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  1. blackninjato2
    blackninjato2
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    Any suggestions?

    2.6 version: Fix for multiple instances of upcasting spells. DONE!
  2. EnielasSong
    EnielasSong
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    Nomally i would say, if you don't like a mod don't use it. But don't tell Mod Author how to create their mods. They do it in ther free time and no one pays them for it.

    I understand that some poeple want a more balances version. But why not have the origianl version and a balanced version both? Honestly i likes the mod as it is. I wouldn't want it to change!

    So if we can have two versions, everyone will be happy.
  3. Rezerections
    Rezerections
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    There is no good reason for the instruments to be summoned once per play through. I understand the argument that we should take all of them out but no other mod author has it this strict. Give the players more freedom. 
    1. NiXtaDaBz
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      Exactly, stupid way of implementing a mod. Now i can't find the instruments anywhere, i have too much stuff in my camp stash, and i don't find them in the tutorial chest either.

      Very bad, even though the mod is excellent otherwise.
  4. Acired
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    Is there any chance this mod can get ported to mod.io for integrated Steam/GOG/Console players to have mods straight from the source?
  5. somethingsomewhere
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    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!
  6. HeZijie
    HeZijie
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    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.
  7. HeZijie
    HeZijie
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    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.
    1. blackninjato2
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      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.
    2. HeZijie
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      glad to hear that!!!! I'll list my ideas in a couple of days.
  8. DemonEyesZero
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    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
    1. blackninjato2
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      U can self control balance:) or just go wild:)
  9. Entreped
    Entreped
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    Does this mod have any conflicts with Ember's LuteHaunted Instruments, and Celestial Instruments?
  10. HeZijie
    HeZijie
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    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。

    https://www.nexusmods.com/baldursgate3/mods/12904
  11. HeZijie
    HeZijie
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    Love this mod. And I made a translation pak by myself and used for a while . Can I share it at nexusmods?
    1. blackninjato2
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      Yes you can.