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ValarVictrix

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ValarVictrix

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  1. conrad1221
    conrad1221
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    Good job man 👏  Thank you!  finally I found it... "Removed GustavX dependency"


    Use "BG3 modders multitool" to unpack the mod pak file, Then find meta.lsx, use a text editor to open the meta.lsx file.
    In there, ctrl + f for "GustavX" and delete the lines.


    <node id="ModuleShortDesc">
    <attribute id="Folder" type="LSString" value="GustavX"/>
    <attribute id="MD5" type="LSString" value="3f1b970efd4de15e10425bd3bf0d2b09"/>
    <attribute id="Name" type="LSString" value="GustavX"/>
    <attribute id="PublishHandle" type="uint64" value="0"/>
    <attribute id="UUID" type="guid" value="cb555efe-2d9e-131f-8195-a89329d218ea"/>
    <attribute id="Version64" type="int64" value="145241302737868847"/>
    </node>


     Modifying this,  removes the GustavX dependency and ensures compatibility with Patch 7.
    (Drag a .pak file into the Multitool's window and drop it in the appropriate frame, it gets extracted. Edit the files, drag the folder back into said frame, get a .pak file.)




  2. Looks like blood vitality, grim harvest, potions and npc heals still remove bleeding with the toggle. Healing from sanguine feats works properly though and renews bleeding.
    The toggle is also passing the bleed renewal onto my companions who are not blood sorcs so I'm guessing just a little switcheroo is needed somewhere. The weird part is that the toggle does seem to function properly for the companions, just not my blood sorc (potions renew their bleed).
    1. Thankyou for the feedback!

      I did some testing:
      The toggle is also passing the bleed renewal onto my companions who are not blood sorcs
      I was not able to reproduce this, did you use bloodbath on everyone?

      Looks like blood vitality, grim harvest, potions and npc heals still remove bleeding with the toggle.
      - Healing from potions worked
      - Healing from blood vitality, Grim harvest and NPC heals was not working

      In order to fix this issue I had to redesign the passive, it now keeps you bleeding until you toggle the passive off
      The new version is out now!
    2. Grim harvest is now working properly and I couldn't find any type of healing that would remove the bleed :D 

      Bloodbath on a companion does apply the passive toggle bleed onto them (to where healing resets it to 4 stacks). Bleeds applied from enemies also apply the passive to them. Example: Im fighting the red caps outside auntie ethel's (bc they can bleed) and if they land their bleed it only lasts for 2 stacks, but if i heal (on the companion, non blood sorc) it goes to 4. Just tested on my shadow sorc companion. It's even showing up under their "notable features" in the character screen, but no toggle for them. pic: https://www.nexusmods.com/baldursgate3/images/30355

      The toggle is now doing this weird thing where it spams bleeding on and off. It turned on and off during one round of fighting about 200 times, pic: https://www.nexusmods.com/baldursgate3/images/30356. This was all I could manage to show in one pic, but it went on for a long time. In another round it wouldn't stop turning itself on/off. It does turn off the bleed perfectly when disabled. 
    3. ValarVictrix
      ValarVictrix
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      The new version that fixes the combat‑log spam is out; the passive now works only in combat.
      I was not able to reproduce the passive being applied to companions, though.
  3. dbzmaster12
    dbzmaster12
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    Hey, great job trying to fix the seemingly abandoned mod. I noticed a couple of issues while using it though. When casting "Blood Sacrifice" on an enemy while bleeding yourself, the passive bugs out and spams the combat log with "bleeding removed" followed by "bleeding received". Additionally, unconventional healing sources may remove the bleeding status regardless. And lastly, constantly enabling and disabling a passive can become pretty annoying. Your mod inspired me to fix some of them, and I think I have. 

    Now the passive becomes toggleable only during combat and automatically turns off when combat ends. This prevents the damage ticking for 4 rounds after combat (which stacks with other Damage Riders). You can still toggle it off mid combat, so it retains the original intent of the mod.

    new entry "Anticoagulant_Blood"
    type "PassiveData"
    data "DisplayName" "hebc930d1g785fg295dg3248g619feb74272f;3"
    data "Description" "h67343444gfc42gfed2ge842g04ae191bf96d;5"
    data "Icon" "PassiveFeature_Generic_Blood"
    data "Properties" "Highlighted"
    data "StatsFunctorContext" "OnCombatStarted"
    data "StatsFunctors" "ApplyStatus(SELF,ANTICOAGULANT_BLOOD,100,4)"

    new entry "ANTICOAGULANT_BLOOD"
    type "StatusData"
    data "StatusType" "BOOST"
    data "DisplayName" ""
    data "Description" ""
    data "Icon" "PassiveFeature_Generic_Blood"
    data "StackId" "ANTICOAGULANT_BLOOD"
    data "Passives" "Anticoagulant_Blood_Toggle"
    data "StatusPropertyFlags" "BringIntoCombat;DisableOverhead;DisableCombatlog;DisablePortraitIndicator"
    data "RemoveConditions" "not Combat()"
    data "RemoveEvents" "OnStatusRemoved"
    data "OnRemoveFunctors" "RemoveStatus(ANTICOAGULANT_BLOOD)"

    new entry "Anticoagulant_Blood_Toggle"
    type "PassiveData"
    data "DisplayName" "hebc930d1g785fg295dg3248g619feb74272f;3"
    data "Description" "h67343444gfc42gfed2ge842g04ae191bf96d;5"
    data "Icon" "PassiveFeature_Generic_Blood"
    data "Properties" "IsToggled;ToggledDefaultOn;ToggledDefaultAddToHotbar"
    data "Conditions" "StatusId('BLEEDING') and Combat();"
    data "StatsFunctorContext" "OnStatusRemoved"
    data "StatsFunctors" "IF(not HasStatus('BLEEDING')):ApplyStatus(BLEEDING,100,4)"
    data "ToggleOffContext" "OnCombatEnded"
    data "ToggleOffFunctors" "RemoveStatus(BLEEDING)"

    You can replace it with your code in passive.txt. Feel free to use or modify it to your liking or needs. Good luck!
    1. ValarVictrix
      ValarVictrix
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      Thank you for your contribution!
      I've incorporated some of your suggested changes into version 1.3, which fixes the spam bug.
  4. SpaceIdolCeleste
    SpaceIdolCeleste
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    Does this only work on new saves? I tried installing it into an already existing run and didn't see it, even after respec-ing. I have it directly after Blood Sorcery in my load order, if that makes any difference.

    Edit: tried starting a new save and still didn't see the passive effect, so it may in fact be an issue with my load order
    1. ValarVictrix
      ValarVictrix
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      It should work on old saves 
    2. SpaceIdolCeleste
      SpaceIdolCeleste
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      Thanks, the update seems to have fixed whatever issue I was having
  5. jamesatlas
    jamesatlas
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    You're doing Bhaals work! Could i request for an addition, to make it so that the healing effects work for Undead? I'm using the Path of Undeath mod that renders the user Undead. Regular means do not heal the character and with how much the blood sorcery mod hurts you it makes the two almost unplayable so adding the following code to each healing effect would make the two play well together! Got the code specifically from the creator of Path of Undeath

    "IF(Tagged('UNDEAD')):RegainHitPoints(x,Undead)"
  6. evenstargw
    evenstargw
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    a toggle-able passive i presume ? nice !
    1. ValarVictrix
      ValarVictrix
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      I might make it togglable on a future update
    2. appoduece
      appoduece
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      That would be great. Have to wait the full four turns of bleed after combat and I have to potion through the bleed to prevent death but it restarts the bleed so it's a bit of a vicious cycle. Might just be an early game issue though. Played this class to 11 but been over 6months. 
      I'm pretty ignorant when it comes to creating mods but you could consider making it so that potions still remove bleed if that's easier. 
      TYSM for adding the toggle!!!!
    3. ValarVictrix
      ValarVictrix
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      Thank you for the feedback, I didn't account for the early-game implications.
      The passive is now toggleable, version 1.1 is out
      Enjoy!
    4. appoduece
      appoduece
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      edited out
  7. jose22101998
    jose22101998
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    Thank you!!!!!!! You are a legend for fixing this. Does this also resolve the bug where you get damaged by the web, spider eggs, buckets and other environmental that triggered damage when you cast aoe spells?
    1. ValarVictrix
      ValarVictrix
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      Nope, but I plan to tackle this issue next
  8. Nichtlesbar
    Nichtlesbar
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    thanks for fixing the class.
    It was a fun class to play for sure but the bugs we´re really hindering.
    good job!
  9. appoduece
    appoduece
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    You absolute legend. This was my main complaint and reason I stopped playing the class. 
    TYVM