I love this mod! I was hoping the game would have some unusual monster companions or sidekicks, and I was disappointed when it didn't. But with this mod it's like I have a fun and interesting extra party member or two! It's so much fun, thank you for making it!
Before I list my changes, I first want to state a viewpoint. When we play games, there are two selves that exist simultaneously. One is the protagonist we play in the game, and the other is the player in front of the screen. The following thoughts do not represent all people, but perhaps they represent a significant number of people.
The self as the protagonist always strives to do the best, that is, trying to adopt the best strategies, overcoming difficulties, defeating strong enemies, and guarding against risks.
The self as the player considers more...including but not limited to the following issues: whether the operation is cumbersome, whether one can enjoy the pleasure of overcoming difficulties, whether the entire story aligns with the desired direction, and so on.
If a very powerful item appears in the backpack, the self as the protagonist will definitely use it; not using it is hypocritical or unwise. However, the self as the player may feel bored when using it. Here, the two selves have a contradiction. We must make a difficult choice; satisfying one side's needs means that the other side must be harmed.
I believe that any item or game setting should not cause a significant divergence between these two selves.
Back to the musical instruments in this mod.
Many of the monsters summoned by musical instruments have combat power that is not inferior to the character itself. If they are all summoned, it would be the best strategy for the self as the protagonist, but the self as the player would have a bad experience. The team size suddenly doubles, making the map look very crowded and increasing the complexity of movement. Moreover, their excellent combat skills can easily overshadow the protagonist, making people forget who is the protagonist in this story.
This is the reason why the functions of many musical instruments must be limited.
I mainly limit them at the followinglevels:
1. Powerful summoned creatures or somepowerful spells in the mod must require the user to have musical instrument proficiency.
You must have excellent playing skills to drive the magic power within the instruments.
This setting has two benefits: one is that it can greatly limit the number of summoned creatures in the team, and the other is to make the originally almost useless Performer feat more valuable.
2. Replace the overly powerful equipment on the summoned creatures.
Including everyone's weapons, all are replaced with ordinary weapons or +1 weapons, thereby reducing their damage capabilities.
For the level 11 or 12 Assassin of the Styx, his Bhaalist Armour should also be removed.
Additionally, I think Melody's weapon should be changed to a branch, which is more in line with her character, but unfortunately, I failed.
3. Set a 100-turn existence time limit for all powerful summoned creatures.
This means they can usually only participate in 1-2 battles, but it is also because of this that everyone has a chance to take the stage.
4. Other changes.
The Heroes' Feast is changed to short rest recovery — because I think it's convenient but strange that such high-level spells can be used casually.
5.Some unimplemented ideas.
Perhaps summoning spells should not be mainstream?
Maybe we should focus on the characteristics of musical instruments?
Imagine that these instruments have the ability to be used once per battle:
(Musical instrument functions without proficiency requirements):
A violin that can taunt people around (they plays so badly that everyone wants to hit them)
A drum that can cast Shattering Wave or knock people back ten meters.
A flute that can make people around laugh.
(Musical instrument functions with proficiency requirements):
A lyre that can attract all enemies or make them involuntarily dance.
A lute that can inspire morale over a wide area, increasing attack and damage for several turns.
A violin that can increase the jumping distance of people around for 3 turns, or make them fly.
A drum that can give surrounding teammates an extra action.
When casting spells, remember to use the bard's performance motion.
These are all my ideas, and I would be very happy if they could help your creative inspiration.
Hi, thanks for the mod. I'm almost done with the game.
The feeling I get with this mod is that some summons are too powerful. Especially for styx, the sneak attack after level 12 can deal very terrible damage. So I suggest weakening the attributes and weapons of the summons and reducing their feats. Another suggestion is to set certain conditions or time limits for some summoning skills. According to the current settings, players can bring 4 super-powerful summoned monsters in act 1, which greatly reduces the difficulty of the battle.
I have made some modifications to my own gameplay to better enjoy the mod. Thanks again for your wonderful creation.
Hey I never tested how is balance of the mod. I imagine player can self regulate the balance by only summoning one or two summons. I am interested into what changes you made for yourself. Maybe I can implement some of your ideas into the mod.
So if i summon sumthing, will i be able to switch Instruments to summon sumthing else or will they go away, kind of would like it balance where only 1 summon at a time
Upload completed! Another version of the Chinese localization file, which is more in line with my personal preferences. 上传完成!另一个版本的中文本地化文件,更符合我的个人使用偏好。
Mod causes the game to get stuck at 75%. I used the Useful Music Instruments and Deekin Scalesinger TU version. I also have spawn tutorial chest mod installed.
I'm not sure what's conflicting with it, but the issue is resolved after removing it.
Fixed by
1.) Close the game and Uninstall the mod. 2.)Go to: C:\Users\%USERPROFILE%\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public 3.) Open the file using Notepad or whatever else you have. 4.) Delete the <node id="Mods"> group. <node id="Mods"> <children> <node id="ModuleShortDesc"> <attribute id="Folder" type="LSString" value="GustavDev"/> <attribute id="MD5" type="LSString" value=""/> <attribute id="Name" type="LSString" value="GustavDev"/> <attribute id="PublishHandle" type="uint64" value="0"/> <attribute id="UUID" type="guid" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8"/> <attribute id="Version64" type="int64" value="36028797018963968"/> </node> </children> </node>5.) Save the file. 6.) The game will then crash on launch due to the mod menu no longer functioning, it will recreate the file on the next launch. Then you'll just have to select to enable the mods associated with the save.
The initial game load speed may be slower due to the volume of mode being enabled in a single instance. You won't see the slowness after the first load.
Strangely enough I don't have Granny and Grandpa's instruments in my game, the others seem to be spawning just fine (and I have had them before, chest next to Alfira, I can prove it I have the hat! =P). Don't know if others have this issue, didn't see it in the bugs list.
(Counting the goblin fight at the gate as first fight - All tested on explorer)
Test 1 - Basic mods + Useful instruments from the start. Grandparents instruments: Present Test 2 - Test 1 + other mods added before first fight. Grandparents instruments: Present Test 3 - Test 1 + other mods added after first fight. Grandparents instruments: Present (Obviously further testing wasn't really needed after this, but I wanted to figure out where the trigger might be)
Test 4 - Only Basic mods + useful instruments added after first fight. Grandparents instruments: No (Goblin Drum no, Harpy Lyre yes) Test 5 - Only Basic mods + useful instruments added before first fight. Grandparents instruments: No (Goblin Drum yes, Harpy Lyre yes) Test 6 - Only Basic mods + useful instruments added in camp just after getting Gale. Grandparents instruments: No (Goblin Drum yes, Harpy Lyre yes) Test 7 - Only Basic mods + useful instruments added on Nautiloid just before last fight. Grandparents instruments: Present
158 comments
2.6 version: Fix for multiple instances of upcasting spells. DONE!
simultaneously. One is the protagonist we play in the game, and the other is
the player in front of the screen. The following thoughts do not represent all
people, but perhaps they represent a significant number of people.
The self as the protagonist always strives to do the best, that is, trying to adopt the best strategies, overcoming
difficulties, defeating strong enemies, and guarding against risks.
The self as the player considers more...including but not limited to the following issues: whether the operation is
cumbersome, whether one can enjoy the pleasure of overcoming difficulties,
whether the entire story aligns with the desired direction, and so on.
If a very powerful item appears in the backpack, the self as the protagonist will definitely use it; not using it is
hypocritical or unwise. However, the self as the player may feel bored when
using it. Here, the two selves have a contradiction. We must make a difficult
choice; satisfying one side's needs means that the other side must be harmed.
I believe that any item or game setting should not cause a significant divergence between these two selves.
Back to the musical instruments in this mod.
Many of the monsters summoned by musical instruments have combat power that is not inferior to the character itself. If
they are all summoned, it would be the best strategy for the self as the
protagonist, but the self as the player would have a bad experience. The team
size suddenly doubles, making the map look very crowded and increasing the
complexity of movement. Moreover, their excellent combat skills can easily
overshadow the protagonist, making people forget who is the protagonist in this
story.
This is the reason why the functions of many musical instruments must be limited.
I mainly limit them at the followinglevels:
1. Powerful summoned creatures or somepowerful spells in the mod must require the user to have musical instrument
proficiency.
You must have excellent playing skills to drive the magic power within the instruments.
This setting has two benefits: one is that it can greatly limit the number of summoned creatures in the team, and the
other is to make the originally almost useless Performer feat more valuable.
2. Replace the overly powerful equipment on the summoned creatures.
Including everyone's weapons, all are replaced with ordinary weapons or +1 weapons, thereby reducing their damage
capabilities.
For the level 11 or 12 Assassin of the Styx, his Bhaalist Armour should also be removed.
Additionally, I think Melody's weapon should be changed to a branch, which is more in line with her character, but
unfortunately, I failed.
3. Set a 100-turn existence time limit for all powerful summoned creatures.
This means they can usually only participate in 1-2 battles, but it is also because of this that everyone has a
chance to take the stage.
4. Other changes.
The Heroes' Feast is changed to short rest recovery — because I think it's convenient but strange that such high-level spells can be used casually.
5.Some unimplemented ideas.
Perhaps summoning spells should not be mainstream?
Maybe we should focus on the characteristics of musical instruments?
Imagine that these instruments have the ability to be used once per battle:
(Musical instrument functions without proficiency requirements):
A violin that can taunt people around (they plays so badly that everyone wants to hit them)
A drum that can cast Shattering Wave or knock people back ten meters.
A flute that can make people around laugh.
(Musical instrument functions with proficiency requirements):
A lyre that can attract all enemies or make them involuntarily dance.
A lute that can inspire morale over a wide area, increasing attack and damage for several turns.
A violin that can increase the jumping distance of people around for 3 turns, or make them fly.
A drum that can give surrounding teammates an extra action.
When casting spells, remember to use the bard's performance motion.
These are all my ideas, and I would be very happy if they could help your creative inspiration.
The feeling I get with this mod is that some summons are too powerful. Especially for styx, the sneak attack after level 12 can deal very terrible damage. So I suggest weakening the attributes and weapons of the summons and reducing their feats.
Another suggestion is to set certain conditions or time limits for some summoning skills. According to the current settings, players can bring 4 super-powerful summoned monsters in act 1, which greatly reduces the difficulty of the battle.
I have made some modifications to my own gameplay to better enjoy the mod. Thanks again for your wonderful creation.
I am interested into what changes you made for yourself. Maybe I can implement some of your ideas into the mod.
上传完成!另一个版本的中文本地化文件,更符合我的个人使用偏好。
https://www.nexusmods.com/baldursgate3/mods/12904
I'm not sure what's conflicting with it, but the issue is resolved after removing it.
Fixed by
1.) Close the game and Uninstall the mod.
2.)Go to: C:\Users\%USERPROFILE%\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public
3.) Open the file using Notepad or whatever else you have.
4.) Delete the <node id="Mods"> group.
<node id="Mods">
5.) Save the file.<children>
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSString" value="GustavDev"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="LSString" value="GustavDev"/>
<attribute id="PublishHandle" type="uint64" value="0"/>
<attribute id="UUID" type="guid" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8"/>
<attribute id="Version64" type="int64" value="36028797018963968"/>
</node>
</children>
</node>
6.) The game will then crash on launch due to the mod menu no longer functioning, it will recreate the file on the next launch. Then you'll just have to select to enable the mods associated with the save.
The initial game load speed may be slower due to the volume of mode being enabled in a single instance. You won't see the slowness after the first load.
however the items only spawn ONCE
Any Chest in future can no longer contain any items from his mod.
Am I doing the load order wrong or something?
Thank you for the great mod to bring Deekin back.
Test 1 - Basic mods + Useful instruments from the start. Grandparents instruments: Present
Test 2 - Test 1 + other mods added before first fight. Grandparents instruments: Present
Test 3 - Test 1 + other mods added after first fight. Grandparents instruments: Present
(Obviously further testing wasn't really needed after this, but I wanted to figure out where the trigger might be)
Test 4 - Only Basic mods + useful instruments added after first fight. Grandparents instruments: No (Goblin Drum no, Harpy Lyre yes)
Test 5 - Only Basic mods + useful instruments added before first fight. Grandparents instruments: No (Goblin Drum yes, Harpy Lyre yes)
Test 6 - Only Basic mods + useful instruments added in camp just after getting Gale. Grandparents instruments: No (Goblin Drum yes, Harpy Lyre yes)
Test 7 - Only Basic mods + useful instruments added on Nautiloid just before last fight. Grandparents instruments: Present