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.
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).
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.
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 :-)
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?
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.
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.
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.
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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.
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
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?
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.
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.
386 comments
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.
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).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!
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.
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 :-)
Update: Immersive Version also still works.
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.
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.
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
Are you ok with people creating translations for your mods?
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.
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.
Seems to be very close and I guess most mods need an update then.