22/04/2025 - My updated version of ImpUI for Patch 8 (approved by Djmr) should release soon and fix the background icons problem. It should be available on the official ImpUI Nexus page. Like Djmr, I don't plan to maintain it actively. ~ bibsan
2.1.3.264 - Voiced Npcs/Encounters (Only for the nexus version of the mod) by @xoktoberkindx and @DavidKouw - New 3D model for Morte - Some more portal detection for Warp Sense - Portal detection now have a visual effect - Fix the Force Dagger home effect 2.1.2.256 - Spell lists/tables fix attempt - Corrected russian translation by Hecctus 2.1.1.255 - Fix the conflict/bug between this mod and other dragonborn related mods - Conjugation/grammar of English loca has been corrected byCahooots 2.1.0.254 - New deity for Cleric: Aoskar - New encounters with new creatures from the Planescape bestiary - Various bug fixes - Various adjustments for a lot of things
Read changelogs ! You can find some spoilers in the forum section
Im having issues with your mod on a crossplay game, ps5 and pc. Their was a update on both sides for your mod but we have different versions, and now the pc player cant downgrade the mod to match the ps5 version. version 2.0.2.245. when i looked at the mod downloads this version dosnt exist only the more previous one before this version. When trying to downgrade the mod it then forces the pc player to update to the newer version but it is not the 2.0.2.245 version.
update- descided to remove it, shocker we can play again.
Very excited to play this! Would you consider making seperate files for character options, items, and iconic features? So if I want some of it in my game but not all, I can choose which parts to install? Thanks for your work :)
Fair enough, there's quite a lot of content! Do you happen to know which features of this mod get broken when used alongside other mods with built-in modfixer?
Yes, old built-in modfixer or simple modfixer can break this in the mod: - Background goals and inspiration for the two modded background - Modron encounter in the underdark - Abishaï encounter in the colony - The charm of the dead truce item - The portal cracker spell - The warp sense spell - Or it can also completely stop the whole mod and game from working sometimes
Yes I have found a fix for the icons, I will publish the fix soon (but it should only work with Patch 8 because it's an UI change specific to this BG3 patch)
Well... I think you work at Larian and just toying with us :) If not, they have to hire you indeed! This work is amazing! I'm speechless. So professional, so creative. Elegant design. Every detail is excellent. I can't imagine how long you worked on it. I love it! Thank you so much for taking us to the stars <3 I hope Larian sees this mod and hires you.
No I'm really a jobless dev, before losing my job I was living from remote work for a start-up company. I live as an hermit in a really empty area with very few peoples and jobs, and the big cities are far and I don't know how to use a f*cking car. The work on this mod was a full time one month work (14-16 hours a day everyday 7/7 with a 4 day break in the middle) during past october-november. I'm very autistic with my hobbies lol. I'm really happy to see that my mods can sometimes bring some stars in the eyes of players (I don't know if it's also an expression for english speaking peoples). I plan to patch a little more after the bg3 patch 8 release !
I love the fact this mod exists which allows me to accurately make my TTRPG character in BG3, however I would love it even more if it had an option that follows the rules :)
1) The background Planar Philosopher's second skill should either be a skill related to a faction or a choice of any skill (I choose Perception for my character) 2) This mod forces taking the Outlands option as the Planar Infusion for the Scion of the Outer Planes feat, that the background should grant at level 1, and requires the expenditure of a feat at level 4 to grant a second Planar Infusion, instead of allowing the other planar choices from the start (and getting a second scion of the outer planes infusion isn't officially allowed). It would be better if we could choose our infusion at the start of the game instead, and by the ttrpg rules, the "Planar Agent" feat option would be locked-in by that initial choice.
I understand if it was implemented this way because it was believed to be a better homebrew than the official rules, but since it is unlikely that others would bother to mod these features again when this version has already been made, it would be great if there was an option for people who prefer sticking to the TTRPG as much as possible.
Hello, The only reason why it's implemented like that is because I couldn't do it any other way.
The game unfortunately does not allow players to choose background skills as they want, and the way feats are implemented in the game does not allow you to lock things as you want or even let you choose a feat at startup (or I haven't found how to do it).
I might as well tell you that otherwise it would already be implemented like in the books/raw. It's more of a technical problem than a homebrew reason.
Good to know! So there are a few ways it can be done, from what I found in other mods. 1) I've seen a mod that grants the feat when the character levels to 2 2) This mod adds 1st level feats https://www.nexusmods.com/baldursgate3/mods/5874 3) this mod also adds 2024 background feats and has a workaround for adding a selectable skill for the Skilled feat, it adds a spell that allows you to add a skill proficiency https://www.nexusmods.com/baldursgate3/mods/12727
Hello! I love BOTH of your "Features from" mods - absolutely brilliant - TY for making them! But there's one wierd bug - spells from both of these mods seem to add themselves into stater spells for Dragonborn Race. Not in "selectable ones" like it'd be for a class, but right where racial abilities/spells would be.
It's weird as it's only happening to dragonborns. Idk why or how, just wanted to let you know!
I'll try to, i'll check what race-altering mods I have installed - but only ones that cover Dragonborns in mechanical sense (and not, say, scale colors and horn shapes) are: 1) https://www.nexusmods.com/baldursgate3/mods/14473?tab=description (adds visual wings + passive flight ability) 2) https://www.nexusmods.com/baldursgate3/mods/12064?tab=description (adds several feats + alters several racial abilities, as well as runs on SE, so no conflicts should happen) 3) dhttps://www.nexusmods.com/baldursgate3/mods/12177?tab=description (Brings DBorns to their Fizban ruleset, doesn't add any spells, using fixed version for P7 - one I've linked)
I will dig into it, in case some mod duplication nonsense happened - and will test which one of three fixes it when disabled. If it even does. Maybe i've managed to break something past that!
Okay. I did pin-point it. It's this mod. https://www.nexusmods.com/baldursgate3/mods/12177?tab=description (one that added wings). I'll try messign with mod load order, to see if anything can be done to prevent it.
UPD: nope, load order doesn't affect it, be your mods before or after this one - that mod just adds tha three spells to DB's racials.
I will try a fix for next patch, something like "SpellStyleGroup" "Intent" => "Class" What are the names of the spells who are not in their correct place ?
I downloaded through the official mod manager, and I think I have found a bug, but can't report here since I've not downloaded via Nexus.
The Harmonium Blade appears to lose its lightning damage type and dice entirely when you pass through water. Doesn't appear to come back either.I went back and found that it appears to specifically only lose these when you enter the water nearest the spawn point on the Ravaged Beach after leaving the ship/hells. Further up, the water has no effect, but the water directly next to where you wake up on the beach removes it for some reason.
Related, but less of a concern, I'll note that the base weapon damage is piercing rather than slashing (which is the standard longsword damage). That might be intentional, and isn't really a bug, but I thought I'd mention it just as an FYI.
Not sure if there is a way to fix the lightning bug, or even if it's worth it. Happy to try to troubleshoot if you ever need.
A little more testing revealed that it's significant water that causes the issues. For example, wading in where it becomes difficult terrain or having water thrown onto the person wielding the sword. That will remove the damage type and dice.
Piercing instead of slashing is intended, it's from the weapon rule in the planescape 5E bestiary book. For the lost lighting dice, I need to look at it, seems strange. In the worst case where I can't fix it, it's not the end of the world because the weapon is more intended for futur npcs than player !
EDIT: I have found a fix, I will publish it but later, have some work to do on the mod before next release
Thank you for all your work on this. The water issue seems to affect the magical damage on some of the other weapons, as well (as I discovered when Shadowheart couldn't even take on an Intellect Devourer on her own lol). When you upload the fix, will I be able to update on an existing save, or will it require a new game? For now I'm just avoiding using the weapons.
Absolutely love your 2 Features mods. Quick question about the new encounters. Do you know if there are compatibility issues with stuff like Encounter Overhaul etc?
111 comments
Features from DnD 5E Planescape is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
On Nexus and Mod.io (PC)
22/04/2025 - My updated version of ImpUI for Patch 8 (approved by Djmr) should release soon and fix the background icons problem. It should be available on the official ImpUI Nexus page.
Like Djmr, I don't plan to maintain it actively.
~ bibsan
2.1.3.264
- Voiced Npcs/Encounters (Only for the nexus version of the mod) by @xoktoberkindx and @DavidKouw
- New 3D model for Morte
- Some more portal detection for Warp Sense
- Portal detection now have a visual effect
- Fix the Force Dagger home effect
2.1.2.256
- Spell lists/tables fix attempt
- Corrected russian translation by Hecctus
2.1.1.255
- Fix the conflict/bug between this mod and other dragonborn related mods
- Conjugation/grammar of English loca has been corrected byCahooots
2.1.0.254
- New deity for Cleric: Aoskar
- New encounters with new creatures from the Planescape bestiary
- Various bug fixes
- Various adjustments for a lot of things
Read changelogs !
You can find some spoilers in the forum section
License (+ source readme)
update- descided to remove it, shocker we can play again.
Do you happen to know which features of this mod get broken when used alongside other mods with built-in modfixer?
- Background goals and inspiration for the two modded background
- Modron encounter in the underdark
- Abishaï encounter in the colony
- The charm of the dead truce item
- The portal cracker spell
- The warp sense spell
- Or it can also completely stop the whole mod and game from working sometimes
The background icon does not display properly, is this because of patch8?
This work is amazing! I'm speechless. So professional, so creative. Elegant design. Every detail is excellent.
I can't imagine how long you worked on it. I love it!
Thank you so much for taking us to the stars <3
I hope Larian sees this mod and hires you.
1) The background Planar Philosopher's second skill should either be a skill related to a faction or a choice of any skill (I choose Perception for my character)
2) This mod forces taking the Outlands option as the Planar Infusion for the Scion of the Outer Planes feat, that the background should grant at level 1, and requires the expenditure of a feat at level 4 to grant a second Planar Infusion, instead of allowing the other planar choices from the start (and getting a second scion of the outer planes infusion isn't officially allowed). It would be better if we could choose our infusion at the start of the game instead, and by the ttrpg rules, the "Planar Agent" feat option would be locked-in by that initial choice.
I understand if it was implemented this way because it was believed to be a better homebrew than the official rules, but since it is unlikely that others would bother to mod these features again when this version has already been made, it would be great if there was an option for people who prefer sticking to the TTRPG as much as possible.
The only reason why it's implemented like that is because I couldn't do it any other way.
The game unfortunately does not allow players to choose background skills as they want, and the way feats are implemented in the game does not allow you to lock things as you want or even let you choose a feat at startup (or I haven't found how to do it).
I might as well tell you that otherwise it would already be implemented like in the books/raw.
It's more of a technical problem than a homebrew reason.
So there are a few ways it can be done, from what I found in other mods.
1) I've seen a mod that grants the feat when the character levels to 2
2) This mod adds 1st level feats
https://www.nexusmods.com/baldursgate3/mods/5874
3) this mod also adds 2024 background feats and has a workaround for adding a selectable skill for the Skilled feat, it adds a spell that allows you to add a skill proficiency https://www.nexusmods.com/baldursgate3/mods/12727
It's weird as it's only happening to dragonborns. Idk why or how, just wanted to let you know!
For the bug with the racial ability I try to reproduce but can't reproduce :/ maybe it's a conflict with an other mod ?
1) https://www.nexusmods.com/baldursgate3/mods/14473?tab=description (adds visual wings + passive flight ability)
2) https://www.nexusmods.com/baldursgate3/mods/12064?tab=description (adds several feats + alters several racial abilities, as well as runs on SE, so no conflicts should happen)
3) dhttps://www.nexusmods.com/baldursgate3/mods/12177?tab=description (Brings DBorns to their Fizban ruleset, doesn't add any spells, using fixed version for P7 - one I've linked)
I will dig into it, in case some mod duplication nonsense happened - and will test which one of three fixes it when disabled. If it even does. Maybe i've managed to break something past that!
I'll try messign with mod load order, to see if anything can be done to prevent it.
UPD: nope, load order doesn't affect it, be your mods before or after this one - that mod just adds tha three spells to DB's racials.
What are the names of the spells who are not in their correct place ?
The spells are: Air Bubble, Warp Sense and Gate Seal.
Really appreciate this mod!
I downloaded through the official mod manager, and I think I have found a bug, but can't report here since I've not downloaded via Nexus.
The Harmonium Blade appears to lose its lightning damage type and dice entirely when you pass through
water. Doesn't appear to come back either.I went back and found that it appears to specifically only lose these when you enter the water nearest the spawn point on the Ravaged Beach after leaving the ship/hells. Further up, the water has no effect, but the water directly next to where you wake up on the beach removes it for some reason.Related, but less of a concern, I'll note that the base weapon damage is piercing rather than slashing (which is the standard longsword damage). That might be intentional, and isn't really a bug, but I thought I'd mention it just as an FYI.
Not sure if there is a way to fix the lightning bug, or even if it's worth it. Happy to try to troubleshoot if you ever need.
EDIT: I have found a fix, I will publish it but later, have some work to do on the mod before next release
If not, I tell it in the update post
But I can't confirm anything yet.
The only thing I can say is that the encounters in my mod are additions, they are not modifications or replacements of previous existing things.