Works with patch 8. Please let me know in the comments if you find any bugs.
I think the Mod is about complete now, unless you think there's still stuff that should be added. For the balancing I followed tantanoid's suggestion except for the Strength Elixirs which are abundant (+1 for Hill Giant Strength and +2 for Cloud Giant Strength).
Can you only stack the things listed on the description page or is it anything? There's a body piercing mod I'm using but it uses the helmet slot and I also have a circlet I want to use 😂 thanks!
Seconding. I need the dex gloves to buff to 18 from 8 to follow a monk build from the discord, but it'd be great to be able to stack a +2 ring on top of that for a 20 dex to match the strength.
It's conflicting with the main idea of this Mod, namely to provide incremental, continual Ability score increase which I'm used to from PF:WotR.
A Dex jump from 8 to 18 with the need to respec is exactly what I wanted to circumvent. Notice though that overpowered Ability scores can still be achieved with the Mod late game as different sources of Ability scores will stack (see the images).
But, everyone, feel free to unpack the Mod, apply changes as you like, repack it and publish it again here on nexus!
EDIT: As far as overriding the built-in function for Ability increases goes (such that the upper limit will be ignored everywhere): I just don't know how to do it.
And in terms of balancing, it feels like the items that give 17, 18 or 19 of a stat should now give +1 instead of +2, since a +2 item is a bit overpowered compared to other items in chapter 1.
Right, I missed the mace (next update, nor sure when.)
Actor and Durable don't implement the limit as described. If Charisma goes above 20 the boost from Actor remains and stacks (same should be true for Durable by looking at the file). If that behavior is changed, I'll include them.
Balancing is tricky. I chose to keep it as simple as possible for the first version and also not to include elixirs. Something for later (no promise.)
Could be done but probably not as part of this mod. Strength elixirs seem different, cause they provide temporary boosts only. Maybe a better way to balance them would be to reduce their duration and/or increase their price. There's a mod doing it already called 5epotions I think.
Thanks for the reply and the suggestions. I'll look into it, as I quite like the idea of the elixirs adding a flat additive bonus. It felt cheap using these items in the base game and then boosting other stats, so your mod is appreciated.
14 comments
I think the Mod is about complete now, unless you think there's still stuff that should be added. For the balancing I followed tantanoid's suggestion except for the Strength Elixirs which are abundant (+1 for Hill Giant Strength and +2 for Cloud Giant Strength).
Thank you
A Dex jump from 8 to 18 with the need to respec is exactly what I wanted to circumvent. Notice though that overpowered Ability scores can still be achieved with the Mod late game as different sources of Ability scores will stack (see the images).
But, everyone, feel free to unpack the Mod, apply changes as you like, repack it and publish it again here on nexus!
EDIT: As far as overriding the built-in function for Ability increases goes (such that the upper limit will be ignored everywhere): I just don't know how to do it.
Also, did you miss Handmaiden's Mace - Baldur's Gate 3 Wiki (bg3.wiki)?
And in terms of balancing, it feels like the items that give 17, 18 or 19 of a stat should now give +1 instead of +2, since a +2 item is a bit overpowered compared to other items in chapter 1.
Actor and Durable don't implement the limit as described. If Charisma goes above 20 the boost from Actor remains and stacks (same should be true for Durable by looking at the file). If that behavior is changed, I'll include them.
Balancing is tricky. I chose to keep it as simple as possible for the first version and also not to include elixirs. Something for later (no promise.)