Hello Love your mod but I don't know if I'm misunderstanding something or if its a glitch but I have the rare set and one of the rings say immune to poison damage but when I'm hit or when I do the poison misty step it'll create an area of poison and it causes me to gain simple toxin status and I get poison damage from it.
Same here. Got the legendary set and I still get hit with poison. Also noticed the picture for that ring say that the poison ground pools won't effect allies but in game the ring doesn't say that. Was this a change?
Hello hope you have a great 2024. I need a second opinion cause this is driving me crazy and I want to see if this is happening only to me (cause of other mods) or anyone else. Most of the time when I touch a pool of poison I get the debuff "simple toxin" that in 1 turn does poison damage to me so it creates another pool of poison under me, as a resault I get another "simple toxin" debuff and this continues untill I die or unequip either of rings (legenday).My main suspicion is that the "venom adept ring" ignores the immunity that the "ring of venomous explosions" gives you when you do self damage via pools of poison.
Edit: I fixed it by adding lots of "IF (not Self()):" to "ElementalAdept_Poison"new entry "ElementalAdept_Poison" type "PassiveData" data "DisplayName" "hdfd4e5ddg33f5g4594ga860g499d2546edb3;1" data "Description" "hca0901cegcdcbg486fg9374gc8f72f92c6f3;1" data "DescriptionParams" "1" data "Icon" "PassiveFeature_ElementalAdept_Acid" data "Properties" "Highlighted" data "Boosts" "IF (not Self()):IgnoreStatusImmunity(SLOWED); IF (not Self()):IgnoreStatusImmunity(SG_Poisoned); IF (not Self()):IgnoreStatusImmunity(POISONED); IF (not Self()):IgnoreResistance(Poison,Resistant); IF (not Self()):IgnoreResistance(Poison,Immune); IF(MainDamageTypeIs(DamageType.Poison) and not Self()):MinimumRollResult(Damage,2)"
You need ExportTool from Norbyte: https://github.com/Norbyte/lslib/releases to export edit and re-package the mod. The file i edited was "Public\PoisonSet\Stats\Generated\Data\Passive.txt"
If I remember correctly I tested it on some undead ,they took poison damage but didn't get poisoned (damage per turn). Maybe some mods where conflicting and made it work for me but I can't check it right now cause I uninstalled bg3 to free up some space on my drive.
Love this mod. Creates the poisoner build which was lacking in BG3 especially with all the enemies being immune with poison resistance. I switched from the Legendary to Rare, which was perfect. The legendary version was a little OP, basically all you need to do was spam the spells, everyone dead. The rare version limitations took care of this and made the game balanced. I stored the robe, hat and one of the rings to use for Act 3, which also minimized the OP factor, and gives you something new for later game.
I hope this mod is not abandoned, love to see a version where some of the items are given in the beginning and rest later in the campaign (Act 3,) kind of spread out. Also, it would be cool to offer a hooded version of the hat, and stinking cloud with 'remove resistance' like all the other poison spells. Highly recommend this mod, pure poisonous fun.
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Been busy with work & life, however, I plan to return to BG3 Modding soon.
Edit: I fixed it by adding lots of "IF (not Self()):" to "ElementalAdept_Poison"
new entry "ElementalAdept_Poison"
type "PassiveData"
data "DisplayName" "hdfd4e5ddg33f5g4594ga860g499d2546edb3;1"
data "Description" "hca0901cegcdcbg486fg9374gc8f72f92c6f3;1"
data "DescriptionParams" "1"
data "Icon" "PassiveFeature_ElementalAdept_Acid"
data "Properties" "Highlighted"
data "Boosts" "IF (not Self()):IgnoreStatusImmunity(SLOWED);
IF (not Self()):IgnoreStatusImmunity(SG_Poisoned);
IF (not Self()):IgnoreStatusImmunity(POISONED);
IF (not Self()):IgnoreResistance(Poison,Resistant);
IF (not Self()):IgnoreResistance(Poison,Immune);
IF(MainDamageTypeIs(DamageType.Poison) and not Self()):MinimumRollResult(Damage,2)"
Especially for the options for rare, because I don't want to completely break the balance by making all my gear legendary :3
I wish your items were available from traders or drops from enemies/chests, instead of tutorial chest. Tutorial chest looting is not rewarding
I hope this mod is not abandoned, love to see a version where some of the items are given in the beginning and rest later in the campaign (Act 3,) kind of spread out. Also, it would be cool to offer a hooded version of the hat, and stinking cloud with 'remove resistance' like all the other poison spells. Highly recommend this mod, pure poisonous fun.