The Noblestalk spawned by this mod can be used by Durge and Shadowheart and then later given to Derryth.
Here's what I did during testing:
1. Retrieved the Noblestalk from the Bibberbang Grotto. If you don't do this, the Noblestalk you spawn will behave like the non-story variant, which only works for Durge.
2. Spawned Noblestalk using the mod.
3. Sent the story variant Noblestalk to the camp chest to be safe.
4. Made Durge use a Noblestalk, which got consumed.
5. Told Shadowheart to eat a Noblestalk, which got consumed. Please note that you need to be at a certain point of her friendship to have this available.
6. Retrieved the story variant Noblestalk from the camp chest and gave it to Derryth.
for heavens sake belinn please add a old style ingredients bag i am sick and tired of carrying ingredients to its bag for christs sake old times we used to have a ingredient bag we would have discarded the old one christ (this will help my bg3 playthroughs easier. thanks in advance much thanks belinn)
in earlier spawn alchemy ingredients mod it spawned a ingredients pouch fully ready just that we had to discard the old one ??? alchemical ingredient pouch that readily come with ingredients and extracts ? all we had to toss away old one and use new alchemy pouch ?????
heavens all i am saying is it would be good if we can get a alchemy pouch full of ingredients instead ingredients spawning in our inventory then we put them to alchemy pouch one by one heavens just one thing alchemy pouch with ingredients inside spawns so we can use that instead of empty alchemy bag we get
i thank for your work belinn, but i'm nearly annoyed as bonkers game constantly throwing errors at me saying this is 3rd party mod on forth it is just not possible to re-make this with the toolkit ? Thanks in advance,
It's possible, yes, but with the current version of the toolkit, it's going to take way too much time and effort to remake this mod in the toolkit. For context, the Spell_Shout file of this mod has over 2.3K lines, and I'd pretty much need to remake each line of that in the toolkit as opposed to just being able to copy and paste with the old way of modding.
I can maybe slowly start to chip away at it, but I'm afraid I can't make any promises on that.
Lol could you add a Spawn Trash Can Scroll or spell or something. ik you can use one of the expiring bags but a trash can would be nice to have in the same mod.
I just realized there's no Conjure Dyes or Infinite Dyes lmao. I swear I thought I did that. Would your highness be willing to add those as well :prayge:
Infinite dyes is actually already part of my Infinite Consumables mod. I just forgot to say include it in the description, haha. Just the vanilla dyes, of course, since dye mods are infinite anyway.
there are plenty of infinite dye mods think Belinn has a lot of other stuff to do other than make this mod create normal dyes, just use faerun colors if you want custom dyes, unless Belinn wants to create custom dyes :) FYI Bellin, seems like as latest run i started, i got this item duped without the av shipment, it both appeared on tutorial chest and in camp. Maybe there is some background stuff happening
@waliordy The dyes were in the plan, so it's all good. Shouldn't be too hard to do if I'm just going to spawn a container, too.
Very odd about the duping. I've been testing other mods recently and I only ever see one Book of Conjure Scrolls. It shouldn't spawn in the camp chest at all with ISF, so are you sure that's not installed? There's no way to make it spawn there otherwise, other than the OneTimeRewards introduced in Patch 7, and I certainly didn't add that to this mod.
yea really wierd behaviour, also i loaded up another save, and same hapenned, its like i was playing multiplayer and camp chests spawned Edit: yep all im using is conjure, epilogue and wightless consumes. maybe was cause i added the other two from IMM and last one was weightless
@waliordy Do you mean you have two chests in a single-player game? That's really weird.
@SenseiDakara Will be updating soon with Conjure Dyes and a very crude trash can, haha. I decided not to let it expire, but if you destroy it, everything inside it will be deleted.
Used the previous version, the barrels, and it was 10/10 amazing!!
I'm a little lost right now, I have updated everything continuously for a few days and everything seems to work as intended.
My only issue, being an efficient thrower of things, is that when I put barrels into a backpack and throw it, usually the bag breaks and the barrels spread around on the ground. Since updating to this version, the bag takes damage and disappear along with the barrels inside :((( imagine my surprise mid-fight, throwing my tried and tested bag at my enemies, the action spent but the bag gone haha.
Recreated this many times since then, so its not just the characters stats, the position of the throw or similar situations, its unfortunately persistent. Before updating, I was throwing bags with 5 runepowder barrels, and they spread out nicely on the ground.
Its not breaking the mod! And this is a very me-problem to have, so dont stress about it! just wanted to ask if its something i've missed, done wrong or if this could be patched in future? Thanks again for my fave mod and for spoiling us with updates so soon :)
Just tried it myself, and I think something changed with the containers in this patch. I thought maybe the TreasureOnDestroy in their RootTemplates was set to false, but it's still set true, which means the bag should drop its contents when it's destroyed, but, like with your testing, the bag just disappears when it's destroyed, along with any barrels.
Making the barrels immune to bludgeoning damage didn't really result in anything. With the water and brine barrels, it didn't even work. They were immune to bludgeoning damage but were still destroyed after being thrown, so there's definitely just some all around weirdness going on that I can't figure out.
I had the last version of the mod only, for like a week before patch 7 :)
It seems like the issue is with Larian then if I understand correctly? I have not tested without the mod, if barrels disappear in bags with mod uninstalled, but I believe your findings of nothing being strange with the mod's behavior.
My solution for now is to not stress about it, I'm grateful for your response and testing! If you want I can report it as a bug to Larian?? But if you don't think it's worth it I will leave it :)
A lot of items suddenly are disappearing even without the mod, sometimes only if you put them onto a bag sometimes they just disappear from sending to camp, happened to me with soul coins, the game is really broken atm, item and script flow wise and it's inconsistent
Update: I played multi-player yesterday with all mods disabled, and still, I can't throw anything in a bag without the bag disappearing. So it's definitely not your mods fault! Sorry for bothering you with posting. I will report it as a bug to Larian. Hopefully it's not a new "feature", haven't seen anything in patch notes about it anyhow.
@knubb1 Thank you for the update! I'm definitely thinking this has something to do with the vendor exploit now, so this really may be intended by Larian.
@waliordy I haven't been able to play so thank you for sharing this. Maybe things will settle down with some hotfixes.
About your concerns, I don't recall ever getting flagged for stealing. For stuff like Auntie Ethel's hair or mithral ore, I don't think I experienced issues, either, and I was jumping between acts using the Debug Bug to test some of these.
If you want to be safe, though, just don't spawn those items until you're past that point in the story. So, for example, don't give yourself Noblestalk until you find the one in the Underdark.
Ye i figured using those with caution would be the best bet, same with souls coins and tadpoles I do wonder, i can't test cause i don't have a save with that mission, but would act3 The devil's Fee be broken because the mod seems to be using the Grimoire Bound in Imp Skin?
Oh, the look of the book is purely cosmetic. It's based on the tome container from Aether's Aether's Container Templates mod and has its own unique ID, so it's not overriding or overwriting anything.
Oh cheers thanks for explanation! A lot of people reporting save bricks in new patch, never know what kinda mods people running, spawning mods are notorious for bricking stuff, but since they fixed the gold glitch might aswell, will use another method for sure to dupe gold
I'm encountering the same issues with some of my saves, but those are saves that had a lot of mods that I currently don't have, so I guess I was asking for it, haha.
I was planning to include gold on this one, but I couldn't decide which scroll include it in so I just posted for now. I think a lot of the stuff you can spawn with this mod should sell for a good bit, though.
Ye just spawn lvl 6 scrolls and use a magic item oustide the game to click faster and you get infinite gold :D
People reporting that they are soft locked because things not spawning like emperor dips in the "last scene", getting soft locked in act2, i mean seen a lot of soft locking and saves bricking, i don't know if people used lots of mods, i mainly use cosmetic mods and having no issue a run i started in patch 6 with latest hotfix, but still early act3, could rush to flood the script and see if things break, but i already think in act2 a lot of scripting was blocked some interactions in camp especially got bricked and i had to reload cause harpers got stuck instead of going to the camp, a quick roll back and they found the way home. Act2 IE Mol missing there, so im donezo on that path, and for sure everyone was saved literally everyone in the grove. Still could get Minty from act2 to act1 using the good old silence, and didn't brick anything in act1. Sent her away to raid the grove and killed every being in camp and still was able to get her to jump acts
Curious today i just launched a old save file and the mod is loading 2 times, has that happened to you since new updates with ingame mod manager also?
Haha, nice on the scrolls. I'll definitely still add gold to the scrolls at some point, just to skip a step.
Those soft locks sound awful. I haven't been able to actually play the game, so I'm not sure if I'd run into the same issues.
As for the mod showing up a lot - I'm not experiencing it with this mod. I think that's an issue with the in-game mod manager, and the update may have done something funky. I get it with other mods but I've been ignoring the warning and it seems like it's working no problem.
Found a bug with the tadpoles on a fresh run, if you have more than 1 tadpole and consume only 1 and have spare even if not spawned by the mod.it locks you on interacting with the remaining. Workaround is to put the tadpoles into a bag and they get auto consumed, if you drop them on the ground they disappear :edit :Maybe you have a built in modfixer on it? that has been causing issues on mods
when the games loads the SE pop outs this message: [AV Item Shipment Framework][WARN]: Invalid ISF config JSON file for mod Conjure Consumables. Please contact Belinn for assistance. [AV Item Shipment Framework][WARN]: Failed to load ISF config JSON file for mod: Conjure Consumables. Please contact Belinn about this issue.
This mod is great for my non-serious playthrough. Would it possible to add Araj's "Potion of Everlasting Vigour" and "Mysterious Potion" to either this mod or your elixir mod?
There's a lot of unique potions, so I'm not quite sure what to do with them yet when it comes to this mod. I'm thinking I'll either just add them here at some point, though.
55 comments
TemplateAddTo("a2ccb8af-ea97-4206-ab75-d4013b3636ff", GetHostCharacter(), 1)
Here's what I did during testing:
1. Retrieved the Noblestalk from the Bibberbang Grotto. If you don't do this, the Noblestalk you spawn will behave like the non-story variant, which only works for Durge.
2. Spawned Noblestalk using the mod.
3. Sent the story variant Noblestalk to the camp chest to be safe.
4. Made Durge use a Noblestalk, which got consumed.
5. Told Shadowheart to eat a Noblestalk, which got consumed. Please note that you need to be at a certain point of her friendship to have this available.
6. Retrieved the story variant Noblestalk from the camp chest and gave it to Derryth.
If you want a less tedious way to do this, use my Infinite Consumables mod.
thank you in advance.
(this will help my bg3 playthroughs easier. thanks in advance much thanks belinn)
alchemical ingredient pouch that readily come with ingredients and extracts ? all we had to toss away old one and use new alchemy pouch ?????
alchemy pouch with ingredients inside spawns so we can use that instead of empty alchemy bag we get
Thanks in advance,
I can maybe slowly start to chip away at it, but I'm afraid I can't make any promises on that.
Thank you for the kind words, though <3
Edit: Nevermind. I found my old stock files and they still works.
For now, it's technically already available in the mod through the alchemy pouches and the scroll cases. Those disappear after three turns :)
As for the trash can, do you mean just an empty container that eventually expires?
Infinite dyes is actually already part of my Infinite Consumables mod. I just forgot to say include it in the description, haha. Just the vanilla dyes, of course, since dye mods are infinite anyway.
FYI Bellin, seems like as latest run i started, i got this item duped without the av shipment, it both appeared on tutorial chest and in camp. Maybe there is some background stuff happening
@waliordy The dyes were in the plan, so it's all good. Shouldn't be too hard to do if I'm just going to spawn a container, too.
Very odd about the duping. I've been testing other mods recently and I only ever see one Book of Conjure Scrolls. It shouldn't spawn in the camp chest at all with ISF, so are you sure that's not installed? There's no way to make it spawn there otherwise, other than the OneTimeRewards introduced in Patch 7, and I certainly didn't add that to this mod.
Edit: yep all im using is conjure, epilogue and wightless consumes. maybe was cause i added the other two from IMM and last one was weightless
@SenseiDakara Will be updating soon with Conjure Dyes and a very crude trash can, haha. I decided not to let it expire, but if you destroy it, everything inside it will be deleted.
I'm a little lost right now, I have updated everything continuously for a few days and everything seems to work as intended.
My only issue, being an efficient thrower of things, is that when I put barrels into a backpack and throw it, usually the bag breaks and the barrels spread around on the ground. Since updating to this version, the bag takes damage and disappear along with the barrels inside :((( imagine my surprise mid-fight, throwing my tried and tested bag at my enemies, the action spent but the bag gone haha.
Recreated this many times since then, so its not just the characters stats, the position of the throw or similar situations, its unfortunately persistent. Before updating, I was throwing bags with 5 runepowder barrels, and they spread out nicely on the ground.
Its not breaking the mod! And this is a very me-problem to have, so dont stress about it! just wanted to ask if its something i've missed, done wrong or if this could be patched in future? Thanks again for my fave mod and for spoiling us with updates so soon :)
And that's a really odd issue, for sure. I'll look into it :)
Is there any chance you had the very first iteration of the barrel mod back when all it did was make them weightless and stackable?
Making the barrels immune to bludgeoning damage didn't really result in anything. With the water and brine barrels, it didn't even work. They were immune to bludgeoning damage but were still destroyed after being thrown, so there's definitely just some all around weirdness going on that I can't figure out.
I had the last version of the mod only, for like a week before patch 7 :)
It seems like the issue is with Larian then if I understand correctly? I have not tested without the mod, if barrels disappear in bags with mod uninstalled, but I believe your findings of nothing being strange with the mod's behavior.
My solution for now is to not stress about it, I'm grateful for your response and testing! If you want I can report it as a bug to Larian?? But if you don't think it's worth it I will leave it :)
@waliordy I haven't been able to play so thank you for sharing this. Maybe things will settle down with some hotfixes.
Great work!
Question about the mod, have you encountered any issues like getting flagged for stealing or breaking quests with this mod?
About your concerns, I don't recall ever getting flagged for stealing. For stuff like Auntie Ethel's hair or mithral ore, I don't think I experienced issues, either, and I was jumping between acts using the Debug Bug to test some of these.
If you want to be safe, though, just don't spawn those items until you're past that point in the story. So, for example, don't give yourself Noblestalk until you find the one in the Underdark.
I do wonder, i can't test cause i don't have a save with that mission, but would act3 The devil's Fee be broken because the mod seems to be using the Grimoire Bound in Imp Skin?
A lot of people reporting save bricks in new patch, never know what kinda mods people running, spawning mods are notorious for bricking stuff,
but since they fixed the gold glitch might aswell, will use another method for sure to dupe gold
I was planning to include gold on this one, but I couldn't decide which scroll include it in so I just posted for now. I think a lot of the stuff you can spawn with this mod should sell for a good bit, though.
People reporting that they are soft locked because things not spawning like emperor dips in the "last scene", getting soft locked in act2, i mean seen a lot of soft locking and saves bricking, i don't know if people used lots of mods, i mainly use cosmetic mods and having no issue a run i started in patch 6 with latest hotfix, but still early act3, could rush to flood the script and see if things break, but i already think in act2 a lot of scripting was blocked some interactions in camp especially got bricked and i had to reload cause harpers got stuck instead of going to the camp, a quick roll back and they found the way home.
Act2 IE Mol missing there, so im donezo on that path, and for sure everyone was saved literally everyone in the grove. Still could get Minty from act2 to act1 using the good old silence, and didn't brick anything in act1. Sent her away to raid the grove and killed every being in camp and still was able to get her to jump acts
Curious today i just launched a old save file and the mod is loading 2 times, has that happened to you since new updates with ingame mod manager also?
Those soft locks sound awful. I haven't been able to actually play the game, so I'm not sure if I'd run into the same issues.
As for the mod showing up a lot - I'm not experiencing it with this mod. I think that's an issue with the in-game mod manager, and the update may have done something funky. I get it with other mods but I've been ignoring the warning and it seems like it's working no problem.
Workaround is to put the tadpoles into a bag and they get auto consumed, if you drop them on the ground they disappear
:edit :Maybe you have a built in modfixer on it? that has been causing issues on mods
If it's also happening to tadploles not spawned by the mod, it sounds like an issue with the game itself. Thank you for sharing the workaround.
[AV Item Shipment Framework][WARN]: Failed to load ISF config JSON file for mod: Conjure Consumables. Please contact Belinn about this issue.
For now, you can spawn the container with SE:
TemplateAddTo("a2ccb8af-ea97-4206-ab75-d4013b3636ff", GetHostCharacter(), 1)
There's a lot of unique potions, so I'm not quite sure what to do with them yet when it comes to this mod. I'm thinking I'll either just add them here at some point, though.