Adds some quality-of-life fixes to musical performances, adds dye support to instruments, and expands the number of instrument items available to use at various quality levels.
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This mod does not have any known dependencies other than the base game.
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Magical Musical Instruments (RU) plus Tutorial Chest Version
Changelogs
Version 0.2.11.7 (Misc)
Fixed 'Firewine Cask Drum' triggering repeatedly (It now has a small delay for the explosion, to hopefully stop race conditions)
Adjusted 'Firewine Cask Drum' dye-map (Should hopefully highlight the primary/secondary colours of the dye better)
Changed 'Expert Performance' NPC toss-coin reaction to reduce projectile delay (Main spell is now just a dummy skill that conditionally casts other spells)
Version 0.2.10.75 (Misc)
Added new 'Poor Performance' reaction from NPCs (Might as well make use of those surplus camp-supplies that everyone seems to have)
Changed 'Expert Performance' requirement to (ProficiencyBonus+3) (Smoothing out getting it at lower levels, since you still have to acquire the novice instruments anyway)
Fixed 'Firewine Cask Drum' triggering incorrectly (Forgot to add distance check, and was checking for the blocker status on wrong person depending on the context)
Fixed dyes not working on 'Firewine Cask Drum' (Forgot to change its VisualBank entry to refer to the new dyeable Material definition)
Adjusted 'Spider's Lyre' Spiderlings (Hopefully improves balance a little bit at lower levels)
Version 0.2.8.96 (Misc)
Added new unique Passive to 'Spider's Lyre' instrument (Summons a spiderling each turn while concentrating, but they go mad if your concentration is broken)
Improved 'BS_IsMusician()' instrument requirement check (Allows 'Support Musician' Passive to selectively apply, so it can be put on instruments that both trained/untrained musicians can use)
Changed 'Firewine Cask Drum' to have 'Support Musician' Passive
Changed 'O'Gillian's Darby Fiddle' to a -1d4 Penalty instead of Disadvantage on Mental Saving Throws
Improved 'O'Gillian's Darby Fiddle' dancing Passive (Uses a custom CRIME listening behaviour-script to skip the default listening animation that interrupts it)
Version 0.2.7.91 (New Items)
Added mod compatibility fix for 'Play With Me' (added mod's status to non-interrupting whitelist)
Version 0.2.7.85 (New Items)
New Item: 'Firewine Cask' (Drum) (Found on: 'Drunk Kobold Inventor' (Monastery Brewery) or 'Popper' (Kobold in Rivington Circus))
New Item: 'O'Gillian's Darby Fiddle' (Violin) (Sold by: 'Roah Moonglow' (Halfling Trader in Moonrise Towers))
Changed the '<Ability> Performer' Passives to apply to all Charisma based skill-checks.
Version 0.2.6.33 (Misc)
Added unique feature to 'Lihala's Lute (Alfira)' (Requires Script-Extender to update item in existing saves, due to it being a LocalTemplate)
Added dye-map texture (CLRmask) to 'Spider's Lyre'
Fixed Karlach's OSHA compliant fluorescent-orange instruments (https://i.imgur.com/hqnwJpn.png) (Changed material being used for instruments, I assume it was applying her eye-glow colour)
Fixed some "Perform 'The Power'" issues
Version 0.2.5 (Misc)
Added Proficiency with Performance Checks to 'Performer' feat
Added 'Divine Curse Framework' Statuses to Performance Status Whitelist (Compatibility)
Version 0.2.4 (New Item)
Added extra tooltip-info to help natively explain some things
Added new unique instrument item and model (Giant's Lyre from 'Lump the Enlightened', also available in the Chromatic Scale in Act III)
Version 0.2.2 (Misc)
Added instruments to a couple more vendors, notably 'Popper' the Kobald (Rivington Circus - Act III)
Fixed incorrectly rotated Flute model
Version 0.2.1 (Dye Changes)
Adjusted dye-map textures for instruments (hopefully improving their appearance) (Note: The default dyes are really inconsistent with which colour is assigned to which part of the dye-map, so its hard to get them all looking good unfortunately; getting the 'Black and X' colours looking good means potentially making the others look weird etc.)
Version 0.2.0 (Dye Support)
Added Dye Support to Instruments (Lute, Lyre, Drum, Flute, Violin) (Note: It's been a huge pain to get things looking okay with most dyes, so there may be changes later)
Version 0.1.0 (Optional)
Added optional 'AddToChest' add-on mod, which adds 2 copies of the Novice Instruments to the 'Tutorial Chest'. (Still requires the main mod, it's just an optional add-on for those that want direct access to the Support Instruments)
Version 0.1.0 (Mod Release)
Added conditional spell-blocking to song skills (making it easier to join performances)
Added Uncommon (Green) and Rare (Blue) instruments
Changed the existing Rare Chromatic-Scale instruments to VeryRare (Pink)
Added new instruments to the instrument drop/vendor TreasureTables
Added automatic 'Expert Performance' aura when experts perform (allowing 'Support Musicians' to join in) (Requires Performance Proficiency, and a total skill bonus of more than ~8)
Added 'Support Musician' passive (see above) (Unlocked via the new Uncommon (Green) instruments)
Added Item Passive: 'Expert Performer' (Adds Expert Proficiency to the Performance Skill)
Added Item Passive: '<Ability> Performer' (e.g. Strength/Dexterity/Constitution/Intelligence/Wisdom) (Uses either your Charisma, or the alternative stat (whichever is higher) for Performance Checks)
Added smaller alternative flute/lyre models (Inspired by Vaylentine's Mods)
Fixed vanilla bug that caused some Drum items to be missing the DoS2 songs (due to using wrong parent item)
Mod Description Adds some quality-of-life fixes to musical performances, adds dye support to instruments, and expands the number of instrument items available to use at various quality levels. Including some instruments for untrained musicians, which allow non-musicians to successfully join performances lead by an expert musician, so you and your party-members can jam together long into the night.
The mod is designed to try and fit into the game naturally and not unbalance anything. The new instruments have been added to the original instrument drop-tables, and will occasionally show up in all the locations that instruments would normally show up when being generated (e.g. traders/containers/pickpocketing). Some of the instruments have also been added to a few vendors that will be more reliably accessible (some NPCs are tradeable, but their dialogue trees end before you have time to trade), the notable ones being 'Mattis' the Tiefling pickpocket (Act I/II), 'Roah Moonglow' the Zhentarim Halfling (Act I/Act II), 'Popper' the Kobald in the Rivington Circus (Act III), and the 'Chromatic Scale' Music Shop in Baldur's Gate (Act III).
Script-Extender The mod is marked as requiring script-extender, but most of the base functionality should work without it. The mod only uses it for patching/updating certain entities that already exist in a save-game (e.g. 'Lihala's Lute'). Certain entities are defined as Local-Templates, which can't be overridden by mods using the standard means after they've already been spawned, so Script-Extender is required to patch them if the entities already exist in a save.
Features
*NEW* Adds dye support for instruments (A standalone instrument dye-support version, without the gameplay changes, is available in the 'Optional Files' download section) (Note: It's been a huge pain to get things looking okay with most dyes, as the dye palettes are really inconsistent)
Automatically plays the correct song when joining a performance
Clicking the perform skill again now just stops the performance (preventing weird limbo states)
Fixes a vanilla bug that causes some Drum items to be missing the DLC 'Deluxe Edition' DoS2 songs (If the DLC 'Deluxe Edition' DOS2 songs disappear, try un-equipping/re-equipping your instruments)
Adds a variety of new instrument items and properties for each quality level (Uncommon, Rare, Very Rare)
Adds new features to the existing unique instruments from the base-game
Preview
Compatibility Notes The mod makes a bunch of adjustments to the performance skills/statuses in order to do the quality-of-life adjustments and other things, so any other mods that also try to make adjustments to the same things may cause issues. I also had to overwrite the default instrument drop-tables to distribute the instrument qualities naturally, so if any other mods overwrite them as well, that might cause either mods additions to not show up naturally throughout the game. Where I've added new instrument entries to vendors though, I've tried to do it via merges, so my vendor additions shouldn't block other mods additions.
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