12/10/23 - added wildshape and polymorph to the main mod version. keeping the slayer version in optional files just in case of any jankiness, but it should be fine. also i have absolutely no idea how the version number in bg3mm works LOL
WIP:
still need to throw my durge off a cliff to test whether the hotbar resets
actually test whether it works with the wild magic surge - rng insists that im better off flying than turning into a sheep. UPDATE: doesn't work :')
maybe look into the logic behind the hotbar icons and weapons/equipment, which requires more brain cells than i have today.
KNOWN ISSUES:
may not work correctly yet for pieces of equipment that add multiple spells.
not yet implemented for states such as gaseous form.
currently does not support spells from equipment 'remembering' hotbar slot when swapping between several sets.
doesn't support controllers (i think)
results in a duplicated set of common actions e.g. jump that messes up keybindings. clicking manually on the actual hotbar icons still works though!
Unfortunately it seems this mod doesn't work anymore. I've tested polymorph, blink and wild magic and in all cases my racial spells and sorcerer abilities vanish and/or gets moved around on the hotbar.
Does this work for thrown weapons too? every time i throw the trident it takes the attack and tempest blast buttons away. its very annoying and i was hoping by chance this would work.
I second this. Came here to make a similar comment in case no one else brought it up. I have mods that feature custom weapons that return to hand when thrown just like the legendary Nyrulna trident from Act 3 and other weapons that share that magical property, and every time I use the option to throw it to attack a target from range, my abilities on my hotbar are jacked up.
This is because the game behaves as though weapons that are thrown are no longer equipped and therefore you temporarily lose the skills/abilities it gives you while the weapon is in flight, but are placed back on the hotbar in random order when it returns to your hand. I'm hoping this mod has the ability to keep our hotbars the same when throwing weapons or can be expanded upon to do so
exactly this! so tired of my thrown weapon skills being removed from hotbar then reassigned in the first open available spaces... would think Larian would have thought about that when they introduced a 'returning thrown weapon'.
i'm playing around with a feature that essentially clones a weapon's spells and binds them to the character temporarily so that when you throw the weapon, the game doesn't also yeet the spells from the hotbar -- might take a hot second to implement since i've got to wrap my head around scripting, but it's definitely on the to-do list unless someone beats me to it!
hey sorry for the late reply! i was referring to the legendary trident from act 3 but looks like someone beat me to it. really any returning weapon is very frustrating to deal with.. and if you get this fixed il drop a donation....if you dont mind of course.
Any updates on this? It drives me crazy that the game keeps removing icons from my custom hotbar although it's "locked".
Can you create a mod that actually permanently locks the hotbar custom tab? If a spell is not available anymore, its icon should be disabled (greyed out) instead of removed, e.g.: - switching to torch, dieing, all kind of unequipping a weapon removes weapon spells - stopping concentration removes Reapply Hex - unpreparing spells (clerics, wizards...) removes those spells Probably many more cases I did not yet experience or notice...
THANK YOU! i've spent 5+ playthroughs ignoring any kind of transformation from gaseous form, wild shape, slayer, and modded forms. now i can actually play the game the way larian intended xD
Using the drop down menus above the hotbar is the best way to play in turn based mode in my opinion. Wild shape re-adding everything back when I want it to be mostly empty is a damn shame and this mod is a godsend. Please don't abandon. People who don't have a problem with full customizability don't understand the struggle of organizing skills alphabetically or by spell slot because you are absolutely anal about organization.
64 comments
polymorphto the main mod version. keeping the slayer version in optional files just in case of any jankiness, but it should be fine. also i have absolutely no idea how the version number in bg3mm works LOLWIP:
KNOWN ISSUES:
Also for the problem with the "Perform" action on the hotbar. It can't be removed, too.
This is because the game behaves as though weapons that are thrown are no longer equipped and therefore you temporarily lose the skills/abilities it gives you while the weapon is in flight, but are placed back on the hotbar in random order when it returns to your hand. I'm hoping this mod has the ability to keep our hotbars the same when throwing weapons or can be expanded upon to do so
anywho, +1
Can you create a mod that actually permanently locks the hotbar custom tab? If a spell is not available anymore, its icon should be disabled (greyed out) instead of removed, e.g.:
- switching to torch, dieing, all kind of unequipping a weapon removes weapon spells
- stopping concentration removes Reapply Hex
- unpreparing spells (clerics, wizards...) removes those spells
Probably many more cases I did not yet experience or notice...