Baldur's Gate 3
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Winterbrick

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  1. MorganKnives
    MorganKnives
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    I'm having some trouble getting this to work, I have the Mortar but can't break down the barrels.

    Edit: Actually, while it gave an error, it is breaking them correctly. Go figure.
  2. Serciril
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    Any idea why water barrels and *only* water barrels would stop breaking down after the last patch?

    Further investigation brings up this weirdness: every water barrel I find in-game is weightless and worth nothing. They are also invalid targets for attacks.

    If I use the debug console to spawn a water barrel using their uuid, it's completely normal, can be broken down, and attacked. Any idea what the heck would be doing that?
    1. WinterBrick
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      It feels likely somethings changed.
      I will have a look when I have some free time. I did aim to merge a bunch of crafting mods together after I released them although it'd be nice to do that after mod tools and patches have stopped.
    2. Serciril
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      I would be happy to test, if you ever want another set of eyes on something. Your alchemy mods have added a good bit of joy to my game. :)
    3. WinterBrick
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      So I tried the mod after the latest patch and it still works for me.
      I do know that I've had issues before where not all the items in the world are affected by the crafting mod changes as not all items use the same parents/root-templates, etc.

      e.g. Not all hammers use the root templates I've updated to allow for crafting and so you have to find one that does, and if you have them in a stack with non-functioning ones, it won't work.
      *I'll likely have this fixed when I overhaul all my mods into one in the future.

      It may be the case that some water barrels aren't using the item entry but that seems unlikely if they act like any other water barrel.

      I used a water barrel found in the druids underground passageway and it was fine (although this was on a pre patch 4 save). Without more testing I couldn't say what's causing this issue for you. All I can suggest is try with and without other mods loaded and on a pre and post patch 4 save.

      Thank you for the positive feedback, I've not released anything in a while but when I do I'll try and let you know since it'll be crafting related and extra eyes are always welcome :)
    4. Serciril
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      I had a lot of trouble with the last patch (complete reinstall after the hotfix, as the game would crash upon loading, even bypassing the launcher with an unmodded and files-checked-and-verified game), so it's very possible something got corrupted in the save and that's the way it's decided to present itself.

      It's also possible something else is conflicting and I just can't tell if updates/repairing have stopped the issue from happening again when I get to the next zone, because this part has already spawned with the bugged barrels and is "set" more or less.

      I can still breakdown + attack/destroy all other types of barrels in the game, without issue (the ever growing pile of oil flasks and wine bottles in my camp chest is getting ridiculous). And the water barrels spawned via uuid continue to function normally, it's just the ones that are already in the environment. Weirdness.

      Thanks for checking, I do appreciate it.
  3. buickspacewagon
    buickspacewagon
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    I am starting a playthrough inspired by the wine-drunk wood elves in The Hobbit

    Plan was to use ONLY alcohol for long rests. I was pretty sure I could do it on Balanced, but with your mod I am going to try for tactician!
  4. MintTeax21
    MintTeax21
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    This sounds brilliant! Thank you so much!
  5. MattifusP
    MattifusP
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    Realy like the idea.

    But Even the 1 barrel -> 2 satchel is a little to much in damage comparison:  4D4+18 VS  2 * (3D4+9)

    is it possible to make it 1barrel -> 1 or 2 satchel (base Check Sleight of hand and/or other proeficiency) ?

    An other nice think will be that an artificier subclass artillerist with get 1 more satchel ignoring the check
    1. ElectroRonin
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      The smokepowder "weapons"  all need a re-work because their effects are not remotely "consistent".

      Barrel: 52lbs (less 20lbs for a "standard" barrel") still means 32lbs of blasting material yet only 4d4+18 dmg to 6m/20ft radius
      Satchel: 0.6 lbs, makes no sense for a "genuine" satchel charge as illustrated as a bag of smokepowder, causing 3d4+9 out to 6m/20ft
      Bomb: 0.6lbs including illustrated metal casing of "handful" size, causing 3d4+9 to 4m/15ft
      Arrow: 0.2lbs including illustrated metal warhead of apparently similar dimension to bomb, causing 4d6 fire + 4d6 force to 5m/17ft

      I found arrows in more than adequate supply in my "balanced" run to ensure 12+ in party of 4 by Act 3 which "murderised" most any encounter requiring AOE/high dmg at range with plenty left over once the smoke cleared.   Also carried 24+ smokebombs but rarely used since the arrows more than sufficed to thin the crowd before wading in for the melee finesse just for the sake of it.  Unless availability is much rarer these weapons render melee and magic to being indulged combat choices for amusement and niche desired special effects.  As was I refrained from using them on enemy parties that didn't outnumber us at least 2:1.

      I was hoping to learn to mod items so I could address this but haven't had time to parse the game files to find all the specifications to edit and coding the effects will be a load of Boolean.

      At a first stab trying to acknowledge explosive volumes and packaging involved I'd suggest:
      Arrow: c. 0.5lb/0.25kg for 1d6+2 force + 1d6+2 piercing to 2m + 2m knockback (kb)
      Bomb: 1lb for 3d4+4 force + 3d4+4 piercing to 4m + 3m kb
      Satchel: 5lbs for 10d4+10 force + 5d4+5 fire to 6m + 6m kb if placed and detonated, half dmg, same radius and half kb if thrown to burst and detonated*
      Barrel (half-size barrels): 26lbs for 20d4+15 force + 10d4+10 fire + 10m kb if placed and detonated, half dmg, same radius and half kb if thrown and detonated*

      1 saving throw per damage type and 1 agility check for each target to halve dmg and avoid kb i.e. 3 saving throws.

      *placing multiple charges for combined detonation adds 50% dmg and +25% radius for each additional charge.  This should make people seriously reconsider the lobbing of barrels and the placement of excessive charges.
    2. WinterBrick
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      So I recognised this too when preparing to make a bunch of my mods.
      I am aiming to do a bigger overhaul of AoE, weight, damage, etc for many items because in the end I aim to merge all of my crafting mods together into one giant overhaul. Unfortunately many of these smaller changes would make it harder for me to maintain the mods and allow them to work together without headache so I won't be implementing them until I get to the point of making the large overhaul mod merging all my smaller mods.

      So for example once I merge, Potions Expanded, Elixirs Expanded, Cooking Expanded, etc etc, I was looking to also add changes to object stats to make barrels heavier with greater damage and AoE but worth the Strength requirement, which then also makes my Barrel Breakdown better as the bottles provide a distinct difference in both functionality and in what type of character can best utilize each :)
  6. Alconium
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    Love it. So glad JWL's framework is getting more meat on it. Can't wait to use this!
    1. WinterBrick
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      Thanks :)

      I'm looking to get a whole bunch of extra crafting things out in the future.
      In the works currently is Cooking Expanded, and an extension of the alchemy system (including new extractable ingredients, potions, elixirs, grenades, etc).