Please feel free to post in your original language! It actually helps me a lot - because when you write in your own language, it’s easier for me to verify translations correctly. This way, I can better understand your message and reply more accurately. Thank you!
If you're requesting compatibility with another mod, please use the dedicated Compatibility Request Forum linked here instead of posting in the comments. It helps me keep track of everything and ensures your request isn’t missed.
That being said, if you're not comfortable using English or forums, then it's fine to post your request here in the comments.
⚠️ Requests without links will NOT be processed. I'm not a fan of double work, and I want to be sure I'm working on the right file. ⚠️ I only provide compatibility for nymph-appropriate content. I won’t support mods that add things like horns, human ears, male assets, beards, tails, wings, or large body types. ℹ️ I mainly provide compatibility for heads and hair.
💡Pro Tip Each compatibility file in the Filestab includes a number in brackets after the mod's name - that's its Nexus Mods ID. - You can find this number in the mod’s URL (for example, this mod’s ID is 13682).
Just copy the number from any mod you like and use Ctrl+F to check if it’s featured on my list!
⚙️ About Mod Managers other than Vortex
When it comes to issues specific to other mod managers: If you encounter a conflict or error that occurs only with a specific mod manager and it’s not a serious issue, please note that I primarily use Vortex and don't generally provide extensive support for other mod managers. While I might look into an acute issue, I prefer not to risk disrupting my setup for minor problems.
That said, I remain fully committed to supporting the mod itself. I’ll gladly assist with any issues unrelated to the tools you used to install it. Your experience with the mod is important to me, and I’ll do my best to help where I can.
i noticed Stunning glance DC is based off INT - shouldnt it be based of CHA instead ? edit: weird, i swear i read a mob saved vs (DC8+INT mod) on the nautiloid, now on the beach, the fail vs a DC 16 (which is appropriately based on CHA). will keep an eye out and report if i notice something.
The combat log will often report saving throw calculations incorrectly. I've seen this exact situation, where Stunning Glance was reported with the calculation (8 + 2 (proficiency) + 2 (INT)) = 11...! That is the correct answer in my case, since the character has CHA 13, but the computation it reported was obviously wrong. I'm guessing it claimed to use INT in my case because the character's an Arcane Archer, but clearly the computation did not match the actual result.
I've seen similar inconsistencies with saving throws before, so it is definitely NOT caused by this mod.
EDIT: Just to be clear, the mod is functioning properly here - the only problem is a misleading computation in the combat log.
thank you for the fast answer. will definitely keep an eye out for strange occurrences.
on a side note, that ability will surely fall off in power as the adventure progresses. Maybe add proficiency to the dc ? at the cost of a feat ? - also targets CON, why not WIS ? i noticed that the ability works on creatures that probably shouldn't care - undeads, shrooms, constructs ?
in any case, let me add my voice to the chorus saying this is a very well crafted mod.
Insane work! I love what you've done. Question, if I may. How did you implement the race-specific Feat restriction? I saw that the Nymph race was added as a ProficiencyGroupFlags in the Structures folder but I thought that was never picked up by the game but it seems to be doing something here! I hope you don't mind me asking some questions about a peak behind the curtain but something like this would be revolutionary for Feat modding.
I bypassed the toolkit and just added my own ValueLists.txt file. Drop it here: Data\Public\<mod name>\Stats\Generated\Structure\Base File structure: valuelist "ProficiencyGroupFlags" value "<name>" : <int> // use a unique, preferably large number After that I just added the condition, and it works XD
Sry about the rushed reply earlier - had to run and sent it off a bit too quick. Here's the rest now:
For the <int>: use a large, non-round number to avoid collisions with other mods. Numbers above 2000000000 aren’t safe, and numbers up to 40 are already taken by Larian.
About the update bug: not sure if this is still a thing, but I recommend restarting the toolkit after placing the file. If it was already open, close and reopen it.
In your race’s progression record, add Proficiency(<name>) to Boosts (or the boosts field of whatever you want for feat gating).
Then in the feat requirements, add FeatRequirementProficiency('<name>').
With "Nymph" being the broad category, of nature creatures, I would like the sub-race Nymph renamed Alseid. It's more in line with the other sub-race names you have already chosen.
Also, I look forward (hopefully), to your most glaring (IMHO) omission, the Dryad!
Your mod is fantastic, & I hope you both add to this one, & continue with your vision, of other races.
I like it! I think I’ll go with Alseid. And yeah, not sure why I didn’t do Dryad yet—I'll add it to the list. Tnx for the support! This has been a passion project of mine for some time now. I have two other mods planned, but I don’t want to stray from this one, so I haven’t really gone full throttle into them yet.
The druid spell: "Conjure Woodland Being" isn't a terrible spell. It just doesn't represent a true dryad (at least in my mind).
Dryads would protect their tree (at all costs), not send it into battle. Perhaps have any damage done to the tree, also appear on the nymph. Another ability is a limited Misty Step, where the Nymph could port to the tree's side only. Give the tree pet limited mobility, like Spiritual Weapon pet, while in combat.
TY for being so open to the community! Any hint, for the other mods? Another race, I hope?
My vision is of a shy creature, always returning to it's tree, in times of stress, or fear.
BG3 tends to be a game that rewards surge mentality (pure offense) over all else. It's usually better to attack, than to heal (for example). The tree introduces reasons to guard your flank, and have some healing, and defense.
However, you have to have a reason players would want to put up with these weaknesses. The unlimited(?) Misty Step would give a benefit. Do you position your tree for fast travel around the battlefield, or keep it safe, in the rear, for easy retreats, when someone's in trouble? Do you give this power to everyone, just the Nymph races, or just the Dryad (Controllable setting?).
Additional abilities: Tree is vulnerable to flame attacks. Water heals the tree, but roots it in place, for a few turns. A "Blend with nature" spell where the tree looks to be just any other tree (invisibility). A small healing aura (small in size, and strength, but works during combat), that would disable "Blend with nature", and might cause the tree to be targeted.
Damage, on the tree, also damages the Dryad. Perhaps, even a VERY limited DoT, on the Dryad, when she's too far from her tree.
A difficult part, of this sub-race, is how you control aggro. If all the mobs immediately attack the tree, no one will want it, but no aggro, and what's the point?? And, making the benefits inline, with the limitations, of the race. This would be a more complicated race. Not a simple barbarian.
Food for thought, what if programming wise the tree wasn't a summoned pet, at all, but rather an item, placed by the Dryad? No movement; dependent upon the Dryad, to place it? It's powers would just become "spells" the Dryad has, AFTER the tree is placed, gone when it's picked up? (Shrug)
Not a programmer, so not sure what is possible. TY for allowing me input, on your creation. I hope a few, of my ideas, appeal to you, or spark others.
I see you artfully dodged my request, for hints... (LOL) That's ok. Look forward to those other mods.
i'm a fan of the new update :D i tried the alpha version before the official update today, but didn't get a whole lot of time with it. the icons look great! my fave subrace has always been the nymph, and i think the new feats for it are pretty good ^^ "soft allure" being my favorite! largely due to that being how i was already playing my nymph, and the automatic advantage for charisma checks really plays into the pheromone/persuasion/getting everything i want by talking (lol :D) playstyle i've been going for
two things to note, about optional files, as well! - for the dice: they work fine and look good when you're only rolling one, but when rolling with advantage (two die), they don't seem to show up? just the shadow beneath them. - for the nymph items: it seems like you get two identical sets of the body and foot gear at the start? just one tiara, though, which is good! ^^ furthermore, sometimes i seem to just spontaneously get another full set of the tiara/body/foot gear. like, when i reload, for example
Bonus Content - Starting Gear (Vortex, Manual) v1.2 is now live.
v1.2 - Duplicate items are no longer generated. Using this on an old save will trigger one final duplication, then stop. Working hard for feralbumblebee on the little time I have >.<
OH WOW both fixed already :O thanks a bunch! and psh, please don't work hard on my account lol, take your time and do whatever's enjoyable for you ^^ it's your mod, after all, i just suggest nifty additions/compatibility and sniff out lil bugs :D again, though, i appreciate the speedy job
But working hard for feralbumblebeeis fun :P …I just can’t rest when there’s something I know I can easily fix -.-; feels like I’m keeping everyone hanging by a thread
On Immersive difficulty settings, some of the Nymph feats are effectively weaker versions of vanilla game feats. Why spend a feat to boost CHA +1, when you can get twice the effect using a simple ability score improvement? While on the whole I'm pleased with the balance on Immersive, it does tend to discourage use of (some) Nymph feats.
That’s a good point. Can you make a list of everything you’d fix on that difficulty (plz use the beta version for that) and post it on the forum? I’ll do some rebalance work once the beta version is fully out.
Going through the whole list, the only one that seems to fall into this category is Graceful Flirts (add to CHA); the rest of the feats boost skills, or add to Saves, or give Advantage, or have more complex mechanics not duplicated by vanilla feats. So I think the balance issue is much narrower than my first impression suggested.
Putting clear numerical discrepancy aside, I would still love to know how you would balance things. I never really play on Immersion myself, but I would like it to feel fair and balanced. After all, that is exactly the reason it exists
Thanks! A couple other suggestions, which you may feel free to ignore if they don't fit your conception of the mod:
Stunning Glance is a bit OP (same could probably be said for some of the other Beauty powers). Other sources of Stun are mostly limited to melee range (e.g. Monk's Stunning Strike) or can only be used once per day (Mental Blast). I can see two changes that might be worth considering: either reducing the range to near-melee (5m?), or restricting it to Humanoid foes. The latter constraint might also make sense for some other Beauty powers.
It might also be nice to add the 'Rare' tag to the race; I've seen that used in some other race mods. It wouldn't make a big difference to NPC reactions, but it does have an effect (e.g. Auntie Ethel will remark on it, if I remember correctly).
Simple Nymph Alpha Test (Vortex, Manual) is now live. 🌊 ALPHA TEST NOW OPEN 🌿 The tides are rising, and the nymphs are calling. Be among the very first to step into the enchanted wilds of Simple Nymph! Uncover subrace-exclusive feats, test new mechanics, and help shape the future of this race mod with your feedback.
🌟 Early testers get a chance to: • Try never-before-seen abilities • Suggest balance tweaks • Influence final polish before full release
Spots are (not) limited! Join the Alpha now - walk where mortals haven’t dared.
Hullo! I just added Simple Nymph and a bunch of the addons to my mod list, and when I loaded up BG3 it gave me a warning that "(SN) ITems Requires Simple Nymph 2.1.1.48", but I'm not seeing that version on the Files page, just 2.1.1.47. I'm assuming that I'm just not seeing something, but I could use some help regardless, please and thanks!
It'll be fixed with the new mod version that I'll release soon, please endure the warning for a bit - unless it blocks you from playing, in that case tell me and I'll release a hotfix
Thanks! I haven't tried it, I'm still sorting out my mods and poking in-game once in awhile to see if it yells at me at all, heh. I doubt I will play it at all today, after getting a scant 2 hours of sleep z_z. Appreciate the reply, looking forward to trying out this race <3
Would it be possible if you change Nymph Matriarch to not be affected by summons? I am current using Shadowheart as a Necromancer Wizard and once I summon undead the buff will be gone.
198 comments
Please feel free to post in your original language!
It actually helps me a lot - because when you write in your own language, it’s easier for me to verify translations correctly.
This way, I can better understand your message and reply more accurately.
Thank you!
~ These links do not work on pages that have already been translated ~
📌 Compatibility Requests
If you're requesting compatibility with another mod, please use the dedicated Compatibility Request Forum linked here instead of posting in the comments.
It helps me keep track of everything and ensures your request isn’t missed.
That being said, if you're not comfortable using English or forums, then it's fine to post your request here in the comments.
⚠️ Requests without links will NOT be processed. I'm not a fan of double work, and I want to be sure I'm working on the right file.
⚠️ I only provide compatibility for nymph-appropriate content. I won’t support mods that add things like horns, human ears, male assets, beards, tails, wings, or large body types.
ℹ️ I mainly provide compatibility for heads and hair.
⚙️ About Mod Managers other than Vortex
When it comes to issues specific to other mod managers:
If you encounter a conflict or error that occurs only with a specific mod manager and it’s not a serious issue, please note that I primarily use Vortex and don't generally provide extensive support for other mod managers. While I might look into an acute issue, I prefer not to risk disrupting my setup for minor problems.
That said, I remain fully committed to supporting the mod itself. I’ll gladly assist with any issues unrelated to the tools you used to install it. Your experience with the mod is important to me, and I’ll do my best to help where I can.
edit: weird, i swear i read a mob saved vs (DC8+INT mod) on the nautiloid, now on the beach, the fail vs a DC 16 (which is appropriately based on CHA). will keep an eye out and report if i notice something.
I've seen similar inconsistencies with saving throws before, so it is definitely NOT caused by this mod.
EDIT: Just to be clear, the mod is functioning properly here - the only problem is a misleading computation in the combat log.
will definitely keep an eye out for strange occurrences.
on a side note, that ability will surely fall off in power as the adventure progresses.
Maybe add proficiency to the dc ? at the cost of a feat ? - also targets CON, why not WIS ?
i noticed that the ability works on creatures that probably shouldn't care - undeads, shrooms, constructs ?
in any case, let me add my voice to the chorus saying this is a very well crafted mod.
Drop it here: Data\Public\<mod name>\Stats\Generated\Structure\Base
File structure:
valuelist "ProficiencyGroupFlags"
value "<name>" : <int> // use a unique, preferably large number
After that I just added the condition, and it works XD
Here's the rest now:
- For the <int>: use a large, non-round number to avoid collisions with other mods. Numbers above 2000000000 aren’t safe, and numbers up to 40 are already taken by Larian.
- About the update bug: not sure if this is still a thing, but I recommend restarting the toolkit after placing the file. If it was already open, close and reopen it.
- In your race’s progression record, add Proficiency(<name>) to Boosts (or the boosts field of whatever you want for feat gating).
- Then in the feat requirements, add FeatRequirementProficiency('<name>').
Done :)Also, I look forward (hopefully), to your most glaring (IMHO) omission, the Dryad!
Your mod is fantastic, & I hope you both add to this one, & continue with your vision, of other races.
Tnx for the support! This has been a passion project of mine for some time now. I have two other mods planned, but I don’t want to stray from this one, so I haven’t really gone full throttle into them yet.
Dryads would protect their tree (at all costs), not send it into battle. Perhaps have any damage done to the tree, also appear on the nymph. Another ability is a limited Misty Step, where the Nymph could port to the tree's side only. Give the tree pet limited mobility, like Spiritual Weapon pet, while in combat.
TY for being so open to the community! Any hint, for the other mods? Another race, I hope?
BG3 tends to be a game that rewards surge mentality (pure offense) over all else. It's usually better to attack, than to heal (for example). The tree introduces reasons to guard your flank, and have some healing, and defense.
However, you have to have a reason players would want to put up with these weaknesses. The unlimited(?) Misty Step would give a benefit. Do you position your tree for fast travel around the battlefield, or keep it safe, in the rear, for easy retreats, when someone's in trouble? Do you give this power to everyone, just the Nymph races, or just the Dryad (Controllable setting?).
Additional abilities: Tree is vulnerable to flame attacks. Water heals the tree, but roots it in place, for a few turns. A "Blend with nature" spell where the tree looks to be just any other tree (invisibility). A small healing aura (small in size, and strength, but works during combat), that would disable "Blend with nature", and might cause the tree to be targeted.
Damage, on the tree, also damages the Dryad. Perhaps, even a VERY limited DoT, on the Dryad, when she's too far from her tree.
A difficult part, of this sub-race, is how you control aggro. If all the mobs immediately attack the tree, no one will want it, but no aggro, and what's the point?? And, making the benefits inline, with the limitations, of the race. This would be a more complicated race. Not a simple barbarian.
Food for thought, what if programming wise the tree wasn't a summoned pet, at all, but rather an item, placed by the Dryad? No movement; dependent upon the Dryad, to place it? It's powers would just become "spells" the Dryad has, AFTER the tree is placed, gone when it's picked up? (Shrug)
Not a programmer, so not sure what is possible. TY for allowing me input, on your creation. I hope a few, of my ideas, appeal to you, or spark others.
I see you artfully dodged my request, for hints... (LOL) That's ok. Look forward to those other mods.
- Easier for me to keep track of it since I won’t be able to get on it right away.
- That way we can have an offshoot discussion without cluttering the comments.
tnx!two things to note, about optional files, as well!
- for the dice: they work fine and look good when you're only rolling one, but when rolling with advantage (two die), they don't seem to show up? just the shadow beneath them.
- for the nymph items: it seems like you get two identical sets of the body and foot gear at the start? just one tiara, though, which is good! ^^ furthermore, sometimes i seem to just spontaneously get another full set of the tiara/body/foot gear. like, when i reload, for example
v1.1 - Fixed bug where 2 dice were not showing together
Had a bit of time and was able to find and fix the issue fast ^^
v1.2 - Duplicate items are no longer generated. Using this on an old save will trigger one final duplication, then stop.
Working hard for feralbumblebee on the little time I have >.<
…I just can’t rest when there’s something I know I can easily fix -.-; feels like I’m keeping everyone hanging by a thread
Stunning Glance is a bit OP (same could probably be said for some of the other Beauty powers). Other sources of Stun are mostly limited to melee range (e.g. Monk's Stunning Strike) or can only be used once per day (Mental Blast). I can see two changes that might be worth considering: either reducing the range to near-melee (5m?), or restricting it to Humanoid foes. The latter constraint might also make sense for some other Beauty powers.
It might also be nice to add the 'Rare' tag to the race; I've seen that used in some other race mods. It wouldn't make a big difference to NPC reactions, but it does have an effect (e.g. Auntie Ethel will remark on it, if I remember correctly).
Tnx :)
Simple Nymph Alpha Test (Vortex, Manual) is now live.
🌊 ALPHA TEST NOW OPEN 🌿
The tides are rising, and the nymphs are calling. Be among the very first to step into the enchanted wilds of Simple Nymph!
Uncover subrace-exclusive feats, test new mechanics, and help shape the future of this race mod with your feedback.
🌟 Early testers get a chance to:
• Try never-before-seen abilities
• Suggest balance tweaks
• Influence final polish before full release
Spots are (not) limited! Join the Alpha now - walk where mortals haven’t dared.
Would it be possible if you change Nymph Matriarch to not be affected by summons? I am current using Shadowheart as a Necromancer Wizard and once I summon undead the buff will be gone.
Thank you.