Baldur's Gate 3
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Akgis32

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akgis32

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18 comments

  1. syrops
    syrops
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    what's ASI?
    1. shannon97
      shannon97
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      Ability Score Improvement
      The points you can spend on you STR/DEX/... scores. Some feats give +1 to an ability score in addition to the feat's effect
    2. syrops
      syrops
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      TY!
  2. NeatWolf
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    May I suggest calling it Combat Reflexes (as per previous editions) and increasing the reactions to max(1, DexterityModifier)?
    (or just having Dex 13 as prereq)
    1. Predfan
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      Bro, you can do that yourself in 5 minutes tops.

      I'll do my best to show you how to change the feat name:

      1) get yourself the bg3-modders-multitool from github.
      2) unzip the archive wherever you wish
      3) start the program ( bg3-modders-multitool.exe ). Program is straightforward, the design is very human, very easy to use.
      4) drag and drop the "paranoidreaction.pak" mod you downloaded onto that huge left-side square where it says smth like "drop mod [...] here"
      -4.1 you will notice on the multitool window that it will show you on it's bottom side some lines telling you that it unpacked the .pak file
      5) in the folder where you have the multitool, you now have an UNPACKED MODS folder -> and specifically the loose files of this mod there
      6) enter paranoicreaction\Localization\English
      7) there you will see 2 files: "paranoidreaction.loca.xml" and "paranoidreaction.xml"
      8) edit both of them with a text editor (like notepad++). They are easy to read and they have very few lines of code.
      -8.1 change "pr_displayName_traStr" to change name of the feat to whatever you wish
      -8.2 change "pr_desc_traStr" if you want to go further to change even its description
      9) save and close those 2 .xml files
      10) go back to the UNPACKED MODS folder
      11) drag and drop the main paranoidreaction folder back onto the same square of the multitool (like you did on step 4)
      12) you will notice in the multitool's main folder a new archive has been made => that archive is your personal cooked mod
      13) unpack that archive -> thats your own modded mod and from now on you know what to do with the pak file (install it with BG3 mod manager)

      You can change even more of course, but this crash course should get you started.

      Hope it helped, cheers and happy gaming
    2. NeatWolf
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      Hey, thanks for the step by step reply!
      I do have a hunch on modding, and I've been modding BG3 recently - and I'm a programmer.
      I haven't released anything public yet, but the reason I asked for an "official" change or version, is because I'm going to be sure that's going to be way more stable and tested than any personal version I may make - plus, my friends could get updates and other fixes without having to wait me recompile and test it from scratch.

      I greatly appreciate the effort of your answer tho!
      If you allow for mod modifications (credited as per rules) I may publish a variant, eventually ^^ 
  3. BigBozat
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    Nice.

    Just wondering (I have no idea how hard it'd be, I'm an idiot): why UI doesn't/can't reflect extra action point(s)?  
    1. PrimeUniverse
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      Because Reactions aren't tracked in the UI, you do get them though, you can have extra
    2. BigBozat
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      Thanks... for the mod (trialing now), the feedback & the quickness.  

      Some Qs:
      - Any load order advice?  I run a bunch of feats (lostsoulman's, Riesun28's, Sindae/Kelvara), and past experience suggests these can get finicky... particularly in relation to subclass mods (which I tend to lard too many into my playthrus).
      - Any issues (that you know about, anyway; don't expect anyone to be psychic) with either NellsRelo's BG3 Compatibility Framework or 3XC4L1B3R's Extra Attack Compatibility mod?  The former has just recently started covering feats-based mods (mostly the progression stuff related to classes/subclasses & leveling lists?), and the latter is a control(?) for spells that should/shouldn't attach to extra attacks.

      Again, thanks!
    3. akgis32
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      There are no load order specific or class specific, if you want general guidance put it on last.

      Feats are a thing that well built into the framework of the game tbh it doesnt really on changing a huge file like other mods(for example classe changes) you just add a passive with his boosts and you then create a new feat entry on a new individual file with the characteristics and description linking to the passive.

      I use my own feat mods with conjunction with other feats from the community like "feats exta" there are no issues
    4. BigBozat
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      Thanks -- again.
      Respect +3
  4. JLazarillo
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    Seems like a neat idea.  I was just thinking earlier today how there are a bunch of neat Reactions, but how the limit kinda hampers 'em.  But also how just letting them fire whenever would probably be unbalanced.  Making it into a Feat feels like it might fix that.  I look forward to trying it out.
    1. akgis32
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      Yes.

      A paladin tank build with sentinel feat + shield mastery and a shield that gives shield bash loses value on alot of its reactions based feats so it gave me the motivation to see if it was possible to add extra reaction, there was and then a I made this a feat since they arent hard to create and it doesnt mess with other mods since feats are individual things without dependencies.
  5. Liolande
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    my compliment... beautyfull tiefling. (image)
    1. akgis32
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      thanks :)
  6. GoyangIll
    GoyangIll
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    Is this mode stackable?
    1. akgis32
      akgis32
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      yes.
  7. Chickboy
    Chickboy
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    Interesting