Adds some quality-of-life fixes to musical performances, adds dye support to instruments, and expands the number of instrument items available to use at various quality levels.
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Changelogs
Version 0.2.2 (Misc)
Added instruments to a couple more vendors (notably the Kobald 'Popper' in the Rivington Circus)
Fixed incorrectly rotated Flute model
Version 0.2.1 (Dye Changes)
Adjusted dye-map textures for instruments (hopefully improving their appearance) (Note: The default dyes are really inconsistent with which colour is assigned to which part of the dye-map, so its hard to get them all looking good unfortunately; getting the 'Black and X' colours looking good means potentially making the others look weird etc.)
Version 0.2.0 (Dye Support)
Added Dye Support to Instruments (Lute, Lyre, Drum, Flute, Violin) (Note: It's been a huge pain to get things looking okay with most dyes, so there may be changes later)
Version 0.1.0 (Optional)
Added optional 'AddToChest' add-on mod, which adds 2 copies of the Novice Instruments to the 'Tutorial Chest'. (Still requires the main mod, it's just an optional add-on for those that want direct access to the Support Instruments)
Version 0.1.0 (Mod Release)
Added conditional spell-blocking to song skills (making it easier to join performances)
Added Uncommon (Green) and Rare (Blue) instruments
Changed the existing Rare Chromatic-Scale instruments to VeryRare (Pink)
Added new instruments to the instrument drop/vendor TreasureTables
Added automatic 'Expert Performance' aura when experts perform (allowing 'Support Musicians' to join in) (Requires Performance Proficiency, and a total skill bonus of more than ~8)
Added 'Support Musician' passive (see above) (Unlocked via the new Uncommon (Green) instruments)
Added Item Passive: 'Expert Performer' (Adds Expert Proficiency to the Performance Skill)
Added Item Passive: '<Ability> Performer' (e.g. Strength/Dexterity/Constitution/Intelligence/Wisdom) (Uses either your Charisma, or the alternative stat (whichever is higher) for Performance Checks)
Added smaller alternative flute/lyre models (Inspired by Vaylentine's Mods)
Fixed vanilla bug that caused some Drum items to be missing the DoS2 songs (due to using wrong parent item)
Mod Description Adds some quality-of-life fixes to musical performances, adds dye support to instruments, and expands the number of instrument items available to use at various quality levels. Including some instruments for Novices, which allow non-musicians to successfully join performances lead by an expert musician, so you and your party-members can jam together long into the night.
The mod is designed to try and fit into the game naturally and not unbalance anything. The new instruments have been added to the original instrument drop-tables, and will occasionally show up in all the locations instruments would normally show up when being generated (e.g. traders/containers/pickpocketing). Some of the instruments have also been added to a couple of vendors that will be more reliably accessible (some NPCs are tradeable, but the dialogue ends before you have time to trade), the notable ones beingthe Tiefling pickpocket 'Mattis' the Tiefling pickpocket, 'Popper' the Kobald in the Rivington Circus, and the 'Chromatic Scale' Music Shop in Baldur's Gate (I'll likely be adjusting these in the future).
Features
*NEW* Adds dye support for instruments (Note: It's been a huge pain to get things looking okay with most dyes, as the dye palettes are really inconsistent).
Automatically plays the correct song when joining a performance
Clicking the perform skill again now just stops the performance (preventing weird limbo states)
Fixes a vanilla bug that causes some Drum items to be missing the Deluxe Edition DoS2 songs
Adds a variety of new instrument items for each quality level (Uncommon, Rare, Very Rare)
Preview
Planned Features
Add more unique features to the base-game unique instruments (Lihala's Lute etc.)
Add some new thematically appropriate unique instrument drops
Compatibility Notes The mod makes adjustments to the performance statuses and song skills in order to do the quality-of-life adjustments, so any other mods that also try to make adjustments to the same things may cause issues. I also had to overwrite the default instrument drop-tables to distribute the instrument qualities naturally, so if any other mods overwrite them as well, that might cause either mods additions to not naturally show up correctly. Where I've added new instrument entries to vendors though, I've tried to do it via merges, so my vendor additions shouldn't block other mods additions.