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DiZ91891

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  1. DiZ91891
    DiZ91891
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    When reporting a problem, please provide details beyond "xyz isn't working", etc. Such details would include mod order, load order, class, subclass, level and other stuff like screenshots, etc. Additionally, you should always have the latest version of this mod and have the relevant .json for the configurable options of the mod. For assisting with troubleshooting before submitting posts or bug reports, please enable the script extender console using the information in the 2nd pinned message below, provide the debug information up to the main menu, preferably in spoilers.

    Differences between Expansion and Unlock Level Curve? (Asked quite frequently so placing here)

    • This mod utilizes the script extender to make the mod configurable, allowing one to provide varying additional feats for classes, modify the XP rate, enable the Optional Features provided through the Tasha's Cauldron of Everything source material for the majority of the classes and some miscellaneous things, minimizing the need for numerous optional patch mods. Also specifically accounts for my 5e Spells mod but can be used without it.
    • Both mods share a number of class/subclass features but this mod currently contains a few more and also takes greater measures to implement many of them closer to the source material. It also uses the script extender to implement some features that would be a lot more difficult and/or not as streamlined through stats alone such as the Arcane Trickster Rogue's Spell Thief feature or the Beast Master Ranger's Share Spells feature.
    • In relation to the 2nd bullet, this mod adds a panther as a option to the Beast Master Ranger's ranger companion action (made as a request from this mod's Early Access version) and as a whole serves as a more RAW implementation of the Companion's Bond feature such as granting it proficiency in all saving throws, scales with you in level so its hit points and ability scores increase accordingly and as a replacement for the Favored Enemy part of the feature, the panther also deals additional damage when you use the Favored Foe ability on a creature (partly since Hunter's Mark already does a similar thing for ranger companions).
    • This mod also doesn't add any additional wildshapes that scale up with level like the base game does nor does it provide conversions for Sorcerer's sorcery points to spell slots above 5th level since that's not how those work in DnD, which is how I adhere to stuff for this mod.

    • Also adds the Bladesinger Wizard subclass. Somewhat random but it was requested years ago during Early Access when this mod originally established progressions for 5th and 6th level and later progressions up to 20th level before the game's full release (along with other subclasses). And I didn't care and still don't care enough to make multiple mod pages for content that could reasonably fall under one umbrella.
  2. DiZ91891
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    For those experiencing levels becoming out of sync when adding this mod or when changing XP rates during an existing playthrough, including with the Expansion XP mod, try the following fix in the script extender console. If you're using the BG3 Mod Manager, go to your Settings, click Open Preferences, then click the Script Extender tab in the new window that pops up. Under that tab, check the Create Console setting. Once you've loaded up the game and loaded into your given save, click enter in the console so that "S >>" appears. While controlling a specific character whose level you want others to be based on, type in the console:

    _D(Ext.Entity.Get(GetHostCharacter()).Experience)

    It should show you the current experience that character has, the account needed to reach the next level and the total experience they have gained. Record that info down and then go to each character whose experience you want to change to match the previous character and type in each of the following line by line:

    Ext.Entity.Get(GetHostCharacter()).AvailableLevel.Level=14
    Ext.Entity.Get(GetHostCharacter()):Replicate("AvailableLevel")
    Ext.Entity.Get(GetHostCharacter()).Experience.CurrentLevelExperience=4420
    Ext.Entity.Get(GetHostCharacter()).Experience.NextLevelExperience=159420
    Ext.Entity.Get(GetHostCharacter()).Experience.TotalExperience=159420
    Ext.Entity.Get(GetHostCharacter()):Replicate("Experience")
    StartRespec(GetHostCharacter())

    Then level up from there.
  3. videqualia
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    Say I wanted to have a character go above lv 20, but never fully level a single class to it's max (20). What steps do I need to take to make a character be able to keep leveling all the way to something like 40?

    There's a max level field and a max experience field in the MCM. If I set both substantially higher, do I still need to figure out a dummy file to keep leveling 21+? This is a question in context of there being fields for exp required for levels 1 to 20, but not beyond that).

    Great mod, liking it quite a bit
    Thanks!
    1. DiZ91891
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      Yeah another file that establishes levels and experience needed above 20 is needed.
    2. Tyrann0saurusM3
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      I've been trying to figure this out as well, what would a dummy file look like in order to level beyond 21?
    3. DiZ91891
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      Check the github linked on the mod page. The XP rate files show an example of how its supposed to look.
    4. videqualia
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      The modification needs to be inserted into the .pak file, correct? It's not as simple as just extending the "BG3MCM/Profiles/default/Expansion/settings.json"? I haven't unpacked it yet so this is speculation, but it's taking the XP file with all the "key" entries and adding
      key "Level21","20000"
      key "Level22","21000"
      [and so on]
      key "Level44", "50000"
      key "MaxXPLevel","44"
      while also editing the Expansion.json's "XP Rate" dict to match? Then just repacking it and using that pak instead?
    5. DiZ91891
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      I wouldn't insert it into this mod since everytime I update, you would have to keep redoing it. I would more so recommend you create a separate mod to do that. There are also other mods other there that do a similar thing so for leveling past 20.
    6. Tyrann0saurusM3
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      Thank you for taking the time to point me in the right direction! 
    7. videqualia
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      Just was looking to see if there was a relatively easy/painless way to do it. Seems like I'm not the only one who wants a version of this idea built to be fully compatible with your mod (since it's obviously a good mod). Was I at least on the right track? 
  4. Keileon
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    I don't suppose we could get a Level 24 version/option so that a multiclasser could reach level 12 in two classes?

    It's not super needed but it feels cleaner.
    1. DiZ91891
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      Afraid not. Not the intent of this mod.
  5. NeolSkyWalker
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    Hi, my favorite foe hotbar is empty. Not sure how to proc it properly.
    Modlist running:
    MCM
    SpellListSorter
    Expansion
    AdvancedTTSpell
    AbsoluteWrath
    EnemiesReworked
    Instant Level Up
    Baldur's Gate 2 Weapons and Armors

    Edit: Activated only Expansion & MCM and Favored Foe hotbar is still empty. I don't seem to proc it either
    1. DiZ91891
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      What does Favored Foe hotbar mean. Really need as much detail at all times when asking anything at all.
    2. NeolSkyWalker
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      Edit:
      The favored foe feature gives the ranger a favored foe resource and two reactions. The two reactions (attack and spell) never trigger, and when I click on the favored foe icon, no available actions are shown in the quickbar. Currently disabling this feat.
    3. DiZ91891
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      I'm assuming Favored Foe hotbar and Favored Foe icon are perhaps supposed to be the same thing? There are no actions associated with Favored Foe, only the two reactions so I don't understand what icon you're clicking on that is showing no available actions in the quickbar (also not sure entirely sure what that is and almost makes it seem like a spell container)?

      I'm trying to wrap my head around if there is something additional you're referring to, which would allude to another mod possibly conflicting but it doesn't seem likely from that list. I'm not running into any issues with the weapon or spell attack parts triggering so if you could provide screenshots, it would be a bit easier to understand what you mean.
  6. Dominion316
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    When I change the XP values BG3 don't usse the XP from the expansion.json data, Instead, the values from XPdata.txt where used (... Baldures Gate 3 -> Data Public -> SharedDev -> Stat -> Generated -> Data -> XPdata.txt).

    Above Level 12 he uses other data where I do not know where they come from (level 12 to 13 -> 20000XP, Level 13 to 14 -> 20000XP, Level 14 to 15 25000XP).

    But the XP values from Expansion are not used, ATT Spells work.

    I don't understand what is wrong?
  7. Painlieeer
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    So with this mod and default XP table the max level i can reach is 17?

    The files on your github, like the 75% XP makes it faster or slower to level up? i am planning to add some encounters in the game and wanted to make it slower to level up
    1. Posija
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      You can manually change the XP for each level in Mod Configuration Menu, takes a little bit of time but i just adjusted each level to require 80% of the original (if you mess up you can always reset to default). So i made the levelling faster.

      With faster levelling and otherwise vanilla game i got level 19 right before the final boss fight.
  8. how do i use the favored foe feature? Can't seem to get it to proc or use any charges.
    1. NeolSkyWalker
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      Hi, have you managed to get it to work?
  9. Blackice000
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    Just a quick question. Do you plan on adding Expansion to the mods.io / in-game mod manager? Tried looking there and didnt find so am asking out of curiosity.

    One more question, do you plan on adding the rest of the new subclasses?
    1. DiZ91891
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      No plans to because a big aspect of this mod is the configurable nature using the script extender, which wouldn't work on mod.io, and because I dislike mod.io.

      And yes eventually.
  10. NeolSkyWalker
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    Hi, I would like to report that Thousand Forms for Moon Circle Druid's description became "Not Found"
    1. DiZ91891
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      Not something I'm seeing. Are you using a translation mod perhaps?
    2. NeolSkyWalker
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      No, I disabled the translation mod and the problem persists.
    3. NeolSkyWalker
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      Similar things happened to me for 5e Spells as well. I dunno if it's something going wrong with my game or so.
    4. DiZ91891
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      Yeah thought your name looked familiar. Not sure what's up with that I'm afraid though. It being "Not Found" generally means the ID tied in the localization file isn't the same as what the passive but that's definitely the case per the below so seems like there's somehow a conflict in another mod somewhere from what I can assume.

      new entry "ThousandForms"
      type "PassiveData"
      data "DisplayName" "h08f12d62g3937g4d53ga10age5d3b720c89b;1"
      data "Description" "h33f8e219g3c7fg4c25g8e5fg5fde0bcb7e6d;1"
      data "Icon" "PassiveFeature_ThousandForms"
      data "Properties" "Highlighted"
      data "Boosts" "UnlockSpell(Shout_AlterSelf)"

      <content contentuid="h33f8e219g3c7fg4c25g8e5fg5fde0bcb7e6d" version="1">You can cast the <LSTag Type="Spell" Tooltip="Shout_AlterSelf">Alter Self</LSTag> spell without using a <LSTag Tooltip="SpellSlot">Spell Slot</LSTag>.</content>
      <content contentuid="h08f12d62g3937g4d53ga10age5d3b720c89b" version="1">Thousand Forms</content>
    5. NeolSkyWalker
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      Hi: Just re-installed the game and the launcher pop up with data mismatch error. Proceeded to installing Expansion, 5e Spells and New Game Plus without translation mods. Still Not Found for descriptions of Enemies Abound and Flaming Arrow spell...
    6. NeolSkyWalker
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      I dunno. Is there a conflict with Expansion??? How should I load 5e spells and Expansion? Should I load Expansion first?
    7. NeolSkyWalker
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      Is there a way to inspect where texts are pointing in game? I have no idea what else I can do to track the source of this bug.
    8. DiZ91891
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      I don't fully understand what you're asking but firstly, have you very specifically used any of these mods by themselves without anything else. Like one mod at a time.
    9. NeolSkyWalker
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      I hope to test it in batch but I need to find out a way to instantly level up using whatever
    10. NeolSkyWalker
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      I hope to test it in batch but I need to find out a way to level up using whatever instantly
    11. DiZ91891
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      There are some XP mods around or if you're familiar with using the script extender console, you can enter in the following while logged into a save:

      SetLevel(GetHostCharacter(),20)
      RequestAutoLevel(GetHostCharacter())
    12. NeolSkyWalker
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      I tried with only Expansion, MCM and toggled MCM setting with Instant leveling mod to reach level 14. Tested with no translation mod, and the text for Thousand Forms is still "Not Found".
    13. NeolSkyWalker
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      Uninstalled all mods, verified file integrity and re-installed only MCM and Expansion with Script Extender, Used your command to reach lv14, and Thousand Forms still show "Not Found".
    14. NeolSkyWalker
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      Hi @DiZ91891, I had a finding that when using 5e spells and Expansion together, the description of the Circle of Moon Level 14 feat in the action bar became normal - it turned into "Alter Self" with spell description texts instead of "Not Found"..
    15. DiZ91891
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      I thought you said this whole time it was solely the Thousand Forms feature/passive name and description itself that was popping up as Not Found but the spell, Alter Self, being the issue does make sense since I think I'd forgotten to move those localizations into this mod as well to make 5e Spells not a hard requirement.

      Although at the same time, I could've sworn you mentioned already having 5e Spells while still experiencing the issue? Confusing but either way will take care of that portion.
    16. NeolSkyWalker
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      I was doing several batch tests and did not realize it wasn't Expansion + 5e Spells. I encountered this issue with Expansion + Mystra Spells + AdvancedTTSpells. And 5e Spells can make the Not Found Texts normal, which I am very confident in. Sorry for the confusion!

      Sincerest apologies.
    17. DiZ91891
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      All good.
  11. haileyboo
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    do you have any plans for adding the new subclasses to this mod? o: like the class feats and stuff
    1. DiZ91891
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      Yes.
    2. haileyboo
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      aah awesome! :'D i'm so excited
  12. TitanMKI
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    Hi, do you have any plans to add progression for Patch 8 subclasses beyond level 12?