Yes, there is no way currently to make distinction between player and NPC. If I edit spell, changes will apply to both. But not all of NPC spells have no concentration, many NPC have their own variant spells, which I do not alter in any way. If they have access to the same spell player does, then those spells will have no concentration.
If you report problem, please mention which game version are you using, what mod version. And your entire modlist, most of the time issue are caused by some mod overwriting mine. Move it in load order lower.
Is there a way to end spells early? For spells like insect plague I would like to be able to end it early if possible. No worries if not its a great mod nonetheless.
Patches don't break mods unless they change the very thing the mod is editing and only if it does something that would break its logic in case of some mods if devs for example restructures how something works. For example, some game have mods that are dlls/assemblies and need to be recompiled for every game version but that is not the case for Baldur Gate 3 where mods are just text files.
In case of this mod, it is simply metadata, and removing only isConcentration tag from spells. Patch 6 didnt change anything of the sort that would break this mod so you can use it with no problem. I am not touching scripts of spells, just metadata.
Both, shared stores file that were used in early access so up to level 5 of character so around level 3 spells? Everything added to game later is in shareddev, this way, devs could easily build the whole thing for early access by just not building stuff with folders that have dev in their name.
Some spells, thought, for items, are stored in gustav and gustavdev.
Question is too broad, it all depends on case by case basis. You can use my mod and load it first, then if some mod overwrites my entries, some spells will have concentration, if it does not edit the same entries, spells will have no concentration, it will not break anything, just some spell no concentration will be reverted. You can try it, it won't break your savegame as mentioned in description. Can be added uninstalled midgame as it touches metadata only. Mods that touch scripts will work fine, if mod edits metadata then they will overwrite each other.
If you tell me which mod I can make compatibility patch for it thought. I'd prefer to have compatibility patches for all mods that need them.
Definitely, they both touch the same files, but if you use my mod load my mod first, then Stronger Cantrips, all spells but the cantrips touched by Stronger Cantrips will have no concentration.
Unlikely to work in latest patch, once I get home in few days I will do update. But you will not break your save. It edits spell tags and stats, once mod is gone, so is its effect, nothing stays in savegames, otherwise every patch made by devs would break your savegame too.
It does need it, but the only thing it will do is revert some changes from last 2 patches and only metadata .e.g. it will not touch spell scripts as I do not edit those, there are no game breaking bugs) but due to busy time of the year, and the fact that I have my pc for about a week only since It got fixed, I had to install everything, windows, BG3, drivers, tools, my work related stuff that I have to do or I end up without a food etc. Also, please in mind it is a lot of work as I have to edit every single spell, most have multiple variations, (e.g. every time you upscale spell, that is new spell entry I have to edit, over 600 player spells and sub-spells) it takes time.
I will priorities this mod but I have no idea when will I be able to finish it.
So, changes required were minimal, some new tags and new spells added by devs were missing, since I don't touch spell scripts, only metadata, updates won't really break your game, nor anything stays in save games so you can install it, play a bit, and uninstall it if you got bored.
Updated up to 4.1.1.4251417 | Hotfix #15, Moon Bean and Telekinesis excluded as otherwise that would make it impossible to recast them.
I'm trying to uninstall this mod (base version, no 5e spells), and when I do my save completely refuses to load. Save loads fine if I reinstall it, so it's mostly a minor frustration, but any advice on how to safely uninstall?
That's not a mod issue, its a game issue - uninstalling any mod from a save file will almost always break it. Once you start a game with mods, you're stuck with those mods until you start a new game/save file.
DanScallion If this removes all concentrations from all spells, what about the spell "Arcane Gate" ? because this spell having concentration is actually better, since being able to disable the spell so the portal doesn't stay open until 10 turns has passed is annoying, also what if I used the spell twice? would I have 4 portals opened? I haven't tested it, but I would like to know before installing lol. some spells are just better to leave untouched in my OP.
Yes, if you remove concentration you can have as many portals as you open them. The problem is, that some people want all spells have no concentration, some people have some spells that they want to have concentration. I'd need to make too many version to account for everything. I will release some patches to restore concentration to some spells, and changes some spells to expire after x rounds if they have no concentration but I am currently unable to mod as my PC ram stopped working, I am waiting for warranty to return me new set.
Well, I don't mind having concentration off for most spells, spells that are defense spells, like Stoneskin, Globe of Invulnareable, Haste and Offense spells like Spirit Guardian, because these spells will disapear after their duration is gone, besides in fight it was intended to have them until their turn goes out anyway. But spells like Sunbeam or Moon beam, I am not sure how they work, hopefully with no concentration on them they still get added to the toolbar to either Move the Moonbeam with an action instead of using another spellslot, same for sunbeam, at least I hope it works that way lol.
maybe a spell like Silence should not be touched, because if enemies keep these spells with no concentration then if they cast that annoying silence bubble, then there is no way to break that bubble by hitting the enemy and hope for the concentration to break, instead you would have to kill it completely which could be more gamebreaking than an advantage.
and like mentioned, maybe not touch the Arcane Gate spell either :D. Like this I think it might be perfect honestly. But no rush really, until then I will still use this one, and hope not to run into trouble against enemies xD.
144 comments
But not all of NPC spells have no concentration, many NPC have their own variant spells, which I do not alter in any way. If they have access to the same spell player does, then those spells will have no concentration.
1.AllSpellsNoConcentration
2.5eSpells
3.AllSpellsNoConcentration5eSpells
4.5eSpellsOriginal
5.AllSpellsNoConcentration5eSpellsOriginal
6.5eSpellsOriginalOther
7.AllSpellsNoConcentration5eSpellsOriginalOther
Exclude patches you don't need.
In case of this mod, it is simply metadata, and removing only isConcentration tag from spells. Patch 6 didnt change anything of the sort that would break this mod so you can use it with no problem. I am not touching scripts of spells, just metadata.
Just a quick question:
What files did you use to make this mod ? :
- Those in Shared or those in SharedDev ?
Some spells, thought, for items, are stored in gustav and gustavdev.
You can try it, it won't break your savegame as mentioned in description. Can be added uninstalled midgame as it touches metadata only.
Mods that touch scripts will work fine, if mod edits metadata then they will overwrite each other.
If you tell me which mod I can make compatibility patch for it thought. I'd prefer to have compatibility patches for all mods that need them.
I haven't tested it yet (difficult to do...), but I should try this, add this:
1)
data "SpellProperties" "xxxx;AI_ONLY:ModifySpellFlags(Concentration,1)"
It could work ! (???)
or :
data "SpellProperties" "xxxx;AI_ONLY:ModifySpellFlags(IsConcentration,1)"
OR :
2)
data "SpellFlags" "xxxx;HasVerbalComponent;HasSomaticComponent;IsSpell;xxxx;AI_ONLY:IsConcentration"
or :
data "SpellFlags" "xxxx;xxxx;AI_ONLY:ModifySpellFlags(Concentration,1)"
The 2nd last option is less likely to work, I think...
I will check those modifications and roll them in next update if they work.
Thanks
I will priorities this mod but I have no idea when will I be able to finish it.
Updated up to 4.1.1.4251417 | Hotfix #15, Moon Bean and Telekinesis excluded as otherwise that would make it impossible to recast them.
Happy New year to all!
If this removes all concentrations from all spells, what about the spell "Arcane Gate" ? because this spell having concentration is actually better, since being able to disable the spell so the portal doesn't stay open until 10 turns has passed is annoying, also what if I used the spell twice? would I have 4 portals opened? I haven't tested it, but I would like to know before installing lol. some spells are just better to leave untouched in my OP.
But spells like Sunbeam or Moon beam, I am not sure how they work, hopefully with no concentration on them they still get added to the toolbar to either Move the Moonbeam with an action instead of using another spellslot, same for sunbeam, at least I hope it works that way lol.
maybe a spell like Silence should not be touched, because if enemies keep these spells with no concentration then if they cast that annoying silence bubble, then there is no way to break that bubble by hitting the enemy and hope for the concentration to break, instead you would have to kill it completely which could be more gamebreaking than an advantage.
and like mentioned, maybe not touch the Arcane Gate spell either :D. Like this I think it might be perfect honestly. But no rush really, until then I will still use this one, and hope not to run into trouble against enemies xD.