REMINDER: You must delete the configuration file in %localappdata%\Larian Studios\Baldur's Gate 3\Script Extender after every update! And then reload your save normally to regenerate the config file.
NEW FEATURES:
Added 20+ more variables for level scaling!
Added boosts for Allies and Bosses! They are disabled by default, but can be configured separately with Enemies!
Added level increments, you can now boost stats every X levels.
Added stat-specific level increment, so you can change them individually!
Complete rebalance of NPC spells, they now scale along with the character's level!
Wanted to throw this here to see if anyone else had this issue since this is the only mod i believe that edits npc spells lists.
After hitting the level 8+ enemies ive noticed nearly every enemy is casting "concentration "dawn" " this spells hits like an absolute truck and they just spam cast even when their class doesnt match at all.
Kinda a shot in the dark but its damn near killing my nearly complete playthrough. If anyone knows what the heck this comes from id love to know. Thanks!
Hmm, that's strange. Are you sure every enemy has it? It's supposed to be randomly selected spells, but it's possible that AT (and only at) level 8 they all get dawn because it's one of the only spells at that level?
I coded it so that every enemy has AT LEAST one spell at their current level, and then the rest is randomized for the lower level spells.
Hey Mithras Quick question. When I change any of the underlined values to 1, it appears to give ALL enemies spells from Vanilla, PF2, Spells 5e and homebrew whether their class is capable of spelluse or not. Is there a way to just give enemy spellcasters access to the additional spells and enemies with no spellcasting ability stay normal? Or have I completely fubared your interpretation and I'm crazy?! PS sorry if this has been answered elsewhere, I'm sorry, I looked but couldnt find anything!
Enemies=1 -- Applies to enemies. 1 to enable. VanillaSpells=0 -- Whether to give NPCs Vanilla spells. PF2eSpells=0 -- Whether to give NPCs spells from PF2e Spells. Original mod required. Spells5e=0 -- Whether to give NPCs spells from 5e Spells. Original mod required. HomebrewSpells=0 -- Gives NPCs spells from Homebrew Spells. Homebrew Spells required.
This is harder than it seems, because there are no all-encompassing tags for spellcasters. It is possible to check if each enemy has ANY spell (meaning we'd have to loop through every enemy and every spell at the start of combat), but that would result in a lot of script lag.
Maybe with newer modding tools, that will be more easily done. Like maybe we could tag every enemy in the game in the Nautilus and then give them spells & other buffs depending on their tag.
It doesn't scale enemies to player's level. Levels are untouched, I could add scaling but in general levels don't do much, HP, AP etc... are all pre-determined for each enemy, their level doesn't matter. It's possible to scale everything with levels but this is outside of the scope of this mod, since you can configure everything regardless of level.
In any case, I haven't played BG3 in months, but when Patch 7 comes out I'm downloading it again and maybe I'll add some new settings to this mod.
sorry if im dumb but, been tryign to change the setting and it worked the first time but im unable to do it again, four example, mystic carrion has 462 health and no matter what values i change his health stays the same, however he is permanently highlighted red and is respawning every day but none of the other npcs change at all either, so im a bit lost on what to do
Hasn't been updated in 4+ months (pre-Patch 6 & all the SE messiness from [temporarily] refactoring the game's executable), haven't seen MA comment here or rep'ing to bug reports for a while, so... wondering?
Thank you so much for this mod =) This is the answer to all my problems, bless you <3
I was wondering if it is safe to customize the settings midway through a playthrough? If it is safe, I'm guessing things like HP won't register for the current area you're in but how about giving extra actions, etc.?
I tried it and adjusting if enemies, bosses, and allies learn modded spells, has their ac, roll bonus, action points, bonus action points, and damage changed partway through gameplay works and doesn't break anything. I haven't tried the other functions though.
How can recruitable companions be buffed while they are outside your active party, either in green or yellow? I'm finding it hard to keep Jaheira and Halsin alive in the Marcus fight at Last Light. All recruitable companions have this problem: Minthara is a pushover to fight and is much easier than the goblins when they get buffed.
Ideally, I'd like recruitable companions to have boss stats if possible whenever outside the party, then go back to their normal PC stats when partied up.
502 comments
REMINDER:
You must delete the configuration file in %localappdata%\Larian Studios\Baldur's Gate 3\Script Extender after every update! And then reload your save normally to regenerate the config file.
NEW FEATURES:
After hitting the level 8+ enemies ive noticed nearly every enemy is casting "concentration "dawn" " this spells hits like an absolute truck and they just spam cast even when their class doesnt match at all.
Kinda a shot in the dark but its damn near killing my nearly complete playthrough. If anyone knows what the heck this comes from id love to know. Thanks!
I coded it so that every enemy has AT LEAST one spell at their current level, and then the rest is randomized for the lower level spells.
Quick question. When I change any of the underlined values to 1, it appears to give ALL enemies spells from Vanilla, PF2, Spells 5e and homebrew whether their class is capable of spelluse or not. Is there a way to just give enemy spellcasters access to the additional spells and enemies with no spellcasting ability stay normal? Or have I completely fubared your interpretation and I'm crazy?! PS sorry if this has been answered elsewhere, I'm sorry, I looked but couldnt find anything!
Enemies=1 -- Applies to enemies. 1 to enable.
VanillaSpells=0 -- Whether to give NPCs Vanilla spells.
PF2eSpells=0 -- Whether to give NPCs spells from PF2e Spells. Original mod required.
Spells5e=0 -- Whether to give NPCs spells from 5e Spells. Original mod required.
HomebrewSpells=0 -- Gives NPCs spells from Homebrew Spells. Homebrew Spells required.
Maybe with newer modding tools, that will be more easily done. Like maybe we could tag every enemy in the game in the Nautilus and then give them spells & other buffs depending on their tag.
In any case, I haven't played BG3 in months, but when Patch 7 comes out I'm downloading it again and maybe I'll add some new settings to this mod.
Does this mod work in multiplayer? Do all players need to have the same config?
Hasn't been updated in 4+ months (pre-Patch 6 & all the SE messiness from [temporarily] refactoring the game's executable), haven't seen MA comment here or rep'ing to bug reports for a while, so... wondering?
I was wondering if it is safe to customize the settings midway through a playthrough? If it is safe, I'm guessing things like HP won't register for the current area you're in but how about giving extra actions, etc.?
Ideally, I'd like recruitable companions to have boss stats if possible whenever outside the party, then go back to their normal PC stats when partied up.