Baldur's Gate 3
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DanScallion

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  1. DanScallion
    DanScallion
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    Suggest which spell should be buffed/nerfed/changed to make game harder or to fix borderline useless spells.
  2. DanScallion
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    If you report problem, please mention which game version are you using, what mod version. And your entire modlist, most of the time issue are caused by some mod overwriting mine. Move it in load order.
  3. ZBEASTG
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    Hello, I'm not sure if you are still supporting this but I do have a spell request for you if you are. Guardian of Faith a 4th level cleric spell becomes pretty useless once enemies have higher health. It is a summon with 60 HP and has some form of the Sentinel feat, but it loses equal health to the damage it deals which is a base 20 radiant damage. By the time you unlock the spell, it's pretty useless as it will likely die in its first or second round of combat which feels terrible as it takes a 4th level spell slot that could have been used for something like casting Freedom of Movement or upcasting things like Spirit Guardians which would provide more damage than the Guardian of Faith in 99% of situations. I by no means know how to balance a spell but as a suggestion, I might increase its spell level to 5 then really buff the hp on it just so it can last longer and do its thing. TY for reading.
    1. DanScallion
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      I will check that spell once I have time.
  4. ShermTank7272
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    Could you provide load order and uninstallation instructions in your description? I would assume that this should be loaded after the other TacticianPlus mods and that uninstallation is as simple as removing the .pak file, but I just want to be sure.
    1. DanScallion
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      Uninstalling the mod is just doing the opposite, just remove the mod file. It can be removed at anytime as it just edits spell values, nothing new is added to the game. Load order doesn't matter. As mentioned in description it doesn't touch any records from tactician plus, it merely edits spell to increase 1 value in them, so they do not become useless if you have tactician plus.
  5. ShermTank7272
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    It seems like there may be a memory issue with this mod in Act 3. I was having some crashing issues due to memory usage, and I tried disabling mods to see if there was a cause of it. After disabling just this mod, my memory usage was reduced by about 1-2 GB or so. Since TacticianPlus itself seemed to use about 2-3 GB itself, this may be due to the sheer number of NPCs that Act 3 has. Not sure if there's much the mod author can do. Still, I recommend disabling this mod once you reach Act 3. This means that Sleep and Colour Spray are effectively unusable in Act 3 on Tactician Plus, but by then you'll likely have plenty of other means of crowd control. If you have trouble disabling this mod in Act 3, I recommend using the -continueGame launch params option when launching the game; it will automatically load your latest save, bypassing inactive mod warnings.
    1. DanScallion
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      No, I think you got confused, this is not tactician plus, my mod doesn't technically have to do anything with tactician plus and will work without it, it merely touches 4 spell records and changes its stats. It is just that I edited 2 spells and change 2 variables in them. It doesn't do anything that would cause memory issue. That is not possible. I have over 200 hour of playtime with it.
  6. ShermTank7272
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    This does not seem to upcast correctly. I currently have the 200% mod installed, and upcasting above 3rd Level does not seem to increase the HP threshold. It seems as though it reverts the original (unincreased) value when cast above 3rd Level.

    With the 200% mod, here are the HP thresholds I get (note I'm only at level 10 in my adventure, so I don't have 6th level spells yet)
    Sleep
    1st Level72 HP
    2nd Level96 HP
    3rd Level120 HP
    4th Level48 HP
    5th Level56 HP

    Colour Spray
    1st Level99 HP
    2nd Level132 HP
    3rd Level165 HP
    4th Level66 HP
    5th Level77 HP

    My character (who knows Sleep & Colour Spray) only has 3rd Level spells available, but Gale has 5th Level spells - I wonder if that has something to do with it?
  7. itsbuffy
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    Would it be possible to buff bleed and gaping wound? Because honestly they we already kind of useless on vanilla now they're not even worth the space they take on the UI
    1. DanScallion
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      Will check them both once I fix my PC, will take few days as it just died.
  8. jc4rl05
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    please update it to work with  https://www.nexusmods.com/baldursgate3/mods/2515?tab=description dificulty plus mod

    hp (28 versions):
    A - Flat 14 versions: 25%, 50%, 75%, 100%, 150%, 200%, 300%, 500%, 1000%, 1500%, 2000%, 2500%, 3000%, 10000%,
    B - Scaled 14 versions: Level * 5, 10, 15, 20, 50, 100, 200, 300, 400, 500, 600, 700, 800, 1000.
    1. DanScallion
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      No need to update it. My mod doesn't technically use anything from tactician plus, it edits spells only. And can even be used without any mods to massively buff sleep and colour spray. It can be used with any mod with the exception to mods that edit sleep and colour spay, in such case my will need to be loaded after it to work. 

      As for the health version, that is a lot of variants and currently there is no way to make sleep scale dynamically so I'd have to make 14 additional variants of my mod. Maybe If i get more time, but I am overworked currently and don't have time to even play the game.
      As for scaled health version, that is impossible for me to make it to also scale with health level * value. So I'd have to pick some value for sleep that would work with enemies of average level, meaning I'd have to group all enemies, calculate their health, then average it etc.
  9. nixzilla
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    Friends and Charm Person and similar spells making people angry after it wears off makes them feel pretty useless on hard. 
    1. LetTheWookieeWin882
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      That's not really related to this mod but I agree.
    2. nixzilla
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      They said that they would mess with spells that feel useless but i dont believe this counts honestly.
  10. LetTheWookieeWin882
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    Would you be able to add a 150% version?
  11. ivanroy1251
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    Compatible with 5e spells?
    1. DanScallion
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      No reason it would not be, it edits sleep and colour spray, while 5e spells edits sleep duration, it won't break anything, it also does not touch colour spray. I use 5e spells myself. You just have to load it AFTER 5e spells.
  12. lawferis
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    Great idea there are a few spells that come to mind immediately.

    Greater Invis - Too strong on characters with good stealth already and useless for casters.  Remove the invis part entirely and the dc check to maintain it, have it give advantage on attack and disadvantage on being attacked and increase AC by 2.  This way it competes with haste for concentration as it should without the whole being perma invis.

    Blink - Remove the breaking concentration/incapacitated effect so that its not completely useless.

    Plant Growth - Make it a spell that has 3 versions small medium and large aoe size.  Druid/nature cleric could use some help in battlefield control and as a non damaging spell this would actually see some use in slowing large areas of terrain that could not simply be jumped out of instantly.

    Polymorph - Probably massively ambitious but I feel like we would all love to see an ally version being used to shape shift a friendly into something useful, tabletop is a usually an ape, but perhaps panther.  It would come a level later that druid and be super niche but flavorful.

    Warding Bond - Far too strong and should probably be concentration.

    Conjure woodland being - Hard to balance, it being permanent is far too strong but using every combat is terrible action economy and takes too long to get going.  Make it last 10 rounds? Change to bonus action, make its summon woad also bonus action allowing the setup to accompany your main action.

    Arcane Gate - Make it a ritual spell so its tempting to use at all.  Would be great for stealth or setting up in dangerous locations for a more utility focused caster.
    1. bendking
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      Disagree with Greater Invis take. Imo just make it exactly like tabletop.
      Hard agree on Arcane Gate as a ritual spell, that would be pretty rad.
    2. DanScallion
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      Now, this are good ideas. :)
    3. zswitchz
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      The problem with Greater Invis and making it 'exactly like tabletop' is that you can't make it functionally the same as tabletop because when you are invisible in this game, essentially nothing alerts the enemies at all that you exist. Normally in tabletop, you can be invisible but enemies can still understand that someone is there and try using AOEs or detect invisibility because you're interacting with things, etc - but that's not how it works in this game, that's why they gave it a chance to break on actions, because otherwise it's just totally overpowered (you can get 10 rounds of full actions in permanent stealth if you spec for it - with no possibility of any counter attack).

      Essentially, I think how he suggested changing greater invis actually makes it much more similar to the effect of greater invisibility functionally in tabletop than the current game implementation.