Baldur's Gate 3

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Proxeuz

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  1. Proxeuz
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    IMMERSIVE VERSION HAS BEEN ADDED !
    If you encounter any bugs, notice missing elements, or have suggestions regarding additions, removals, or balance improvements, please let me know.
    I'll post the Immersive Version changelog below to make it easier to follow the changes.

    Version 1.3.0 - Made some changes to the drop rates in the immersive version. Now, each item will have a 25% chance to drop from the 40 locations. On average, you can expect around 10 items to drop throughout the entire playthrough unless your RNG is cracked :D.
    I made couple of changes to abilities and spells in terms of damage and cooldowns.

    Version 1.4.0 - Replaced an entry that previously pointed to skeletons in the shadow-cursed lands with human guards NPCs. Adjusted the drop rates of three loot entries that frequently spawn throughout the game, they now have a 10% chance of dropping.

    Version 1.4.1 - Changed item drop rates at traders, they now have a 20% chance.

    Baldur's Gate has been updated to Patch #4.
    So far, the mod is functioning as intended, and I haven't encountered any bugs. As always, if you come across anything, please let me know. :D

    NEW SPELL - WRATH OF AVERNUS
    When activated, you unleash a fiery burst that deals 2d8 fire all nearby targets within a 3-meter radius. You gain resistance to fire damage and a +1 bonus to attack rolls. Each successful melee attack grants you a stack of Avernus's Wrath. Upon reaching a level 4 stack, you can trigger Avernus Searing Smite, allowing you to deliver a fiery strike that deals your main weapon damage plus an additional 3d6 fire damage. On a successful hit, the target is set ablaze for 2 turns, suffering 1d6 fire damage per turn.

    Stacks:
    Avernus's Wrath - Granted upon spell activation.
    Avernus's Wrath: 1 - 1st hit.
    Avernus's Wrath: 2 - 2nd hit.
    Avernus's Wrath: 3 - 3rd hit.
    Wrath of Avernus - 4th hit and final stack
    When having 'Wrath of Avernus' you have 3 turns to cast Avernus Searing Smite (1 time use spell - the condition ends upon spell activation/combat ends/status time).

    Quick Demonstration and VFX



    Also, if you have an idea for a new ability or perhaps modify an existing one, feel free to share :D
  2. lizzielag
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    Can someone translate this to portuguese??? It would be nice!
  3. ckx777
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    Edit* To answer. Yes Vendors can restock and it's possible to obtain multiple different rings/amulets from the same vendor.

    Edit2* Has anyone put together a spoiler location at least of which vendors can potentially stock Eldertide Armaments? So far, after spam resting and checking I've discovered that Aaron(Grove) and Belen's wife/mushroom chick(Myconid Colony) both can potnetially stock items. Also, I "think" I found an item on Blurrg(Myconid Colony) but had been drinking that night and can't recall with certainty..Any one else able to list vendor locations?

    As far as chests I've discovered the Harpy Stash and the hidden chest you have to jump to across the roof of the Monastery(above the creche). Please comment and help me put together a spoiler guide of locations!

    I was just curious if anyone else has had any luck finding multiple items on the same vendor?

    Again, thanks! Amazing fun mod!
  4. vIRLWarlock
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    Weirdly specific question: Do any of the rings have a concentration ability on them? 
  5. mcace2310
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    wonderful mod, combined with increased difficulty mods this gets very playable and not too overpowered. 

    BUT

    not finding the witch queen amulet until literally end of the game kinda ruins half of the mods potential sadly.
    is there another mod or tool where i can check the generated treasure table to see where the ring in my playthrough was? (just out of curiosity) 
    im not against randomizing these rings and amulets, it serves a purpose, but that one particular amulet is quite crucial imho and should have a somewhat early act 2 / mid act 2 safe drop location.

    regardless, thanks for your amazing work !
    1. ckx777
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      This was my feedback exactly. Not lucking into the Witch Queens Amulet which in turn locks one out of brewing the potions defeats half the purpose of the mod. For example, my first playthrough with the mod I located the Amulet in the Harpies chest(near the Grove) and was brewing potions from level 2 onward. My second playthrough I never found it, so only potions I had access to were the 2-3 I found from vendors. My newest playthrough I'm about to head into Act 3 and still haven't seen the Amulet.

      My suggestion was to keep the Witch Queens Amulet drop rate as is in Act 1 but add a few locations in act 2 where if you haven't discovered it yet you have a higher chance(think 70%) to get it. And/or possibly even a guaranteed mid-Act 3 drop location?

      Great mod but it sucks not being able to interact with half of it's potential due to RNG. And this is coming from someone whom loves RNG.
  6. SwiftBlade95
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    Is it possible if we can have both immersive and tutorial chest version in one file? I actually want the experience of acquiring the items through looting but the problem is I want a safety net that ensures I can have all the items at some point in my game and choose whatever I want
    Hopefully this is something you can consider and provide
    Thank you!
  7. Worsin
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    I would like to make a suggestion that the Witch Queen's Amulet be consistently found in Act 2 perhaps. 

    Unless there is some other way to craft the potions.  Locking potion crafting behind a random find locks you out of it almost every time you will play this for at least 2 acts.

    Im in act 2 and almost finished with it and only have found 3 items so far.  I don't expect to be able to craft potions at this rate.


    1. ckx777
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      Same. I love this mod and prefer the immersive version but being reliant on lucking into finding one particular item out of dozens of items, in order to make the potions is a rough proposition. 

      My first playthrough w this mod I discovered the Witchqueens Amulet near the Harpy Nest(near Grove in Act 1) within an hour of playing and was able to craft potions through the entire game! My current playthrough I'm about to head into Act 3 and still haven't found it, so no potions at all this game.

      Would be cool if the immersive version could be programmed to guarantee finding the Witches Amulet at least by Moonrise Tower...
       
  8. linition
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    Beautiful work!

    Only complaint is the balance. These items are absolute beasts, so the way to obtain them should be tweaked accordingly.
    1. Ryujin24
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      I installed Combat extender mod and boosted the health of enemies and bosses by 300% and it seemed to balance it out for me. I am also using party limit begone so I am running around with a small army. But regardless, 300% health on tactician absolutely balanced it out for me.
    2. linition
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      Well that would balance these items against the enemies you meet early on, but not against the enemies you meet later on cause they are high-level items randomly dropping in low-level places.

      It also doesn't balance them against all the other items.
    3. Sakurasrb
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      the best thing about combat extender is just that you can always customize your own difficulty setting at any time, so balance is only a time-consuming stuff (you really need time to tune the config in combat extender to meet your own need) and nothing else
    4. Chartrantio
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      Agreed a balanced version of this would be phenomenal or having them only drop/acquirable in act 3 with lower tier versions for the previous acts. I felt disgusting using the lifebringers amulet in act 2 and had to put it away. That said the effects are awesome.
    5. ckx777
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      Heck yeah, same. I'm using 300% Health Increase along with Addition Enemies mod and Combat Extender and Combat Extender AI to give enemies additional spells and abilities. Game is finally an actual challenge on Honor Mode.
  9. 0howaril
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    Is it just me or does Bewitching Bolt not do any damage when used for anyone else? 
    1. ckx777
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      It was doing damage for me in the last playthrough where I had it. I remember being very grateful I found it and using it on Shart to blast Goblins in the Gob Camp.

      Do you recall where you found it? My first playthrough w this mod I discovered the Witches Amulet in the chest behind the Harpy Battle(near the Grove). In my current playthrough I'm about to leave the Shadowlands and haven't found it yet! Sucks since it's required to summon the Cauldron to create the potions.
  10. ckx777
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    Cool mod! Only bit of feedback I will give is if using the immersive version and you don't happen to luck out into getting the Witches Amulet you can play through the entire game and never get to make any potions, which takes away from half the mods fun. On one playthrough I discovered the Witches Amulet at the Harpies Nest in Act 1 near the Grove and was able to start making powerful potions right away and then found two more powerful items by the time I was level 3. On my current playthrough I'm  in Act 3 and I haven't seen the Witches Amulet nor any other items this playthrough.

    Edit* I went that entire second mentioned playthrough and only found 1 item. Which is fine, just worth mentioning as perhaps the % can be increased a but the further into the game you go...

    Anyways, my feedback/suggestion would be to make the Witches Amulet perhaps have an increased chance to drop in a few Act 2 locations, with possibly even a guaranteed drop location in mid-Act 3 if you haven't already discovered it prior. Making potions is fun and half the draw of the mod.

    Edit* Also, what is the statistical probability of an item showing up in any given container or vendor?
  11. NyxAngel2006
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    Can someone comfirm if this works with REL (Randomized Equipment Loot)?