File information

Last updated

Original upload

Created by

Sey

Uploaded by

seymordius

Virus scan

Safe to use

386 comments

  1. seymordius
    seymordius
    • premium
    • 80 kudos
    Locked
    Sticky
    If you have an idea for a ring effect, post it here, and if I have the time and skills, I'll make it happen.
  2. Khan2324
    Khan2324
    • member
    • 0 kudos
    Ring of the Martyr has a major issue. Or the item description is completely inaccurate.

    The description says "However, any damage you receive will be critical". This should mean that IF your character gets hit, it becomes a critical hit and you recieve critical damage. But this is not how the ring functions. EVERY attack is a crit. Every single one. I can't do extensive testing, because I play in honor mode, but I used it for a few fights, and the only attack that didn't hit my Shadowheart with 26 armor was a critical miss. Even a 2 was a hit.
  3. ShindenTS
    ShindenTS
    • member
    • 0 kudos
    Is the Berserker's Ring not working anymore? I tried a variety of load orders thinking it could be the problem but looks like it is not.
    1. appoduece
      appoduece
      • premium
      • 8 kudos
      Not working for me either. Other rings seem to work, but not the berserker.  Now that I went at looked at them, the concentration rings don't seem to function either (add weapon damage when concentrating). 
    2. earley96
      earley96
      • supporter
      • 0 kudos
      Change the Character() to Enemy() in passives.txt, line 89 and it should work just fine

      data "Conditions" "Character() and IsKillingBlow() and not HasStatus('SEY_RINGS_BLOODLUST_TEMPAP', context.Source) "

      The concentration radiant ring has its statuses commented out but cant test as i dont have that ring yet!
    3. LatchoDrom42
      LatchoDrom42
      • member
      • 0 kudos
      I think i managed to fix the Rings of Concentrated Radiance. It seems a bit daunting at first if you're unfamiliar with "modding" mods but it's not bad.

      Get the Modders Multitool: https://github.com/ShinyHobo/BG3-Modders-Multitool

      The files you want to edit are in Public\RingsExpanded\Stats\Generated\Data

      The equipment.txt entry should look like this:
      new entry "SEY_Rings_Concentration_Radiant"
      type "Armor"
      using "_Ring"
      data "RootTemplate" "1d6a3dd3-8e1c-4fb8-b580-b471f6633c0b"
      data "ObjectCategory" "Jewelry"
      data "Rarity" "Uncommon"
      data "PassivesOnEquip" "SEY_Rings_ConcentrationRadiant_Passive"

      The passives.txt entry should look like this:
      new entry "SEY_Rings_ConcentrationRadiant_Passive"
      type "PassiveData"
      data "DisplayName" "hd6a73b68ga63eg48dagbdf4gc0e5618f0d89;1"
      data "Description" "h7ab0119egde92g48dfg92adg030354cb3d62;1"
      data "DescriptionParams" "DealDamage(1d4,Radiant)"
      data "BoostContext" "OnCreate"
      data "Boosts" "IF(IsConcentrating(context.Source)):CharacterWeaponDamage(1d4,Radiant)"

      Make the changes, pack it all back up and install it again. It appears to work - shows in the mouseover for the weapon when you are concentrating and does the damage.

      earley96 mentions some bits that are commented out. If I had to guess that's the result of the 1.70.8 patch note: "Changed Ring of Concentrated Radiance - Changed Backend. Should work properly now.". I don't think either the current code or the prior ones were functional. Ended up looking in the game files for how the Strange Conduit Ring was listed and just copied some of the code from that, updating the damage type.


    4. jackalope1313
      jackalope1313
      • member
      • 0 kudos
      Same doesn't seem to work. 
  4. callmechul
    callmechul
    • member
    • 0 kudos
    ...
  5. callmechul
    callmechul
    • member
    • 0 kudos
    Played in recent days. Didn't find any particular issues (2025-04-19)
  6. callmechul
    callmechul
    • member
    • 0 kudos
    Hello, this is my favorite mod. I was wondering if it works well after patch8. 
    I tested the first act a little bit, but it's hard to test with one or two.
    Mod developer, please update (test) again. plz :-) 
    1. Melvorus
      Melvorus
      • member
      • 1 kudos
      cheat version still adds the rings, don´t know about immersive version yet (Post Patch 8)
      Update: Immersive Version also still works.
    2. callmechul
      callmechul
      • member
      • 0 kudos
      thx. :-) 
  7. Quasar0216
    Quasar0216
    • member
    • 0 kudos
    Hello, thank you for this mod. It's definitely a very nice mod, but I have a request. I've been testing it for a while. As you know, some items give a skill bonus up to a certain stat level. For example, Birthright supports up to 22. We can increase a stat from 16 to 22 by adding 2 with two pieces of equipment that provide a +2 bonus up to level 20, along with Birthright. However, if I wear the skill rings, the bonus doesn't apply because, as far as I understand, the unconditional stat increase is applied first. So, would it be possible for you to add a feature that allows the bonus to apply up to a higher limit, like 30?
  8. JonyTequila
    JonyTequila
    • supporter
    • 2 kudos
    dude i got 2 purple rings at the chest with that rock after the nautiloid crash, thats awesome!!
    1. seymordius
      seymordius
      • premium
      • 80 kudos
      Lucky!
    2. JonyTequila
      JonyTequila
      • supporter
      • 2 kudos
      it was a honor mode and i died fighting the undead trying to talk to Withers lol, btw is there a chance for you to add +3 to power DC?
  9. DaisyC74
    DaisyC74
    • supporter
    • 0 kudos
    Does anyone know where the Ring of Resolve is located? I did the immersive one and missed out on the quest with Mol for the Ring of Protection and I'm in desperate need D: it's my first honour mode run.
    1. Tezra
      Tezra
      • member
      • 0 kudos
      immersive one is random loot, so it always spawns somewhere else
    2. seymordius
      seymordius
      • premium
      • 80 kudos
      I assigned some rings specific loot locations. You can find it
      Spoiler:  
      Show
      in a chest inside the same chest you get the Maul that deals thunder damage when you jump, I forget the name.
  10. dperk4
    dperk4
    • supporter
    • 0 kudos
    Many of the rings are broken, has anyone been able to understand and work on fixing them?

    I was able to unpack and access the .lsx file, but I couldn't find a resource (or the base game file) for comparison on adding stats/conditions.

    i.e. for me the 1d4 extra radiant damage on concentrate works, but the +2 AC does not, additionally, the +force damage on force damage spell doesn't work...

    new entry "SEY_Rings_ConcentrationRadiant_Passive"
    type "PassiveData"
    data "DisplayName" "hd6a73b68ga63eg48dagbdf4gc0e5618f0d89;1"
    data "Description" "h7ab0119egde92g48dfg92adg030354cb3d62;1"
    data "DescriptionParams" "DealDamage(1d4,Radiant)"
    data "BoostContext" "OnCreate"
    data "Boosts" "IF(IsConcentrating(context.Source) and IsAttack()):CharacterWeaponDamage(1d4,Radiant)"
    data "StatsFunctorContext" "OnDamage"

    new entry "SEY_RADIANTCONC"
    type "StatusData"
    data "StatusType" "BOOST"
    data "DisplayName" "hd6a73b68ga63eg48dagbdf4gc0e5618f0d89;1"
    data "Description" "h7ab0119egde92g48dfg92adg030354cb3d62;1"
    data "DescriptionParams" "CharacterWeaponDamage(1d4,Radiant)"
    data "StackId" "SEY_RADIANTCONC"
    data "Icon" "Spell_Evocation_DivineFavor"
    data "StatusGroups" "SG_RemoveOnRespec"
    data "StatusEffect" "d97ef273-66ce-43b1-9020-f39ab3de80f1"
    data "Boosts" "CharacterWeaponDamage(1d4,Radiant)"

    new entry "SEY_Rings_ConcentrationAC_Passive"
    type "PassiveData"
    data "DisplayName" "h7d5bd874gba62g477eg85e1g70bac26dcf19;1"
    data "Description" "h87f2d6a1ga292g41dfg8e71gc969485d8744;1"
    data "DescriptionParams" "AC(2)"
    data "Icon" "Spell_Abjuration_MageArmor"
    data "StatsFunctorContext" "OnCreate"
    data "Conditions" "IF(IsConcentrating(context.Source))"
    data "StatsFunctors" "ApplyStatus(SELF, SEY_CONC_AC_2, 100, -1)"

    new entry "SEY_CONC_AC_2"
    type "StatusData"
    data "StatusType" "BOOST"
    data "DisplayName" "h9252386fg8c52g4efeg97e4g16234f9df08a;1"
    data "Description" "h87f2d6a1ga292g41dfg8e71gc969485d8744;1"
    data "DescriptionParams" "AC(2)"
    data "StackId" "SEY_CONC_AC_2"
    data "Icon" "Spell_Abjuration_MageArmor"
    data "StatusGroups" "SG_RemoveOnRespec"
    data "Boosts" "AC(2)"

    This is the code around the radiant 1d4 damage and the +2AC on concentrate, I'm unsure of what is "broken" and can't find the base game files to try and compare/fix if it's the reference to "AC(2)" or what? given the duplication of the "IF(IsConcentrating(context.Source)" and for me it working for the 1d4 radiant damage ring, but not the +2AC.
    1. Dolphinsfan895
      Dolphinsfan895
      • supporter
      • 0 kudos
      I mostly use this mod for access to the simple +2-4 stat  rings and those ones still work fine though larian will b&@*$ and moan about you using it so getting it to stay properly active on the save file can sometimes be iffy. Should they be force resetting it, I simply set my modsettings to read only after setting it up and with that method of making sure they don't deactive something on me unknowingly at least those rings function fine. ( I have more fancy ones that do damage from some other mods based on a dice roll or condition or off your casting stat from other mods that do work fine if you want any of those to just glance over and see what happened ). Should you ever try that sometimes if they do attempt or their program anyway to reset it when its readonly when launching you will get an error but the game won't crash or anything and it'll create a .temp version of the modsettings in the folder which I don't know what its meant to do I just toss it out when that happens. 

      Spoiler:  
      Show
       

       

      this is what the game will say despite that not being true (and in some cases forced by me with the read only thing to actually be true). I'll have to play around with some of the other rings in the mod and see if they function at all. 
    2. Tezra
      Tezra
      • member
      • 0 kudos
      i.e. for me the 1d4 extra radiant damage on concentrate works,

      yeah, that one doesn't work for me, sadly. was looking forward to this one on Wyll, found it pretty early.. but well, will have to wait till the strange conduit one from the creche
  11. Plasquar
    Plasquar
    • supporter
    • 5 kudos
    Since there are already some translations available for your mods I guess you don't mind, but I feel better asking.
    Are you ok with people creating translations for your mods?
    1. seymordius
      seymordius
      • premium
      • 80 kudos
      I'm fine with people making translations, just unpack the mod, update the English.xml to be whatever language, Spanish.xml for example, with translated content and shoot it over to me. I plan to eventually translate the projects myself, but I want to go over the item descriptions again before I do that.

      I would say upload just the translation, not the main mod files, as a separate mod and patch to be applied after the fact, but I'm not sure how localization files work in BG3, at least not to that extent.
    2. Plasquar
      Plasquar
      • supporter
      • 5 kudos
      There are basically 2 ways translations work, as far as I'm aware.

      Either mod developers include the translation (by having subfolders in the "Localization" folder, e.g. "English", "German", "Russian" etc.). The name of the .xml file inside that folder can be whatever you want. BG3 will use whatever language the player is using.

      Or people on Nexus or wherever create them and upload them as a seperate mod with a unique ID. These seperate mods just include the meta.lsx and the specific subfolder in their language (with the translated .xml file).

      Both ways got their ups and downs. If mod-devs include the translation themselves, it's super annoying having to update all the translations as well whenever you update the mod. But it's more convienient for players.
      If there's a seperate mod people have to use, yet another mod fills their load order and the mods might become outdated if the translators go inactive.

      So I can either send you the translated .xml file for you to include in your mod, or just upload it myself to Nexus.
    3. seymordius
      seymordius
      • premium
      • 80 kudos
      You can send it to me if you like. I'll upload a separate file for translators later tonight. Today's my 'clean the house' day.
    4. Plasquar
      Plasquar
      • supporter
      • 5 kudos
      Will do, altough I'm gonna wait for Patch 8.
      Seems to be very close and I guess most mods need an update then.