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Ariel

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ArielBrr

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16 comments

  1. Gageo
    Gageo
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    I agree that this mod is making the player way too OP, and making the game harder isn't going to change that, or at least it's pointless.

    Is it easy to edit the mod, if I unpack it? I personally think I might try and use a version that made the following mods into Bonus actions:
    Bless, Armor Of Agathys, Bane, Calm Emotions, Dancing Lights, Protection against Evil And Good, Divine sense, Faerie Fire, False Life, Find Familiar, Feign Death, Light, Heroism, Protection From Energy, Protection From Poison, Mirror Image, Magic Weapon, Sacred weapon.

    Maybe something like that. 

    About concentration, it's a nice mechanic I think, but also quite frustrating, which is why the war caster feat imo is mandatory to take as the first feat for any class that casts spells that requires concentration. It's a poor design in a way, because it would be more fun to use that feat for something that changes play style or gives utility. I'd love to see a mod that gave the war caster for free to all characters.
    1. ArielBrr
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      Yes, there's much I don't know about the game so I really just wanted to give myself a chance to get into using some spells I never tried.

      Simple mods like this are quite easy to make/change. You can download BG3 Modder's Multitool to unpak the pak file, make changes and then turn in into a new pak file. To make changes you just open the text files and in this case remove the entries you don't want. It might be interesting to make different versions of the mod that change more/less spells. There are other people who feel like I went I went overboard with some of these, but they might appreciate a lighter version too.

      I agree with your comment about concentration, I like the concept, but I feel like it's too punishing for my tastes. Would be nice to have a perk or something for concentrating on multiple spells too.
    2. Gageo
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      Sure, I understand. Thanks for sharing the mod with with us :)

      So if I wanted to add Magic Weapon and Sacred Weapon to your mod, where can I find what to call it exactly? and how will I know if it's target or shout? I'm guessing magic weapon is target, because you can cast it on a target, while Sacred weapon must be shout, because it's only cast on self. Right?

      And what are the number after spellsSlotsGroup? Does it mean it uses 1 level 1 spellslot? What's the last 1 then?

      new entry "Target_ProtectionFromEvilAndGood"
      type "SpellData"
      data "SpellType" "Target"
      using "Target_ProtectionFromEvilAndGood"
      data "UseCosts" "BonusActionPoint:1;SpellSlotsGroup:1:1:1"
    3. ArielBrr
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      Magic weapon should be included in the mod already, does it not work? I honestly have no idea how they decided what a Target or a Shout is, I just copied it from the files and made the appropriate changes. To find the names I extracted the game's pak files and dug it up from there, trying to guess the names they used. To change sacred weapon you would do this:

      new entry "Shout_SacredWeapon"
      type "SpellData"
      data "SpellType" "Shout"
      using "Shout_SacredWeapon"
      data "UseCosts" "BonusActionPoint:1;ChannelOath:1"

      This is the script for changing magic weapon for example (I'll have to look into why it doesn't work). The last number is the level of the spell slot, unsure what the others are.

      new entry "Target_MagicWeapon"
      type "SpellData"
      data "SpellType" "Target"
      using "Target_MagicWeapon"
      data "UseCosts" "BonusActionPoint:1;SpellSlotsGroup:1:1:2"

      new entry "Target_MagicWeapon_3"
      type "SpellData"
      data "SpellType" "Target"
      using "Target_MagicWeapon_3"
      data "UseCosts" "BonusActionPoint:1;SpellSlotsGroup:1:1:3"

      new entry "Target_MagicWeapon_4"
      type "SpellData"
      data "SpellType" "Target"
      using "Target_MagicWeapon_4"
      data "UseCosts" "BonusActionPoint:1;SpellSlotsGroup:1:1:4"

      new entry "Target_MagicWeapon_5"
      type "SpellData"
      data "SpellType" "Target"
      using "Target_MagicWeapon_5"
      data "UseCosts" "BonusActionPoint:1;SpellSlotsGroup:1:1:5"

      new entry "Target_MagicWeapon_6"
      type "SpellData"
      data "SpellType" "Target"
      using "Target_MagicWeapon_6"
      data "UseCosts" "BonusActionPoint:1;SpellSlotsGroup:1:1:6"

      Do you have any more ideas for more spells that should be included? There are many classes I haven't tried.
    4. Gageo
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      Oh, I'm, sorry. I didn't test magic weapon. I just didn't see it on the list. I play paladin and Sacred weapon, Heroism, bless, Protection against Evil And Good are the ones I think would be cool for me personally to have as bonus actions.

      Divine sense already is a bonus action.
    5. ArielBrr
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      Thanks! I'll look at sacred weapon and protection against good and evil for the next version. The others should be changed already.
  2. hyanka
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    Are enemies using those spells as bonus action also?
    1. ArielBrr
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      Yeah
  3. shadowwake30
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    Spells that charm, fear, or hold should definitely be primary actions because of their potency. Even when given to enemies. You really don't want a barbarian to hit you with hold person AND a primary melee attack in the same turn.

    That said, a lot of these are a great idea. Many spells go effectively unused because they aren't worth both a primary action AND a spell slot in combat, so i think this mod has the potential to add some great flavor with a bit of balancing or a few versions/options.
    1. ArielBrr
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      Thanks for the feedback! I definitely agree about hold spells, it's not incuded in the mod either. I never tried the fear spell, I could remove it from the mod, other people mentioned it being really powerful as well. By charm do you mean the charm person spell or dominate person/beast and planar binding? I didn't change dominate person and wasn't really sure what to do about planar binding so I just incuded it. Dominate beast seems like less useful to me, but I could remove it if it's actually strong.
  4. RealDonStefan
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    Some of these spells are among the strongest in the game, Slow and Fear eg.

    I do agree that spells like Blade Ward and True Strike are largely useless. But making them a bonus action means you are basically a Barbarian who can cast. That's way unbalanced.

    I mean, every one should enjoy the game as they like it. But this is a mod that makes you super OP, it's unbalanced
    1. ArielBrr
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      Thank you for the feedback! I changed many spells that I thought were interesting, but never used myself, either because I would rather just attack or didn't want to waste my turns on spells they would resist or break my concentration on anyway. I agree that some might be OP, but it should also make NPCs stronger if they have the spells, or it might be fun with settings to increase enemy health. I will try to balance it more when I play around with it.
    2. Yasmina
      Yasmina
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      Is this Mod in german?
    3. ArielBrr
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      It doesn't change any texts, so it should work no problem :)
    4. alterNERDtive
      alterNERDtive
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      either because I would rather just attack or didn't want to waste my turns on spells they would resist or break my concentration on anyway.
      That’s not an issue with the spells, just saying.

      Your mod is just insanely broken OP.
    5. Yasmina
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      @alterNERDtive

      Your mod is just insanely broken OP.
      If you can't explain this in more detail, you'd better avoid such unqualified post!!


      Yasmina