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jjdoorframe

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  1. jjdoorframe
    jjdoorframe
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    Regarding new maximum range setting:

    Please note that there are still some limitations when it comes to range, even though you can increase it to 182m / 600ft (or even more in config).

    Namely, the game either doesn't render or displays simplified characters that can't be targeted unless there's character from your party nearby, since you can't actually see them without native camera tweaks.

    You can update the maximum range using MCM even while aiming with a weapon and it will update the range circle, so you can tweak it however you want. Keep in mind that BG3 uses meters for range, so the feet value is rounded.

  2. tomhardee
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    Started using this mod and it seems to work great with the exception of Thornsong. The rest of the longbows are 182m just fine, and when I equip it and hit custom I can see it starts at 18m for max range but nothing saves for max range nor does the circle expand or contract for the custom range slider. I tested with true range before and after my weapon mods and it worked for everything else both ways but neither allowed editing the max range for that bow. Any ideas what might be going on?
    Edit: None of the maximum range buttons seem to affect the bows just the normal range drop down.
  3. Harlet65756367
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    Does this mod work with Siege Machine Fighter Subclass's Ballista?
    1. Harlet65756367
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      Just checked and it does, nice!
  4. theraven1337
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    I think some changes with MCM or script extender with patch 8 might have broken things. There's no options in the MCM menu for me and my settings.json just says this:

    {
        "Long" :
        {
            "Options" : "The range is in meters! BG3 uses 30 as maxium for all weapons, DnD 5e 182.",
            "Range" : 182
        },
        "Normal" :
        {
            "Options" : "DnD5e or BG3 - Please choose one and put it into Ruleset field.",
            "Ruleset" : "DnD5e"
        }
    }
    1. jjdoorframe
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      Please make sure you have the latest MCM and try putting it above True Range if it's not. If that still doesn't work, the config is correct and you can just edit it directly.

      Check one of the screenshots for the list of weapon ranges. Normal range (range without disadvantage) has 2 settings: DnD5e and BG3. Long range might be a bit misleading - you're choosing a general maximum range across the game, but each weapon still has its own. Meaning, if you set long range to 60 (200ft), a hand crossbow will still have a long range of 120ft, but shortbow (with potential 320ft range) will now be capped at 200ft. Keeping it at 182 will use 5e values for all long ranges and setting it to 30 will use BG3 values.
    2. theraven1337
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      The power of my stupidity is boundless. Had the mod order messed up.
  5. Mods4R
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    If able, could the hand crossbows from Drow Weaponry - Hand Crossbows at Baldur's Gate 3 Nexus - Mods and community be added in?
  6. MaxStrengthWizard
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    Just wanted to mention that the tooltip for 5e and BG3 maximum range rules in MCM seem to be swapped.

    Also, is it possible to do a per weapon-type normal range slider? For instance, to be able to adjust all Longbow type weapons to a specific normal range but leave Shortbow type weapons alone or set to a different range?
  7. DragonofTenebrae
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    I'm not sure how to make the custom range setting work? I hit confirm and nothing really happens or changes. Specifically testing this for the flintlock musket from the artificer mod to try and change its range.
  8. Lezaza0
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    Could the throw weapens use this system?

    Awesome work!

    The thrown include is better!
  9. lovemachine44
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    These mods may need a patch. It seems like the author may have manually given each bow their own range.
    Elven Weaponry - Longbows and Quivers
    Elven Weaponry - Shortbows
    1. jjdoorframe
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      Thanks for pointing it out, it's in new version.
    2. lovemachine44
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      Appreciate it!
    3. Mods4R
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      For some reason the new ranges aren't taking effect on the Elven Shortbows - should I put this mod before or after it?
    4. jjdoorframe
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      True Range should be after Elven Weaponry.
  10. mr3cman
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    this is a lot of fun, I'm really enjoying my sniping ranger with a long bow just attacking enemies from the other side of the world lol
  11. 63bmechanic
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    Does this only affect ranged weapons? or does it also correct the spell ranges as well?
    1. jjdoorframe
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      Only weapon attacks, as the description says. The changes Larian made to them were pretty straightforward, so it's possible to make the mod customizable with options, but spell changes are all over the place like the space they cover, ranges increased and reduced, etc.
    2. 63bmechanic
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      Ahh, damn, that's disappointing. Cantrips being half the range they're supposed to be has driven me nuts since EA
    3. CapnCuck
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      The next patch is pushing out the last of the mod tools, so hopefully someone can use those to make it work
    4. jjdoorframe
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      There are mods that correct some of the spells to follow 5e rules, for example Zerd's Rules As Written.

      It's mostly about the balance Larian implemented with some spells that got nerfed and some significantly buffed like Haste. Some players would prefer them completely unchanged from 5e, but others not, so it's difficult to design a good mod and fix every single spell, especially with many spells requiring unique mechanics like Darkness spell that I "fixed" in my other mod.
    5. linehand
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      I wonder if there is any way in the script extender to just increase all spell ranges. Ideally logarithmically rather than a simple multiple. So a spell that only has a 5 meter range would only increase by about 0.1 meter (rounded down to 0) so it would remain strictly close range, While a spell with a 30 meter range would increase by 10 or 15 meters. That way, even though it was adding range to spells across the board, in practice it would only be having any real impact on long range spells.

      Just a thought...
    6. jjdoorframe
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      Yeah, that would be very easy actually, but not something I would like to do as a mod personally. I would only consider a mod that makes all spells work like they do in 5e, which is a lot more than just changing the range.

      If anyone would like to just increase spell ranges though, they're welcome to borrow the way I'm increasing maximum range.