Baldur's Gate 3

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Syrchalis

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Syrchalis

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  1. Syrchalis
    Syrchalis
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    Announcements

    Version 1.0.5:

    Potential fix for the -Touched feats' spells not showing up in the spell book.

    You'll need to update the ASI file as well whenever the version changes (except the last number). So 1.0.5.x main mod works with 1.0.5 ASI file, thats fine. If Main mod goes to 1.0.6, the ASI file will also go to 1.0.6 and needs to be updated.
  2. bobert500
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    Currently the ASI file and the regular File have the same name and mod manager cannot tell the difference between them. Can this be fixed?

    *EDIT* Disregard this comment. Not sure what I was looking at, but the ASI version is definitely there.
  3. nommi
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    When Thief's Apprentice buff ends, it breaks the concentration in wildshape during combat, bit annoying on my solo druid run with the your druid mods, but still manageable. 
  4. Silverbow829
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    This mod (and your Druid mods but especially the Wildshape Items) is the reason I was able to beat Orin 1-on-1 on Tactician and spare my Durge a horrible ending. The Alchemy feat's free grenade toss and Metamagic Adept literally saved his life. Thank you for all you do, your work is amazing!
  5. Fawnmaster77
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    Does Deadly Alacrity applies to spells as well and does it stack with spell sniper
  6. ediogracie
    ediogracie
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    Hey man, great mod. I'd like to make a request if you don't mind. Would be possible to make a mod that adds a feat that does exactly the same as Great Weapon Master, but without requiring two handed weapon. Please!!
  7. Babywelon
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    Can i uninstall this mod without breaking the save files ?
    1. Syrchalis
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      If you respec all characters to not have any of the feats, maybe. Generally wouldnt say its safe.
  8. Babywelon
    Babywelon
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    Can i uninstall this mod without breaking the save file
  9. ThancredLux
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    can anyone tell me which feats are 5e and which ones are homebrew? i just want 5e feats
  10. Magrathias
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    As near as I can tell, no one is reporting on this issue, so maybe it's just me, however....  Modded and unmodded containers make potions and grenade type items invisible to the throw actions from this Feat, meaning that in order to throw an item, you must either have all your potions and grenade type items loose in your inventory at all times or must remove one of the items from its container and drop it into you general inventory each time you want to use the throw feature.  This features convenience is defeated by unnecessary extra steps as the vanilla throw action can find the item type in any container you carry, modded or otherwise.   
    1. Sylien
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      Yeah, I completely agree. Great feat, but a hassle to use.
    2. Tunnah
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      Is THAT what it is! I just came here looking for an answer to this, I guess it's containers.
    3. yanicolas15
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      it seems fair to have less action resource req for potions/grenades outside containers in your inventory. alchemists in rpgs always have it tucked along with their belt etc. so if you have those stored in a bag within a bag then an action is needed to take it out and lob it to someone.
    4. Syrchalis
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      I dont think I can fix this. This is simply how the throw type spell is coded.
  11. jacobkunzy
    jacobkunzy
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    The Meta Magic Adept feat doesn’t seem to be working for me. I have an option to access my sorcery point section in the hotbar but no options actually appear. Could this be a conflict with meta magic extended?