Anyway to add MCM configuration? would be nice to be able to toggle each debuff on/off instead of installing/removing a mod and then starting a new game.
I don't have any experience integrating mcm in mods, but I can look into how plausible that would be. That would be a pretty elegant solution if I could implement it.
I do want to note, you shouldn't need to start a new game for most of the changes in this mod to work. It's really just the 2 added loot drops that may require a new save to show up correctly (and I don't think mcm would fix that particular issue).
there seems to be an issue with the No Surprising Enemies file. instead of distributing Perfect Sentry to all enemies, it's distributing Alert. while this does mean it's doing it's job correctly, it' also much harder due to the +5 initiative to all enemies
new entry "HEALTHBOOST_HARDCORE" type "StatusData" data "StatusType" "BOOST" using "DIFFICULTY" data "StackId" "HEALTHBOOST_HARDCORE" data "Boosts" "IncreaseMaxHP(30%);RollBonus(Attack,2);SpellSaveDC(2)" data "StatusPropertyFlags" "DisableOverhead;DisableCombatlog;DisablePortraitIndicator;ApplyToDead" data "Passives" "Surprise_Immunity"
It's clearly applying the "Surprise_Immunity" passive. Which is defined in the game:
new entry "Surprise_Immunity" type "PassiveData" using "Alert" // Perfect Sentry data "DisplayName" "h989709d4gfe2ag4150g86cagf943c2aa85a9;1" // You can't be <LSTag Type="Status" Tooltip="SURPRISED">Surprised</LSTag>. data "Description" "h4f0e59f3g37d5g4e71g8dd7g88db963c23d2;1" data "DescriptionParams" "" data "Icon" "PassiveFeature_Generic_Threat" data "Boosts" "StatusImmunity(SURPRISED)"
This is clearly different than Alert which explicitly adds +5 to initiative
new entry "Alert" type "PassiveData" // Alert data "DisplayName" "hcccd66efg761eg427cg9121g37cf43267b0f;2" // You gain a +[1] bonus to Initiative and can't be <LSTag Type="Status" Tooltip="SURPRISED">Surprised</LSTag>. data "Description" "h4bccaad4gb27bg4547gb506g16f35e47b130;5" data "DescriptionParams" "5" data "Icon" "PassiveFeature_Generic_Threat" data "Properties" "Highlighted" data "Boosts" "Initiative(5);StatusImmunity(SURPRISED)"
I've also not noticed this Alert application behavior in my playtesting. I think something else is causing your issue or this is a miss diagnosis. Can you provide any screenshots of the Alert passive being applied to all enemies?
yeah apologies, I had blamed this mod because when I disabled it the enemies no longer had Alert, when in fact I believe the true fault lies with Harder Bosses. It replaced Perfect Sentry for Alert for bosses that use it, however looking at it, the mod did this not by giving the bosses Alert instead of Perfect Sentry, but by physically overwriting Perfect Sentry to just be Alert. So your mod was actually working correct and distributing Perfect Sentry, it's just that Perfect Sentry was now Alert.
Does removing healing from throwing healing potions prevent NPCs from throwing them? like do they know it doesnt work anymore or will they still waste an action throwing one? Also if you add the "no scroll using" feature i think it would be best to just remove them from the game so they arent just useless gems to fill your inventory be sold.
Good question on the potions, I hadn't considered that. I am not sure if the AI is smart enough to not do something pointless. I should be able to change the implementation so it only applies to you and your allies.
Regarding scrolls, I wasn't planning on removing them from the game. I personally like having some extra items to sell for gold. I would probably have to go through every loot table in the game to remove them, which would not be very fun. If i think of a easier way to do that I may upload a version with your suggestion.
Just updated the mod (and the potions version). It should fix this issue by making it so the potions will heal when AI throw them. Let me know if you notice any issues, it's sorta hard to test.
Dont know how i feel abot no potion throwing yet, but i like all other restrictions (never been a fan of using space gummies). Definitely looking for boss fight changes for frog and bull <3
I just posted separate versions of the different tweaks in case you don't want to play with the potion changes. If you do want to try playing without throwing potions, I have a couple of rad healing subclasses you could try.
Resto Druid https://www.nexusmods.com/baldursgate3/mods/11436
Resto Bard https://www.nexusmods.com/baldursgate3/mods/14588
Neat ideas! Would you be willing to upload disaggregated versions with each individual change? I'm a fan of some of the ideas (especially no throwing healing potions), but not all the others (e.g. no elixirs, and the future idea of no scrolls) as people can use mods to nerf those features to make them more balanced (existing elixir rebalance mods, and mods that limit the effectiveness of scrolls).
19 comments
I do want to note, you shouldn't need to start a new game for most of the changes in this mod to work. It's really just the 2 added loot drops that may require a new save to show up correctly (and I don't think mcm would fix that particular issue).
new entry "HEALTHBOOST_HARDCORE"
type "StatusData"
data "StatusType" "BOOST"
using "DIFFICULTY"
data "StackId" "HEALTHBOOST_HARDCORE"
data "Boosts" "IncreaseMaxHP(30%);RollBonus(Attack,2);SpellSaveDC(2)"
data "StatusPropertyFlags" "DisableOverhead;DisableCombatlog;DisablePortraitIndicator;ApplyToDead"
data "Passives" "Surprise_Immunity"
It's clearly applying the "Surprise_Immunity" passive. Which is defined in the game:
new entry "Surprise_Immunity"
type "PassiveData"
using "Alert"
// Perfect Sentry
data "DisplayName" "h989709d4gfe2ag4150g86cagf943c2aa85a9;1"
// You can't be <LSTag Type="Status" Tooltip="SURPRISED">Surprised</LSTag>.
data "Description" "h4f0e59f3g37d5g4e71g8dd7g88db963c23d2;1"
data "DescriptionParams" ""
data "Icon" "PassiveFeature_Generic_Threat"
data "Boosts" "StatusImmunity(SURPRISED)"
This is clearly different than Alert which explicitly adds +5 to initiative
new entry "Alert"
type "PassiveData"
// Alert
data "DisplayName" "hcccd66efg761eg427cg9121g37cf43267b0f;2"
// You gain a +[1] bonus to Initiative and can't be <LSTag Type="Status" Tooltip="SURPRISED">Surprised</LSTag>.
data "Description" "h4bccaad4gb27bg4547gb506g16f35e47b130;5"
data "DescriptionParams" "5"
data "Icon" "PassiveFeature_Generic_Threat"
data "Properties" "Highlighted"
data "Boosts" "Initiative(5);StatusImmunity(SURPRISED)"
I've also not noticed this Alert application behavior in my playtesting. I think something else is causing your issue or this is a miss diagnosis. Can you provide any screenshots of the Alert passive being applied to all enemies?
Regarding scrolls, I wasn't planning on removing them from the game. I personally like having some extra items to sell for gold. I would probably have to go through every loot table in the game to remove them, which would not be very fun. If i think of a easier way to do that I may upload a version with your suggestion.
Resto Druid
https://www.nexusmods.com/baldursgate3/mods/11436
Resto Bard
https://www.nexusmods.com/baldursgate3/mods/14588