Baldur's Gate 3

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KuaiBan

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  1. KuaiBan
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    3.7.2 update has been released. Reduced the cost of Vivisection Instrument. Check Logs.

    3.7.1 update has been released. Fixed a bug where Rusty Crowbar deals no damage to objects without Sturdy or Toughness keyword. Adjusted Handheld Supernova's damage variation, max damage unchanged. Check Logs.
    3.7 update has been released. Reduced cooldown of Depth Tow and Abductor Parasite. Check Logs for details.
    Note: if you already fabricated Abductor Parasite prior to 3.7, you need to fabricate it again to update its cooldown.
    3.6 update has been released. Fixed a bug where Ghastly Reagent incorrectly costs Structural Integrity to use.
    3.5 update has been released. New abilities and some substantial balance changes. I summarized every thing from patch 3.1 to 3.5 in an article. Check out Articles tab for patch notes.
    3.4 update has been released. Fixed a bug where Sunken Maul had incorrect weapon label, causing its proficiency to grant different abilities than intended.
    3.3 update has been released. Balance changes to some items. Check logs.
    3.2 update has been released, with some visual and text updates. Check logs.
    3.1 update has been released, with some balance changes. Check logs.
    3.0 update has been released. New items, ability reworks, balance changes and more. Check out Articles tab for patch notes.
    2.0 update has been released, including balance changes, new lore, new abilities and new items. Check out 
    Articles tab for patch notes.

    The mod contains a built-in dummy level 13 for those who need it. Also, the optional files are standalone versions, they work independently of the main file. They are not add-ons and thus do not require script extenders and other extra frameworks.
  2. KuaiBan
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    These tips are now included in a new book introduced in 2.0, offering an immersive way to read them.

    Some tips for this class:

    • Capsule of a Meow: The basic capsule, the cat, is an extremely good scout. It can turn invisible and also see invisible things (on a successful skill check, which happens every turn). It can also fly (great mobility option) and open doors (as long as the door doesn't trigger cutscenes). Use it to explore areas and mark important locations.
    • Bolt of Choke: A basic arrow, it is not just a crowd control tool against enemies. It can also serve as a defensive option. You can hide yourself inside the cloud after you finish an action or bonus action.
    • Uncanny Husk: An advanced grenade, is very useful for distracting melee enemies. It will spawn friendly hatchlings after a round. Hatchlings can't be controlled but they can perform opportunity attacks, which will draw enemy aggression. Plus they explode into toxic cloud on death or when despawn, which deals poison damage.
    • Concoctions: Concoctions includes potions, coating and mutagens (functions like elixirs). Mutagens last until long rest and provides powerful boosts to your character.
    • Weapons: Weapons only cost a bonus action point to fabricate, unlike other items they don't drain Battery Cells Biofuel (your class resource). They also use your spellcasting ability as their attack modifiers, so feel free to summon them whenever you want. Note: after a long rest, the summoned weapons will revert back to their default modifier (i.e. Strength for pickaxe, Dexterity for crossbow), this can be fixed by just summon the weapons again. Fixed in 2.0
    • Packaging your bombs: if you have a destroyable container you don't care losing (like a random backpack you picked up), you can put your bombs into that container and throw it at a great distance. The container can be destroyed but bombs will remain intact, so you can blow up all bombs at once for some great damage (cheese). If somehow not all bombs detonate at once, try split them up into multiple containers and throw them next to each other.
    • Sharing is caring: Excluding your weapons and tools, fabricable items are not bound to your inventory, you can let your companions use your fabricated items. Enemies out of reach for melee companions? Caster out of spells? Fabricate some bombs and let them toss it, which will use their spell DC instead. Rangers out of arrows? Fabricate some for them! Want a summon for every party member but don't want to spec for a summoner? Give them your capsules. Sharing with your companions is a great way to utilize your arsenal.
    • Item descriptions: Lots of efforts were put into item descriptions to make them as intuitive as possible. Each item also has immersive flavor texts that fit the Scrounger theme.
    • Elemental surfaces and conditions: Try combine different elemental surfaces and see what you get. Scroungers are very good at creating surface effects. Some surface, like water and steam cloud, applies wet condition. If a target is already Chilled, applying wet to it will freeze it instead.

    Overall, Scrounger is a very versatile class that can provide great utility for teams, while also being viable for a solo playthrough (the bomb packaging trick can really murder beefy targets). Hopefully you can have fun playing as a Scrounger. It is an almost entirely consumable-oriented class, which offers a pretty unique playstyle. 
  3. GrayHollow
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    hey i wanted to ask if i load this before or after compatibility framework cuz been trying to play with a bud who wants to be artificer but it wont let us connect
    1. KuaiBan
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      Do both of you have the exact same mod list?
  4. amon10
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    Hello,
    Can fabricate armor with this class??
    1. KuaiBan
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      Hi there, armor isn't fabricable.
  5. DarthFalcon
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    Just realized I'm a version behind with this mod in my current playthrough, is it safe to update from 2.0 to 3.0 mid save? or should I start over if I download a newer version?
    1. KuaiBan
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      I recommend backup your save first. But theoretically it should be safe to update.
  6. kesnit
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    Does the class get anything new past LVL 10? I'm currently LVL 10 and need to decide whether to multiclass out now or later.
    1. KuaiBan
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      More class resources and be able to acquire all unlocked evolutions, but other than that no.
  7. 250412433lpdmw
    250412433lpdmw
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    Hi, I love this module, but I found that after installing this mod, my character can't use special arrows, only Scroungers can fire their own arrows. Is this caused by compatibility, similar to mechanic mod. It is worth mentioning that I am using the previous Chinese version and do not know if 2.0 has this problem.
    1. KuaiBan
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      Hello there. I tested it, other party members with different classes can fire special arrows no problem. Could you be more specific? What arrow are you having trouble with? What is the mechanic mod you mentioned that you suspect causing compatibility issues? This mod doesn't overwrite any base game items or mechanics and is completely standalone, whether it is 2.0 or pre 2.0 version.
    2. sztrzask
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      I have had the same issue with Artificer mod - and the solution is to add this mod (or the Artificer) before starting new game (i.e. not adding the mods in the middle of a playthrough)
    3. KuaiBan
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      That's interesting to know, thank you for the info. I will try look into it in a future time.
  8. Sandetelen
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    The class is interesting but it feels like it does way too much, on top of the explosives in particular being eye-bleedingly overpowered.

    At level 1, the class can summon 9 bombs, 3 times per short rest, for a total of 27 bombs, allowing for 81 bombs produced per long rest. Each bomb is comparable to a level 1 spell such as Ice Knife, or Chromatic Orb, which are spells that similarly do damage and leave behind a field. A wizard can cast Ice Knife 3 times per Long Rest after factoring in their one usage of Arcane Recovery per day. On top of this, a Scrounger has the versatility of allowing other characters to throw their items. A Wizard can't "donate" Ice Knife to another character and let them cast it, so that's yet another point of power in favor of Scrounger. And finally, a Scrounger can stuff all their bombs inside a barrel and chuck it at something to do a ton of damage in one turn. A Wizard can't stack spells inside of a barrel. While the Wizard catches up a little bit when they unlock more powerful spells, they can never compete with the absolute quantity of explosives a Scrounger can stuff into a barrel, which means every nuking caster is essentially invalidated and relegated solely to utility duty.

    I actually find the unique gameplay centered around consumables, container shenanigans, and sharing power around the party to be interesting, but it feels entirely game-warping to be playing a class that, at least damage-wise, is literally 30x more powerful than its direct competitors. If you wanted to bring its power more in line, you could make biofuel charges replenish on a long rest, then reduce the number of explosives produced by each usage to 1x each cast, and you could reduce the direct explosion damage of each grenade and instead concentrate more damage/utility into their field effects. You could still stack explosives in a container but it would essentially have diminishing returns compared to throwing them individually, since field effects/damage over time wouldn't stack as well. Worth noting is that while I think most of the explosive options are somewhat overpowered, the lower level options are probably the most egregious. Instead of summoning the legendary bomb I'd rather just craft 72 more small bombs and stick them in a barrel.

    As an aside, I actually tinkered with attempting to create a class that can summon explosives as well, and the issue with allowing players to summon explosives is that due to how containers work, you'll always incentivize them to stack as many as possible in a container than ever just toss them normally, so that's what needs to be balanced around. It's not if, or maybe, or most of the time, a player that's optimizing will basically always toss containers and there's enough empty containers and backpacks in the game to easily support it. What I ended up choosing for my class was having a short despawn timer on summoned explosives in the early game, (generally forcing them to be summoned in-combat) but allowing players to stack more explosives in the lategame. The reason is because as the player approaches the lategame, they'll generally naturally have an excess of supplies anyways, so allowing them to do explosive-stacking later on is actually fairly balanced compared to letting them do it really early. I also had more of my class's explosives' damage concentrated into field effects or damage over time, so if you wanted to stretch your damage, you would be incentivized to throw bombs one at a time. I read one of your posts that said you weren't sure how to do this, so if you wanted to have bombs disappear on a timer, you can copy the base game's Goodberry code, or the code from the Artificer mod which has the subclass Alchemist which summons potions which disappear at the end of the day. You can change their duration modifier from -1 (until long rest) to a positive number (number of turns before despawn).

    I feel like the durability cost associated with the kit-type items should be entirely removed. The class already has to track consumables which
    disappear, explosives inside of containers, their biofuel resource, and several other long and short-rest only effects, that having yet another resource to track that's also tied to an item feels really annoying. If you don't want these abilities to be cast too often there could be other ways to gate them, but I feel like another resource to track is the worst option.

    Finally I feel like there's just too much in one class in general. If you compare what this class can do to almost any other class, including all of the ones on the Nexus workshop, I don't really think there's many that come close. There's so much in this one class I feel like it could easily be split into two or three or even four subclasses. You could have an ammo-creating specialist who creates arrows and bombs, a mechanized fighter who summons weapons for themselves and their party members, a summoning specialist who has a load of different summons and can give each party member their own special summon that boosts their capabilities, and you could have a gadgets specialist who uses a bunch of the kit-type items with unique effects. As it is the class has a bunch of wild and disparate effects which all compete with each other and all need to be balanced against each other. While technically the class is versatile, I found that about 50-60% of the class's kit could be ignored once I found the "right" options for using all of their resources. I actually think the class would be more fun if it were split into separate subclasses and allowed the player to pick what they wanted to focus on, and there's enough here that could be fleshed out into several different ones. I also think only allowing each specific craft to be utilized once per short/long rest would also be interesting as it would force the player to try and use most of the abilities in their kit over the course of a day rather than just spamming their best ones. Doing so would also automatically bring a lot of their outlier options in line with everything else as most of the excess power of the class comes from spamming only a few skills in their kit.
    1. KuaiBan
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      This is very detailed feedback and I really appreciate the amount of effort went into this. I would like to address some of the issues you brought up.

      You can change their duration modifier from -1 (until long rest) to a positive number (number of turns before despawn)

      I understand what you mean, this class started with the modification of the Goodberry spell. In my reply to RealDonStefan, I said I opt for a solution with less class resources, this is because originally I set it to 150 turns which is how much time a short rest would advance, but it turns out it didn't advance the timer on the consumables. I could make it last only 2 turns or 3 turns which basically forces you to only produce items as you use them, but I found it... annoying, to me at least.

      As for the durability cost, they are just an easy way of limiting how often you can use them. Caster classes have multiple different class resources so I don't think having two (Biofuel and Structural Integrity) is that infuriating. As for tracking consumables and explosive, that's just inventory management, even if you don't play Scrounger it's still a thing.

      Now the overpowered aspect of the class, if you choose to utilize the container mechanic, yeah it is overpowered indeed. The class started mostly as a fantasy of mine, I love consumables but not a fan of how often they run out, which resulting in me not using them very often (classic problem in RPGs), so I wanted to make a class that can produce consumables on their own (Kinda like the Grenadier from Pathfinder, but you can't package bombs in that game because the bombs are basically just spells). You suggestion is extremely valuable and encouraging to me and I may consider addition balance once I have more time. 

      Once again, thank you so much for the feedback, I read everything you wrote and it means a lot to me!
  9. Abaddon300
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    bug. kills with the bonus action granted by motion assist dose not count as palyer kilsl and reward zero exp
    1. KuaiBan
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      I just tested this and I got xp as normal. Kills with motion-assist prosthesis's bonus action reward xp on my end. I couldn't reproduce your bug. Could you be more specific?
  10. KmKryptonics
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    I love this mod so very much. it's my favorite so far of all the mods. I would love a dnd 5e homebrew class of the same style. 
    1. KuaiBan
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      Thank you so much! And yes feel free to adopt this class to your dnd campaign.
  11. Xalatath
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    I'm not a fan of the name, but the class idea is very interesting. Luckily I found you by typing bio in out of curiosity. Not sure if it's worth you changing the class name for better visibility. Maybe Biomancer? Or scientist? I'm not sure. Anyway, really cool idea. I'm gonna give it a try.
    1. KuaiBan
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      Hi thanks for giving this mod a chance! Hope you have fun!
  12. eldriel
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    so...is unplayable right now, i cant create a character no mather what is shows that i have some kind of choice left to make, and there is not any, so i cant finish creating it and its only fixed by changing to other class, that kinda sucks
    1. KuaiBan
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      This is an issue I never heard of since this mod released. I just tried to create a new character with the Scrounger class and everything worked correctly, just clicked on the class and proceed and started a new game.

      Are you sure you are not confusing my class with some other mods you've installed?
    2. eldriel
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      i just installed from here so im not confusing it with anything, im runing more tests but since my game takes a while to open it will take a little bit off time, once i find the problem ill post again
    3. eldriel
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      ok so after quite a lot of trying i finally figured out, there was 2 files instead of one in the mod folder and that was caused by the feat every level addon, wich does not only not show up in the modmanager when you put it in but stays in the folder buging everything else
    4. KuaiBan
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      Glad to hear it was resolved. So you downloaded both the main file and the optional file? Just one of them will work fine.
    5. eldriel
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      if that the case it may be a good idea to type standalone in the description of the optional file 
    6. KuaiBan
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      Thanks for the feedback, will add an announcement.