Since Patch 7 broke many mods I'm wondering if this mode is broken for any you and if so, then how. I briefly checked in my game and everything seems to be working just fine for me.
Heyy, thanks for great mod, I really appreciate the work you have done!
I also wanted to ask if you can remove VFX from this spell ? Or just give some directions how I can do it? I tried to figure it out myself. I have BG3 Toolkit and other modding tools installed, tried to find this spell/effect in resource editor, but it doesn't find it for me. Also, I have no idea how to hide effects, what info to put in .lsx files to hide the effect.
I unpacked one other mod and found out that spell UUID could be 'Target_GOB_DrowCommander_Buff', but that mod doesn't have .lsx info, just .txt to modify spell stats and other stuff. So I'm stuck. I don't ask you reupload or anything, maybe just share what xml code I should put to .lsx and where to store it folder-wise? I probably can pack it back myself with modding tool.
I've made a new test build that should disable VFX for Soul Branding. Please check if it did the trick for you and let me know. You can find it in misc section. Before installing it deactivate No Annoying VFX (passive) if you have it installed and activated.
Took me a while to notice your response, making this reply ASAP!
I did test a misc version of the mod, and I'm pretty sure it does not disable Soul Brand spell effects. I used BG3MM to load this mod. I unpacked it to make sure there is a section about Soul Brand. I also picked another effect to make sure the mod is actually loaded, but it’s not working for Soul Brand. It did turn off Elixir of Arcane Cultivation effects, but not Soul Brand ones. Also, BG3MM by default loads your VFX mods as "Overrides," but it also allows you to put them into the mod load order, so I tried to do that, and it didn't help either. I'm not sure what it does, though.
P.S. I did my test on a fresh save file after long rest so that characters would be without active effects, and I also uninstalled old version of addon before creating this save file, and I loaded it with misc version of the mod. P.P.S. I'm not sure if I have to disable all other mods to properly test it, but let me know if I should. It's a bit tedious to restore mod load order after doing that.
Thanks for letting me know. Maybe you could upload your savegame so I could test it? I don't have this spell in my playthrough and it won't be fast for me to get access to it.
I just thought maybe I can just make a new save w/o mods, and add spell directly to my char to test if it works or not, gonna try that and post said save here
so, this is fresh filesave, I just added Soul Brand spell to Gale via console commands, added elixir, made Lae'zel drink it, cast Soul Brand on her. You still can cast Soul Brand on Gale if you want to test it yourself, and you have Lae'zel with elixir active, so you can be sure if your mod is loaded by opening her inventory, it will show elixir effect every time you open her character tab w/o mod.
also, there is wierd mechanic about this spell, it kinda lingers to weapon that was active the moment you cast it on character. so let's say you have staff in character hands, cast spell, staff gets fire effects. if you then switch to ranged weapon, this effect leave weapon and stay on random parts of character armor. Idk if it is any relevant info at all, but that's just what I noticed about this spell. so annoying -_-
this is console command I used to add spell, if you can use it `Osi.AddSpell(GetHostCharacter(), "Target_GOB_DrowCommander_Buff");`
I guess I figured things out myself. I was using Power Hunger mod that changes Soul Brand spell. But your fix didn't work even without it. What that mod was doing is changing spell formula. I dug into other mods removing spell VFX, found some clues, and just edited myself Power Hunger mod, added these three lines,
data "StatusPropertyFlags" "DisableOverhead;IgnoreResting;DisableCombatlog;DisablePortraitIndicator" data "StatusEffect" ""data "StatusEffectOverride" ""
In the end, I think what actually helped is just setting StatusEffectOverride to empty string, going to test some more to make sure damage effects still working, but weapon spells still show fire damage dice, thus I assume it probably does.
I'm not sure if my request was even possible with xml patches. So, that's that. Thanks anyway! Finally my characters don't look like a Christmas tree on fire anymore!
While what you did works this is a bad way to disable the VFX/SFX because it involves altering the spell and so it will conflict with every single mod that alters that spell. Perhaps even with future pacthes in case they will affect said spell. And your save unfortunately doesn't want to load.
Hello!! Thanks so much for your work on this mod, I hate all the aura effects and I love how much cleaner things look with this mod.
I just recently came across this armor that adds the Barkskin effect to your character. I really hate the texture it puts on your character model. Do you know how you could remove it?
Images of the unwanted effect: https://ibb.co/nBhHWxs https://ibb.co/6g2WdcD
This is a great QoL mod to remove all the random gobbledygook of effects I'm all too familiar with while travelling the world.
Might I recommend an addition to remove teh sound effects these VFX come with as well? It's not the biggest bother, but I think it would be a nice addition if you can manage it.
It seems this mod lacks these: Elixir of Acid Resistance Elixir of Force Resistance Elixir of Radiant Resistance Elixir of Thunder Resistance Elixir of Cold Resistance Elixir of Fire Resistance Elixir of Lightning Resistance Elixir of Poison Resistance Elixir of Necrotic Resistance Elixir of Psychic Resistance Elixir of Universal Resistance
Do you think you could remove the red effect that my character has in the picture I have uploaded? It's either bloodless or unstoppable—most likely unstoppable since the other characters have it, too.
I've made a new test build that should disable VFX for Unstoppable. Please check if it did the trick for you and and let me know. You can find it in misc section. Before installing it deactivate No Annoying VFX (passive) if you have it installed and activated.
Hey there, I love this mod, thank you very much for making it! Just wondering would it be possible to have just the Volatile Shield work with the passive pack?
I can't be tailoring the mod for every wish people may have. I can however explain you how to achieve what you want on your own. You gona have to take the BG3 Modders Multitool and repack the mod without the effect you want to keep. If you're willing to do it I can give you more details on how.
Everything still works fine for me even after patch 7 and I can't see any changes that would affect this mod. That being said if you see any issue after patch 7, please let me know.
Just FYI: contrary to the lie in this mod's description, the mod Less Annoying Magic Effects is NOT defunct. It works perfectly fine, unless the user screws up the installation.
The lie? :D Read the comments on your mod page and see for yourself that "contrary to the lie" it clearly wasn't working at a time. If it's possible to screw up installation by pressing "Mod manager download" then perhaps the problem is not a user, but the mod.
305 comments
I know that screenshots are lacking when it comes to showcasing the change, but I don't have any time to make a proper video or gif comparison.
I'm reading your comments with requests to remove certain effects and I'm going to look into as soon as I have time for this.
I can't stress this enough, proper screenshot(s) of effect you want to remove will make it easier and thus faster to remove.
I briefly checked in my game and everything seems to be working just fine for me.
I also wanted to ask if you can remove VFX from this spell ? Or just give some directions how I can do it? I tried to figure it out myself. I have BG3 Toolkit and other modding tools installed, tried to find this spell/effect in resource editor, but it doesn't find it for me. Also, I have no idea how to hide effects, what info to put in .lsx files to hide the effect.
I unpacked one other mod and found out that spell UUID could be 'Target_GOB_DrowCommander_Buff', but that mod doesn't have .lsx info, just .txt to modify spell stats and other stuff. So I'm stuck. I don't ask you reupload or anything, maybe just share what xml code I should put to .lsx and where to store it folder-wise? I probably can pack it back myself with modding tool.
You can find it in misc section. Before installing it deactivate No Annoying VFX (passive) if you have it installed and activated.
I did test a misc version of the mod, and I'm pretty sure it does not disable Soul Brand spell effects. I used BG3MM to load this mod. I unpacked it to make sure there is a section about Soul Brand. I also picked another effect to make sure the mod is actually loaded, but it’s not working for Soul Brand. It did turn off Elixir of Arcane Cultivation effects, but not Soul Brand ones. Also, BG3MM by default loads your VFX mods as "Overrides," but it also allows you to put them into the mod load order, so I tried to do that, and it didn't help either. I'm not sure what it does, though.
P.S. I did my test on a fresh save file after long rest so that characters would be without active effects, and I also uninstalled old version of addon before creating this save file, and I loaded it with misc version of the mod.
P.P.S. I'm not sure if I have to disable all other mods to properly test it, but let me know if I should. It's a bit tedious to restore mod load order after doing that.
Maybe you could upload your savegame so I could test it? I don't have this spell in my playthrough and it won't be fast for me to get access to it.
also, there is wierd mechanic about this spell, it kinda lingers to weapon that was active the moment you cast it on character. so let's say you have staff in character hands, cast spell, staff gets fire effects. if you then switch to ranged weapon, this effect leave weapon and stay on random parts of character armor. Idk if it is any relevant info at all, but that's just what I noticed about this spell. so annoying -_-
this is console command I used to add spell, if you can use it
`Osi.AddSpell(GetHostCharacter(), "Target_GOB_DrowCommander_Buff");`
new entry "GOB_DROWCOM_BUFF"
type "StatusData"
data "StatusType" "BOOST"
using "DIPPED_FIRE" <=====
I guess it is the reason your patch not working, or we just misunderstand each other in what needs to be turned off. I'll dig some more.
data "StatusPropertyFlags" "DisableOverhead;IgnoreResting;DisableCombatlog;DisablePortraitIndicator"
data "StatusEffect" ""
data "StatusEffectOverride" ""
In the end, I think what actually helped is just setting StatusEffectOverride to empty string, going to test some more to make sure damage effects still working, but weapon spells still show fire damage dice, thus I assume it probably does.
I'm not sure if my request was even possible with xml patches. So, that's that. Thanks anyway! Finally my characters don't look like a Christmas tree on fire anymore!
And your save unfortunately doesn't want to load.
I just recently came across this armor that adds the Barkskin effect to your character. I really hate the texture it puts on your character model. Do you know how you could remove it?
Images of the unwanted effect:
https://ibb.co/nBhHWxs
https://ibb.co/6g2WdcD
Might I recommend an addition to remove teh sound effects these VFX come with as well? It's not the biggest bother, but I think it would be a nice addition if you can manage it.
Thank you for the mod.
Disregard my suggestion. Thank you for the excellent mod.
Elixir of Acid Resistance
Elixir of Force Resistance
Elixir of Radiant Resistance
Elixir of Thunder Resistance
Elixir of Cold Resistance
Elixir of Fire Resistance
Elixir of Lightning Resistance
Elixir of Poison Resistance
Elixir of Necrotic Resistance
Elixir of Psychic Resistance
Elixir of Universal Resistance
You can find it in misc section. Before installing it deactivate No Annoying VFX (passive) if you have it installed and activated.
You gona have to take the BG3 Modders Multitool and repack the mod without the effect you want to keep.
If you're willing to do it I can give you more details on how.
That being said if you see any issue after patch 7, please let me know.
It works perfectly fine, unless the user screws up the installation.
If it's possible to screw up installation by pressing "Mod manager download" then perhaps the problem is not a user, but the mod.