Fist Marcus only seems be affected by this mod after he's been killed. Also, is there any way to make it to where Jaheira gets boosts before she joins your team? She's running around with 67 health in a fight where her enemies have over 300 in my game. Makes it near impossible for her to survive long enough to become a companion. Minsc will probably have the same problem, but I haven't got that far yet.
The mod tries to guess through a couple of means. It tries to inspect the characters AI for known ai's that are casters/monks/fighters/rangers It also checks an internal default list (https://github.com/merc1031/LoreCombatConfigurator/blob/develop/LoreCombatConfigurator/Mods/LoreCombatConfigurator/ScriptExtender/Lua/BootstrapServer.lua#L737-L856) by the stats (that can be overridden as i mention below). This is not a definitive list, but i was able to create it by inspecting their existing abilities (and what other modes like EnemiesEnhanced had chosen for those stats). Lastly, their is a special case where if EnemiesEnhanced is installed, it also checks for the special boosts that that mod adds that implicate them as certain archetypes / classes.
As far as overriding, There is a way right now, but its kinda janky. You need to know what "stats" a character inherits to be able to override. once you know that you can use the top level "Kinds" config to do so. Ill probably try to add a feature as soon as I can so you can override them by their localized display name (the name you see on your screen...). I have added a ticket so i don't forget to do so https://github.com/merc1031/LoreCombatConfigurator/issues/58 ! The example is (overriding
Spoiler:
Show
Nere, and the Hag
(in both acts)) "Kinds": { "UND_Nere": [ "Warlock", "Paladin" ], "Hag_Green": [ "Druid" ] }
I haven't tested it but this following config should apply 50% flat extra hp to enemies and 100% extra hp to bosses (allies, summons, followers are all disabled, so no effect will take place)
I havent tried negative, but its just math so it should work.... I cut a ticket to myself to check it out https://github.com/merc1031/LoreCombatConfigurator/issues/48
Not yet. Thats an interesting idea though. Let me think of how that could be implemented (issue tracked here https://github.com/merc1031/LoreCombatConfigurator/issues/23)
But since it uses code to discover the spells instead of hardcoding or mod detection, it in theory will use any spell that is loaded before this mod (and its safe to load this mod last or close to last in load order... should update the front page).
The restrictions are that the spell must be marked as usable in combat and usable by ai.
Thank you for the mod and the provided sample config. Is the default config tuned any particular way in terms of difficulty, before I spend an hour or two going through the config with a fine-tooth comb?
I've been using it with Party Limit begone with 8 characters, but honestly... i spent so much time modding, that i havent really progressed playing the game....
That being said. The default config the mod produces is tuned to have 0 effect (all settings are set to produce no boost). The sample config in Miscellaneous files is the config i have been testing with but I've only tried it on a few battles as I iterate on the mod
Playing with a mod that adds a class? The line it’s failing on is for level, progression in pairs(subclass.Progression) doThe error is saying that subclass does not contain a table called Progression. Don’t know what progression means, in this context but my assumption is it’s a Class mod that has a subclass that gets power ups in an unusual way, or not at all.
I don't use any class mods, only what I would consider to be QoL mods. I'll disable everything though and test again, as I should have probably done in the first place...
Classes, Subclasses and Races all reference a file called Progressions.lsx
For a subclass to advance they need their own progression chart in that file. IE Eldritch Knight has extra abilities on top of what they get for being a fighter. You might also call it a level advancement chart, which dictates what abilities they get at what level. Hope that terminology helps. And it sounds like its trying to reference an incomplete subclass. If its referencing a default subclass, then there is some kind of bug to be worked out.
Ill take a look. Even if a class should have a progression , the mod should be made to gracefully skip it if its missing instead of just crash. Ive filed myself an issue at the repository here https://github.com/merc1031/LoreCombatConfigurator/issues/1
I have pushed a new version 0.9.4.0 That handles the missing progression (by just skipping it). Can't verify it since its not happening over here, but the code looks adequate
I bit unclear on this "The mod attempts to apply the configuration to all entities when gameplay starts, and as entities enter combat."
Does this mean you can see HP modifiers happen before combat? As combat extender doesnt do this, and you say gameplay starts like entering the world/region?
The approach is generally different. CombatExtender modifies the Characters.txt to add certain passives to characters in the game. Lore Combat Configurator tries to do this via discovery at script runtime + configuration to allow overrides of what is discovered.
Over time Ill likely try to simplify the config a bit and try to improve the documentation
Without going into super technical details the main differences in the mods seem to be Combat Extender observations
Combat Extender currently doesnt allow configuration for summons, and followers
Combat Extender doesnt do as many types of boosts
Combat Extender does support an interesting passive / spells addition mechanism using CX_ passives
Lore Combat Configurator
In addition to the differences above, much more is configurable / overrideable. Honestly even as the author, I'm not sure this is a good thing since it makes the config overwhelming, but hell thats how it is.
Attempts to not modify any existing game files in any way
Basically I started writing it when only Configurable Enemies existed, and kinda went off the deep end... (I'm a professional software engineer so this kind of thing is interesting to me). Figured I'd share it so others could mess with it, and so the code would be made public.
Haha I am happy to help where i can, but i am not a professional GAME developer, or Lua developer or even configuration dev. Just general software dev lol
Do you have the Script Extender installed? Do you happen to have the console enabled? (in C:\Program Files (x86)\Steam\steamapps\common\Baldurs Gate 3\bin\ScriptExtenderSettings.json { "CreateConsole": true } Can you set the following config in %localappdata%\Larian Studios\Baldur's Gate 3\Script Extender\LoreCombatConfigurator.json"Verbosity": 3
If you can, afterwards you should be able to see a log being printed to the console window that gets started next to the game. If possible if you can paste the lines printed there that could help debug it.
Other than that ill see what i can explore over here, its working as of the last time i checked
34 comments
As i started making the mod unfortunately it sucked up so much time that I havent played through to act 2 with it yet :/
Is there any way to change what character belongs to what archetype?
It tries to inspect the characters AI for known ai's that are casters/monks/fighters/rangers
It also checks an internal default list (https://github.com/merc1031/LoreCombatConfigurator/blob/develop/LoreCombatConfigurator/Mods/LoreCombatConfigurator/ScriptExtender/Lua/BootstrapServer.lua#L737-L856) by the stats (that can be overridden as i mention below). This is not a definitive list, but i was able to create it by inspecting their existing abilities (and what other modes like EnemiesEnhanced had chosen for those stats).
Lastly, their is a special case where if EnemiesEnhanced is installed, it also checks for the special boosts that that mod adds that implicate them as certain archetypes / classes.
As far as overriding, There is a way right now, but its kinda janky. You need to know what "stats" a character inherits to be able to override.
once you know that you can use the top level "Kinds" config to do so.
Ill probably try to add a feature as soon as I can so you can override them by their localized display name (the name you see on your screen...). I have added a ticket so i don't forget to do so https://github.com/merc1031/LoreCombatConfigurator/issues/58 !
The example is (overriding
"Kinds": {
"UND_Nere": [
"Warlock",
"Paladin"
],
"Hag_Green": [
"Druid"
]
}
Like 50% more for standard mods and 100% for bosses?
I like the idea of this mod very much but the configuration is very rough for me
I haven't tested it but this following config should apply 50% flat extra hp to enemies and 100% extra hp to bosses (allies, summons, followers are all disabled, so no effect will take place)
---------------------------------------------------------------------------
{
------------------------------------------------------------"AbilityDependencies" : [],
"Allies" :
{
"Inherits": "Enemies"
},
"AlliesEnabled" : false,
"BarbarianArchetypeCheck" : false,
"BardArchetypeCheck" : false,
"BlacklistedAbilities" : [],
"BlacklistedAbilitiesByClass" : [],
"BlacklistedLists" : [],
"BlacklistedPassives" : [],
"BlacklistedPassivesByClass" : [],
"Bosses" :
{
"Inherits": "Enemies",
"Health" :
{
"LevelStepToIncrementOn" : 1,
"MaxPercentage" : 100,
"ScalingLevelStepToIncrementOn" : 1,
"ScalingPercentage" : 0,
"StaticBoost" : 0,
"ValueToIncrementByOnLevel" : 0
}
},
"BossesEnabled" : true,
"CasterArchetypeCheck" : false,
"ClericArchetypeCheck" : false,
"ConsistentHash" : false,
"ConsistentHashSalt" : 0,
"DebugDisableEE" : false,
"DebugMode" :
{
"AddSpells" : false,
"Enabled" : false,
"MovementSpeedMultiplier" : 1
},
"DruidArchetypeCheck" : false,
"Enemies" :
{
"Health" :
{
"LevelStepToIncrementOn" : 1,
"MaxPercentage" : 50,
"ScalingLevelStepToIncrementOn" : 1,
"ScalingPercentage" : 0,
"StaticBoost" : 0,
"ValueToIncrementByOnLevel" : 0
}
},
"EnemiesEnabled" : true,
"FighterArchetypeCheck" : false,
"Followers" :
{
"Inherits": "Allies"
},
"FollowersBosses" :
{
"Inherits": "Followers"
},
"FollowersBossesEnabled" : false,
"FollowersEnabled" : false,
"HealerArchetypeCheck" : false,
"Kinds" :
{
},
"MonkArchetypeCheck" : false,
"PaladinArchetypeCheck" : false,
"PassiveDependencies" : [],
"RangerArchetypeCheck" : false,
"Restrictions" :
{
},
"RogueArchetypeCheck" : false,
"Summons" :
{
"Inherits": "Followers"
},
"SummonsEnabled" : false,
"Verbosity" : 0,
"WarlockArchetypeCheck" : false
}
I cut a ticket to myself to check it out https://github.com/merc1031/LoreCombatConfigurator/issues/48
Thats an interesting idea though.
Let me think of how that could be implemented (issue tracked here https://github.com/merc1031/LoreCombatConfigurator/issues/23)
I have only tried it with 5espells however.
But since it uses code to discover the spells instead of hardcoding or mod detection, it in theory will use any spell that is loaded before this mod (and its safe to load this mod last or close to last in load order... should update the front page).
The restrictions are that the spell must be marked as usable in combat and usable by ai.
That being said. The default config the mod produces is tuned to have 0 effect (all settings are set to produce no boost).
The sample config in Miscellaneous files is the config i have been testing with but I've only tried it on a few battles as I iterate on the mod
Edit - moved log errors to bugs section
The line it’s failing on is
for level, progression in pairs(subclass.Progression) do
The error is saying that subclass does not contain a table called Progression. Don’t know what progression means, in this context but my assumption is it’s a Class mod that has a subclass that gets power ups in an unusual way, or not at all.For a subclass to advance they need their own progression chart in that file. IE Eldritch Knight has extra abilities on top of what they get for being a fighter. You might also call it a level advancement chart, which dictates what abilities they get at what level. Hope that terminology helps. And it sounds like its trying to reference an incomplete subclass. If its referencing a default subclass, then there is some kind of bug to be worked out.
Even if a class should have a progression , the mod should be made to gracefully skip it if its missing instead of just crash.
Ive filed myself an issue at the repository here https://github.com/merc1031/LoreCombatConfigurator/issues/1
Can't verify it since its not happening over here, but the code looks adequate
"The mod attempts to apply the configuration to all entities when gameplay starts, and as entities enter combat."
Does this mean you can see HP modifiers happen before combat? As combat extender doesnt do this, and you say gameplay starts like entering the world/region?
I think combat extenders newest version might try to do this from perusing the code
What's the difference between this and Combat Extender?
Over time Ill likely try to simplify the config a bit and try to improve the documentation
Without going into super technical details the main differences in the mods seem to be
Combat Extender observations
- Combat Extender currently doesnt allow configuration for summons, and followers
- Combat Extender doesnt do as many types of boosts
- Combat Extender does support an interesting passive / spells addition mechanism using CX_ passives
Lore Combat ConfiguratorBasically I started writing it when only Configurable Enemies existed, and kinda went off the deep end... (I'm a professional software engineer so this kind of thing is interesting to me). Figured I'd share it so others could mess with it, and so the code would be made public.
Careful sharing that around here. I may ask you about building something to convert CombatExtender configs to Lore Combat configs :D
Just general software dev lol
Do you happen to have the console enabled? (in C:\Program Files (x86)\Steam\steamapps\common\Baldurs Gate 3\bin\ScriptExtenderSettings.json
{
"CreateConsole": true
}
Can you set the following config in
%localappdata%\Larian Studios\Baldur's Gate 3\Script Extender\LoreCombatConfigurator.json
"Verbosity": 3
If you can, afterwards you should be able to see a log being printed to the console window that gets started next to the game.
If possible if you can paste the lines printed there that could help debug it.
Other than that ill see what i can explore over here, its working as of the last time i checked