Administrer works fine if you do it until this end. When you click on potion, you directly use 0.5 action (or bonus action, depending on your choice). You target someone and click again, it also spend 0.5 action to "end" your action and administer this potion (or drink it on yourself). BUT, let's say you can't conclude because your target is too far or you changed your mind. Right click to cancel, right ? Well, you can cancel but you have lost 0.5 action, and obviously, you will do nothing with half action
AOE splash removal: I like this feature but I would have love to disable throwing effect for all potions and poisons. PHB says potion must be drunk, so throwing to apply a potion is just impossible. As for poisons, most go through an injury with slashing or piercing, throwing should not work here.
Finally, for poison damage, you have forgotten several stats to cover all poisons (each poison have several entries between single effet, throwing effect, statues, and a few declinations. I have done a complete list if you want to. I'm currently testing this.
Hi, I'm having an issue with this mod after the latest game patch. It crashes at the same spot during gameplay and when I remove it I am unable to play my current save.
5e AOE removal bonus action mod broke healing potions. And if you try to delete it and load a save, the game crashes. Urgently needed to update for update 4
Also I noticed an issue with another mod when using the AOE Removal version. I'm using the Additional Autosort Containers mod, and with the AOE Removal version the healing potions are not being recognized as potions to put in the right container. I don't know if anything can be done about this but I thought you should know anyways.
Thank you for that quick test. I will have to download the mod and see how exactly it is sorting items. That is low on my priority list right now though so it could be a while.
I also noticed that if you click to administer the potion on someone near, and take an opportunity attack (in case your character needs to auto move a little bit to do it), the attack not only cancel the action but also waste your action, as if you had completed the healing. The workaround is to move/reposition yourself manually first, take the OA, then use the administer action when you are sure that it wont provoke an opportunity attack.
Update: I have been working on creating a more modular version of the mod using the script extender. My goal is to allow the user to tweak their own combination of whatever options they want on or off. This will do two things. First, this will allow for more customization within my mod than currently available. Secondly, this will allow me to more comfortably add more features without having to add to the ever growing amount of versions of the main file and optional files. It will all be one download with a .json included that people can edit to their heart's content.
This does mean that there will be no more updates until I am finished with this overhaul unless someone brings up something that is absolutely game breaking. However, I will include a quick explanation of what needs to happen if any of you want to make your own personal adjustments while waiting on the update.
For those who are unfamiliar with BG3 modding, it is actually really simple to edit someone else's mod and make the changes desired. You will need to be able to unpack the .pak file. I use the ExportTool found here: https://github.com/Norbyte/lslib/releases
Once the .pak has been opened the user will then be greeted with a main folder filled with sub folders and files. Most of the stuff in my mod can be found in by following the path: ...5ePotions\Public\5ePotions\Stats\Generated\Data For those of you who wish to edit the duration of the potions there is a bit more to do. Navigate to the RootTemplates folder by following this path: ...5ePotions\Public\5ePotions\RootTemplates Inside is a .lsf file. This will need to be converted to a .lsx file similar to how the .pak was opened. There are separate tabs in the ExportTool for both .pak extracting/creating and .lsf/lsx conversion. Once the .lsx file is created it should be readable with a text editor. I suggest Notepad++ but any text editor will work.
For duration changes specifically, navigate to the desired potion and find the node <node id="OnUsePeaceActions"> . Once here navigate to the attribute <attribute id="StatusDuration" type="int32" value="10" /> and change the value to whatever is desired. These values are in associated with the amount of turns (six seconds per turn) so in the example it is showing that the duration will be one minute. A value of "-1" is the same as until long rest.
Example:
Once all desired edits are made make sure to convert the .lsx to a .lsf (only needed if changes were made to that file) and then re-package the main folder into a .pak file. Once the .pak is created just use the newly created .pak instead of my .pak and you should have your desired outcome. If something breaks, well, then welcome to modding.
I'm using the version to use potions taking an action and the AEO removal (Action). Maybe I'm having a conflict with some other mod, but when I click to use a potion it immediately uses the turn action, making it impossible to cancel the action with the right mouse button. If I cancel the action I lose my action for the turn. Anyone else having this problem?
obs: I'm also using Zerd's Rules (RAW), but as far as I've looked, it doesn't change anything regarding potions.
This is a bug that I had in my development of the mod. I had believed that it was resolved. RAW should not be conflicting with my mod. I use both in tandem as well as the same versions of my mod (requiring an action for use).
Are you using any other mods? if so, could you please reply with the modlist and load order. Thank you for your report!
Alright. I better understand your problem now. I had read it a little different the first time. I am currently not certain as to what is causing this. I really want to fix this as I can see how frustrating it must be, especially if one were to miss-click. I will look further into solving this problem.
77 comments
-edit minor typo
-edit mod released, monitoring feedback
I like potions as bonus action in general, but I'm on the fence to use the "Potions cost action point" mod just to nerf haste potions. =)
When you click on potion, you directly use 0.5 action (or bonus action, depending on your choice). You target someone and click again, it also spend 0.5 action to "end" your action and administer this potion (or drink it on yourself).
BUT, let's say you can't conclude because your target is too far or you changed your mind. Right click to cancel, right ? Well, you can cancel but you have lost 0.5 action, and obviously, you will do nothing with half action
AOE splash removal: I like this feature but I would have love to disable throwing effect for all potions and poisons. PHB says potion must be drunk, so throwing to apply a potion is just impossible. As for poisons, most go through an injury with slashing or piercing, throwing should not work here.
Finally, for poison damage, you have forgotten several stats to cover all poisons (each poison have several entries between single effet, throwing effect, statues, and a few declinations. I have done a complete list if you want to. I'm currently testing this.
Does the AEO Removal versions also have gold price changed on them?Edit: Could these two versions work together?
5e Potions Take an Action - No Gold Change
5e Potions AEO Removal (Action)
Edit 2: Oh well it's working!
Also would be possible to administer all kinds of potions in the game and not only the healing ones?
Thanks.
Also I noticed an issue with another mod when using the AOE Removal version. I'm using the Additional Autosort Containers mod, and with the AOE Removal version the healing potions are not being recognized as potions to put in the right container. I don't know if anything can be done about this but I thought you should know anyways.
I also noticed that if you click to administer the potion on someone near, and take an opportunity attack (in case your character needs to auto move a little bit to do it), the attack not only cancel the action but also waste your action, as if you had completed the healing. The workaround is to move/reposition yourself manually first, take the OA, then use the administer action when you are sure that it wont provoke an opportunity attack.
Thanks for the attention!
This does mean that there will be no more updates until I am finished with this overhaul unless someone brings up something that is absolutely game breaking. However, I will include a quick explanation of what needs to happen if any of you want to make your own personal adjustments while waiting on the update.
For those who are unfamiliar with BG3 modding, it is actually really simple to edit someone else's mod and make the changes desired. You will need to be able to unpack the .pak file. I use the ExportTool found here: https://github.com/Norbyte/lslib/releases
Once the .pak has been opened the user will then be greeted with a main folder filled with sub folders and files. Most of the stuff in my mod can be found in by following the path: ...5ePotions\Public\5ePotions\Stats\Generated\Data For those of you who wish to edit the duration of the potions there is a bit more to do. Navigate to the RootTemplates folder by following this path: ...5ePotions\Public\5ePotions\RootTemplates Inside is a .lsf file. This will need to be converted to a .lsx file similar to how the .pak was opened. There are separate tabs in the ExportTool for both .pak extracting/creating and .lsf/lsx conversion. Once the .lsx file is created it should be readable with a text editor. I suggest Notepad++ but any text editor will work.
For duration changes specifically, navigate to the desired potion and find the node <node id="OnUsePeaceActions"> . Once here navigate to the attribute <attribute id="StatusDuration" type="int32" value="10" /> and change the value to whatever is desired. These values are in associated with the amount of turns (six seconds per turn) so in the example it is showing that the duration will be one minute. A value of "-1" is the same as until long rest.
Example:
Once all desired edits are made make sure to convert the .lsx to a .lsf (only needed if changes were made to that file) and then re-package the main folder into a .pak file. Once the .pak is created just use the newly created .pak instead of my .pak and you should have your desired outcome. If something breaks, well, then welcome to modding.
obs: I'm also using Zerd's Rules (RAW), but as far as I've looked, it doesn't change anything regarding potions.
Are you using any other mods? if so, could you please reply with the modlist and load order. Thank you for your report!
Below is the list of mods I'm currently using.
Index Name Author FileName Tags Dependencies URL
0 VisibleShields Maximuuus VisibleShields_1f998319-583c-4563-9856-202c1afaf555.pak
1 Warcaster DrInpharx Warcaster_26c29727-92c0-4601-9bf2-043ca3e5b4d8.pak
2 5ePotionsTakeanAction Radick 5ePotionsTakeanAction_6d12a037-9f08-46cf-bb37-8453d756ce74.pak
3 5ePotionAOERemoval Radick 5ePotionAOERemoval_138c58f5-aa7e-48c3-85f0-318774027d37.pak
4 5eSpells DiZ 5eSpells_fb5f528d-4d48-4bf2-a668-2274d3cfba96.pak
5 5eSpellsPTBR kakaichi, Varnion 5eSpellsPTBR_3f7f2f4b-2baf-4a1e-932c-20afbd8d4c1f.pak
6 SecretScrolls darkcharl SecretScrolls_4023c256-4242-4cd0-9afa-9026aaedf2d4.pak
7 SecretScrolls5eSpells darkcharl SecretScrolls5eSpells_b093bc44-ccf9-4eec-b5ec-e96a6f2940f9.pak
8 SecretScrolls5eSpellsPTBR kakaichi SecretScrolls5eSpellsPTBR_f4f1d4df-717c-432e-8671-d3296c3f3692.pak
9 RAW Zerd RAW_f19c68ed-70be-4c3d-b610-e94afc5c5103.pak
Override ModFixer
I forgot to mention, but I'm playing bg3 in Portuguese. Maybe this is causing my problem.