To make them a playable character, I would probably have to make a Pixie race. That does sound like an interesting idea, but it would be a ton of work. There's a chance I do something like that eventually.
Regarding customization, I would have to adapt everything for them. They have their own model, so hair styles and clothes would need to be refitted for them. This would also be a ton of work and I have never done anything like that before.
I think you might be interested in the fairy race mod. That's probably the closest thing to what you're looking for. https://www.nexusmods.com/baldursgate3/mods/5127
Thank you for your reply.With the mod you told me about, it was impossible for the fairy to constantly flap its wings and float with its small body. The fairy you made moves in the most fairy-like way. It seems like it would be a lot of work to add a hairstyle or outfit, so I'll enjoy traveling with the fairy as it is now. Thank you for the wonderful mod!
I have a little problem with the Pixie Dust and my companions + the AI mod.
The ability Free Action: Fae Infusion, is never used by the companions in the AI Mod.
This quickly results in a shortage in long fights with the AI controlled companions.
Would it be possible to integrate a switchable passive to automatically exchange 1 Pixie Dust for 1 Spellslot every turn? This would allow the AI companions to automatically regenerate at least 1 Pixie Dust every round.
Maybe there is a more elegant solution, that the AI controlled companions have a 40% chance to generate 1 Pixie Dust by attacking, and a 20% chance to generate 2 Pixie Dust per round and attack. This could be integrated into a passive that can be switched on/off for the AI before the fight, from level 5.
Maybe you have an even better idea of how to do this yourself.
Would help me a lot, as I only ever play all my games with my main character in combat. Otherwise all my companions always have an AI mod on them. This makes the companions somehow more alive and independent for me, as if they had their own soul and will. It's just more fun for me to play group RPGs with AI companions and only control my character in the group myself.
Thanks, otherwise the mod is really great. Little Pixie is so cute. She's also controlled by the AI, by the way, and she's actually doing quite well.
I have never used an AI companion mod, but that does sound pretty fun. Do you know if it Is not being used because it's a free action? Like what if I made it cost a reaction point, do you think they would use it then? I would be willing to upload a version with a small change like that. I don't really want to construct a new passive to improve compatibility right now.
In my experience, the AI never recharges its resources itself. The AI also doesn't use metamagic from the Sorcerer at all. The AI also never buffs itself with e.g. Armour of Agathys. It doesn't seem to have any programming.
What the AI uses for resource gathering is Action Surge, for example, on the fighter.
The AI can still be weighted somewhat. For example, you can assign it a basic role. Then it primarily uses e.g. healing spells, CC spells, stays at range and uses ranged combat/magic, or you tell it to go into melee combat and then it goes close to the enemies and uses its repertoire of melee skills in most cases.
This is not all totally fixed.
I was told the AI is controlled with an internal scoring system. If you give it more points for certain actions as a kind of target, it will use certain skills more often depending on the situation. For example, if the AI is set to melee, but it won't reach the enemy in the round, it will still take the bow and fire at the enemy because the AI is told to do damage as a second scoring system. But if she can somehow reach the enemy, she jumps there or uses a charge. In the end, she will definitely move closer to the enemy because the AI has been told to go into close combat. So even after the bow shot, it will use the movement points in range bridging.
Now we come to the mod and the Pixie Dust charge.
The AI will use up all its spell points for the role. In this case as a ranger, for damage arrows, such as Ensnaring Strike or Hail of Thorns, if this is available in the spellbook, i.e. was selected during lvl advancement.
If you were to choose the healing spell from the spell list and assign a healer role to the AI, it would be more likely to use Fog Cloud and of course Cure Wounds on the companions if they are injured. Otherwise do damage when appropriate, or give companiens a buff if possible. In other words, a support role. So the AI will never use a spell slot to charge Pixie Dust. That would probably have to be programmed in first.
So the question now is, how do you get the Pixie Dust charges to recharge somehow? Based on my own experience, I had therefore opted for something like a percentage chance when doing damage, as this is what the Ranger is primarily supposed to do. Or just automatically swap a spell slot for Pixie Dust every round, as an on/off switch.
You could possibly link this to a reaction, as you suggested, to automate this process as well, but via a counter action in response to something.
So the question is what works regularly and reliably as a reaction from the game concept of a ranger as a shooter and partly melee, doesn't become too OP, but still works well in the flow of the game? I would still have to bind it to the spell points, but it shouldn't use them up too quickly as a reaction, so it should have a limit of one per round, for example. But then again, it should be used so often that it also happens when Pixie Dust charges can be recharged, nothing happens when fully charged so as not to waste spell slots.
Perhaps you have a good idea of how this could be combined well in battle. It would be helpful in any case, as Pixie Dust is an important part of the whole gameplay of your mod.
Thank you for your commitment. I'm looking forward to seeing what comes out of it.
I'm still playing with patch 7. I am currently still using this AI version: https://www.nexusmods.com/baldursgate3/mods/4351?tab=description
It is no longer supported, but still works perfectly for me.
An alternative is probably new https://www.nexusmods.com/baldursgate3/mods/13298?tab=description And optional files for more control. I haven't tried the second AI mod yet. The mod creator, however, generally has quite funny mods in his program that are a bit more unusual.
My English is not so good. That's why I use a translator. Translated with www.DeepL.com/Translator (free version)
I like the idea of having a boy pixie option. Unfortunately, there's only the one pixe model in the game. It should be possible to make a custom model, and I'm open to that, but I need to take a break from working on visuals for this mod. I already spent least 100 hours making animations.
Thanks for the interest. I like the idea, so I will probably work on that eventually. I do want to clarify that the VFX are all Larian and Shivero. I only did the character animations and put everything together.
Its very cool mod! Thank you! I have a question about pixy - can you change her fly lvl? Now she fly near groud, for example familiar crow fly haigher!
I've been loving this subclass for my Tav on my latest playthrough! I love fae themes, love pet classes, love healing classes that can still do a little blasting and I love how pink it is! So it's pretty perfect for my tastes. Also I am obsessed with the class and skill icons. Close to level 5 and I'm excited to see how the progression feels. Tysm for such a creative mod. <3
Awww thanks, that means a lot <3. I was ruminating on how to make a healing focused ranger subclass for a while and then when I came up with the fae theme it all sorta clicked. I also got to learn a lot about animation mapping. Now I just have to figure how to get wing animations to work.
If you install it through bg3 mod manager it should auto update when you open the game. Also, the mod will probably work on older versions of SE, that's just the version I was using when I made the mod.
Okay so now that I have everything working, I wanna say this is a super intresting subclass. I love the aesthetic, the unique abilities and of course the pixie pal. As with all of your healing subclasses, this is so much fun to play. However even more impressively, this has been one of my favorite characters to play so far, despite Ranger being one of my least favorite classes to play! Over 2k hours on this game and this is the first ranger I've played that I actually liked playing. Incredibly well done, and I cannot wait to see what you do for 13-20 (If you do).
Oh it is incredibly well done It feels like what Circle of Wildfire should have been. Instead of choosing to be decent, but not great, at healing or blasting each turn, with a pet that does neither of these, this sublcass gives you a better balance of both, with a pet that also balances damage and healing.
BG3MM is the only supported way to use the mod. I don't test or play using any other method. If you use any other method, I will not have any expertise to help you troubleshoot.
I think it could be possible to put the mod in your mod folder and then enable it through the in game mod manager. But you would still need all the dependencies. And I'm not sure how to install script extender using the in game mod manager. It may or not be possible. I don't know.
49 comments
ペットだけでなく、プレイアブルキャラクターにしてもらえませんか?
通常のTAVのように、色や髪型、服装などをカスタマイズできたら最高ですね。
Regarding customization, I would have to adapt everything for them. They have their own model, so hair styles and clothes would need to be refitted for them. This would also be a ton of work and I have never done anything like that before.
I think you might be interested in the fairy race mod. That's probably the closest thing to what you're looking for. https://www.nexusmods.com/baldursgate3/mods/5127
The fairy you made moves in the most fairy-like way.
It seems like it would be a lot of work to add a hairstyle or outfit,
so I'll enjoy traveling with the fairy as it is now.
Thank you for the wonderful mod!
I have a little problem with the Pixie Dust and my companions + the AI mod.
The ability Free Action: Fae Infusion, is never used by the companions in the AI Mod.
This quickly results in a shortage in long fights with the AI controlled companions.
Would it be possible to integrate a switchable passive to automatically exchange 1 Pixie Dust for 1 Spellslot every turn? This would allow the AI companions to automatically regenerate at least 1 Pixie Dust every round.
Maybe there is a more elegant solution, that the AI controlled companions have a 40% chance to generate 1 Pixie Dust by attacking, and a 20% chance to generate 2 Pixie Dust per round and attack. This could be integrated into a passive that can be switched on/off for the AI before the fight, from level 5.
Maybe you have an even better idea of how to do this yourself.
Would help me a lot, as I only ever play all my games with my main character in combat. Otherwise all my companions always have an AI mod on them. This makes the companions somehow more alive and independent for me, as if they had their own soul and will. It's just more fun for me to play group RPGs with AI companions and only control my character in the group myself.
Thanks, otherwise the mod is really great. Little Pixie is so cute. She's also controlled by the AI, by the way, and she's actually doing quite well.
In my experience, the AI never recharges its resources itself. The AI also doesn't use metamagic from the Sorcerer at all. The AI also never buffs itself with e.g. Armour of Agathys.
It doesn't seem to have any programming.
What the AI uses for resource gathering is Action Surge, for example, on the fighter.
The AI can still be weighted somewhat. For example, you can assign it a basic role. Then it primarily uses e.g. healing spells, CC spells, stays at range and uses ranged combat/magic, or you tell it to go into melee combat and then it goes close to the enemies and uses its repertoire of melee skills in most cases.
This is not all totally fixed.
I was told the AI is controlled with an internal scoring system. If you give it more points for certain actions as a kind of target, it will use certain skills more often depending on the situation.
For example, if the AI is set to melee, but it won't reach the enemy in the round, it will still take the bow and fire at the enemy because the AI is told to do damage as a second scoring system.
But if she can somehow reach the enemy, she jumps there or uses a charge. In the end, she will definitely move closer to the enemy because the AI has been told to go into close combat. So even after the bow shot, it will use the movement points in range bridging.
Now we come to the mod and the Pixie Dust charge.
The AI will use up all its spell points for the role. In this case as a ranger, for damage arrows, such as Ensnaring Strike or Hail of Thorns, if this is available in the spellbook, i.e. was selected during lvl advancement.
If you were to choose the healing spell from the spell list and assign a healer role to the AI, it would be more likely to use Fog Cloud and of course Cure Wounds on the companions if they are injured. Otherwise do damage when appropriate, or give companiens a buff if possible. In other words, a support role.
So the AI will never use a spell slot to charge Pixie Dust. That would probably have to be programmed in first.
So the question now is, how do you get the Pixie Dust charges to recharge somehow?
Based on my own experience, I had therefore opted for something like a percentage chance when doing damage, as this is what the Ranger is primarily supposed to do. Or just automatically swap a spell slot for Pixie Dust every round, as an on/off switch.
You could possibly link this to a reaction, as you suggested, to automate this process as well, but via a counter action in response to something.
So the question is what works regularly and reliably as a reaction from the game concept of a ranger as a shooter and partly melee, doesn't become too OP, but still works well in the flow of the game?
I would still have to bind it to the spell points, but it shouldn't use them up too quickly as a reaction, so it should have a limit of one per round, for example. But then again, it should be used so often that it also happens when Pixie Dust charges can be recharged, nothing happens when fully charged so as not to waste spell slots.
Perhaps you have a good idea of how this could be combined well in battle.
It would be helpful in any case, as Pixie Dust is an important part of the whole gameplay of your mod.
Thank you for your commitment.
I'm looking forward to seeing what comes out of it.
I'm still playing with patch 7.
I am currently still using this AI version:
https://www.nexusmods.com/baldursgate3/mods/4351?tab=description
It is no longer supported, but still works perfectly for me.
An alternative is probably new https://www.nexusmods.com/baldursgate3/mods/13298?tab=description
And optional files for more control.
I haven't tried the second AI mod yet.
The mod creator, however, generally has quite funny mods in his program that are a bit more unusual.
My English is not so good. That's why I use a translator.
Translated with www.DeepL.com/Translator (free version)
Would you ever consider doing a male version of Violet? If that's even possible. I'd kill for a boy Fairy companion.
I like the idea of having a boy pixie option. Unfortunately, there's only the one pixe model in the game. It should be possible to make a custom model, and I'm open to that, but I need to take a break from working on visuals for this mod. I already spent least 100 hours making animations.
Your VFX are so great! This mod is really impressive!
I have a question about pixy - can you change her fly lvl? Now she fly near groud, for example familiar crow fly haigher!
Look I might be an idiot but I can't find any V22 or Script Extender, the one I have is only V20 could someone help an idiot please ? ^^"
I've been trying to run this and have to ask; is it possible to run this through the BG3 client mods, or is BG3MM mandatory?
I think it could be possible to put the mod in your mod folder and then enable it through the in game mod manager. But you would still need all the dependencies. And I'm not sure how to install script extender using the in game mod manager. It may or not be possible. I don't know.