No hard mod requirements, other than my own mod - just easy plug and play.
New spell VFX for spells of my custom classes, that I handcrafted with the Toolkit.
New VFX for Dragon breaths. No longer "just" Fireball recollors, and goodness I do love Fireballs.
New Healing Breath, that is unique for Nox subclass - both in humanoid and Dragon form.
You can now color your Draconic scales, both on the body and the face via the same Character creation tab! Be aware though - due to limitations of the UI, you cannot do this on the initial Character Creation. Use Magical Mirror to customize them.
Heads in CC now have UI icons, to match the visuals of the race.
Custom Hirelings, that come with my mod, with the custom classes are no longer replacements. They are standalone and fully functional.
YOUR OLD SAVES, MADE WITH PATCH 7 VERSION
Unfortunately, any savegames that you've made with my previous version of the mod will not work. Your game will literally explode if you try. The backend and structure changes of the mod are too large and this was unfortunately unavoidable. This is due to me working entirely with official BG3 Toolkit while crafting Patch 8 version of my mod.
I will keep Patch 7 version of my mod alive, for those of you, who choose to play your old saves - with the usual caveat - I will not be developping that version further and any subsequent updates of my mod will be made for Patch 8 version of my mod.
Patch 7 version of my mod, as of now, is playable. Details for Patch 7 Version of my mod will live on here.
UNIQUE TAV, 5e SPELLS AND TRANSLATION MODS COMPATIBILITY
Due to changes in structure of my mod, translation mods will need update and will not work.
Same goes to Unique Tav compatibility patch and Unique Tav in general. I've added my own custom body shader, to allow for scale customization to be synced with the color of the facial ones. These mods will not work with Patch 8 version of my mod and will cause my mod to not function properly.
For some reason, 5e Spells mod makes my Dragon forms invisible. They mention using my assets, so it likely somehow incorrectly affects newest version of my mod, can't think of any other reason.
KNOWN ISSUES, STATUS OF MOD.IO VERSION
The UI while selecting a Hireling is acting up weirdly. Vanilla game does not count with existence of larger number of Hirelings, other than those, that are predefined and the UI fails to expand accordingly. I think ImpUI fixes it, but not sure.
As stated above - Due to limitation of UI, you cannot customize your Draconic Scales upon initial Character Creation. However - You can do so if you use Magic Mirror, once you gain access to it.
While my mod is now fully BG3 Official Toolkit made, I've been having issues uploading to mod.io. As of writting this, I've not managed to upload to the site successfully. For some reason, BG3 Toolkit times-out on large files, if your internet upload happens to be too "slow", without this being specified anywhere.
PLAYING IN MULTIPLAYER
If you run into an issue of game claimning you have mismatching version of my mod while playing with your friends, even though both of you are using the same version, run your game as an Administrator.
BIG THANKS
To aceofpie who did bug testing for me. Without their help, the mod would defo not be out today.
Hi Johauna! Thank you so much for your fantastic mod, as well as this detailed information! :)
I've developed a workaround for console race mods and people have been asking me if I could bring your mod to console. For me, the issue is clear: this is your idea and your mod, so its up to you to decide!
A) Would you want to offer this for console players? I created a tutorial on how to do it, and it is pretty simple. If you would have any questions, feel free to reach out to me (best on mod.io or discord bc I don't check Nexus too regularly) B) If you are not interested in offering it for console yourself, would you be up if I create a mod, inspired by your half-dragon mod, for console? I would reference you ofc - or we could publish it as co-authors if you like!
Looking forward to hear from you and wishing you an amazing week!
Creating a version compatible with consoles would essentially mean a different mod entirely. Currently, there are two issues - consoles don't permit race mods and don't support custom shaders, that my mod contains. The only workaround I can think of, is creating a version without custom shaders, and the races made as classes.
I am still somehow hoping they will fix the issues with races at the very least, then yes, I'd be happy to just create a version without the shader, as the changes to the mod itself wouldn't take too much effort, to be published as a separate mod, without losing any of the feel and content of the PC version.
First off, this and scars and horrors are by far my most favorite mods for PC. Playing as a drow half shadow dragon is a blast which leads me to my question 😅.
Since the head mod i mentioned above just dropped on console I was wondering if its at all possible to get it on console too. I've read through a lot of the comments here and did notice there's a limitation on mod.io back in May that youre hoping to fix or larian fix, cant remember exactly as I write this, but once there, since this doesnt use SE anymore, would it be possible?
Race mods are not allowed for consoles, unfortunately. Additionally, my mod has a custom shader, which also cannot be on console. I'm sorry, but I cannot get around those limitations.
Hello. The latest version of your mod prevents the game from starting for some reason. There are no additional races in the list of mods. The previous version loads without problems. What do you think could be the problem? I also tried to launch the game with the same mod that was working yesterday and the game stopped running. Everything works without your mod.
Can't say for sure. If you use unique tav, or anything that is patched for my mod and its' old versions can be the problem, including translation mods. I'm not available until july, but I had no problem loading the game with just my mod. There has to be a factor you have, that I do not. I use my mod only.
Hey thanks for the mod. Nox is my favorite class, and this is my favorite visual mod. It'd be nice to know whether there is a known way to fix the front right leg pointing forward while flying somewhere. Or that this is common and not specific to me and that there is no way to fix it.
The Dragon animation my mod is using is a version an Early Access BG3 had - first, non public version of this mod has existed since Early Access of Baldur's Gate 3. There is no relevant/equivalent animation, that can be used for base Dragon locomotion (movement) loop, that would not look out of place in some way in final release of the game, that is available and the animation my mod is using was actually not included in full release of the game and is the best I have.
Only option is, to make the dedicated dragon animation from scratch (and importing it into the game), something I am not capable of doing as of now. I've learnt a lot in past years, in order to begin creating mods, including 3D modelling from scratch (zero knowledge), unfortunately, full on animations; not yet.
I've tried up many 'heads up' with my mod description so far. I could have missed some. I am, unfortunately, only a human. Plus, based on almost two years of creating and responding to players' inquiries, people just refuse to read. I am a bit exhausted by now.
My newest version of the mod has unique shader I created to match the colors of Draconic scales both for body and scales. If you use any form of Unique Tav with my newest version - they are not compatible.
Finally got around to modding BG3 again, but I'm running into an issue. With JUST Half-Dragon and Improved UI I get this error and running ImpUI by itself doesn't give any errors. I've verified files and made sure everything else was up to date, even deleting the mod and reinstalling it. Any ideas?
Osiris Error: 2 error(s), 0 warning(s) in compilation. bg3se::esv::lua::OsirisNameResolver::RebuildCacheIfNecessary(): Couldn't bind Osiris queries - no adapters available (maybe story compile or merge failed?)
Newest version of my mod does not use SE. Running my mod on its own, as it has no prerequisities in newest version, I encountered zero issues during testing. Cannot offer advice. :(
Was doing some experimenting with the mod again now that it's patch 8 and fewer changes should happen. Found a couple things I'd suggest that should be in line with what you were aiming for.
Basic attacks seem to be defaulting to a slam whose size is (i'm guessing) just the same as a full red dragon's from near the end of the game. May need to double check having its size scale with the character's own? Not defaulting to that and going to the dragon claws attack would also be nice. The second fly movement (go into air, land with a slam) has the same sizing disproportion issue as the slam attack. Probably low-to-no priority: Flying animation seems to be a little goofy when going uphill (repeated stop-restarts, example is heading north from warp point just before lae'zel's cage sequence. Definitely not expecting a climb animation so i'll just smirk at a flappy dragon descending down vines like an elevator.
Overall, I'm having fun and hope you get your mod.io stuff uploaded as soon as internet or circumstances allow. The more i experiment with it, the more i feel like the two subclasses would 'feel' better with friends and mine are on console for now.
I am hoping to get the modto mod.io, however, given the hard cap of 500 MB mod.io has, I will not be able to expand the mod there much further, unfortunately.
1907 comments
This is due to me working entirely with official BG3 Toolkit while crafting Patch 8 version of my mod.
I will keep Patch 7 version of my mod alive, for those of you, who choose to play your old saves - with the usual caveat - I will not be developping that version further and any subsequent updates of my mod will be made for Patch 8 version of my mod.
Patch 7 version of my mod, as of now, is playable. Details for Patch 7 Version of my mod will live on here.
I've developed a workaround for console race mods and people have been asking me if I could bring your mod to console. For me, the issue is clear: this is your idea and your mod, so its up to you to decide!
A) Would you want to offer this for console players? I created a tutorial on how to do it, and it is pretty simple. If you would have any questions, feel free to reach out to me (best on mod.io or discord bc I don't check Nexus too regularly)
B) If you are not interested in offering it for console yourself, would you be up if I create a mod, inspired by your half-dragon mod, for console? I would reference you ofc - or we could publish it as co-authors if you like!
Looking forward to hear from you and wishing you an amazing week!
I am still somehow hoping they will fix the issues with races at the very least, then yes, I'd be happy to just create a version without the shader, as the changes to the mod itself wouldn't take too much effort, to be published as a separate mod, without losing any of the feel and content of the PC version.
Many thanks for the mod, wouldn't pick any other race
Since the head mod i mentioned above just dropped on console I was wondering if its at all possible to get it on console too. I've read through a lot of the comments here and did notice there's a limitation on mod.io back in May that youre hoping to fix or larian fix, cant remember exactly as I write this, but once there, since this doesnt use SE anymore, would it be possible?
Edit: i could make it, but the guardian didnt had scales. is there a way to put scales on the dream guardian?
It'd be nice to know whether there is a known way to fix the front right leg pointing forward while flying somewhere. Or that this is common and not specific to me and that there is no way to fix it.
Only option is, to make the dedicated dragon animation from scratch (and importing it into the game), something I am not capable of doing as of now. I've learnt a lot in past years, in order to begin creating mods, including 3D modelling from scratch (zero knowledge), unfortunately, full on animations; not yet.
Otherwise the mod is fantastic.
With JUST Half-Dragon and Improved UI I get this error and running ImpUI by itself doesn't give any errors.
I've verified files and made sure everything else was up to date, even deleting the mod and reinstalling it.
Any ideas?
Osiris Error: 2 error(s), 0 warning(s) in compilation.
bg3se::esv::lua::OsirisNameResolver::RebuildCacheIfNecessary(): Couldn't bind Osiris queries - no adapters available (maybe story compile or merge failed?)
Basic attacks seem to be defaulting to a slam whose size is (i'm guessing) just the same as a full red dragon's from near the end of the game. May need to double check having its size scale with the character's own? Not defaulting to that and going to the dragon claws attack would also be nice.
The second fly movement (go into air, land with a slam) has the same sizing disproportion issue as the slam attack.
Probably low-to-no priority: Flying animation seems to be a little goofy when going uphill (repeated stop-restarts, example is heading north from warp point just before lae'zel's cage sequence. Definitely not expecting a climb animation so i'll just smirk at a flappy dragon descending down vines like an elevator.
Overall, I'm having fun and hope you get your mod.io stuff uploaded as soon as internet or circumstances allow. The more i experiment with it, the more i feel like the two subclasses would 'feel' better with friends and mine are on console for now.