Just stopping by to say I absolutely love your mods, and that they have breathed completely new life into the game for me. When combined with a vanilla item overhaul that employs a similar design philosophy to your balancing approach (vanilla item overhaul), the whole game blooms into the flexible, creative, and satisfying loop we all felt when figuring out our first few item/spell interactions. I hope very dearly that the next patch won't break or inhibit your work, because it's essentially the most important set of BG3 mods to me bar none.
Yo thank you for mentioning vanilla equipment overhaul (I assume that's the one), looks awesome. What other gameplay mods do you use? If you don't mind taking the time to answer.
Love your mods. Been using them in every playthrough. This next playthrough I want to experience the 13-20 mods and I was curious how all of your mods would interact with "Expansion level 13-20" mod (https://www.nexusmods.com/baldursgate3/mods/279?tab=description). Would there be any major incompatibilities?
Hi there. I love your mods, they are fantastic additions. Is there anyway you could make this compatible with Animate Dead Plus Plus? I really like that you made the Mummy's Spell DC match the caster's but it seems like those two mods don't play nice no matter the load order (I have Compatibility Framework and Community Library). No matter what, Animate Dead Plus Plus seems to take priority over your changes rather than merging them.
Try loading Rebalance level 6 after community framework. So pretty much last in load order. Seems to work for me. This will make any mod ignore compatibility framework and just use its own changes i think.
Actually the problem is if you use necromancer mods one of them. I think SubMod creates custom Mummy. It changes Create Undead to have a Death Knight, Mummy and Shadow. Actually i think all of these are custom so the save DC on this Mummy is a bit more complicated
So wall of Ice tooltip is misleading, and likely doesn't need this damage boost. You see the ice damage of the clouds left by the wall actually cause damage to entering units, and then at the start of their turn. This means that if you cast this spell hitting an enemy you do the initial damage, you can cancel concentration, causing the wall to spawn the cloud immediately causing the ice damage, totaling 40d6 damage with wet or chilled condition. Its already one of the strongest damage spells in game with the patch 6 fixes. with this change it ends up being 60d6 damage with one action, so an average of 180 aoe damage that leaves damaging clouds which dont require concentration. essentially the highest single action spell in the game and could be quickened unlike chain lightning
Forgot to mention that because its technically two instances of damage, all damagge riders are applied twice, and with either Act one ice staff or act three legendary, the first will apply chilled and the second will already do double damage, so no need for create water for vulnerability
No you are absolutely wrong with wall of ice. First the initial damage is 10d6 with a fixed spell save DC of 15. Half damage if saved Then the icy cloud does only 5d6 damage with a spell save DC of 16. Half if saved. So with the incredibly weak spell save DC the total damage 15d6 is halved all the time in act 3. It is one if not the weakest level 6 spell in game.
Your Rebalance mods are absolutely amazing. You have a great sense for balancing, but at the same time manage to implement those changes in a way that makes them seem indistinguishable from vanilla. I can't wait to see what you'll come up in the next mods.
Btw, are you planning on doing something similar for 5e Spells after you've finished this mod series? I would love to see your take on those spells at some point.
Some cool ideas here. I was hoping you might have fixed the bugged Harm spell though! I reported it a while back to Larian and they acknowledged it, but I don’t think they’ve done anything about it yet.
For context, this was my report to them:
Harm is supposed to do 2 things: 1. Deal 14d6 necrotic damage (half on a successful CON save) 2. On a failed CON save, inflict the Harm disease, reducing max hit points *by the damage inflicted*. On a successful save, Harm is currently dealing half damage, as it should, and the combat log shows the damage roll. However, on a failed save, there is no actual damage roll showing in the combat log. Harm is only reducing the max HP by a hidden roll. This is fine (mostly - see below re on-hit effects) when the enemy is currently at max HP, but when they are below max HP the effective damage can be reduced or non-existent. E.g. if an enemy has max 150 HP but they are currently on 110 HP, and you roll 60 'damage' with Harm, with a failed save their max HP should drop to 90 HP and their current HP should drop to 50 HP. Instead, their max AND current HP will both be reduced to 90 HP. So you effectively only do 20 damage. If that same enemy is only on 50 HP and you roll 60 damage with Harm, their max HP will drop to 90 HP but their current HP will remain at 50 HP - effectively, you deal zero damage. Also, because there is no actual damage roll on a failed save, on-hit effects don't proc. So on a successful save, Shadowheart equipped with radiating orb gear applies radiating orb on top of the half damage from Harm. On a failed save though, radiating orb is not applied.
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What other gameplay mods do you use? If you don't mind taking the time to answer.
Fun ? Nope
Baby mode ? Hell yeah
Seems to work for me.
This will make any mod ignore compatibility framework and just use its own changes i think.
Actually i think all of these are custom so the save DC on this Mummy is a bit more complicated
First the initial damage is 10d6 with a fixed spell save DC of 15. Half damage if saved
Then the icy cloud does only 5d6 damage with a spell save DC of 16. Half if saved.
So with the incredibly weak spell save DC the total damage 15d6 is halved all the time in act 3.
It is one if not the weakest level 6 spell in game.
Btw, are you planning on doing something similar for 5e Spells after you've finished this mod series? I would love to see your take on those spells at some point.
For context, this was my report to them:
Harm is supposed to do 2 things: 1. Deal 14d6 necrotic damage (half on a successful CON save) 2. On a failed CON save, inflict the Harm disease, reducing max hit points *by the damage inflicted*.
On a successful save, Harm is currently dealing half damage, as it should, and the combat log shows the damage roll. However, on a failed save, there is no actual damage roll showing in the combat log. Harm is only reducing the max HP by a hidden roll. This is fine (mostly - see below re on-hit effects) when the enemy is currently at max HP, but when they are below max HP the effective damage can be reduced or non-existent.
E.g. if an enemy has max 150 HP but they are currently on 110 HP, and you roll 60 'damage' with Harm, with a failed save their max HP should drop to 90 HP and their current HP should drop to 50 HP. Instead, their max AND current HP will both be reduced to 90 HP. So you effectively only do 20 damage. If that same enemy is only on 50 HP and you roll 60 damage with Harm, their max HP will drop to 90 HP but their current HP will remain at 50 HP - effectively, you deal zero damage.
Also, because there is no actual damage roll on a failed save, on-hit effects don't proc. So on a successful save, Shadowheart equipped with radiating orb gear applies radiating orb on top of the half damage from Harm. On a failed save though, radiating orb is not applied.