Baldur's Gate 3

217 comments

  1. Syrchalis
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    1.4.0:


    • Added tooltip warnings to every item touched by this mod to indicate how it works with wild shape - these can be viewed when hovering over the passive description on the item or the passive in the "Notable Features" list in the character sheet (they dont show up on the item itself)
    • Rebalanced a few items, nothing major
    • Removed split water, as it wasn't performing as I was hoping and I since added other ways to get enemies wet


    1.3.0:
    Added 4 new items.

    • Spear of Stars - it is obtained in the creche and can be upgraded with an item obtained from freeing a certain divine being in act 2
    • Divine Spear of Stars - Upgraded from Spear of Stars
    • Shadowbeast Boots - Dropped by a Meenlock in the basement of Last Light Inn
    • Druid Crown - Found in a crate in the hidden druid vault in the druid grove
    You can find links to the relevant wiki entries in the mod description.
  2. vulgarprophet
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    Would anyone know if subclass abilities that use wildshape charges also trigger these items as normal wildshape does?
  3. mjthefirst
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    Question: should there be a separate category for thrown attacks with Sanguine Ring ? Because currently the game treats thrown attack (handaxe, dagger, etc) as if they were unarmed, so the target ends up receiving Weak Grip, or is it the mod that decides that ? Not gameplay-disruptive or anything, just curios.
  4. Tyllevas
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    Hi, thank you for this wonderful mod! Lots of great ideas here :)

    I couldn't find it in the comments (there are just too many), but on the Mocking Bow it says "Dealing psychic damage against enemies with Sanctuary dispells Sanctuary", yet I can't target Santuaried enemies with the Vicious Mockery cantrip. Is this intended?

    The character I'm using it on doesn't have any other psychic damage spells, so I haven't tested other psychic damage spells.
    1. Syrchalis
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      Yeah redesign there is needed.
  5. TKTaKo
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    would like to make a reccomendation, granted it would take some work: an add-on file with self-overrides that remove most of the passive always-on VFX from the gear added by your mod

    they can make stuff look quite busy and has the side effect of not working well with transmog enhanced(seemingly the bones assigned for the vfx break and default to tip of weapon)
    1. heaost
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      I second this, I love this mod but I find the VFX on the staves to be very busy especially in dialogue
    2. Anhelisk
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      Would definitely love to see a no-VFX version of this all!
  6. xaxsssss
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    Hi, I have a question, if it doesn't bother you.

    But first, a bit of context: it's about the Ring of Regeneration. It doesn't work in Wildshape. I know that it only activates in combat and tested it accordingly and it definitely doesn't work in the wild shapes: bear, dinosaur, saber-toothed tiger and the elemental dudes. I haven't tested the others yet.

    So the question is: should it be like that or is there something wrong with my Savegame/Loadorder/Mods/Whatever?
  7. Billevity
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    Would it be possible to make the "Bright Night" ability on the Druid Crown a passive toggle? It has caused neutral NPCs to become hostile on me when they willingly walk through it for whatever reason, forcing me to reload my last save.
    1. Syrchalis
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      I made it only work on enemies now rather than "non-allies".
  8. IgotDaBetus
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    For anyone still having problems with the Monsoon Boots crashing their game, this is a small work around. Un-pack the .pak file and remove these lines.
    ***EDIT*** This fix seems to also work for the gloves, from what I have tested.  I did not crash when I would wild shape and wet was still being applied to the enemies!

    Data/Armor_Added.txt ---> Line 207

    Taken out of 207 (REMOVE THESE, can leave the other passsives)
    SYR_Footwear_Druid_CreateWater_Wet_Self_Passive;SYR_Footwear_Druid_CreateWater_Wet_Others_Passive;

    Full 207 (Leaving this here incase somebody wants to go back and try to fix the issue)
    data "PassivesOnEquip" "SYR_Footwear_Druid_CreateWater_Passive;SYR_Footwear_Druid_CreateWater_Wet_Self_Passive;SYR_Footwear_Druid_CreateWater_Wet_Others_Passive;SYR_Footwear_Druid_CreateWater_Conductivity_Passive"


    Data/Passive_Added.txt ---> Line 450 - 481

    460-471 (REMOVE THESE)
    new entry "SYR_Footwear_Druid_CreateWater_Wet_Self_Passive"
    type "PassiveData"
    data "Properties" "IsHidden"
    data "StatsFunctorContext" "OnStatusApplied"
    data "Conditions" "StatusId('WET') and Self(context.Target)"
    data "StatsFunctors" "ApplyStatus(SYR_DRUID_MONSOON_WET,100,Target.WET.Duration)"
    new entry "SYR_Footwear_Druid_CreateWater_Wet_Others_Passive"
    type "PassiveData"
    data "Properties" "IsHidden"
    data "StatsFunctorContext" "OnStatusApply"
    data "Conditions" "StatusId('WET') and not HasStatus('SYR_DRUID_MONSOON_WET_TECHNICAL',context.Target)"
    data "StatsFunctors" "ApplyStatus(SYR_DRUID_MONSOON_WET_TECHNICAL,100,1);ApplyStatus(WET,100,Target.WET.Duration+Target.WET.Duration)"


    I don't know anything about the parameters of the functions, but I think the wet technical function is returning null strings which is causing the crash (I could be totally wrong, but just from checking the logs that seems to be my understanding. The only functionality you lose out on in this is 3 turns of wet instead of 6.

    I haven't looked at the gloves yet, but I assume it will be a similar issue.   ***READ EDIT***
    1. AStoryisTrue
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      Hi, im trying to do this but when i unpack the .pak file and try to find the lines it says this '„ß™Ö÷TÔô0 = 0 9ºÖqÐ 9}ç À ° }çî5@' (this is line 207) and im not sure what to delete here. Do you know what im doing wrong?
    2. IgotDaBetus
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      Hi, im trying to do this but when i unpack the .pak file and try to find the lines it says this '„ß™Ö÷TÔô0 = 0 9ºÖqÐ 9}ç À ° }çî5@' (this is line 207) and im not sure what to delete here. Do you know what im doing wrong?


      So that file is still compressed then I believe.  Here are the steps I did:

      Download BG3 Multi Tool ---> https://github.com/ShinyHobo/BG3-Modders-Multitool/wiki/Installation
      Download Visual Studio Code ---> https://code.visualstudio.com/
      Download 7zip ---> https://www.7-zip.org/download.html

      If you have these or use an alternative that's probably fine, but these are recommended programs for modding BG3.

      1. Download a manual copy of this mod, then 7zip extract the zip file. (You can do this in whatever folder you want, for this purpose you can just do it in downloads)
      2. Find the .pak file in the unzipped folder and drag it into the BG3 Multi Tool and Unpack.
      3. Use Visual Studio Code to open the unpacked mod (This is I think is found in the unpacked mods folder in the same directory as where the BG3 Multi tool is, you should see a folder named Unpacked Mods and inside should be the name of this mod)
      4. Follow the instructions I listed before, finding line 207, ect.
      5. Once finished with the modifications I listed before, save the folder in Visual Studio.
      6. Drag the Druid Gear mod from the Unpacked Mods folder in BG3 Multi Tool Directory to the Multi Tool and Repack it.
      7. Now you should have a zipped version of the Druid Gear Mod with the modifications in the same directory. Personally I just make a temp folder on my desktop, 7zip the Druid Gear mod into that folder or just striaght to your desktop or wherever is a easy place to find it for you.
      8. Copy the .pak file from inside the folder to your mod folder from BG3 and overwrite the mod in there (if you haven't removed it).

      Boom should be done. I apologize if this was too long, I just wanted to give clear instructions incase we differentiated on how we did things.
    3. AStoryisTrue
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      Hi thank you so much for the reply, i think i understand and i have downloaded the 7zip but i think im messing up with when i try to extract the zip file with it, when i right click on the zip file it doesnt give me the option to extract it with 7zip. im using a samsung laptop, does this change anything do you think? thank you again for the response!


       okay update, that might not be what im doing wrong, i think i wasnt using the multitool properly, ive fixed that and now i have the unpacked mods folder inside the multitool folder, its just getting the visual studio code to open the mod 

      okay another update ive gotten to the right place and am just on the step of deleting the neccesary parts, thank you so much

      okay maybe final update, im just at the stage of putting it back into the mod manager but i think i mustive accidently deleted the previous mod and now i cant unpack the changed version into the mod manager
    4. IgotDaBetus
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      Hi thank you so much for the reply, i think i understand and i have downloaded the 7zip but i think im messing up with when i try to extract the zip file with it, when i right click on the zip file it doesnt give me the option to extract it with 7zip. im using a samsung laptop, does this change anything do you think? thank you again for the response!


       okay update, that might not be what im doing wrong, i think i wasnt using the multitool properly, ive fixed that and now i have the unpacked mods folder inside the multitool folder, its just getting the visual studio code to open the mod 

      okay another update ive gotten to the right place and am just on the step of deleting the neccesary parts, thank you so much

      okay maybe final update, im just at the stage of putting it back into the mod manager but i think i mustive accidently deleted the previous mod and now i cant unpack the changed version into the mod manager

      Click on the file so that it is highlighted, then right click and you should see the "7zip" option and your looking for extract here (will do the process in the same file) or extract ... (will extract it to a location of your choice)

      If the mod is no longer in your mods file, that is okay. If you have a druid gear mod in there, just delete it. You should still have saved copy from the Multi Tool.  I'll back up a couple steps just in case. 

      Once you have deleted the parts from the code, make sure you save the project in Visual Studio (File --> Save).  So now your unpacked Druid gear mod now has the fix in the unpacked mods file.

      Go into the Unpacked mods directory and drag the Druid Gear mod into the BG3 Multi Tool.  Hit the Rebuild button.  This should now make a zip file in your unpacked mods directory.  Now we need to 7zip extract that file.  Like I mentioned before I usually just create a temporary folder on my desktop so I can find it easily and I don't get mod mixed up in that Unpacked Mods folder. Once you have 7zip'd the file, go inside the newly unzipped file and copy/paste or drag and drop it into your BG3 mods folder (.../AppData/Local/Larian Studios/Baldurs Gate 3/Mods)

      From there, go to to BG3 Mod Manager and hit refresh.  Make sure you can find the Druid Gear mod, make sure its in the load order, save the load order, export load order to game. Play Game :)
    5. Syrchalis
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      It should be fixed now.
  9. oyeprim
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    Hello guys, I have a question. I'm using Lunar Fury, and I can't seem to transform into a displacer beast. I think I'm doing something wrong. Also I cant seem so send Lunar fury to camp?
  10. wreckingrob
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    I have a question about changing some code inside the mod for my playthrough. I want to edit the "Stormheart Gloves" so it works with Symbiotic entity. The code in question:
    new entry "SYR_Gloves_Druid_ChargedLightning_Deluge_Passive"
    type "PassiveData"
    data "DisplayName" "h29af0109g26bag41beg80f1gc0889784467c;1"
    data "Description" "h85450e72g0010g49b9g9186gcd94a38f7d4c;1"
    data "DescriptionParams" "Distance(9);3"
    data "TooltipPermanentWarnings" "d27c4787-ef33-4d77-a6be-8771a4be4483"
    data "StatsFunctorContext" "OnStatusApplied"
    data "StatsFunctors" "IF(StatusHasStatusGroup(context.StatusId, 'SG_Polymorph_BeastShape')):ApplyStatus(SYR_Gloves_Druid_ChargedLightning_Deluge_Status,100,1);IF(StatusHasStatusGroup(context.StatusId, 'SG_Polymorph_BeastShape') and Combat()):ApplyStatus(SYR_Gloves_Druid_ChargedLightning_Deluge_AURA,100,1)"

    I have found some code in the bg3 GustavDev files:
    IF(HasStatus('SYMBIOTIC_ENTITY', context.Source)):

    I have tried to change "StatsFunctors" line but this doesn't work. Is it as simple as just changing:IF(StatusHasStatusGroup(context.StatusId, 'SG_Polymorph_BeastShape'))Or is it much more complicated then that? Help is appreciated.

    I don't need the mod to be changed I just want to edit some things for my own use.
  11. SongbirdLorelei
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    Love-love-love your mod series! Can't wait for it to be updated so I can use it for my bajillionth Druid run.  <3