This is the happy update path from older versions to latest, categorized by levels of laziness.
Mod Update Guide
Update Path "LAZINESS LEVEL 1" (not lazy at all)
Before updating the mod, un-equip any instances of the ring/amulet/music instruments.
Do a "Long Rest" so all active statuses (like buffs) from the mod are gone.
Make a game save on this state.
Update the mod.
Equip the ring/amulet/music instruments.
Update Path "LAZINESS LEVEL 100" (lazy AF)
Do nothing in game.
Update Mod
Pray to the Elder Gods.
Game might not load. Even if it loads, it might crash at some point.
Download the mod version you had before the update from the "OLD FILES" and follow the "LAZINESS LEVEL 1" update path.
MOD CONFLICTS:Please don't use the Ring of Elder Gods alongside other mods that modify base spells directly. This is a very poor practice (modifying base spells directly), but some modders still do this. Since Ring of Elder Gods inherits a lot of properties from the base spells of the game, if those are already overwritten by other mod, you might have some problems.
I've released "The Absolute's Ring" mod and will add more spells to it with each version.
It will be primarily driven by user requests. All other research and improvements will stay here with the Elder Gods where I will try to make it the best version possible.
TO-DO List for Ring of Elder Gods
1. Decrease Arcane Gate to 10 turns 2. Add Longstrider as an extra buff
Improvements in Version 2.0 /Jump from Version 1.7/
[READY]Provide better way to remove Invisibility status. People can't see that "Greater Restoration" actually remove it as well.
[READY] Add a "Cloak" item variant called "Cloak of Elder Gods"
[READY] Refactor the "ElderGods.xml" localization file, so it uses dynamic properties with [1], instead of just hard coding values.
[READY] Also add "LSTag Tooltip" to the localization file, so specific statuses will be shown in orange, which is way better visually.
[READY] Refactor the way spell levels are implemented.
[READY] Refactor passive abilities inheritance so they have three generic passive base templates and everything after that is inherited.
Archive
Spoiler:
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Improvements in Version 1.7:
[BUG FIX] Withdrawn the "Maximum Damage of Elder Gods" passive, since it was causing game crashes. The game really don't like the "MinimumRollResult()" function.
[READY] Add "RemoveStatus(ASTARION_WEAK)" condition to the "Greater Restoration" spell.
[READY] Withdrawn passive "Skill Expertise of Elder Gods". It's only active on several conditions and it was not intended to work with all skills. You have the "Skill Proficiency of Elder Gods" that works with all skills as intended.
[READY] Refactor "Critical Chance of Elder Gods" with effect "Enemies cannot land a Critical Hit on you."
[READY] Refactor the Immunity and Partial Immunity of Elder Gods passives. Now they have more stable StatusImmunity conditions.
[READY] Add two variants of the Attack Roll of Elder Gods passive. Now they can increase the Attack and Hit Chance Roll with 5 or 10.
[READY] Disable the "Default Toggle ON" state on the passive "Buffs of Elder Gods". Now the single buff spells will be hidden from the hotbar and only if you need them, you can activate the passive again. This will de-clutter the spell container.
[READY] Add "Attack Advantage of Elder Gods" passive with effect "Gain Advantage against all enemies."
[READY] Fix IRRESISTIBLE_DANCE to not have a save condition.
Improvements in Version 1.6:
GENERAL
[READY] Refactor 'TreasureTable.txt' file for a proper spawning of the items.
[READY] Refactor the way "ToggleOnFunctors" and "ToggleOffFunctors" triggers for visual effects are implemented on each passive
[READY] Refactor the items description so they reference the same String "This item holds the power of Elder Gods."
[READY] Refactor the way passives are written and make them inherit all needed properties from "Passive_SpellsElderGods", so they only overwrite specific parameters.
PASSIVES
[READY] Add "Skills of Elder Gods" passive that will increase each skill by 30 points.
[READY] Enhance the StatusImmunity conditions to cover more statuses.
[READY] Add Extra Immunity passive that contains "StatusImmunity(SG_Condition); StatusImmunity(SG_Polymorph); StatusImmunity(SG_Invisible); StatusImmunity(SG_Incapacitated)" and explain in the description that those will block some spells, so it should be toggled ON with care.
[READY] Segregate the Proficiency passive so the "Musical Instruments", "Weapons" and "Armors" can be toggled separately.
[READY] "Advantage of Elder Gods" was refactored to cover Advantage(Concentration).
[READY] Add "Disadvantage of Elder Gods" that contains Disadvantage(AttackTarget).
[READY] Change the JumpMaxDistanceMultiplier on "Jump of Elder Gods" to 10 times (instead of 30). The hard coded jump distance by the game is 30 meters, so there is no point to increase this multiplier much higher.
[READY] Change the movement modifier on "Speed of Elder Gods" to 50 meters (from 139 meters).
[READY] Add "Extra Speed of Elder Gods" that will increase speed by additional 100 meters. (150 in total with the previous passive)
[READY] Add "Extra Actions of Elder Gods" passive that will additionally increase all action points by 6.
[READY] Extract the "RollBonus(Attack,20)" from "Roll Bonus of Elder Gods" passive. This way the old Roll Bonus passive will provide only changes to the dice rolls for skills, abilities and saving throws.A new passive called "Attack Rolls of Elder Gods" will provide +20 points to Attack Rolls and Hit Chance Rolls.
[READY] Add a new passive ability called "Luck of Elder Gods", which prevents "Critical Failure" from occurring on dice rolls for Attacks, Skill Checks, Raw Abilities and Saving Throws.
[READY] Add a new passive ability called "Critical Chance of Elder Gods", which reduces the number required to roll a "Critical Hit" during attacks by 10.
[READY] Refactor "Critical Hit of Elder Gods" to be in the same group as "Critical Chance of Elder Gods" (you can toggle one or the other). Also add a "CriticalHit(AttackTarget,Success,Never)" function to it, that will prevent enemies from landing a Critical Hit on you.
[READY]Add a new passive called "Critical Miss of Elder Gods", that will force enemies to always get "Critical Miss" on you.
[BUG]Add a new passive called "Maximum Damage of Elder Gods", which ensures you do the maximum damage possible for your weapon or spell. P.S. Here on version 1.6 I've introduced a game crashing bug with this passive, but at that time I had no idea of the effect it will have. It's all fixed now.
[READY]Add a new passive called "Extra Damage of Elder Gods" that grants either 20 Force Damage to Melee/Ranged Attacks or 20 Bonus Damage to Spells.
[READY]Add a new passive called "Skills Proficiency of Elder Gods" that gives ProficiencyBonus() to all skills.
[READY]Add a new passive called "Skills Expertise of Elder Gods" which grants "ExpertiseBonus()" alongside "ProficiencyBonus()" to all skills."Skills Proficiency of Elder Gods" and "Skills Expertise of Elder Gods" are chained together, so you can either activate one or the other.
SPELLS
[READY] Make Feign Death able to multi cast up to 4 targets.
[READY] Change the "AmountOfTargets" on "Invisibility" spell to 4, so you can cast it on the whole party at once.
[READY] Change the "AreaRadius" on all buffs spells from 3 to 5 meters, so now you can area cast them more freely.
[READY] Refactor the "RegainHitPoints" function to use the Target.MaxHP value instead of just 100 points. This way every character will be healed by his maximum HP amount.
[READY] Combine 'Enlarge' and 'Reduce' abilities into a single container, as they were originally implemented in the game this way.
[READY] Revert 'Planar Ally: Djinni' to the original variant of the spell, using acontainer having three summon variants: Deva, Djinn and Cambion. They can be all summoned together and Deva uses a better 'kick-ass' skin.
[READY] Put "Light" inside a container, alongside "Daylight" and "Daylight Enchantment". They have different light variants. "Light" spell makes items glow from the inside and "Daylight Enchantment" lights up the area where the item is.
[READY] Add "Create or Destroy Water" spell.
[READY] Refactor "Arcane Recovery of Elder Gods" spell to restore"ResetCooldowns(UntilRest), "RestoreResource(Movement,100%,0)", restore Action Points, restore all Spell Slots for Wizard and Warlock, and restore all other resources from the "Resources of Elder Gods" passive.
[READY] Refactor "Power Word Kill" spell so now it can target creatures with more than 100 HP.
Improvements for version 1.5
Release two variants of the mod (with shared passives and without).
Sort the new grouped spells.
Remove annoying visual effects from the Elder God's buff spells.
Replace "Cure Wounds" with "Healing Word" (same 100 HP regain)
Add icons to the new passives alongside proper names and description.
Rename the description for "ResourcesElderGods" from "Become extremely resourceful" to "Gain unlimited resources for: ChannelOath, ArcaneRecoveryPoint, BardicInspiration, SorceryPoint, SuperiorityDie, KiPoint, Rage, ChannelDivinity, LayOnHandsCharge, NaturalRecoveryPoint, WildShape, FungalInfestationCharge, TidesOfChaos, HitDice and LuckPoint."
Add the "Black Hole" "Repulsor" and "Displacer Beast Shape" Illithid spells.
Immunity of Elder Gods now excludes Polymorph and Invisibility, so you can have it active and still transform yourself and become invisible.
Add new spell that can Swap/Switch characters via teleport effect and add a free Eldritch Blast.
Put the spells into groups and make new passive ability containers for them. This way everyone can activate only the spells they need.
Add a AIO Buff spell that will give all Elder Gods buffs.
Add Debuff spell that will remove all Elder Gods buffs
Add a group heal spell that will heal Ally() in range of 3 meters by 100 points.
Add "Globe Of Invulnerability" and "Mage Hand" spell.
Remove the useless icon re-cast from the Telekinesis spell and refactor Fly spell so now it uses the sidebar.
Add several new spells (Madness, Hold, Laughter, Haste, Create Undead, Summon Djinni)
Add all types of music instruments to the mod, alongside an amulet. After version 1.5 the mod will be called "Ring of Elder Gods (and other variants)"
Rename the "Target_Knock_Cheat" spell to "Target_OpenDoors_Cheat", since it conflicts with the "Faerun Utility" mod (clint uses the same name)
Replace Invisibility with Greater Invisibility
Add different icons to the old passive abilities.
Make Light spell to cast on multiple items and have light radius 30 meters
Improvements for version 1.4
Fix the transformation bug that makes the ring/lute passive abilities disappear when coming back from transformation and regain the passive abilities only when the ring/lute is re-equipped.
Add additional passive skills for abilities that are listed here : Passives List.xlsx
Add more spells
Add a "Reverse Polymorph" spell.
Make "Dominate Creature" (a variant of "Dominate Person" that targets persons and monsters) to target companions as well.
Add the ring/lute to "Mattis" (Act 2) and "Danthelon" (Act 3) trade list
Improvements in previous versions:
Upload a version of this mod without the "CarryCapacityMultiplier(30)" modifier so it wont conflict with other weight mods. * Check the "Miscellaneous files" for those extra versions.
Research how mods for BG3 works on Steam Deck and eventually post all UUIDs here since they might be needed for spawning the items.id="UUID" value="8f37292c-5a6f-4b66-a21d-67398e8fb670" id="Folder" value="RingOfElderGods" id="Name" value="Ring Of Elder Gods" * Check this comment for more info
Check if all those spells and passive abilities can be attached to a musical instrument (instead of a ring). *Done - check this comment
Update the ring appearance list to be part of the first trader Arron at the Druid Grove.
Create several passive abilities that can be switched on and off regarding if the user wants this specific effect or not.
Hello there! First of all, thank you! This is by far my favourite mod, what you did here is definitely extraordinary! I would like to ask you, if you have the time and all that maybe you could add floating (like a mindflayer) as a toggable passive, replacing walking? I'd really love to just float around.
I'm still checking this Toolkit software. It will take a while.
P.S. Man, i don't like this toolkit at all. There should be a proper way to transfer/migrate already existing pak mod to this Toolkit mod variant. I was hoping to pass the de-compiled assets of the mod to this Toolkit and let it upload the mod on mod.io or whatever.
Instead I have to recreate everything from scratch, using a whole different file structure and everything. Larian .. why did you do this ..
I saw the "BG3 Toolkit Unlocked", but it essentially just enables some disabled features within the tool itself, nothing more. What I need is a conversion script that will take all the source files from the old mod structure, convert them to the new toolkit format, and package them.
I mean, the game is still the same, it uses the same files, formats, and structure. It's just the Toolkit that's different, which makes the whole thing a pointless complication, forcing people to recreate everything.
Or maybe, over time, someone will create a basic empty mod template where I can insert all the functionalities from the main 'RingOfElderGods.txt' file and call it a day. This will also do, as it should have been provided from the start by Larian.
412 comments
Update Path "LAZINESS LEVEL 1" (not lazy at all)
- Before updating the mod, un-equip any instances of the ring/amulet/music instruments.
- Do a "Long Rest" so all active statuses (like buffs) from the mod are gone.
- Make a game save on this state.
- Update the mod.
- Equip the ring/amulet/music instruments.
Update Path "LAZINESS LEVEL 100" (lazy AF)This is a very poor practice (modifying base spells directly), but some modders still do this.
Since Ring of Elder Gods inherits a lot of properties from the base spells of the game, if those are already overwritten by other mod, you might have some problems.
I've released "The Absolute's Ring" mod and will add more spells to it with each version.
It will be primarily driven by user requests.
All other research and improvements will stay here with the Elder Gods where I will try to make it the best version possible.
TO-DO List for Ring of Elder Gods
1. Decrease Arcane Gate to 10 turns
2. Add Longstrider as an extra buff
Improvements in Version 2.0
/Jump from Version 1.7/
StatusImmunity(SG_Polymorph); StatusImmunity(SG_Invisible); StatusImmunity(SG_Incapacitated)" and explain in the description that those will block some spells, so it should be toggled ON with care.
times (instead of 30). The hard coded jump distance by the game is 30 meters, so there is no point to increase this multiplier much higher.
P.S. Here on version 1.6 I've introduced a game crashing bug with this passive, but at that time I had no idea of the effect it will have. It's
all fixed now.
Force Damage to Melee/Ranged Attacks or 20 Bonus Damage to Spells.
from transformation and regain the passive abilities only when the ring/lute is re-equipped.
* Check the "Miscellaneous files" for those extra versions.
id="UUID" value="8f37292c-5a6f-4b66-a21d-67398e8fb670"
id="Folder" value="RingOfElderGods"
* Check this comment for more infoid="Name" value="Ring Of Elder Gods"
*Done - check this comment
P.S. Man, i don't like this toolkit at all.
There should be a proper way to transfer/migrate already existing pak mod to this Toolkit mod variant.
I was hoping to pass the de-compiled assets of the mod to this Toolkit and let it upload the mod on mod.io or whatever.
Instead I have to recreate everything from scratch, using a whole different file structure and everything.
Larian .. why did you do this ..
Ring of Elder Gods is now considered a "Third Party Mod" but it will still work.
You have to ignore several warning messages, but after that everything is the same as before.
Edit: I had to reinstall the mod, now it works... perhaps this may help others.
What I need is a conversion script that will take all the source files from the old mod structure, convert them to the new toolkit format, and package them.
I mean, the game is still the same, it uses the same files, formats, and structure.
It's just the Toolkit that's different, which makes the whole thing a pointless complication, forcing people to recreate everything.
Or maybe, over time, someone will create a basic empty mod template where I can insert all the functionalities from the main 'RingOfElderGods.txt' file and call it a day.
This will also do, as it should have been provided from the start by Larian.
It seems we have a official Toolkit now
Will check it and upload a new version when i can.
Won't give any time promises tho.