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Syrchalis

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Syrchalis

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About this mod

Rebalances common effects found on many items (e.g. Lightning Charges), most of which are stackable. Improves their icons for readability, fixes tooltips and the items related to these effects.

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Rebalance Series
Attempt to rebalance all spells and cantrips to be more even in power.



Essential Series
Attempt to add missing pieces to the game.



Overview
The goal of this mod is to rebalance many of the effects that are not specific to one item, passive or effect. Usually these effects are stackable on either the wearer or enemies. This mod also aims to fix the various tooltip errors that are in the game related to these effects.

Note: There is substantial nerfs needed for some of these effects. They are not part of this mod but instead in Rebalance - Nerfs.




Arcane Acuity
This is the effect that increases your spell attack rolls and spell save dc

  • Icon color changed to help distinguish it from Arcane Charge and Arcane Synergy
  • Stacks lost when taking damage reduced from 2 to 1
  • Maximum stacks reduced from 10 to 5
  • Nerfs have been moved to Rebalance - Nerfs



Arcane Charge
This is the effect that gives you damage to spells when threatened

  • Icon color changed to help distinguish it from Arcane Acuity and Arcane Synergy
  • Grants you your proficiency bonus in damage instead of a flat +2 as in previous versions of the game

Arcane Synergy
This is the effect that adds your spellcasting modifier to attacks

  • Icon unchanged to help keep it seperate from the changed icons
  • Bonus is now reduced by -2 until level 6 and by -1 until level 10
  • Bonus can never be below +2
  • Nerfs have been moved to Rebalance - Nerfs


 

Encrusted with Frost & Frozen

  • Damage now scales with your level
  • 1d4 becomes 1d6 at level 6 and 2d4 at level 10
  • The DC formula is now: 10 + your level / 2
  • Frozen now grants vulnerability to cold damage to the target



Force Conduit

  • Does not deal damage to allies anymore
  • Damage scales with your level (same as Encrusted with Frost)
  • Tooltip now states that only a melee attack will trigger the explosion
  • Explosion now causes a STR save (same values as Encrusted with Frost), if failed, enemies are pushed back 3m



Frostbite

  • No changes yet



Heat

  • New icon to distinguish it from burning
  • Completely reworked
  • When activating Heat Convergence: Deals 1 Fire Damage per turn of Heat whenever you deal any damage, not just fire damage
  • Whenever you deal damage, reduces Heat duration by -1, instead of consuming all stacks
  • You cannot gain Heat while Heat Convergence is active from effects that have you attack enemies (e.g. Thermodynamo Axe)
  • You can still gain Heat from effects like taking fire damage (e.g. Fireheart)
  • Does not function when dealing Cold Damage
  • Tooltip for Kereska's Flame fixed to indicate it gives 2 turns of Heat instead of 1
Notes: This is now a quite useful effect, despite inflicting 1d4 fire damage to yourself per turn. Try it out, you'll be surprised.



Lightning Charges

  • Now deal 2 Lightning Damage starting at level 6
  • Discharge damage scales from 1d8 to 1d10 at level 6 and 1d12 at level 10
  • Attack roll bonus increases from +1 to +2 at level 10
  • Re-coded Lightning Charge logic (see spoiler for details)
Spoiler:  
Show
In vanilla, Lightning Charges check when you deal damage if you have >= 5 charges and then apply a dummy status that applies the damage (this prevents damage riders from applying, not needed anymore, since honour mode gave the option to disable riders and bonuses in the deal damage function). The major change: There is a technical status applied that culls any charges above 7 (vanilla). It is always applied alongside lightning charges. I use this to check your current lightning charge count and if it is >= 5 I apply a status that immediately reduces your charges by -5. On the next attack, it will be consumed to deal extra discharge damage. This status is visible with the 2nd icon displayed here.

Now what impact does this actually have? Previously, when you reached 5+ charges, items would stop generating charges until you discharged your charges (they have a condition that you need to have <5 charges). Now they will continue to generate charges as your 5 charges are immediately consumed to grant you the discharge status, instead of when you deal damage the next time.

This is also how my Chain Lightning Charges for the Tempest Displacer Ring work in my Druid Wildshape Item mod.




Mental Fatigue

  • Now has a unique icon instead of using the generic debuff icon
  • Now deals 4d4 Psychic damage
  • Now also triggers on CON saving throws failed at 5 stacks
  • The debuff does still not affect CON saves itself
  • Target is stunned for 1 turn on triggering the effect at 5 stacks
  • Ring of Mental Inhibition and Braindrain Cape passive effects give 3 stacks instead of 2
  • Both items do not affect allies any more
  • Fixed Braindrain Cape passive
  • This mod does not make the Braindrain Cape obtainable via normal means, it just changes it for consistency - you will need another mod that makes the item available or spawn it in via console



Momentum

  • No changes
  • Tooltips seem to be correct as well




Radiating Orb

  • Icon colored
  • Maximum stacks reduced from 10 to 6
  • Stacks removed on attack increased from 2 to 3
  • Nerfs have been moved to Rebalance - Nerfs




Reverberation

  • No longer uses the default generic debuff icon
  • Damage now scales with level (same as Encrusted with Frost and Force Conduit)
  • DC formula is now: 7 + your level / 2
  • Please note that the DC is always +5 higher due to Reverberation reducing the targets CON saves



Wrath

  • Effect unchanged
  • Fixed every single tooltip and item related to the effect (yes, every item was either broken or had a wrong tooltip)
  • Linebreaker Boots now correctly states that they grant 3 turns of Wrath and now truly only work once per turn as stated in the tooltip
  • Bloodguzzler Garb now correctly states that it grants 2 turns of Wrath and states that it only works once per turn (it always did but the tooltip didn't reflect that)
  • Cap of Wrath now correctly grants 2 turns of Wrath as stated in the tooltip instead of 1
  • Enraging Heart Garb's passive now actually does what it says instead of doing nothing at all and it works in Wild Shape



Common Questions
If you ask these questions in the comments I'll not be answering them. You have the ability to write, so you have the ability to read as well. And hopefully the ability to think one step further than just my explanations.

Compatibility
Spoiler:  
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5e Spells: There should be no conflicts since it only adds spells and doesn't edit vanilla ones.

In general:
The main reason for compatibility issues is two mods editing the same thing. Depending on the exact thing this can be very broad or narrow. You don't have to be a modder or understand these terms, just know there is different kinds of ways the game stores information:

  • Root template: Has to be entirely overwritten to be changed, so two mods changing different things still aren't compatible
  • Stats entry: Can be inherited, merged, changed, if the same thing is changed it'll overwrite, otherwise changes merge (unless the entry is entirely overwritten which a lot of novice modders do)
  • Progressions/list entry: Like root templates, but compatibility framework allows merging changes for proper compatibility


Load Order
Spoiler:  
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Should not matter - if you use mods that edit the same spells there might be conflicts.

In general:
  • The mod loaded later/further down the list overwrites
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) has it set to 1 then Firebolt will only hit 1 target
  • If the mods change different fields and use self-inheritance (recommended) then the changes merge - which can be desired or not
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) changes Firebolt to deal 1d12 damage - if the mods use self-inheritance, you now get a Firebolt that hits 2 targes for 1d12


Feedback
Spoiler:  
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I appreciate constructive feedback. If you think something is too strong or weak or could be done better you are welcome to comment. Note that I may have a reason (design-wise or functionality wise) why something is the way it is. Also please be aware that maybe your +300% health playthrough with 17 custom classes/races and 15 turn combats of running away and letting enemies rot from damage over time is maybe not the average player experience.

Please try to provide feedback as 'user story'. Tell me what happened, the circumstances, what fight, what difficulty etc. - otherwise its fairly hard for me to judge whether something I designed is problematic in general or just in specific scenarios. That information is very important for me to understand the nature of the issue.

As example: "Your rebalanced blight is way too strong!" is not nearly as helpful as "Blight carried my fight against X entirely by itself, because I lured the enemy out of the room, they clumped up and every hit dealt 3-5 damage to 8+ enemies" - even though the second is still just a single sentence.


Work involved
Rebalance - Common Effects took around 12h to make. This is despite me being fairly experienced and efficient. You can multiply this time by x5 to x10 for a novice.
Spoiler:  
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Often I get questions like "Can you make a version without X?" - I can, but I will not. There is a few things about BG3 mods one might not think about right away. The work involved is high and modders usually make a mod for themselves with the courtesy to make it available to others and maybe spend extra hours to maximize compatibility and make it more broadly appealing.

An additional version means probably at least 1h or 2h of making that alternate version and uploading it, and then several hours maintaining that version, as now every change made to the original mod has the be copied over to that version. Every upload takes twice the effort (packing two files, updating version, updating description, updating changelog, ensuring you are overwriting the correct file etc.).

There is a lot of unfortunately quite popular mods on nexus that are the lowest effort stat overwrites that don't care about any of: Compatibility, fixing tooltips, adding new mechanics, designing well, making anything new or properly testing - they just slap existing passives on something that already exists. Updates aren't required or don't happen. Of course they can have 10 versions of that mod, because it took them almost longer to upload that version than make it and they aren't going to maintain it.

So before you ask "Can you make a seperate version" ask yourself - what are you asking exactly? A stranger to spend multiple hours of their time for free to make a version that barely appeals to a fraction of people over the original mod and even less people that didn't download the original but would download the other version (= minimal gain in quality and popularity).

More importantly, you are asking the person to take that time away from making a new mod, something that far more people would enjoy far more (probably even you).

Now lets talk money for a second. Depending on how passionate a modder is about your request they might make it for free (since they would have done it themselves anyway) or ask a reasonable price of say 40€ (=44$) an hour. Now look at the highlighted numbers again and do the math. An alternate version is most definitely not the former (something the modder is passionate about) or it would exist already. Are you willing to pay that? A fraction of it?

That is all to say, I still appreciate constructive feedback. Many good changes and additions have come from comments. All I want is for people to stop and think for a moment what they are asking.



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