2856 comments

  1. HaVeNII7
    HaVeNII7
    • premium
    • 47 kudos
    Locked
    Sticky
    Hello! Thank you for taking interest in my overhaul. If this is your first time here, please read through the following. This post may be relatively short for now, but it will be updated over time as more questions come in, incompatibilities are found, etc.

    It is important to keep in mind that this mod is an effort driven heavily by the community here, as well as the talented mod authors who have graciously allowed their assets to be used. If you feel something should be different, you find a bug, have a cool idea, or just want to discuss modding BG, please do leave a comment! Everyone here has been friendly and helpful, and together we have grown this mod well beyond what it originally started as. All feedback and discussion is much appreciated, both positive or critical! I hope you thoroughly enjoy your time with the overhaul, and if on the fence, I recommend giving it a shot to around level 3-4 in order to really begin to realize the vast scope of what all has changed.

    Thanks again for checking it out, and don't be a stranger! If you'd like to come join a small community of players who share builds, ideas, find others to coop with and more, we do actually have our own subreddit dedicated to the overhaul! Come give us a shout. :D

    Link to Subreddit

    Remember to endorse if you enjoy the mod! It increases the mods visibility for new users to find it. ^_^

    Important Notes:

    Script Extender is required for Discordant Instruments' loot distribution to function properly. For the indended experience, please ensure you have the latest Script Extender installed.

    Incorporated mods are not required to be downloaded separately. They are fully integrated to the overhaul.
  2. HaVeNII7
    HaVeNII7
    • premium
    • 47 kudos
    Locked
    Sticky
    Hey everyone! I've had quite a few people ask me over time about how to add modded subclasses to my rework of the game. So I wanted to take some time to put together a guide which showcases exactly how to do that. I know that not everyone has experience editing or creating mods, but I've taken measures when writing this to ensure that even if you aren't experienced, the process will be quick and easy! I just released a new file, "Home Brew - Modded Subclasses Addon". This download is necessary for the patching process, and contains a very in depth text guide along with the .PAK file.

    Along with that, to be doubly sure that I'm providing as much help as possible and to get this process documented, I've gone ahead and recorded a short video explaining and showing the process in detail! I very rarely record, so apologies if it's disjointed at all, haha. Hopefully this is exactly what anybody would need to add whatever subclass mods they want! And of course, if anyone needs any help, please do reach out to me. I'll do my best to help you get it just how you want.

  3. HaVeNII7
    HaVeNII7
    • premium
    • 47 kudos
    Locked
    Sticky
    I've had a few people ask me about my mod setup, so I went ahead and typed up an article listing what I use, and with short little descriptions of what they do. If you're interested, can give a read here in this article. I've scoured every inch of the BG Nexus, so who knows, might find something niche you would enjoy. Everything here is compatible with my mods.

    https://www.nexusmods.com/baldursgate3/articles/916

    Along with this, if anyone wants to add me on Discord, I can provide help with issues, send over my custom edits, etc. Discord username is the same as my username here.

    havenii7

    My mods will never be locked behind a paywall of any kind, period. Though if you wish to help fuel my coffee binges for developing modules and updates, you can find my Ko-Fi at this link. Sincerest gratitude to any who choose to support. <3

    https://ko-fi.com/havenii7
  4. HaVeNII7
    HaVeNII7
    • premium
    • 47 kudos
    Locked
    Sticky
    ATTENTION:
    All articles detailing mod edits have been rewritten in greater detail by user Saergaras on our Reddit page. Please navigate to the link below for info detailing edits to....

    - Class Progression
    - Feats
    - Items
    - Races
    - Spells and Cantrips

    Link
  5. HaVeNII7
    HaVeNII7
    • premium
    • 47 kudos
    Locked
    Sticky
    Want to chat about Home Brew or coop with others? Check here!

    Now With A Link That Doesn't Expire :)


    Hey everyone! We have a Discord channel now. If you'd like to come chat with other Homebrew players, get some coop sessions going, theorycraft somebuilds, or anything else, head on over and join in! Super chill so far, has been a great time.

    https://discord.gg/M4K8QVKUUQ
  6. WinterDragon549
    WinterDragon549
    • premium
    • 0 kudos
    DnD PHB 2024 All in One at Baldur's Gate 3 Nexus - Mods and community

    I love your mod, but I am wondering if this be able to work in collaboration with this mod? also will it work with mods that increase the level cap?
  7. SolidSteakTheSecond
    SolidSteakTheSecond
    • supporter
    • 0 kudos
    Hey there, just finished a full playthrough with one friend in co-op with your overhaul - Overall it was an enjoyable fresh experience, that took some getting used to at first but we enjoyed most of the changes made. There are some things I would like to give some feedback on:
    - Until the end im still kinda torn if im a big fan of having access to the full spell list at lower levels, as for one it allows you to roleplay your characters at low levels better (ex. My build started out as an acid focused sorc and later pivoted to cold) I like that you can focus on one thing as for me personally I prefer sticking to one or two elements - but it comes at the cost of level spikes not feeling as rewarding as they do in the base game I think. Its nice having the variety but the satisfaction of finally unlocking a big new spell is kinda gone. So i think I would personally enjoy a perhaps softer-than-vanilla tier based unlocking of spells, maybe not even bound to class level but proficiency bonus to retain some of that progression feeling.
    - The difficulty curve is a bit wonky sometimes, we originally started out with the HP increase mod and this plan was dropped pretty quickly as we found the earlygame to be really tough, without it we still had tough battles but in a fun way until around the time we headed into act II where suddenly most combat encounters became easy. And it got only worse heading into act III. Now I know this is a problem in the base game aswell and the powerfantasy is a big draw aswell so I dont have a problem with becoming too powerful, but there were only a few select fights that posed an actual threat to our party. While our builds werent unoptimal by a long shot neither of us made a big effort to minmax. I cant pinpoint the exact causes for the almost sudden difficulty falloff we did notice some feats and passives seemed a bit much:
    1. Rogues getting an improved extra attack is imo just too much, sneak attack by itself is already strong but would probably fall behind in the grand scheme of things but that gets fixed with them getting their basic extra attack but the balance breaks at level 9 with the third attack, as it was not uncommon for our asassin rogue to 100-0 two enemies in one turn given how easy it is to stack reduced crit. Being able to take advantage of assassinates damage and the chance to surprise enemies with a high enough int score on hit and thusly guarantee crits was getting a bit absurd. Our thougts were that either rogues really dont need the improved extra attack or at least letting an enemy only be surprised for one hit if it is inflicted mid combat.
    2. Druids and more specifically non wildshaped Druids being able to prone on any hit, I know there is a few types of enemies that are immune to being prone but it still felt a tad too easy to constantly prone enemies. I think similarily to the passive that lets you paralyse on a spell crit, the prone should either only be available in an actual wildshape and not symbiotic spores or starry form or only trigger on weapon based criticals.
    3. The twinspell gloves (I forgot the name) you get from helsik are a bit much, as they let you double target almost any spell, the damage gets absurd really quickly, Ice Knive on its own is powerful enough but two bouncing lvl6 ice knives or desintegrates are crazy. Additionally it lets you double cast spells  it really shouldnt, such as  dracoic breath attack, essentially just doubling the damage. In the base game having it restricted to once per short rest felt bad but having it constantly active is a bit too strong. So perhaps it could be on a 3 round cooldown and a toggleable passive as it was in the base-game, as having it constanly active also breaks spells like telekinesis or arcane gate.
    - Lastly we did encounter some bugs, nothing gamebreaking luckily as we were playing on honor mode too but one was pretty major still.
    1. Counterspell: An enemy casts hold person on 5 targets(one of them my sorc), its listed as a level 5 spell in the reaction prompt, to be sure, because it seemed inconsistent before, I choose to cast counterspell as a lvl 6 slot - it fails. From my understanding what was happening is that the paralysis from the hold person was triggering before the actual counterspell reaction. As there would be no mention of it in the combat log. So counterspell basically only worked if youre not the target of the spell itself or perhaps were to save agains it, but we didnt try and test the latter.
    2. Npcs being reset to 10hp upon gameload: This one was pretty major as a in party npcs would get reset to 10 hp on a gameload which made the elderbrain fight really annoying as our Emperor was sitting at 1150Hp when he joined the party just to get stuck at 10hp after we continued our playsession after a break. We tested it and found that this was happening to every summoned ally in the final fight. It was really tricky to get a 10hp emperor to channel the spell on the brain.
  8. Henbun
    Henbun
    • member
    • 0 kudos
    I just want to tell you how much me & my friend's love this mod!
    You have done an amazing job & you're super helpful in discord to boot.
    So, thank you. :)
  9. xxAce
    xxAce
    • member
    • 2 kudos
    Hi Haven. I'm relatively new to bg3 modding but I've done modding for other games in the past, but I'm having an issue tweaking some things in your mod for personal use. I have a question and that is, how would we go about reverting changes made to some weapons, like say Nyrulna? I edited the Nyrulna's entry to have the original passives listed in the original game files and removed your edited passives, but the changes, although showing up on the weapon, aren't working correctly when testing them. For example, the weapon is not returning while thrown, causing an sort of shockwave, not having its original 1d6 thunder damage, etc. Is there maybe something else that links certain passives and effects to weapons in the game? Any help would be appreciated :)
    Edit: Wait I think I found it! It's in RootTemplates right?
    Edit 2: Yes but no :(. I must be missing something.
    1. HaVeNII7
      HaVeNII7
      • premium
      • 47 kudos
      Hello! Have you tried spawning a new one? Many weapons have things get "baked in" once spawned on your save file, could just need a new copy of the weapon to see your changes.

      Also, be sure to check the root templates file for the gear rework. Some changes happen here too. ^.^
    2. xxAce
      xxAce
      • member
      • 2 kudos
      Thanks so much! It was that of course, although the Zephyr Connection passive still isn't activating when throwing it an enemy for some reason and I can't figure out why. Got everything else to work but the main thing lol. Any ideas? I tweaked the gear rework stats file and the gear rework roottemplates file back to vanilla, and even have all the vanilla passive entries listed in the stats file under new entries as well. Very weird!
    3. xxAce
      xxAce
      • member
      • 2 kudos
      Doing some further testing I think it is because of the changes you made to bound weapons, and I think the Zephyr Connection passive's ability to inflict the thunder AOE is directly tied to the original game's pact weapon mechanics. Nyrulna returning is even just a facet of the fact that it has the bound weapon trait. Does this mean it likely won't be possible to have it completely reverted to its vanilla state? And, if not, is there a way to simply add the shockwave effect to trigger when thrown at an enemy as well like the original did?
  10. sergsreg
    sergsreg
    • member
    • 0 kudos
    Hi, I am new and I have a question.
    So the "Health increase" tooltip (the one I can read during a level increase says "Your total Hit Points are determined by your class..." and other modifiers.
    While in my game I have all the classes level 2 have 20 HP (at 14 CON).

    So I thought that it is intended like a feature. Even if it is a big bulky masculine Orc Barbarian vs a tiny wood elf sorc girly - all equal, hooray!

    And then I saw those two tieflings near the cage with Lae. They both had 50+ HP on Tactician (both lvl 2 and 14 CON). So I customised the Difficulty (balanced Character Power) to make everyone equal and expected both tieflings to become 20Hp like my warrior and others (all have 14 CON) but the man tiefling had 27 Hp and the girl 24 (If I remember correctly).

    So now I feel wrong.

    Please, clarify for me. Is it a special cool FEATURE to make every class equal (not get Class HP bonuses. Poor Barbs. Your lucky mod, casters) or the classes SHOULD be getting those bonuses but something went wrong with my download/installation?

    In any case, Is it possible to revert this change (HP per class difference) to vanilla?
    1. HaVeNII7
      HaVeNII7
      • premium
      • 47 kudos
      Hey there! Glad to have you around. :)

      Enemy HP does have a degree of variability to it. This was added manually to all NPCs in the game, and the ceiling of that variability increases depending on the difficulty you're playing on. It's definitely intended, though cannot be removed easily (had to add it by hand to everyone).

      If it's giving you trouble, do know that Homebrew rebalances all difficulty levels. So swapping to an easier one is definitely supported. 
    2. sergsreg
      sergsreg
      • member
      • 0 kudos
      Thank you for clarification.
  11. HaVeNII7
    HaVeNII7
    • premium
    • 47 kudos
    Have you checked out user darkynho's content yet? They've been making addons for Home Brew! Relatively new to the modding scene and doing an absolute STELLAR job at it! You should go check out their page if you haven't!

    https://next.nexusmods.com/profile/darkynho/mods?gameId=3474
  12. tdbsukm
    tdbsukm
    • member
    • 0 kudos
    Any chance we could get a compatibility patch for the "Combined" subclass series? ( https://next.nexusmods.com/profile/sumradagnoth8/mods )
    1. HaVeNII7
      HaVeNII7
      • premium
      • 47 kudos
      Hello! Unfortunately, that would be much too tall of an order to get these working in a way that is balanced with the rest of Homebrew. Reworking just one subclass on average takes me six to eight hours, sometimes up to twice that depending on the complexity. So adding in another handful would take at least a week or two of work.
    2. tdbsukm
      tdbsukm
      • member
      • 0 kudos
      That's too bad! Always like having more options
    3. tdbsukm
      tdbsukm
      • member
      • 0 kudos
      As a follow up, is there any way to get proficiency bonus added to the off-hand weapon? Maybe an external mod, or internal option?
    4. tdbsukm
      tdbsukm
      • member
      • 0 kudos
      Perhaps free handling could be removed when dual wielding, in exchange for having the proficiency bonus added to the weapon? Maybe just as an optional file, if the idea doesn't align?

      Also, I did notice a few things,
      That opportunity attacks don't use the second hand weapon, only the primary, even though it was mentioned that attacks will always use both weapons when dual wielding
      Vanishing Act, rogue passive, doesn't get triggered much, only melee attacks it seems?
      And, "Metamagic: Regenerative Spell" does not heal the player
    5. HaVeNII7
      HaVeNII7
      • premium
      • 47 kudos
      I'll answer in order for these ones ^^

      There's actually already a way to increase your odds of hitting with your off-hand weapon. It's a passive you can select from the Ranger tree. It also makes you roll your damage with advantage when hitting with an off-hand weapon too. :)

      Can you mention where you saw Opportunity Attacks should use both weapons? In game, I just checked the tooltip for it, and it simply states "Attack an enemy moving out of your reach." It's not intended to attack twice when dual wielding.

      Vanishing Act and Regenerative Metamagic indeed were bugged, fixed for next patch!
    6. tdbsukm
      tdbsukm
      • member
      • 0 kudos
      Thanks for the reply!

      For the proficiency bonus added to off-hand attacks, I didn't use the right term, I had meant ability score. The modifier which increases damage, like 1d6 + 4 versus 1d6. Which is why the removing free handling could be a trade-off for more effective dual wielding.
      But I didn't know that about the ranger ability, will for sure check that out.

      About the opportunity attacks, I was referencing your mod documentation, excerpt:
      Dual wielding doesn't use your bonus action. You always hit with both weapons when you attack. If you have two attacks, you hit with both weapon twice (for a total of 4 attacks). However, your off-hand weapon doesn't adds
      your ability modifier to damage, and never will, even with the
      dual-wielding feat (that feat allows you to make another attack with
      your off-hand weapon as a bonus action). As such, your off-hand attack
      will always hit like a wet noodle by design. You can still increase the
      damage of your off-hand attacks with status like Arcane Synergy or
      Damage Riders.

      In that quote, it also mentioned never having your ability modifier added to off-hand attacks, which is why I requested a trade-off for free handling, or an optional file.
      I quite like dual wielding, and having the ability modifier, and dual wield opportunity attacks, in trade for some benefits non-dual wield weapons recieve, would make it feel like a more critical decision and different combat style.
      Maybe we could also have an accuracy decrease in exchange as well?

      Glad to hear the bugs have been fixed, looking forward to next patch!
      To add to the possible bugs -
      It seems that Hematic Invocation never goes away, and just continues to stack
    7. HaVeNII7
      HaVeNII7
      • premium
      • 47 kudos
      Oh, got you! That was poor wording on my part, I was speaking specifically about your basic attacks.

      Free Handling already doesn't apply when dual wielding btw. :p Needs to have your off hand empty to work.
  13. Boombot2300
    Boombot2300
    • supporter
    • 1 kudos
    is steel wind burst suppose to scale? im lvl 5 and its still 1d12
    1. HaVeNII7
      HaVeNII7
      • premium
      • 47 kudos
      That's intentional, actually - it's a fairly unique action but does not scale.

      It deals the same amount of damage as a swing of your weapon (including adding attribute modifiers). It also is capable of benefiting from gear which boosts both Cantrips and gear which boosts melee weapon damage (since it's using a melee weapon attack roll). So you won't get 3d12 out of it, but you will be able to apply all sorts of unique effects to it which otherwise wouldn't be possible, potentially getting its damage much higher too.

      Edit: Also, I see you haven't downloaded the new localization fixer - please be sure to do so otherwise some text might not be proper in game. :)
    2. Boombot2300
      Boombot2300
      • supporter
      • 1 kudos
      thanks for your fast responses! 
  14. cloudofdarkness
    cloudofdarkness
    • member
    • 0 kudos
    Hey, does the mod work the same for both honor and tactician? I wanna start an honor run with it when the new subclasses are adjusted, but i dont know if it works for honor and what r the diferences (like HP legendary actions etc)
    1. HaVeNII7
      HaVeNII7
      • premium
      • 47 kudos
      It's the same, aside from the usual things like Legendary Actions, single save, etc. New patch should be dropping today. :)
  15. OniFacade
    OniFacade
    • premium
    • 0 kudos
    hello, sorry if im maybe misunderstanding through the changelogs and if so sorry about the question, but for patch 8 is your new warlock pact a replacement for hexblade? and is there any hexblade still in there? its what i was looking forward to most in patch 8 so im just trying to figure out how much of it is in the mod or not in the mod.

    Love the mod! happy your still putting in so much work, its very much appreciated.
    1. Zenothian
      Zenothian
      • member
      • 0 kudos
      Pact of the fiend functions as hexblade, afaik it was changed to be like that before the hexblade class was added to basegame, becuas thats wyll's default class, and really, he truly is a hexblade at heart
    2. OniFacade
      OniFacade
      • premium
      • 0 kudos
      i have no idea what youre refering to when you say pact of the fiend. in the mod there is blade, tome, chain, and his new one penumbra.
    3. HaVeNII7
      HaVeNII7
      • premium
      • 47 kudos
      Hey there! Zenothian is correct, Pact of the Blade essentially functions as a more potent, Homebrew version of Hexblade.