14 LONG RESTS TO HEAL FROM A DEAD FOOT?! THAT'S CRAZY!!
Thank you so much for putting soooo many customization options in. It must have been a crazy amount of work! I'll definitely have fun messing around with everything (and ya know making things hard...but not too hard lol).
Quick question also, do the characters who have injuries have to be in your current party when you long rest to gain the benefits of the long rest to the healing of their ailments? Or is them just being in the camp fine?
It could be made, but there is no easily configurable means of doing so. I don't see it being a popular feature either, but fumble tables for critical fails are something I'm interested in creating.
Is there someplace I can read about how the default configuration file is setup? I'm getting a lot of behavior that doesn't match my expectations. For example, I got hit by a flaming arrow from a goblin which caused a fire wound. I don't understand why because the attack didn't down me and it wasn't a critical, which as far as I could tell should be the only two reasons a wound happens by default.
It felt pretty overbearing. I went to fight the paladin's that are hunting karlach and wyll went down once during that fight, but I guess between the auto crits while downed and the fact smites count as a separate damage instances (... larian) by the time the fight was over wyll had lvl 4 exhaustion and 6 separate injuries. In like 2-3 fights I went through 15 kits.
I've played with injuries when I used to DM DnD and something that strikes me particularly more brutal about BG3 is the fact larian loves to do separate instances of damage packets that all count as separate hits for the sake of concentration checks and other things. This would mean that a single attack could potentially generate more than 1 injury at once which might explain why I'm seeing so many.
I do play with very high difficulty mods so perhaps I need to tone those down If I'm gonna include this mod but I want to learn how it exactly works. The default config as it stands seemed pretty overwhelming on my current setup.
Injuries have damage thresholds, you can control the % chance of the injuries applying when thresholds are met based on severity. I've been busy with a lot of projects, documentation for this is on the back burner, but the available configuration options should be intuitive enough to play around with in the meantime.
Thank you that explains it. Yeah I didn't spend a lot of time on the mcm menu but it seemed pretty complex. I saw wound percentage chances but I only saw two checkboxes for wound application "downed" and "critical". I might try sit down and carefully go through it all.
My config menu looks like this, seemingly missing the ability to edit individual injuries like shown in the pictures, additionally injuries dont apply when characters are downed despite that setting being enabled. I can't get injuries to get activated no matter what I do. Any idea what I've messed up when installing?
Heya! It looks like you haven't downloaded and/or correctly placed the config file (manual download in the files tab) - that contains the definitions for the default injuries
This adds a much-needed level of depth to combat/overworld adventuring in general. Like, if I almost kill you with a greatsword or a lance of ice, you shouldn't be functioning at the same capacity you were before getting impaled.
Thanks for another great mod! It's really interesting. I feel dumb for asking but if we have a conflict with healing kits not working, is there any simple solution you can create to get them functional (maybe using tongs as an alternative or something like that?) Appreciate regardless, tysm!
Best solution is just to resolve the conflict on your end, though it's quite unlikely you would encounter one. It'd be more likely an amateur author doing improper overwrites than someone intentionally editing the templates, for what is a decorative item in vanilla.
Quite a fun mod but could you reconsider adding the configs as a deployable mod? Otherwise it seems that important changes can be missed. Using Vortex I updated the main mod but much later noticed I could no longer remove injuries. It took me quite a while to pinpoint that to the extra config which I had to download manually and figure out where it belongs again, as it's been a while I had installed it. Of course I had forgotten all about the extra config ...
Heya! Loose SE configuration files aren't supported by Vortex right now (and may never be), however, i like the idea of that as a vortex extension. I don't know anything about those yet, but i'm gonna look into that quickly and see how feasible of an idea it is. EDIT: Nope, sorry, i'm not touching that.
In the meantime, it's generally a good idea to use vortex to come back here and download the config file every time you see an update unfortunately. Would need goon to confirm, but it's unlikely there'll be many more config updates. It's in a really good place atm
Thanks, I see. Yes, an extension sounds like to much hassle. So I suppose it is not supported deploying those configuration files directly into the folder. But other mods do mange to place configuration files. How do they do that? Probably loading and writing it by script extender code at runtime? I am not really familiar with script extender. :)
For the time being I have also added the config file in Vortex, so I should see updates in future. But Deployment isn't specifically happy with that config .pak as it doesn't really know what to do with the files. I hope it will not keep acting up in future.
Track the mod to be notified of updates, check your notification settings too. The reason the config is split off is because the main mod is a framework, my stuff with the actual system is essentially optional. Perhaps we could consider restructuring and splitting the mod in two, setting up the default config inside of it. The thing is this wouldn't really help at all, unless it forcibly overwrote existing configs in the folder (which is a bad idea for player customisation). So for the moment you'll just have to use the existing means of checking for updates and adding the config file manually, also, keep the file disabled in Vortex; you can still check for updates without deploying it.
Part of the problem is, as my experience shows, having the proper config is not completely optional and the config system might be in development for a while, which might require redoing the settings? I had a look and the system is impressive but also kind of scary. So I would guess, most mod users will not really dare to change a lot. I certainly will try to avoid major changes. :) Anyways, you would probably need a kind of default and override system for your config. I am aware there is likely no easy solution. Tracking is a website only feature right? I often tend to rely on Vortex only. For now I will rather keep it in the mod list, one way or the other. I am currently not quite sure if disabled mods are also checked if I don't manually select and check them. I will keep an eye on it.
Btw, I think I should restate that I really like the mod. Great work!
You've got valid points, but unfortunately they're not universally applicable to all users, and you're right that a system like that would be difficult to implement, especially for such a narrow use-case. Unfortunately, until vortex or whatever DL manager people use support loose config files, this is the best compromise we can make (especially since we're beyond the initial flurry of updates at this point). Wish i had a better answer for you, sorry! Really glad you like the mod though - if you've got any other suggestions, let us know! Thanks!
Really amazing mod lol. Feel so nice to finaly hit a big crit and make them drop their weapon due to I break their hands.
Can you explain for me how and when exhaustion apply (aside from injuries), as well as how you get madness? Also, Injury Kit seems to be recognize as a scroll (my wizard can try to learn it for 50 gold but doesn't receive anything after that)
Conditions for exhaustion need to be expanded, it's currently just applying on injury applications 50% of the time, or when specific injuries dish out Unrestable Exhaustion. Madness is currently only given out when the Long-term or Short-term Madness injuries are applied. I fixed that issue with injury kits just now in 2.0.5, thanks for letting me know.
I am trying the Madness condition, and was able to apply it by using Dissonant Whisper on my ally, however, it applies Short-term madness: Paralyzed for a while, then change to just Short-term Madness, which, from the description doesn't do anything. Is this intended or is it a bug? (Just think it is kinda of weird that using the injury kit will remove a condition that doesn't do anything) Image of the condition: https://imgur.com/a/r6JkvUh
Yes, 2.0.6 was installed, but only the Short-term Paralysed was removed (and it seems to remove by itself, I did not heal or do anything to cure it?), the Short-term Madness stayed and consume one injury kit to cure.
Works as intended on my end, Short-term Madness applies an effect from the table for 1-50 rounds, when no madness effects are present the injury clears itself. Went over the code and config for 2.0.6, all looks in tact.
Huh, that's weird, I just tested it again and was able to reproduce it, here are the images: Intimidated (Short-term Madness) removal wihtout Short-term Madness condition being removed: https://imgur.com/a/Owtk5sB I also found some weird interaction too, Injury Kit seemed to cure 2 injuries per use now, and it roll a healing check even though I did not have any injury that can be removed from healing: https://imgur.com/a/qIg1MG7 (2 images) And enemies sometimes randomly lose injuries: https://imgur.com/a/cUF8Lie
After reinstalling the mod and the config file, I was able to get the status to remove normally and the problem with Injury Kits removing 2 injuries at a time seems no longer happening, however, I encounter another weird interactions:
1. Weak Persona seems to unable to remove through healing (The save stills happened normally, but even if I succed, nothing happened), even though in the same instance, blisters was able to be remove by healing. Edited: I was able to reproduced this 3 time, and it just happened with weak persona.
2. After the first time someone get madness, I am unable to apply another madness to them a second time (I get hysteria for the first time, after that, only the "Short-term/Long-term Madness condition get applied, but not any of the actual harmful status, then it get remove immediately.) Edited: This one I was able to recreated twice, after that I am unable to do that again, statuses seemed to apply normally.
3. Some status seems to auto removed from enemies (for me it is Major Disfigurement, IDK if there are any other statuses that also do this). This one also get recreated consistently.
4. The Madness: Stunned doesn't seems to do anything, character can still move around and take action (I am outside of combat tho).
Also, is there anyway to lower the madness round numbers? If I get lucky and roll a short term madness on boss with 20 turns paralyzed, that encounter is pretty much done and I don't really want that. And how can I progress Exhaustion? I only can get level 1.
I really like the mod and trying to test it constantly, so I will keep updating what I "seemingly" bugs found with it, hope it doesn't make you feel pressured to go out of your way to fix it.
Thanks for the reports: 1. Missed that one when overhauling removal systems, easy fix. 2. It just depends on the condition, some will overwrite and others won't. In my testing it's behaving as expected. 3. Major Disfigurement's sub-injury Horrible Scar was not set up properly, another easy fix. If it's not that I don't know what it would be. 4. It was a Boost instead of an Incapacitate, another easy fix.
Madness applications can't be customised on the player side of things, no plans for it to be a configuration option just yet. It is on the to-do list to have per-injury enemy XP types, so "Boss" etc. These could be used to effectively filter certain injuries from applying to these types just like the per-injury race and tag system. Osiris, the co-author of this mod responsible for all the pretty configuration and most of the SE stuff is pretty busy right now, so it could be weeks or months before the to-do list is whittled down.
Nice! The new settings are neat, especially ones that allow me to increase chances base on down/crit. Also the new extreme serverity is nice too, my friends was just talking about how easier it would be balance if it have a higher serverity.
I did find some bugs tho, reported them in the bugs section. Also, when enemies have maximum amount of injuries (i did that by using a cheat weapon to deal humongus amount of every type of damage), destroyed foot and damaged hamstrings keep replacing each other, from what I understand, destroyed foot is the higher tier injury, which should take priority over damaged hamstrings, no? I also can't find the configurments section for damaged hamstrings anywhere.
When maximum amount of injuries, long-term madness and short-term madness keeps trying to applied but can't, I guess this is never going to be important, but it is a bit weird so I think I should report it to.
Frostbitten Foot (Damaged Hamstring) inappropriately has the same stack ID as Destroyed Foot, easy fix. Yeah when it comes to madness applications, due to them being specific status types and not just boosts they will not always layer and apply appropriately for Long-term/Short-term Madness being re-applied, but like you said it's never really going to be a problem.
Something I am a bit curious on, currently exhaustion doesn't handle tick due to being apply on status right? So, if I deal like 3 or 4 injuries in one attack, exhaustion level would only move one, and it will not increase until I deal another attack that cause injuries that could cause exhaustion? That seemed to be the case most of the time for me but sometimes I do see exhaustion move 2 level at once.
So, because of the way i process injuries, stack escalation can happen in one event - normally this isn't a big deal thanks to application chance, but i'll be aiming to introduce a new feature today that will allow limiting the amount of injuries that can be applied in one event, which will mitigate this behavior even more
Sounds good! I actually don't mind having multiple stacks of Exhaustion to happen at once, I think it would be more immersive that way. But having something to limit it could be helpful for people.
Hey. I have the "Home Brew - Comprehensive Reworks" mod installed. Its a massive overhaul for the game. It also has some other mods integrated. And one of them happens to be "JWL Discordant Instruments". (This mod is probably also edited and balanced for the Rework mod) And i want to use your mod now, and i wonder if i need to install the patch. Will the patch even work in this case?
If I give the AI Lesser Restoration/Greater Restoration *(through Combat Extender for example, would the AI be able to understand to use it to cure injuries?
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Thank you so much for putting soooo many customization options in. It must have been a crazy amount of work! I'll definitely have fun messing around with everything (and ya know making things hard...but not too hard lol).
Quick question also, do the characters who have injuries have to be in your current party when you long rest to gain the benefits of the long rest to the healing of their ailments? Or is them just being in the camp fine?
Thank you for the mod!
<3 <3 <3
Thank you for answering so quickly <3
It felt pretty overbearing. I went to fight the paladin's that are hunting karlach and wyll went down once during that fight, but I guess between the auto crits while downed and the fact smites count as a separate damage instances (... larian) by the time the fight was over wyll had lvl 4 exhaustion and 6 separate injuries. In like 2-3 fights I went through 15 kits.
I've played with injuries when I used to DM DnD and something that strikes me particularly more brutal about BG3 is the fact larian loves to do separate instances of damage packets that all count as separate hits for the sake of concentration checks and other things. This would mean that a single attack could potentially generate more than 1 injury at once which might explain why I'm seeing so many.
I do play with very high difficulty mods so perhaps I need to tone those down If I'm gonna include this mod but I want to learn how it exactly works. The default config as it stands seemed pretty overwhelming on my current setup.
Using Vortex I updated the main mod but much later noticed I could no longer remove injuries.
It took me quite a while to pinpoint that to the extra config which I had to download manually and figure out where it belongs again, as it's been a while I had installed it. Of course I had forgotten all about the extra config ...
Loose SE configuration files aren't supported by Vortex right now (and may never be), however, i like the idea of that as a vortex extension. I don't know anything about those yet, but i'm gonna look into that quickly and see how feasible of an idea it is.
EDIT: Nope, sorry, i'm not touching that.
In the meantime, it's generally a good idea to use vortex to come back here and download the config file every time you see an update unfortunately. Would need goon to confirm, but it's unlikely there'll be many more config updates. It's in a really good place atm
For the time being I have also added the config file in Vortex, so I should see updates in future. But Deployment isn't specifically happy with that config .pak as it doesn't really know what to do with the files. I hope it will not keep acting up in future.
The reason the config is split off is because the main mod is a framework, my stuff with the actual system is essentially optional. Perhaps we could consider restructuring and splitting the mod in two, setting up the default config inside of it. The thing is this wouldn't really help at all, unless it forcibly overwrote existing configs in the folder (which is a bad idea for player customisation). So for the moment you'll just have to use the existing means of checking for updates and adding the config file manually, also, keep the file disabled in Vortex; you can still check for updates without deploying it.
Anyways, you would probably need a kind of default and override system for your config. I am aware there is likely no easy solution. Tracking is a website only feature right? I often tend to rely on Vortex only. For now I will rather keep it in the mod list, one way or the other. I am currently not quite sure if disabled mods are also checked if I don't manually select and check them. I will keep an eye on it.
Btw, I think I should restate that I really like the mod. Great work!
Really glad you like the mod though - if you've got any other suggestions, let us know! Thanks!
Can you explain for me how and when exhaustion apply (aside from injuries), as well as how you get madness? Also, Injury Kit seems to be recognize as a scroll (my wizard can try to learn it for 50 gold but doesn't receive anything after that)
I fixed that issue with injury kits just now in 2.0.5, thanks for letting me know.
I am trying the Madness condition, and was able to apply it by using Dissonant Whisper on my ally, however, it applies Short-term madness: Paralyzed for a while, then change to just Short-term Madness, which, from the description doesn't do anything. Is this intended or is it a bug? (Just think it is kinda of weird that using the injury kit will remove a condition that doesn't do anything)
Image of the condition: https://imgur.com/a/r6JkvUh
Intimidated (Short-term Madness) removal wihtout Short-term Madness condition being removed: https://imgur.com/a/Owtk5sB
I also found some weird interaction too, Injury Kit seemed to cure 2 injuries per use now, and it roll a healing check even though I did not have any injury that can be removed from healing: https://imgur.com/a/qIg1MG7 (2 images)
And enemies sometimes randomly lose injuries: https://imgur.com/a/cUF8Lie
I use the newest mod files and config files.
1. Weak Persona seems to unable to remove through healing (The save stills happened normally, but even if I succed, nothing happened), even though in the same instance, blisters was able to be remove by healing. Edited: I was able to reproduced this 3 time, and it just happened with weak persona.
2. After the first time someone get madness, I am unable to apply another madness to them a second time (I get hysteria for the first time, after that, only the "Short-term/Long-term Madness condition get applied, but not any of the actual harmful status, then it get remove immediately.) Edited: This one I was able to recreated twice, after that I am unable to do that again, statuses seemed to apply normally.
3. Some status seems to auto removed from enemies (for me it is Major Disfigurement, IDK if there are any other statuses that also do this). This one also get recreated consistently.
4. The Madness: Stunned doesn't seems to do anything, character can still move around and take action (I am outside of combat tho).
Also, is there anyway to lower the madness round numbers? If I get lucky and roll a short term madness on boss with 20 turns paralyzed, that encounter is pretty much done and I don't really want that. And how can I progress Exhaustion? I only can get level 1.
I really like the mod and trying to test it constantly, so I will keep updating what I "seemingly" bugs found with it, hope it doesn't make you feel pressured to go out of your way to fix it.
1. Missed that one when overhauling removal systems, easy fix.
2. It just depends on the condition, some will overwrite and others won't. In my testing it's behaving as expected.
3. Major Disfigurement's sub-injury Horrible Scar was not set up properly, another easy fix. If it's not that I don't know what it would be.
4. It was a Boost instead of an Incapacitate, another easy fix.
Madness applications can't be customised on the player side of things, no plans for it to be a configuration option just yet. It is on the to-do list to have per-injury enemy XP types, so "Boss" etc. These could be used to effectively filter certain injuries from applying to these types just like the per-injury race and tag system. Osiris, the co-author of this mod responsible for all the pretty configuration and most of the SE stuff is pretty busy right now, so it could be weeks or months before the to-do list is whittled down.
I did find some bugs tho, reported them in the bugs section. Also, when enemies have maximum amount of injuries (i did that by using a cheat weapon to deal humongus amount of every type of damage), destroyed foot and damaged hamstrings keep replacing each other, from what I understand, destroyed foot is the higher tier injury, which should take priority over damaged hamstrings, no? I also can't find the configurments section for damaged hamstrings anywhere.
When maximum amount of injuries, long-term madness and short-term madness keeps trying to applied but can't, I guess this is never going to be important, but it is a bit weird so I think I should report it to.
Yeah when it comes to madness applications, due to them being specific status types and not just boosts they will not always layer and apply appropriately for Long-term/Short-term Madness being re-applied, but like you said it's never really going to be a problem.
I have the "Home Brew - Comprehensive Reworks" mod installed.
Its a massive overhaul for the game.
It also has some other mods integrated.
And one of them happens to be "JWL Discordant Instruments". (This mod is probably also edited and balanced for the Rework mod)
And i want to use your mod now, and i wonder if i need to install the patch.
Will the patch even work in this case?
If I give the AI Lesser Restoration/Greater Restoration *(through Combat Extender for example, would the AI be able to understand to use it to cure injuries?