Baldur's Gate 3

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Magus

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MagusTheMagician

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699 comments

  1. Algamis
    Algamis
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    Thank you so much for making this magnificent mod. I cannot emphasize enough how much replayability this alone brings to the game. I found that with this mod giving both the Party and Enemies +1 Action, and using another mod to increase Enemy Max HP by around +150%, the balance and flow of combat shifts alot towards DoS2 -style action economy which in my opinion is far superior compared to clunky and boring D&D 5e combat. With this mod, Planning, Preparation, CC, Healing and Utility skills and spells become way more important than the game's original combat where damage is just everything. 

    What I really love is how you made it so easy and quick for the player to configure this mod in game, making the mod a "spell" we can simply use. I wish other modders would also do this where/if possible. 

    Your mod should be an option in the core game. Thank you so much <3
    1. starkx2
      starkx2
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      disculpa no hablo ingles.
      podrias decirme que mod usaste para aumentar el HP del enemigo??
    2. astoned
      astoned
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      Try combat extender.
  2. HUNKFSTZ
    HUNKFSTZ
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    Is there a version of this without the ModFixer?
    1. MagusTheMagician
      MagusTheMagician
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      You can delete the script from the .pak. But unless Larian already added official mod support, you'll need it anyway.
  3. RoyalWaifus
    RoyalWaifus
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    I know I might be asking for a lot, but is there a chance of changing the values to something higher? like 6 or 8 action points? I know that asking you to do that would be too much, I'm just looking to see if I can test some stuff with high level spells but 4 action points are enough for normal combat but not what I would like for tests. If anyone could help that would be awesome, if 4 is the limit then its ok to just say so!

    EDIT 1. I modified the mod with the multitool and managed to find what I think is the right file to modify "C:\Users\*****\Desktop\UnpackedMods\MagusAction\Public\MagusAction\Stats\Generated\Data\MAGUS_ACTION.txt", I'm about to test it

    EDIT 2. It works! I'm surprised I managed to do this on my own, never successfully modified a mod before, I am so happy
    1. MagusTheMagician
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      The Spell Module does that.
  4. marine85
    marine85
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    it's not working. after install this mod, there is no mod for select. only magus action in this mod.
    i remember before there are many selections in this mod.
    (ex. x2, x4 etc...) but not now.
    1. MagusTheMagician
      MagusTheMagician
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      Versions 6 are scripted and require Norbyte's Script Extenter. Version 5.3 is still available and doesn't require it.
  5. ExplorerOfTheSideralSpace
    ExplorerOfTheSideralSpace
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    Hello MTM, I'm experiencing some problems with your mod, noticed after a while but still present when starting a new game, so I don't understand where could I have caused it, anyway, party characters have 4 Actions and 7 Bonus Actions as baseline, if I lower them and death occurs, upon resurrection they are on 4-7, if i "Reset" the character actions, it goes to 4-7, as already stated, a new game will also present the problem.
    On the "Examine" window it appears to have all of the "Party actions" module skills active, so 1-2-3-4 Actions and Bonus Actions, doesnt happen with Reactions.
    Everything works fine, just annoying to manually change on every resurrection.
    Hope you have any clue on how could I have caused this issue. Thank you in advance.
    1. MagusTheMagician
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      Interesting. Why is that at 4-7 as default, I don't really know atm. About the death reset, that is expected as the effects do not persist beyond death - that was a design for previous versions so that the mod can be uninstalled easily as characters are not left with mod effects.

      First check your Script Extender version, written in the main menu, as it should be v13.

      Second if you run the Console, check if there's a script parsing error. If you don't run the console, click the Reset spell ingame and there should be a "Reset" notification at the top your screen. If there's none, there's a parsing error. I can't replicate it though. Still, I can check the mod's behavior on deaths.

      Third you can test a new game with only this mod loaded.

      Fourth you can upload your save for me to see, although there is only a slim chance I'll be able to load it.

      Fifth you can try the v5.3, which is not scripted.
    2. ExplorerOfTheSideralSpace
      ExplorerOfTheSideralSpace
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      So, apparently it's some conflict between mods creating the issue, not sure which one could be, SE Console doesn't report any issue on one Campaign and it reports 4 on another
      5.3 has the same issue, 4-7 baseline.
      Without MActions a new game doesnt have 4-7, so I guess I'll remove it, not gonna test wich of the 54 other mods is causing the issue.
      At least if you don't want me to find the culprit, in that case I could.

      Thank you for your time, much appreciated.
    3. xkrxdragoon
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      the conflict is with animate dead ++ passives addon :)
      I have a mod list of a good 90 mods and spent a bit of time bissecting the list to find the conflict.
  6. Szefczukk
    Szefczukk
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    npcs seem to struggle with additional actions, they will use sprint and just run around without a purpose, or they won't attack sometimes despite having an action, if they are too far they won't use double sprint to get closer to you, they just skip the turn, i guess it's the limitations of larian's ai being dumb 
  7. DarkDreamVaMpZzz
    DarkDreamVaMpZzz
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    When i use this mod in script extender log there appears this text:
    "Tried to sync variable for nonexistent mod '32457685-f481-48bc-b456-83d8217affaa'!" 

    Did i do something wrong? cause it seems to work but this red text is worrying ... Thanks :)
    1. MagusTheMagician
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      That is a hint to global variables introduced in v10. I've never got to ask Norbyte why the errors are there, but it works fine despite them. It's puzzling since the implementation is identical to Norbyte's own example from his API guide.
  8. darkembr
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    If you have issues with Patch 6 and it throws this mod as an error revert to 6.2 if you can. That for some reason makes it work.

    @MagusTheMagician any chance you can re-enable 6.2 for download until its fully updated to patch 6
    1. MagusTheMagician
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      Yeah why not, looks like I have to check the scripts anyway.
  9. pablolopezmiller
    pablolopezmiller
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    this is the first time I'm using a mod and I just would like to know if I will be able to continue my save file after an update for patch 6 which seemed to broke script extender. Thanks a lot, the mod is awesome
    1. MagusTheMagician
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      Norbyte will inevitably make an update to SE for the newest patch. You can tune in to BG3 scripting discord to feel his despair, like everytime Larian releases something. Patching of BG will take at least a year and will result in the final edition, which will be patched further.
  10. dajolieasya
    dajolieasya
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    Thank you for awesome mod!