Hey, great mod. Minor request... Could you make the invisibility potion have the same effect? I hate wasting a spell slot and I would love to use the potion instead of the spell sometimes, but the potion has the vanilla effects. I use the B1 version.
Hey, I tried modding the .pak of B1 just to change the duration to 100 rounds (to make it like tabletop 5E), but I've got no experience with modding and it didn't seem to work. Are you willing to do a version just like B1 but replacing "long rest" duration with "100 rounds" (i.e. 10 minutes)?
Is there any way of getting this to work with the Duergar invisibility cantrip? The mod works with my warlock casting, but not my Duegar level 5 race ability.
I was wondering the same and managed to get it working for Duergar and the quasit by modifying the files.
If you have the modders tool you can do the same by extracting the mod and then updating `Public\Spells Enhanced - Invisibility\Stats\Generated\Data\Spells Enhanced - Invisibility.txt` and adding the following lines:
new entry "INVISIBLE" type "StatusData" data "StatusType" "INVISIBLE" using "INVISIBLE" data "RemoveEvents" "OnSpellCast;OnDamage" You then need to pack the mod again into a pak file using the modders tool and add it back using the BG3 mod manager.
Is there any chance you have or know of someone who has made invisibility that works like Yurgir's? Where it's just invisibility like normal, but instead of being an action it's a bonus action, and there's no cooldown, you can use it once per turn?
I'd only wish people didn't suddenly have "see invisibility" the moment anything marked red disappears....cause the one major thing this could supposedly be useful for is being able to steal anything without repercussions,but it seems they just lock onto you the moment you take something that isn't in a container but out in the open
Hi! Just tested version D and I do not lose invisibility when pick up something. Can you tell me the source of your spell and the method you are testing it? Move mod as last one. There must be something that override my mod changes.
new entry "INVISIBILITY" type "StatusData" data "StatusType" "INVISIBLE" using "INVISIBILITY" data "RemoveEvents" "OnSpellCast;OnDamage" new entry "Target_Invisibility" type "SpellData" data "SpellType" "Target" using "Target_Invisibility" data "SpellProperties" "AI_IGNORE:ApplyStatus(INVISIBILITY,100,-1);AI_ONLY:ApplyStatus(INVISIBILITY,100,10)" data "TooltipStatusApply" "ApplyStatus(INVISIBILITY,100,-1)"
or
new entry "INVISIBILITY" type "StatusData" data "StatusType" "INVISIBLE" data "DisplayName" "h8d8bf77cg9365g4f6eg920ag4ee1d1cdcfbd;4" data "Description" "h9000689eg9754g4481g9074ga513f6613ec9;5" data "Icon" "Spell_Illusion_Invisibility" data "StackId" "INVISIBILITY" data "StackPriority" "4" data "Boosts" "IgnoreLeaveAttackRange; Invisibility(); Advantage(AttackRoll); DetectDisturbancesBlock(true);" data "StatusPropertyFlags" "UnavailableInActiveRoll;ExcludeFromPortraitRendering" data "RemoveEvents" "OnSpellCast;OnDamage" data "RemoveConditions" "(IsStatusEvent(StatusEvent.OnSpellCast) and not HasSpellFlag(SpellFlags.Invisible)) or (IsStatusEvent(StatusEvent.OnDamage) and TotalDamageDoneGreaterThan(0))" data "StatusGroups" "SG_Invisible;SG_RemoveOnRespec" data "StatusEffect" "84be28b3-6fdf-4b62-86e2-1f3b333aab81"
Both are different, first one change spell (till long rest) and boost (only spell cast or auto attack broke invisibility), second one only boost. First one is better for future updates, since change only some fields, not all. Easier to maintain and will be compatible in the future if Larian will change sth.
19 comments
If you have the modders tool you can do the same by extracting the mod and then updating `Public\Spells Enhanced - Invisibility\Stats\Generated\Data\Spells Enhanced - Invisibility.txt` and adding the following lines:
new entry "INVISIBLE"
type "StatusData"
data "StatusType" "INVISIBLE"
using "INVISIBLE"
data "RemoveEvents" "OnSpellCast;OnDamage"
You then need to pack the mod again into a pak file using the modders tool and add it back using the BG3 mod manager.
Just tested version D and I do not lose invisibility when pick up something. Can you tell me the source of your spell and the method you are testing it? Move mod as last one. There must be something that override my mod changes.
new entry "INVISIBILITY"
type "StatusData"
data "StatusType" "INVISIBLE"
using "INVISIBILITY"
data "RemoveEvents" "OnSpellCast;OnDamage"
new entry "Target_Invisibility"
type "SpellData"
data "SpellType" "Target"
using "Target_Invisibility"
data "SpellProperties" "AI_IGNORE:ApplyStatus(INVISIBILITY,100,-1);AI_ONLY:ApplyStatus(INVISIBILITY,100,10)"
data "TooltipStatusApply" "ApplyStatus(INVISIBILITY,100,-1)"
or
new entry "INVISIBILITY"
type "StatusData"
data "StatusType" "INVISIBLE"
data "DisplayName" "h8d8bf77cg9365g4f6eg920ag4ee1d1cdcfbd;4"
data "Description" "h9000689eg9754g4481g9074ga513f6613ec9;5"
data "Icon" "Spell_Illusion_Invisibility"
data "StackId" "INVISIBILITY"
data "StackPriority" "4"
data "Boosts" "IgnoreLeaveAttackRange; Invisibility(); Advantage(AttackRoll); DetectDisturbancesBlock(true);"
data "StatusPropertyFlags" "UnavailableInActiveRoll;ExcludeFromPortraitRendering"
data "RemoveEvents" "OnSpellCast;OnDamage"
data "RemoveConditions" "(IsStatusEvent(StatusEvent.OnSpellCast) and not HasSpellFlag(SpellFlags.Invisible)) or (IsStatusEvent(StatusEvent.OnDamage) and TotalDamageDoneGreaterThan(0))"
data "StatusGroups" "SG_Invisible;SG_RemoveOnRespec"
data "StatusEffect" "84be28b3-6fdf-4b62-86e2-1f3b333aab81"