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.
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.)
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).
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.
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.
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!
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
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
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!!!!
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?
20 comments
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.)
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).
I did some testing:
- 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!
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.
I was not able to reproduce the passive being applied to companions, though.
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!
I've incorporated some of your suggested changes into version 1.3, which fixes the spam bug.
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
"IF(Tagged('UNDEAD')):RegainHitPoints(x,Undead)"
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.
TYSM for adding the toggle!!!!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.
The passive is now toggleable, version 1.1 is out
Enjoy!
It was a fun class to play for sure but the bugs we´re really hindering.
good job!
TYVM