This post is taken from Djmr'sImprovedUI regarding the latest update from Larian Studios (Patch 3) to address issues some people may be experiencing.
Magic mirror latest: new save with/without mods = magic mirror SOME old saves with active mods = no magic mirror. Cutscene doesn't play, which points to an issue with old saves and story scripting. Mod fixer isn't to blame here, and might be an issue with old saves on patch 3 in general. This may also be related to the saving error code 516. Old save with no active mods (including ImprovedUI) = magic mirror. This means that (if possible, might not be based on what mods you're using) any old saves with magic mirror issues should remove active mods, save without active mods, then add mods back in to get access.
Unsure if this will help with save issues, but hopefully it can resolve some. Best of luck.
I will not be taking requests for changes to this mod. It has no shiny bells or whistles. It works as intended.
If you have found that this mod is to your liking and / or it has helped you with your own gameplay: this pleases me. If you don't care for / like this mod for any reason: you don't need to use it.
The modding community that has taken root because of Larian Studios is pretty great. I'm sure you'll find something you're looking for.
Just an fyi that I downloaded / installed the Moderate version with the current BG3 version (patch 7, some hotfix version) using BG3 Mod Manager. All worked fine on my install.
https://www.nexusmods.com/baldursgate3/mods/4159 anyway to update the mod to work with this? it seems with this mod i still have dark vision even with the mod instaleld so im wonderin if it has something to do with the fact its a new race
I'm using the GodHeroRing mod, which among its other buffs gives 24-meter darkvision on the wearer, and yet the Radial mod does not trigger off the ring's passive.
The ring works the darkvision by applying these passives when worn.
This is great. Would there be a chance you could do a version where you keep the vision's cone, but do them in the different levels of brightness as you have with the radial?
Unfortunately I would not do that on this mod page. Personally, I don't think I would really bother with just changing intensities of the vision cone either. I never liked the cone. The reason this mod exists is because the cone wasn't originally used. I wanted the older format for that was used for Darkvision. That and some people playing BG3 need a little help to see in such dark places. I'm sure that's not the answer you were hoping for and I'm sorry it may disappoint. You could always petition on the forums or something. There may be a willing taker for that project. Best of luck.
No worries, I understand. I was mostly asking as you already know tha process of changing it. I figured changing the existing cone's brightness would be a simple enough task if you managed to make a radial one. It was worth asking. Good luck and thanks anyway.
Hey, very happy to have found this mod. Really great work :)
I also just wanted to share that noticed the darkvision lighting effect doesn't seem to apply to the Sunwalker's Gift ring. Switching back and forth between neighboring characters who have darkvision and Gale wearing the ring, there's a clear difference in lighting, as well as when Gale then casts darkvision on himself. I'm using the moderate intensity version of the mod, if that helps.
I noticed that about the ring a while back. No idea why it does that. As far as a difference in intensity, the ring and the spell both provide Darkvision. The difference that you see with intensity may be comparing vs a character that has either superior Darkvision or Devil's Sight. Hopefully that is somewhat helpful.
I would have thought that, too, except I'm also comparing Gale with himself: equipping and unequipping the ring has no effect on the illumination level. When he casts darkvision on himself (which is just normal darkvision, not superior darkvision from a class ability or Devil's Sight), then I see the expected illumination, which is identical to other characters with regular darkvision.
Additionally I just noticed that equipping the ring to a character with Darkvision (including Gale while the darkvision spell is active) causes the environment to get darker if standing in a low-light area. Unequipping the right returns the illumination effect.
Also, the ring doesn't grant the Darkvision trait, per se (under Notable Features on the character sheet), but rather it grants the Sunwalker's Gift passive feature. So I wondered if the illumination effect needed to be manually applied to the ring. It also seems like this feature must override the effects of the darkvision trait.
I remember seeing this weirdness and am definitely unsure why it behaves the way it does. It might require, as you suggest, adding the Darkvision passive instead of what it currently does. I wasn't really worried about this personally since the number of instances where a character cannot gain Darkvision is so small. Seems that almost everything has or can learn it. I may revisit this mod and look into that frustrating ring in the future. Still, thanks for the info. I'm sorry this mod doesn't yet cover it.
Absolutely no worries! It's pretty minor, and I just thought it might be helpful info. The mod is really great as is :)
Just out of curiosity, I wondered if you had ever considered making a similar mod for See Invisibility, which also seems to be vision-cone based instead of radial. I keep noticing my character always needs to turn to face a specific direction to get a perception roll on invisible creatures.
I didn't even realize that the spell required a Perception check. That seems a little silly. I think I can understand why conal would fit, but for the format of game, seems a bit cumbersome to me. No, I hadn't ever thought of working on it as I haven't used the spell myself yet. I don't really mod that often and the next thing on my plate is to try to unbreak all the broken story stuff from Larian's latest patch. Fun.
Sorry for being so late to the party with your issue. I've just tested Suppressed Darkvision on Patch 3 and can report no issues. Another post here has me curious about mod managers other people may be using. Would you mind telling me how you were choosing to install your mods? It seems possible that some managers may be part of the problem.
It's possible it's just me, but, it looks like this mod is causing me a bug in the newest patch (Patch #3 Magic Mirror) where if I open trade with a vendor, I can no longer save. (error 516).
I have zero clue why the effects of this mod would cause that, they seem so far in relation to each other. But I've verified that (for me) adding this mod gives me the error, but removing it (and it alone) resolves the issue.
Unfortunately, I cannot seem to replicate your issue. It does seem odd that this of all things would give you trouble in that instance as well. Currently, I have around 20 mods or so installed without any trouble at the moment, this being one of them (low intensity).
Perhaps I should note. I have the high intensity version, the Native Mod loader, and the native camera tweaks. Those are the only mods I had installed.
Hmm. Not sure why anything like this would create such trouble, but I've been using the BG3 Mod Manager since release alongside a fair number of mods and updates without really any issues thus far. I'm not sure if the manager would have anything to do with installs, but it could be worth a look. I don't really know anything about the Native Mod Loader, unfortunately.
EDIT: I did notice that the Native Mod Loader has a fair list of issues after Patch 3. Wouldn't know if any of those could relate to your problem, but can't hurt to investigate. I would also not think something like Native Camera Tweaks would be a problem, but some games break from the dumbest things on updates. I'm assuming that only this mod needed to deactivate to solve your problem, so I would consider your mod organizer. If you were to try BG3 Mod Manager and report that it resolves this, I would probably update this page to make it a soft requirement or something. Guess I could post a sticky. Let me know what you decide or test.
EDIT: After some digging, I found this - hopefully it can point to some issues. Have a look. Error 516 (save)
THANK YOU so much! :D This is so silly, it looks like my char is using a flashlight. If youre in a cave or other very dark place, we have torches for that :) Using the version that disables it completely, works perfect. :*
You're very welcome. Yes, the conal Darkvision always bothered me too. I was annoyed when they changed it to that in EA, but here we are - a few flavors for different people. Glad it helps.
Well, I can understand the Cone dark vision since, it made in the sense of what you see, all around makes only sense if you had eyes on the side and back and front of your head. I know I'm a bit logic guy type. If it was carrying a torch that had only cone vision then i would be annoyed as Torch gives light all around it.
It wasn't made for immersion. It was made because the game is top-down and conal vision doesn't really make sense when you (the player) can see so much. Don't like it? Don't use it.
Really, it makes more sense for it to be radial, even in terms of immersion. For a top-down perspective, we see all around, and that can be easily justified by the character being able to turn his or her head and look around without otherwise moving. Darkvision being a cone of any size rather than radial would only be consistent in any case if all vision were conal, meaning everything outside of the cone would be pure black regardless of lighting or having darkvision or not.
46 comments
Magic mirror latest:
new save with/without mods = magic mirror
SOME old saves with active mods = no magic mirror. Cutscene doesn't play, which points to an issue with old saves and story scripting.
Mod fixer isn't to blame here, and might be an issue with old saves on patch 3 in general. This may also be related to the saving error code 516.
Old save with no active mods (including ImprovedUI) = magic mirror. This means that (if possible, might not be based on what mods you're using) any old saves with magic mirror issues should remove active mods, save without active mods, then add mods back in to get access.
Unsure if this will help with save issues, but hopefully it can resolve some. Best of luck.
Official Release
Patch 01
Patch 02
Patch 03
If you have found that this mod is to your liking and / or it has helped you with your own gameplay: this pleases me.
If you don't care for / like this mod for any reason: you don't need to use it.
The modding community that has taken root because of Larian Studios is pretty great. I'm sure you'll find something you're looking for.
The ring works the darkvision by applying these passives when worn.
darkvisionRangeMin(24);StatusImmunity(BLINDED_DARKNESS)
Is there anything else that's needed to trigger the radial lighting?
i'm looking for something that doesn't allow darkvision to detect sneaking enemies like it is full clear
I also just wanted to share that noticed the darkvision lighting effect doesn't seem to apply to the Sunwalker's Gift ring. Switching back and forth between neighboring characters who have darkvision and Gale wearing the ring, there's a clear difference in lighting, as well as when Gale then casts darkvision on himself. I'm using the moderate intensity version of the mod, if that helps.
Additionally I just noticed that equipping the ring to a character with Darkvision (including Gale while the darkvision spell is active) causes the environment to get darker if standing in a low-light area. Unequipping the right returns the illumination effect.
Also, the ring doesn't grant the Darkvision trait, per se (under Notable Features on the character sheet), but rather it grants the Sunwalker's Gift passive feature. So I wondered if the illumination effect needed to be manually applied to the ring. It also seems like this feature must override the effects of the darkvision trait.
I hope that helps "illuminate" the issue.
Just out of curiosity, I wondered if you had ever considered making a similar mod for See Invisibility, which also seems to be vision-cone based instead of radial. I keep noticing my character always needs to turn to face a specific direction to get a perception roll on invisible creatures.
That sounds like quite the undertaking. Good luck with that!
I have zero clue why the effects of this mod would cause that, they seem so far in relation to each other. But I've verified that (for me) adding this mod gives me the error, but removing it (and it alone) resolves the issue.
EDIT: I did notice that the Native Mod Loader has a fair list of issues after Patch 3. Wouldn't know if any of those could relate to your problem, but can't hurt to investigate. I would also not think something like Native Camera Tweaks would be a problem, but some games break from the dumbest things on updates. I'm assuming that only this mod needed to deactivate to solve your problem, so I would consider your mod organizer. If you were to try BG3 Mod Manager and report that it resolves this, I would probably update this page to make it a soft requirement or something. Guess I could post a sticky. Let me know what you decide or test.
EDIT: After some digging, I found this - hopefully it can point to some issues. Have a look. Error 516 (save)
Happy hunting.
Imagine how annoying that would be.