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actualsailorcat

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39 comments

  1. cthunsthrall
    cthunsthrall
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    Now all that's left is to make it bop you with 4d6 force damage when you click an object
    1. actualsailorcat
      actualsailorcat
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      Yeah, was just thinking about this a few days ago, but never enough time to do jack in this life.
    2. SpencerGuzman
      SpencerGuzman
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      Ha, now THAT would be quite hilarious indeed.
  2. LoneSilverWolf
    LoneSilverWolf
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    Kind of an aggressive mod description. As a veteran DnD player and DM, I think Larian's implementation is fine for a video game adaptation that has to fit with in their system and setup.

    This is a nice mod, and I might get it depending on the answer to this next question; that said, there's nothing inherently wrong with Larian's version either. I cannot stand that attitude where everything Larian does is is wrong because IT'S NOT RAW. Well, it's a video game so.

    That said, does this clash with the 5e spells mod at all?
    1. actualsailorcat
      actualsailorcat
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      I never said everything Larian does is wrong because it isn't RAW so. I don't care if you disagree with my attitude. That said, I'm not a person who uses the huge RAW conversions, so you're barking up the wrong tree regardless. Just one who thinks Larian made some lame af house rules here and there.

      To answer your question: No.
  3. Ruojo
    Ruojo
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    Very good implementation of dimensional gates. I made a Chinese localization for my own use, but I haven't learned how to set it up as a localized-only file. Can I send you the localized pak so that this mod comes with the localization for more people to use?
    1. actualsailorcat
      actualsailorcat
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      Thanks. I'll show you how to make it a transition only later today.
    2. actualsailorcat
      actualsailorcat
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      A little late, but here's how you do it:

      • Make the mod as if you're making your own mod by setting up your meta file in the Mods\ folder and renaming folders accordingly.
      • Remove all content unrelated to your translation. Basically, everything besides your localization files in Localization\Chinese and the meta.lsx file at Mods\Your Mod Folder\meta.lsx
      • Pack it and upload it as a new mod that is a translation of this mod. When you go to upload a new mod. the first question is "Type of file", and there's an option for Translation there.

    3. Ruojo
      Ruojo
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      Thanks for your teaching reply!

      Although my original intention is to directly hand over the mods that already contain Chinese versions to you for release, so as to simplify the number of mods (you can just mention me on the mod page).

      I can also consider making a separate version with only Chinese translation too. However, I don’t have much time recently. If I want to learn and release this patch separately, it will take some time.
    4. actualsailorcat
      actualsailorcat
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      I can just implement it then if you send the xml file with the localization.
  4. FormDrop
    FormDrop
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    Would you be willing to add this amazing mod to https://mod.io/g/baldursgate3 for easier installing?
    1. actualsailorcat
      actualsailorcat
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      No plans to port anything to mod.io.
  5. SwiftClassic
    SwiftClassic
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    Does this still work in patch 7?
    1. actualsailorcat
      actualsailorcat
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      Yes.
  6. daniellxd53
    daniellxd53
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    download not working anymore?
  7. saintpepsicola
    saintpepsicola
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    Can you do this but for Arcane gate?
  8. BatGN22
    BatGN22
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    Hi ! 
    I am not able to implement correctly this mod on mac. I've tried editing the modsettings.lsx file, but i am unable to find the right ID (when I open the paak file it textedit doesn't display it right). Could someone help. me ? What are the UUID value, the ID and the version 64 of this mod ? Thanks !
    1. actualsailorcat
      actualsailorcat
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      UUID: 410dabcc-2249-4e9c-b305-6fd50864494a
      Version64: 1

      Not sure what you mean by "ID".
    2. BatGN22
      BatGN22
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      Thanks ! Sorry I'm a noob to this. What am I supposed to add in the .lsx file ? Something like :

                            <node id="ModuleShortDesc">
                                  <attribute id="Folder" type="LSString" value="GustavDev"/>
                                  <attribute id="MD5" type="LSString" value=""/>
                                  <attribute id="Name" type="LSString" value="GustavDev"/>
                                  <attribute id="UUID" type="FixedString" value="410dabcc-2249-4e9c-b305-6fd50864494a"/>
                                  <attribute id="Version64" type="int64" value="1"/>
                              </node>

      Should it work like this ?
    3. actualsailorcat
      actualsailorcat
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      You want this in your ModOrder node anytime after the 28ac9ce2 entry:
                  <node id="Module">
                    <attribute id="UUID" value="410dabcc-2249-4e9c-b305-6fd50864494a" type="FixedString" />
                  </node>

      You want this in your Mods node under Gustav:
                  <node id="ModuleShortDesc">
                    <attribute id="Folder" value="Improved Dimension Door" type="LSString" />
                    <attribute id="MD5" value="" type="LSString" />
                    <attribute id="Name" value="Improved Dimension Door" type="LSString" />
                    <attribute id="UUID" value="410dabcc-2249-4e9c-b305-6fd50864494a" type="FixedString" />
                    <attribute id="Version64" value="36028797018963968" type="int64" />
                  </node>

  9. tsukasa14v2
    tsukasa14v2
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    Possibly a silly question but would it be possible to add upcasting to select additional allies? Eh... Even if you could, I suppose that sort of make Gate redundant
    1. actualsailorcat
      actualsailorcat
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      While I would prefer upcasting benefits, I'd like to move it closer to its original function rather than further.
  10. alterNERDtive
    alterNERDtive
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    What does “Also accounts for large player-character sizes.” mean?
    1. actualsailorcat
      actualsailorcat
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      The spell allows you to transport a willing character who's your size or smaller. The game version tops out at medium.
    2. alterNERDtive
      alterNERDtive
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      Cool, thanks!
    3. dgmod1
      dgmod1
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      From what I understand all players even if size 4 are considered medium in terms of DnD rules. I don't know if bg3 follows those rules/tags/terms.

      The max size for a humanoid is medium. If that is the case then the mod works per 5erules as intended.

      If a size 4 body can't move another size 4 body then there are limitations.
    4. actualsailorcat
      actualsailorcat
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      What I meant to say was that the spell as implemented in BG3 doesn't make any special consideration when it comes to character size. It just gives one straight conditional that operates as if anyone casting it is medium, and can in that case only bring with them creatures that are medium or smaller: Ally() and ((Tagged('WEIGHT_MEDIUM') or Tagged('WEIGHT_SMALL') or Tagged('WEIGHT_TINY'))