I'm curious, I haven't had the chance to test it yet: Since this uses the interrupt/reaction system, what about enemies that use Mirror Image ? Does the AI know how to properly use the reaction ?
Also, any chance for a 2024 version where the images use your AC instead of 10 + Dexterity ?
In general, the AI does know how to use reactions. I don't recall specifically testing this one though... and now I can't remember any enemies that use Mirror Image. Do you know of one?
Also, right!... I actually went through my mods specifically thinking "should I update this for 2024?" for each one, but completely forgot about Mirror Image receiving changes, so passed right over it.
It's not really that the images use your AC in 2024, but that they only come into play once you're being hit rather than targeted. The images don't have an AC. That's actually really good for BG3, as it makes the mechanics fit better with the interrupt system. (This mod worked pretty much perfectly in early access, but the release version of the game changed interrupts so only one can be triggered at a time, which makes Mirror Image worse than it should be if you also have other (read "actual") reactions for avoiding attacks.)
So... I'm definitely motivated to implement it now... but I'll be very distracted by Monster Hunter Wilds releasing tomorrow, so no promises on when it will happen.
Disciple Z'rell is the one that comes to mind. There a few others, but I can't remember which ones
So... I'm definitely motivated to implement it now... but I'll be very distracted by Monster Hunter Wilds releasing tomorrow, so no promises on when it will happen.
No worries, it was merely a question, taek your time :)
I tried fighting Z'rell, and she never cast Mirror Image. Might be the AI doesn't understand that there's a point in casting it. I'm sure I've seen it used somewhere though.
I dug deeper into this again now, and... it's confusing.
First off, some of the NPCs that have the Mirror Image spell don't use the same spell as player characters, but slightly modified copies of it (likely to make them more AI-friendly and/or less annoying.) Those spells aren't affected by this mod.
Some use the player version of the spell, so would also use the modded version.
... but I can't get any of them to actually cast the spell. This includes both the NPCs with their own spells and those with the player spell.
(Still very much enjoying Wilds. 90% of my modding time is spent on it too - I'll probably release a new mod in the next day or two.)
And whoever invented horses must have really liked carriages... >_>
What's an addition to what again?
I've seen a lot of games where mods function perfectly even without official mod support. I've yet to see a game where official mod support means squat without any actual mods.
The only difference* between this mod's version and D&D 5e's is that when an attack gets redirected to a duplicate, that counts as the attack missing you, not attacking another target. This has implications for the Sentinel feat and the Riposte manoeuvre.
"Forgetting lines" is not a thing that can happen.
What you're seeing is the result of the game not resolving formulas in description parameters before the character actually has the ability. Here you're looking at a tooltip on the levelup screen, before it's actually been committed to the character. It will work as expected as soon as you actually do the level up.
This happens with all spells that contain a calculated value in the tooltip.
Hello! First, I want to thank you for your mod. It's essential to my play style.
I'm wondering if you would consider releasing a version without Mod Fixer included in the .pak code. On the one hand, it would make it easier to trouble shoot mod issues, especially considering that the Script Extender already includes the same recompiler functionality and on the other hand, so many mods include Mod Fixer in their .pak code, that I'm concerned of the same code being repeated in the save file causing problems.
The paranoia around mod fixer is just misinformation, but I'm giving up. I've had it with these posts and am removing mod fixer from all my mods to stop the spam.
PSA This mod is currently causing me to crash whenever I level up a spellcaster to level 5 so expect that to be a possibility if you download it, I'd recommend against it unless it gets updated
36 comments
Also, any chance for a 2024 version where the images use your AC instead of 10 + Dexterity ?
Also, right!... I actually went through my mods specifically thinking "should I update this for 2024?" for each one, but completely forgot about Mirror Image receiving changes, so passed right over it.
It's not really that the images use your AC in 2024, but that they only come into play once you're being hit rather than targeted. The images don't have an AC. That's actually really good for BG3, as it makes the mechanics fit better with the interrupt system. (This mod worked pretty much perfectly in early access, but the release version of the game changed interrupts so only one can be triggered at a time, which makes Mirror Image worse than it should be if you also have other (read "actual") reactions for avoiding attacks.)
So... I'm definitely motivated to implement it now... but I'll be very distracted by Monster Hunter Wilds releasing tomorrow, so no promises on when it will happen.
Disciple Z'rell is the one that comes to mind. There a few others, but I can't remember which ones
No worries, it was merely a question, taek your time :)
Also played the s#*! outta MH Wilds XD. Hope you enjoyed it as much as I did!
First off, some of the NPCs that have the Mirror Image spell don't use the same spell as player characters, but slightly modified copies of it (likely to make them more AI-friendly and/or less annoying.) Those spells aren't affected by this mod.
Some use the player version of the spell, so would also use the modded version.
... but I can't get any of them to actually cast the spell.
This includes both the NPCs with their own spells and those with the player spell.
(Still very much enjoying Wilds. 90% of my modding time is spent on it too - I'll probably release a new mod in the next day or two.)
Edit: New MHWi mod released :)
What's an addition to what again?
I've seen a lot of games where mods function perfectly even without official mod support.
I've yet to see a game where official mod support means squat without any actual mods.
Correct
What you're seeing is the result of the game not resolving formulas in description parameters before the character actually has the ability. Here you're looking at a tooltip on the levelup screen, before it's actually been committed to the character. It will work as expected as soon as you actually do the level up.
This happens with all spells that contain a calculated value in the tooltip.
First, I want to thank you for your mod.
It's essential to my play style.
I'm wondering if you would consider releasing a version without Mod Fixer included in the .pak code.
On the one hand, it would make it easier to trouble shoot mod issues,
especially considering that the Script Extender already includes the
same recompiler functionality and on the other hand, so many mods
include Mod Fixer in their .pak code, that I'm concerned of the same
code being repeated in the save file causing problems.
Regardless, thanks again for your mod!
It won't actually use your reaction.