Baldur's Gate 3
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Oreo

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Ooreeoo

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17 comments

  1. Willna
    Willna
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    Thanks for this! Resources are out of control in Vanilla.

    I just found a scroll of dimension door in the druid's grove while at level 4 with this mod active - did I just get very lucky, or should that not be happening?
    1. Ooreeoo
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      It's possible I've missed something, but that shouldn't be happening with this installed. If you were level 5, it'd be possible, but not at 4
  2. alliebreanne
    alliebreanne
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    Thanks for this, much needed! Wondering if load order matters with respect to Secret Scrolls?
    1. Ooreeoo
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      I'd suggest loading Secret Scrolls after this. The two are almost fully compatible outside of 4 instances where Secret Scrolls hand-places some scrolls, so letting it load after this will make sure you can find those.
    2. alliebreanne
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      Gotcha, thanks!
  3. GraphicFade
    GraphicFade
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    Would this be possible for potions? Feel like you can get more healing potions than necessary and causing you to use potions more frequently than short rest or healing spells
    Edit: I was also wondering if this can be patched for Secret Scrolls?
    1. c00ky
      c00ky
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      Agreed, both on this and on the scrolls. I rarely even use either, but I typically have hundred(s) of scrolls and healing potions by the end of the game. Thanks for this mod, by the way, Oreo!
    2. Ooreeoo
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      It is certainly possible to reduce the prevalence of healing potions, but there are some extra considerations. Since you can make potions with alchemy, you'd also want to reduce the ingredient availability, which could have some negative impacts on alchemy as a whole. I have some ideas for potions to rein their strength in quite a bit and incentivize other means of healing, though.

      As for Secret Scrolls, the mods look to be almost fully compatible outside of 4 instances of hand-placed high level scrolls, which shouldn't be an issue.
    3. ebbeh
      ebbeh
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      I don't mind the level of availability of potions that comes from alchemy, I don't think this needs adjusting.
    4. drkekyll
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      i don't even think potion availability would be so bad if you a.) couldn't throw them for the effect (especially on multiple targets) and b.) actually had to use your action to fish them out of your pack and use them. i don't completely hate bonus action potion use, but i think it should be more limited. i was considering looking at what JWL did with the instrument slot and making a potion belt trinket that allows you to use a certain number of potions as a bonus action before needing to be refilled.
  4. Aigleborgne
    Aigleborgne
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    Very nice mod ! I am also interested in potions and ingredients :)
    I think all these should be scares as it is in P&P games.

    One concern by making potions cost more, you will also gain a lot more by selling them. I have set RAW prices (but without your mod), and I was able to buy many items by selling a few potions you can get at low levels.

    Keep up the good work !
  5. Lumaterian
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    Ooh I like this, could you add more detail for what your changes are? I'm very interested
    1. hellgeist
      hellgeist
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      Same here. If it was a manual process, then I might as well not beg for a higher-scarcity version, as that is a big task.
    2. Ooreeoo
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      The process was entirely manual, yes. I honestly expected this version to be too harsh and possibly in need of adjustment, but people seem to be very happy with fewer scrolls, so I may work on an exceptionally scarce version.

      For more specifics, every merchant has had the amount of scrolls they sell reduced by at least 2/3 or more. For example, Arron typically sells 9 instances of the "Scroll" treasure table, and that treasure table can drop 3 instances of the "Supply_Scroll_Single" treasure table or 1 instance of the "Supply_Scroll_Utility_Single" treasure table. At character level 1, "Supply_Scroll_Single" has a 100% chance to drop either 6 Level 1 scrolls, or 1 Level 2 scroll. At character level 1, "Supply_Scroll_Utility_Single" has a 50% chance to drop 1 Level 1 utility scroll.

      So, in vanilla, you could run into a situation where one instance of the "Scroll" table could realistically drop 18 level 1 scrolls, and then you still have eight more instances of that treasure table to contend with. There is a realistic, but quite unlikely, possibility that Arron could have 162 scrolls for sale the very first time you interact with him.

      This mod changes Arron's table to a 60% chance for 4 "Scroll" treasure table drops, 20% chance for 5, or 20% chance for 6. The "Scroll" treasure table now can drop 2 instances of the "Supply_Scroll_Single" treasure table or 1 instance of the "Supply_Scroll_Utility_Single" treasure table. At character level 1, "Supply_Scroll_Single" has a 50% chance to drop 1 Level 1 scroll, 25% chance to drop 2, and 25% chance to drop 3. At character level 1, "Supply_Scroll_Utility_Single" has a 75% chance to drop 1 Level 1 utility scroll, and a 25% chance to drop 2.

      So, when using this mod, the highest number of scrolls capable of spawning from one "Scroll" treasure table instance is 6 level 1 scrolls. In the most generous situation, where Arron gets 6 instances of the "Scroll" treasure table and each instance of that spawns 3 instances of the "Supply_Scroll_Single" treasure table, the max number of scrolls possible to spawn would be only 36.

      In terms of exact details, that's too many treasure tables to mention here and I'd suggest comparing and contrasting between vanilla tables.
    3. Lumaterian
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      Ooh I see, that's very enlightening
  6. Daxtreme
    Daxtreme
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    I'm trying to play sorcerer and the game just feeds me so many scrolls I barely need to rest.

    Welcome change, thank you!
  7. elijahgtp
    elijahgtp
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    WOW AMAZING!! Thank you for this MOD!! TRULLY!!!! 

    continuing on the potions and the ingridients and availibility discussion form a previous message!! 

    i would change the prices of potions. Some potions are way too cheap from vendors.
    i would make potions cost a lot more, however, I would make them not spawn in such quantity.
    but considering availibility of ingridients heres what i think could fix it if possible:

    1) make only 1 potion of each kind be availble from any vendor at any given time. YES ONLY 1
    2) instead of 3 ingridients to make something raise this value to 6 (yes 6, or even 9 - and it works out perfectly mathematically)
    3) increase the price of potions drastically. 225-300 gold for 3 potions of Elixir of Giant strenght is too cheap (original price is 400 gold each)
    -- hence why i think 9 ingridients to make one is totally LEGIT they should not be so easily obtainable. 

    4) if possible change the prices of many items to 0 gold. like all the rags and all that nonsense = 0 gold.
    (change all food to 1 gold and remove it from camp supply availablility (there is a mod already for this but it doesnt change value of items)



    (I Use 2 mods -  poor adventurer where you get less than 50% of gold from contrainers, and where food doesnt allow for resting meaning only supply packs count towarsds resting)

    it would be so amazing to see this implemented in some way. i keep hope for this !