1.SAVE GAME before updating mod. If you have issues you can try the following: Use REMOVE ALL option Before Updating Mod 2.Long Rest After Turning Off Potion Before Updating Mod. 3.Please Read ALL pinned messages before posting or making bug reports. 4. Feats Extra is only required if you want to use feats from Feats Extra. Same with other Optional Files.
ADDING ANY SPELLS (Option 1- does not use spellslots).
So I dont plan to add the option of adding every single spell from the game (and from mods) into this mod. But it is possible with Script Extender to add spells.
I have found a method that uses Script Extender console. This is for advanced users only, not part of this mod. The spell added is just known to your character. It wont appear in the same spot as your other spells but if you press K (or check your hotbar) it will be there.
Installation: Download the extender: Extract DWrite.dll to the Baldurs Gate 3\bin directory (eg. C:\Program Files (x86)\Steam\steamapps\common\Baldurs Gate 3\bin) OR **Install via BG3 Mod Manager- this is the best option** And enable console. OPTION 1 - SPELL WILL NOT USE SPELL SLOTS Using SE Console to addspells Switch to SE console window Press Enter Paste Osi.AddSpell(GetHostCharacter(), "Projectile_Fireball", 1, 1) Press Enter Type Exit, Press Enter Tab back into game (dont close the console) ----------------------------------------------------------------------------------------- You will need to know the name of the spell.
Norbyte has a search function: https://bg3.norbyte.dev/
1. Add mod, then Star a New Game or Load an Existing Save (The potion will be automatically added to your main character). 2. If you lost/ destroyed the potion. Out of combat+ Hide+ Toggle on Non-Lethal Attack+ Use normal Dash action. Potion wil lbe added to that's characters inventory (thanks Xelphos).
Arcane Archer powers has been added to the list, but the number of uses of arcane arrows hasn't yet. Can this be added please so we can use more arrows between rests? Thanks for this mod, it's immense!
You should get 4 uses when you add the arcane archer powers. *Each* time you add the powers, so use it again will given another 4 of the action resource.
I understand what the mod does I think, I use the potion and use the icons on the bar to make changes. I see the icon to remove all. But is there a way Iv not seen to make some changes then permanently remove the potion items from the game, but keep the changes?
No The mod is what creates the statuses, and its the statuses makes the changes to the character. So drink the motion, Make changes. End the potion. Then leave the potion in your inventory.
hi!! love this mod, used it for ages now. but i noticed trying to add the star druid powers only adds the natural recovery ability? havent seen anyone else mention this but its been a problem for me. in any case tysm for the work you do with this <3
also!! in terms of the dynamic animations for the new subclasses, i did see a mod on the in game manager that functions as a dependency for fixing missing animations outside the intended subclasses. im not sure if thats something that could be helpful to look into, but i thought id put it out there
reporting that animations for new subclasses are not added correctly. If you choose the subclass added features work but if you do not have the subclass characters freeze and do not use proper animations.
OK, this is probably a really stupid question, but what's supposed to happen after I drink the potion? I'm playing patch 8 and when I drink the potion, nothing happens.
I don't get the potion. The game didn't even tell me that I added a new mod. I also can't apply the toolkit fix since I don't have enough space to install the toolkit in the first place. Is there another way? Would it be possible to make the mod not require installing the toolkit?
You dont require the toolkit BUT if you have been modding with the toolkit on patch 7 or patch 8 stress test you should update the toolkit for patch 8. If youve never installed the toolkit then you dont need it.
Love this mod so much! Can you add deity and location tags (baldurian & underdark)? I use to use the class rings mod for that, but its no longer being worked on, and patch 8 broke it.
Just tried out Gods Extra Mod. Seems to work, but Ill need to test it more. Thanks! Edit: can confirm atleast that I am getting deity related tag dialogue options.
3335 comments
1.SAVE GAME before updating mod. If you have issues you can try the following: Use REMOVE ALL option Before Updating Mod
2.Long Rest After Turning Off Potion Before Updating Mod.
3.Please Read ALL pinned messages before posting or making bug reports.
4. Feats Extra is only required if you want to use feats from Feats Extra. Same with other Optional Files.
So I dont plan to add the option of adding every single spell from the game (and from mods) into this mod. But it is possible with Script Extender to add spells.
I have found a method that uses Script Extender console. This is for advanced users only, not part of this mod. The spell added is just known to your character. It wont appear in the same spot as your other spells but if you press K (or check your hotbar) it will be there.
<https://github.com/Norbyte/bg3se/releases>
Installation:
Download the extender: Extract DWrite.dll to the Baldurs Gate 3\bin directory (eg. C:\Program Files (x86)\Steam\steamapps\common\Baldurs Gate 3\bin)
OR
**Install via BG3 Mod Manager- this is the best option** And enable console.
OPTION 1 - SPELL WILL NOT USE SPELL SLOTS
Using SE Console to addspells
Switch to SE console window
Press Enter
Paste Osi.AddSpell(GetHostCharacter(), "Projectile_Fireball", 1, 1)
Press Enter
Type Exit, Press Enter
Tab back into game (dont close the console)
-----------------------------------------------------------------------------------------
You will need to know the name of the spell.
Norbyte has a search function: https://bg3.norbyte.dev/
Up to date:
ADD LOCATION TAGS- BALBRUIAN, UNDERDARK ETC
CHECK BUG REPORT
2. If you lost/ destroyed the potion. Out of combat+ Hide+ Toggle on Non-Lethal Attack+ Use normal Dash action. Potion wil lbe added to that's characters inventory (thanks Xelphos).
You should get 4 uses when you add the arcane archer powers.
*Each* time you add the powers, so use it again will given another 4 of the action resource.
But is there a way Iv not seen to make some changes then permanently remove the potion items from the game, but keep the changes?
No
The mod is what creates the statuses, and its the statuses makes the changes to the character.
So drink the motion, Make changes. End the potion. Then leave the potion in your inventory.
Patch8 added different subclass animations.
I recommend using this mod to fix
Im not super familiar with that mod.
So which features did you add that doesnt have the animations?
Gotcha, they must have new dynamic animation tags..ok ill add to my todo list.
It looks like bladesong should be adding the animations with all the passives i have included? Is there an issue with Bladesong?
Patch8 added different subclass animations.
I recommend using this mod to fix
You dont require the toolkit BUT if you have been modding with the toolkit on patch 7 or patch 8 stress test you should update the toolkit for patch 8.
If youve never installed the toolkit then you dont need it.
I have the loaded the game with this mod active 20 times without issues.
Maybe you have another mod causing a conflict?
Now, in the "paladin powers" section I can't find any "remove" option.
Thanks for the bug report
V2.14 Fix: Paladin Remove Powers
Actually if you add bladesong to your character you get 4 charges.
Just cast again for another 4 charges.
Ill have a look at locaiton tags, but have you tried my Gods Extra Mod to add gods to all classes.
Edit: can confirm atleast that I am getting deity related tag dialogue options.