From 2.0 the concept of the mod has changed, but we have still two versions. Please see the new discriptions, both are fundamentally different from 1.0.
You can choose one to your liking and replace old mod versions without any problems.
1. Extract the zip archive 2. Extract the pak file with the modders multitool 3. Open the folder and go to Public-> True Haste Advanced -> Stats -> Generated -> Data -> TH_Advanced 4. Open the file and go to: data "spellflags" 5. Add "IsConcentration" as one of its spellflags 6. Save and zip the file with the multitool 7. Install the mod
thanks for the update, but im still getting the concentration effect even though ive updated all my mod loaders and scripts loaders, is this due to the patch #2 update, or is it working for you on the update?
As for the mod, I've tested both versions thoroughly before uploading them. If you still have concentration as a requirement and the upcasting is working, something must be overwriting part of my changes. Try to set it up as last in load order.
I was hoping this mod was really a True Haste mod, meaning a nerf to bring the spell in line with actual D&D 5e rules. The spell is OP the way BG3 implemented it. Removing concentration from it. Ok I guess, but the game is already a bit too easy and this spell is already OP compared to the actual ruleset.
All of the spells that are concentration in the game are concentration in the 5th Edition of D&D. It doesn't make spells useless... Your character just has a hard time concentrating on them. You can get the resilient feat to add your proficiency bonus to CON saves, get War Caster to have advantage on CON saves for concentration. Not saying that 5E is balanced at it's base, but that's the ruleset. When the game is balanced around those mechanics, having spells such as haste , that gives you one more action, NOT be a concentration spell pretty much makes the game a breeze. At that point it's just cheating...
But then again, it's your game to mod, so I have nothing to do with it. Just wanted to leave my two cents because a lot of people don't seem to be grasping the fact that the mechanics are based on the D&D ruleset...
It may be based on D&D5 ruleset, but there's something wrong with the game mechanic itself. 8 out of 10 casts, even on classes that should be proficient with concentration on Transmutation spells the spell is barely up for more than 1-2 turns if at all. If I have to risk to get the lethargic state even during my first action after casting Haste or cast a debuff that's 100% sure to hit, well the choice is clear, better safe than sorry, especially on hardest difficulty.
I first tried BG3 on early access four years ago and it never was as bad as it is now if it comes to concentration mechanics. Sure, I had a long vacation from BG3 and came back to it just recently, but during that time Larian changed something, dunno what, but at its current state concentration spells, even when you prepare to use them are hard as hell to upkeep and that is ruining the balance even more than subtle changes like this mod made.
This is just my opinion ... so like you said, if you think otherwise, play as you like.
The only real way I've been able to keep concentration on spells like this is having a base class in sorcerer (gives you CON saving throw proficiency) which is huge in maintaining it. Also what's neat is with the meta magic of Twinned Spell you can cast it on two targets!! So what I generally do is cast it on the sorc and my melee fighter. I haven't had him lose his concentration a single time after respeccing him into a base sorc. The only real loss here is you can't cast any other spell that requires con, but you can also go a level of wiz to get full access to your spell book which gives you more options to just deal flat dmg vs concentrating on another spell. If you then equip an item that boosts INT you can start with 8 in INT and then get it up to +17 to have 4 additional spells to pick from.
Alternatively, you can do the same thing as a base sorc and then spec into cleric and pick up the war caster feat like Yoshh said and truly never be interrupted.
I do like this idea of removing concentration from the haste spell, but the only thing is IMO there should be some kind of way to lose it. While removing concentration from the spell, there is then no way to break the spell from a target. So if an enemy has it, what do you do? Just suffer through it?
It might also be worth looking into making it or an alternative version of this only affect the haste spell that comes from items?? This way a non concentration class can pick up the item and once per short rest be able to caste haste fully without any worry of it falling off.
I considered to limit the concentration removal only to items, but the problem is, I would need to change each item ingame that has haste effect one by one, way to much work for the time I have available :(
Again it's as you said, with this version of the spell, there's no way to interrupt it, but this is something that we can live with imo. Maybe someone can make another version of this mod that changes only item based effects, but for me it is enough for now ;)
It would be hard to do, since lethargic mechanic has to have some kind of timer to activate when the buff ends. I think most what you could achieve is set the timer to 999 turns, if it's even possible because I don't know what is the max limit of turns a spell could have ... maybe even 256 if it's limited by string type.
If I have some free time, I will test this. Maybe next weekend.
Hey man, thanks for the mod, but could you tell me which program to use to edit it? I want to reduce the duration back to 10 rounds. I think I can figure that out reading the code, but I have no idea what program is used to edit it.
Hey, modding in BG3 goes beyond simply editing few lines of code here and there, but you could take a look by using PAK extractor. If you want to learn, there are few old guides from 2020 and official modding wiki.
Also, I have created another version of this mod, where only concentration requirement is disabled. It's ready to download ;)
35 comments
You can choose one to your liking and replace old mod versions without any problems.
2. Extract the pak file with the modders multitool
3. Open the folder and go to Public-> True Haste Advanced -> Stats -> Generated -> Data -> TH_Advanced
4. Open the file and go to: data "spellflags"
5. Add "IsConcentration" as one of its spellflags
6. Save and zip the file with the multitool
7. Install the mod
As for the mod, I've tested both versions thoroughly before uploading them. If you still have concentration as a requirement and the upcasting is working, something must be overwriting part of my changes. Try to set it up as last in load order.
Edit: Found the issue, so now with the new launcher you need to "Save launch order" as part of the set up
Looks like a fun mod but mod managers are being too problematic!
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If you have, you're interested only in those:
Under: id="ModOrder"
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But then again, it's your game to mod, so I have nothing to do with it. Just wanted to leave my two cents because a lot of people don't seem to be grasping the fact that the mechanics are based on the D&D ruleset...
I first tried BG3 on early access four years ago and it never was as bad as it is now if it comes to concentration mechanics. Sure, I had a long vacation from BG3 and came back to it just recently, but during that time Larian changed something, dunno what, but at its current state concentration spells, even when you prepare to use them are hard as hell to upkeep and that is ruining the balance even more than subtle changes like this mod made.
This is just my opinion ... so like you said, if you think otherwise, play as you like.
Alternatively, you can do the same thing as a base sorc and then spec into cleric and pick up the war caster feat like Yoshh said and truly never be interrupted.
I do like this idea of removing concentration from the haste spell, but the only thing is IMO there should be some kind of way to lose it. While removing concentration from the spell, there is then no way to break the spell from a target. So if an enemy has it, what do you do? Just suffer through it?
It might also be worth looking into making it or an alternative version of this only affect the haste spell that comes from items?? This way a non concentration class can pick up the item and once per short rest be able to caste haste fully without any worry of it falling off.
Again it's as you said, with this version of the spell, there's no way to interrupt it, but this is something that we can live with imo. Maybe someone can make another version of this mod that changes only item based effects, but for me it is enough for now ;)
But can you make it last until long rest?It will be great if you do that.
If I have some free time, I will test this. Maybe next weekend.
If you want to learn, there are few old guides from 2020 and official modding wiki.
Also, I have created another version of this mod, where only concentration requirement is disabled. It's ready to download ;)