Baldur's Gate 3
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VargrNekrodes

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VargrNekrodes

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About this mod

Do you also wonder what logic it has for your shield to give you "Evasion" instead of protecting you from damage? This mod makes common sense of using a shield.
The mechanics of "Evasion" and "Damage Absorption" have been separated and now work independently. Enjoy playing a Tank Class!

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This mod has a lot of work behind it, not just the programming itself, but all the hours spent doing mathematical calculations so that everything makes sense and is balanced, and all the hours spent on the Google Sheets documents so that you can see all these changes in a simple and clear way.

I hope you enjoy this in-depth work, and that, if you can and want to, support me to the best of your ability.

Thank you so much.


PATCH#4 COMPATIBLE - ENGLISH/SPANISH LANGUAGES

Small venting
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The first thing I want to say is that this mod has been really much more complex than I expected; Larian Studios has such a mess in their code... and it's not the first time I've come to this conclusion when I make a mod for this game.
All the shields were mixed up, they don't know which one is which, and in the end I opted to download the "All items (Release ready)" mod, put a random AC on each shield, and check them one by one in-game, because otherwise it was impossible...

With all my respect and admiration for Baldur's Gate III: please, Larian Studios, put some order in your code because it's really a mess. Now I understand why with every patch they fix 10 things but break 20 :S


Personal request to readers
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If you like the vanilla functionality of the "Armor Class (AC)", then ignore this mod, because I doubt you will like it.

I know perfectly well how the DnD/BG3 AC system works, because I have been playing tabletop RPGs from this franchise for practically my entire life, so I would ask you please, if you do not agree with this mod, do not waste your time explaining to me what the AC system is, because the "Posts" section is full of repetitive comments. I already know how this system works and I do not agree with its operation, I never have, that's why I make this mod, for those people who also do not agree with the operation of the AC.

I understand that there will be people who do agree with the operation of AC, and I respect that because everyone should have their own criteria for things. So, please, simply ignore this mod and look for one that meets what you are looking for. I will appreciate it if the "Posts" section is used as feedback to improve this mod.

Thank you.





The topic of "Evasion" and "Blocking" with Armor/Shield is complex, and translating it to a video game in a realistic way requires taking into account many things. The material of the armor, how much of your body it covers, what specific areas it leaves exposed, the material of the shield, the size of the shield, the thickness of the shield, the weapon with which you are attacked, the material of that weapon, the direction from which the attack comes, the position in which the defender is located, the weight of the people involved in the combat, the strength of each, and a long list of other factors. That is why this is usually simplified quite a bit in video games.

If you ask me about the concepts of "Evasion" and "Blocking", I have them quite clear. For me:
- "Evasion" is completely avoiding incoming damage with a feint.
- "Blocking" is absorbing part of the incoming damage thanks to your Armor/Shield.
I know that some people see it differently, and that's fine too. That's why there are literally thousands of mods, so that each player can find what meets their personal preferences.

In BG3, a system called "Armor Class (AC)" is used, which basically encompasses both "Evasion" and "Blocking". When you play a tabletop role-playing game and try to defend yourself from an incoming attack, you will use your AC and your Master will tell you what the consequences were.
If you had a good dice roll and you are a Rogue dressed in leather, your Master may tell you that you have "Evaded" the attack.
And if you had a good dice roll and you are a Paladin in Heavy Armor + Shield, your Master may tell you that you have "Blocked" the attack with your shield.

This system is fine for many people, but as you can imagine from what you have read above, I have been playing DnD tabletop role-playing games for almost my entire life and I have never agreed with this system. For me, it is correct that when you "Evade" an attack you ignore the damage completely, but it is not correct that when you "Block" an attack you ignore the damage completely. I believe that "Blocking" implies "Absorbing PART" of the damage received since you have not evaded it, and that is precisely why I made this mod.

With this mod, it will be possible to differentiate between "Evading" and "Blocking" an attack. Those with a high AC will "Evade" the blows, completely avoiding 100% of the damage when they roll a roll that allows them to do so. While those who use a shield will have more difficulty "Evading" but will "Block", that is, "Absorb", part of the damage received on all their rolls without having to roll anything with the dice.

In addition to this, the protection that a shield grants you is now recognizable at a glance, as it has been divided into 10 families according to their materials and sizes. This is because in the vanilla game you could find very small and questionable quality shields at first glance that granted a lot of "Blocking" (AC), and other shields that were really large and gave the impression at first glance of being much better but then granted less "Blocking" (AC). This is no longer the case, and when you see a shield you can easily recognize what type of protection it will grant you at a glance.

Another thing that this mod seeks is for enemies to attack your Tank characters who use shields more often, since the game is programmed to attack those with lower Armor Class (AC), so we could say that now the Tanks can do their job of tanking better. I know it's not optimal, but since the game offers few options to actually tank your party, this partially solves that problem.


You can see the 10 updated shield families and all other changes → HERE



Damage is calculated based on the materials and size of the shields.

Necrotic, Poison, and Psychic damage are not taken into account, as they are considered to affect the target directly.

Radiant damage absorption is quite low, as it is considered that you can only protect yourself behind the shadow of your shield, and eventually the light will reach you.

Thunder damage absorption is quite low, as it is considered to be attacks that come from multiple directions and is not something that you can easily protect with a shield.

I have been trying for a long time to make it work with percentages, but the Baldur's Gate III code does not accept it, so in the end I gave up. A pity because I would really have liked it.

There are many things I would like to do to this mod, such as taking into account the type of weapon with which you are hit compared to the size and materials of your shield, not only the "type of damage".

I would also like to add mechanics for when you are hit with "stealth" hits, as you should not be able to use your shield.
I would like to be able to add a shield blocking animation (which I do not rule out in the future, although the most likely thing is that this will never happen).
I would like to be able to make shields wear out or even break over time, but it would be a lot of work if it can be done in the first place.
In short, I would like to do many things, but this is only a hobby and my time is limited, so I hope you enjoy it as this is all I can offer for now.


To make this mod I was inspired by VitruvianGuar's work on Armor Overhaul.
I think it's a great mod that I also recommend everyone use, since it fits perfectly with this mod.
If you are looking for a more realistic feeling of combat, this combination of mods is undoubtedly it.





⬆️You can check all Updates in "POSTS" section





That's all for now. Thanks for your patience and I'll let you know when I have some great update to announce.
If you want to know more mods of my creation, visit my profile → Värgr Nekrödes

Best regards!



Installation via Manager:
You can use directly → Vortex Mod Manager
Or you can also use → BG3 Mod Manager


Manual Installation:
Just extract the .pak file into your:
C:\Users\[YOUR USER]\AppData\Local\Larian Studios\Baldur's Gate 3\Mods