -23rd FEB, 2025
Guardian of Faith being permanent is as intended. If you want to alter the mod follow the steps below, otherwise you will have to wait for me to create an alternate version with those changes. Or kill it with radiant damage (Cantrip)
being permanent follow the following steps:
However if you want to do it yourself: 1 Download the .pak file of the mod 2 Download https://github.com/ShinyHobo/BG3-Modders-Multitool (used to unpak / readible file format 3 Unzip both files 4 open the BG3-Modders-Multitool > Open BG3-Modders-Multitool.exe (File type is "Application") 5 open the unzipped mod and drop the .pak 6 go to unpacked mods folder in the BG3-Modders-Multitool folder 7 open Spell_Target and find GuardianOfFaith, _5, _6 8 Edit the Permanent in bold for the original spell and upcasts to 5th & 6th level. Change it to 10 or 100, for 10 turns or 100 turns. -1 if want it UntilLongRest
GROUND:IF(Tagged('ALIGN_GOOD',context.Source)):Summon(4c90b3c1-55dd-4b7e-b08f-8d7cc15f8d41, Permanent,Projectile_AiHelper_Summon_Strong,,,GUARDIAN_OF_FAITH_AURA,SHADOWCURSE_SUMMON_CHECK);GROUND:IF(not Tagged('ALIGN_GOOD',context.Source) and not Tagged('ALIGN_EVIL',context.Source)):Summon(d243badc-a763-4d9e-8037-2da9c3e39d5e, Permanent,Projectile_AiHelper_Summon_Strong,,,GUARDIAN_OF_FAITH_AURA,SHADOWCURSE_SUMMON_CHECK);GROUND:IF(Tagged('ALIGN_EVIL',context.Source)):Summon(fb497660-2eb3-4757-bf6d-b8815b577e7e, Permanent,Projectile_AiHelper_Summon_Strong,,,GUARDIAN_OF_FAITH_AURA,SHADOWCURSE_SUMMON_CHECK)
9 Save the file 10 use the BG3 multi tool and make it back into a pak and drop it back in whatever mod manager you use
Would appreciate if the author would remove Guardian of Faith form the list, it's an immovable follower, and becomes useless and a nuisance outside of combat.
Please make it so that the wizard in sundries sorcery doesnt summon pets all the time, theres so many pets now its so insanely laggy whenever you go there.
I'll just add I don't play BG3 anymore but I have looked into the issue, just a thing with NPC spells is that they have separate containers in the code; NPC Container & just the normal spell name.
My 3 possible solutions 1. Break the NPC spell to not be castable 2. Rework the NPC spell to use different spells (Requires new UUID work and I've never done that before) 3. add the stack limit back to find familiar. The spell would still be permanent just that it would limit it to one stack
2 is the most ideal but requires me to have to learn the modding tool more in-depth, in which I don't know if I have the time/want. unfortunately I'm not like the big brain modders.
However if you want 1 or 3, although temporary solutions I could easily make it in under 10 minutes specifically for your wants as optional files
It's been a while since I've modded items but I can give it a try, can you tell me how specifically it doesn't work? I think it's unlikely its another mod that's a problem but if you think certain mods might alter the item link it to me and I will check
The below stuff you can ignore as its just for me to look at later for future troubleshooting this problem to help find it all again GustaDev>Stats>Armor> MAG_Myrkulites_CircletOfMyrkul_Circlet has: UnlockSpell(Target_MAG_Myrkulites_AnimateDead) ^>Spelldata>Target> MAG_Myrkulites_AnimateDead (Container; parent animate dead, can't override will have to make a fix in PS Fixes) ^>MAG_Myrkulites_AnimateDead_Skeleton (TAR; parent: New_Stat_0(25ded3bc-50a0-4a60-9831-597a3e9a8265) ^>MAG_Myrkulites_AnimateDead_Zombie (TAR; parent: New_Stat_1(6a0b0434-d538-4ff7-be6c-83b1e791713d)
It breaks the two animate dead spells the item allows you to cast. It shows to rat tails(?) instead of the original spell icons. These two icons can not be selected.
Does this allow item granted summons to be persistent after item is removed? For example, the shadow wraith will disappear if you click the weapon slot and the lantern is stowed.
There's a chance that since I haven't altered the specific item itself and just it's spell it might be acting funny. which item is it called again? I don't think thats mechanically normal but I could be wrong (I don't know)
The only two things I see that don’t work correctly is the Dance Macabre and the Circle of Bones animate dead spell is no longer active. Other than those, mod is great. 😊
Edit: It's confirmed it does work still, I'll need to update the Permanent Summons fixes mod to the latest version to fix that "error" but it likely won't happen until I fix all current issues being tracked as of JAN 9th as it still functions
I haven't tried because I've been going through the process of trying to get rid of all errors but will let you know. I heard of another author having a similar issue that they fixed and I think it's basically just cosmetic but worth testing.
74 comments
Progress: Works on Patch 7; No Current Issues
If it doesn't work when patch 8 comes out make noise
Incompatible with mods that alter the same spells (Animate Dead Plus Plus, Permanent Elemental's and Undead, etc)
Only effects summons in the base game because it edits only summons from the base game (Why do I have to say this?)
1 How specifically it is caused (Step by step of what spells, item, and how it doesn't work properly
2 Where in-Game it occurs (if specific)
Let me know if things were not fixed; I don't play BG3 anymore so I didn't do much testing
Latest Update (1/26/2025):
- Removed Moonbeam (Done bc Uncontrollable after combat isn't ideal)
- Added Stack ID's back to Find Familiar (Done bc NPC's testing the limits of your hardware)
- Fixed Circle of Bones Item animate dead
- Fixed Gales Shadow Summon
- Fixed Danse Macabre
- Fixed Necromancer abilities not apply
- (Fixed my toolkit; I had to redo all the descriptions and display names, that took the longest!)
Guardian of Faith being permanent is as intended.If you want to alter the mod follow the steps below, otherwise you will have to wait for me to create an alternate version with those changes.Or kill it with radiant damage (Cantrip)being permanent follow the following steps:However if you want to do it yourself:
1 Download the .pak file of the mod2 Download https://github.com/ShinyHobo/BG3-Modders-Multitool (used to unpak / readible file format3 Unzip both files4 open the BG3-Modders-Multitool > Open BG3-Modders-Multitool.exe (File type is "Application")5 open the unzipped mod and drop the .pak6 go to unpacked mods folder in the BG3-Modders-Multitool folder7 open Spell_Target and find GuardianOfFaith, _5, _68 Edit the Permanent in bold for the original spell and upcasts to 5th & 6th level. Change it to 10 or 100, for 10 turns or 100 turns. -1 if want it UntilLongRestGROUND:IF(Tagged('ALIGN_GOOD',context.Source)):Summon(4c90b3c1-55dd-4b7e-b08f-8d7cc15f8d41,Permanent,Projectile_AiHelper_Summon_Strong,,,GUARDIAN_OF_FAITH_AURA,SHADOWCURSE_SUMMON_CHECK);GROUND:IF(not Tagged('ALIGN_GOOD',context.Source) and not Tagged('ALIGN_EVIL',context.Source)):Summon(d243badc-a763-4d9e-8037-2da9c3e39d5e,Permanent,Projectile_AiHelper_Summon_Strong,,,GUARDIAN_OF_FAITH_AURA,SHADOWCURSE_SUMMON_CHECK);GROUND:IF(Tagged('ALIGN_EVIL',context.Source)):Summon(fb497660-2eb3-4757-bf6d-b8815b577e7e, Permanent,Projectile_AiHelper_Summon_Strong,,,GUARDIAN_OF_FAITH_AURA,SHADOWCURSE_SUMMON_CHECK)9 Save the file10 use the BG3 multi tool and make it back into a pak and drop it back in whatever mod manager you useMy 3 possible solutions
1. Break the NPC spell to not be castable
2. Rework the NPC spell to use different spells (Requires new UUID work and I've never done that before)
3. add the stack limit back to find familiar. The spell would still be permanent just that it would limit it to one stack
2 is the most ideal but requires me to have to learn the modding tool more in-depth, in which I don't know if I have the time/want. unfortunately I'm not like the big brain modders.
However if you want 1 or 3, although temporary solutions I could easily make it in under 10 minutes specifically for your wants as optional files
I had not noticed it until I started using this one and I use that item a good bit.
Didnt bug report as I am not sure if it’s this mod.
I think it's unlikely its another mod that's a problem but if you think certain mods might alter the item link it to me and I will check
The below stuff you can ignore as its just for me to look at later for future troubleshooting this problem to help find it all again
GustaDev>Stats>Armor> MAG_Myrkulites_CircletOfMyrkul_Circlet has: UnlockSpell(Target_MAG_Myrkulites_AnimateDead)
^>Spelldata>Target> MAG_Myrkulites_AnimateDead (Container; parent animate dead, can't override will have to make a fix in PS Fixes)
^>MAG_Myrkulites_AnimateDead_Skeleton (TAR; parent: New_Stat_0(25ded3bc-50a0-4a60-9831-597a3e9a8265)
^>MAG_Myrkulites_AnimateDead_Zombie (TAR; parent: New_Stat_1(6a0b0434-d538-4ff7-be6c-83b1e791713d)
I don't think thats mechanically normal but I could be wrong (I don't know)
Circle of Bones:
https://bg3.wiki/wiki/Circle_of_Bones
Edit: It's confirmed it does work still, I'll need to update the Permanent Summons fixes mod to the latest version to fix that "error" but it likely won't happen until I fix all current issues being tracked as of JAN 9th as it still functions
Question translated "Can I have multiple Dryads at once". The answer is yes.