For more troubleshooting, feedback sharing, possibly testing features early before Nexus release, follow my activity or just chill, consider joining my Discord Server.
Sorry to disturb you. I'd like to ask how to do compatible moDs? Because I want to make a compatible mod for the evil thoughts mos "legacy of death" and "on'Hee's Head Presets", so that the children of Death race can choose this mod face model. By unpackaging and comparing the contents of other compatible patches, I found that most of them were the same, with only a few mod names and the values of uuid and visual effects being different. How can I find the 32 characters of this value? So, is what I did right? I have reached out to many people, but none of them replied much to me.
Hey, I haven't done that myself, I only have a vague idea of how that works. Basically you have to add the heads to the list of heads available to the race. To get an understanding on how to do that, I'd recommend you unpack a specific patch that adds modded heads to a modded class. Iirc there are such patches for Whisper of the Divine. Once you understand the process of where to put what from the head mod into the class mod's data, you'll be able to replicate. I can't help further than that, hope this helps. Good luck :)
Have you ever thought about adding a Parrying Githyanki to Laezel? She deserves to have. There was already the mod Githyanki Unleashed originally, but it seems to have compatibility issues and sometimes the game crashes.
Possibly yes. I admit I didn't think about it because I used Arsenal Overhaul (I think it's the one) that gives a parry to allong longswords. The thing is, adding that to Lae'zel might disturb the semblance of internal balance in the mod, so I need to think about it.
Hi, first of all: Thank you for modding. It's fun! Second: I can't join the discord. Is the invitation link old? Third: My game crashes as gale origin after talking to elminster in camp (i watched on yt: the next thing that should start is a dialogue with tara). Since your mod is specifically mentioning that moment (stabilizing orb), do you have any idea which part leads to a problem here? the console is not helping and I am heavily modded, so it really could be anything, but maybe you still have a clue! Thanks in advance :)
Hey! The link is supposed to be permanent, and it seems to work when I click it. Try putting the address manually to your address bar? As for your issue, it's a first. Try loading an earlier save and unlock the ability with the following command (select Gale first, though it can technically be added to anyone), to see if it's related to it: Osi.ApplyStatus(GetHostCharacter(),"SIAEL_GALE",-1)
Is that a problem that the uuid there is nil? There are a lot of entries like that. I assume all the items lose the ability to be consumed by gale. Maybe they never had the status and that causes the crash? This is mid dialogue tho and the crash occurs at the end. Is there any file where I can check what all is triggered when elminster ends his dialogue? I have an unpacking tool. Thanks in advance.
I unfortunately have no further idea, you should ask on a platform with a wide audience of people into troubleshooting, like some channels on Larian's Discord server.
It sounds to me like this mod isn't at fault, and the issue lies in what happens toward the end this dialog. You could try to look at the console logs and the crash log see if that helps pointing fingers toward certain mods.
I won't be offering troubleshooting further, hope you understand. Unless your suspicion for one of my mods is raised again, naturally.
AEE itself is load before these mods. Everyone else is fine, only Karlach'd lose her passive skills after re-sculpt. Minthara lost her soul branding, but I can fix it using the uuid in illithid dominion
First of all I wanna thank you for making this mod. I really like the idea of yours.:) As I went through most of comments, I guess I understand your point about the buffs you made. But If it doesn't bother you much, can u make another version something like a balanced(or nerfed) version may be? Well just like what you've mentioned to someone else before.
1. make bonus for "Laezel, Wyll, Shadowheart" Attack Rolls and Damage Rolls a flat 1 2. delete Wyll's "adds his Proficiency Bonus to his spells' Attack Roll and DC" => I don't see why equipping rapier gives bonus to spell...and it feels weird when rapier is better than staff...
If you don't like making this kind of version that's just fine, I just wanted to ask and express gratitude.
And this is just suggestion but how about exchanging Durge's "+1 critical threshold" to "+1 Attack Rolls and Damage Rolls when Dagger is equipped"?? Well...just to match up with illustration and in-game dialogue.:)
Love the creativity of this. Only problem is, as a custom Tav, you're now more generic than ever lol. A little TLC for non-Durges would make the mod perfect :)
As I said earlier, it's not really possible to make something that would work globally. Tav means you imagine whatever you want for your character, it's nigh impossible to make anything that will work universally, and I can't be doing case by case. My recommendation is to use Choose your Stats and give your Tav some trait(s) that make sense for the backstory you have for them.
If you feel inspired and have suggestions that you think would work universally, let me know :)
From where I'm standing Tav is less about imagining your own unique BG and more about rejecting the pre-made ones. As such Tav doesn't need "uniqueness" or "flavour", they need equality. Problem with Tav, even in vanilla, is that the rest of the backgrounds are a pack of "something for nothing" deals. (And the only fully customizable one is... well... you know how Durge is... can't say more without spoilers but if you know, you know.) I tend to play spell casters and every time I look at Gale's features I think - "bloody privileged bastard". And you went and made this worse.
But back to the point, and the point is that in order to un-f*#@ Tav's life you'd need to either give Tav a sufficiently strong universal bonus OR, which I believe would be preferable, give the other origins some thematic disadvantages. Because, sorry for repeating myself, you've turned a something-for-nothing deal into even more of something-for-nothing.
As for universal bonuses I think that should be pretty darn obvious - Give Tav bonus Actions. Obviously, a bonus action per turn would be too much even compared to your Over-clocked vision of Origins. But a bonus action once every ~3 turns should be roughly on par with your other freebies, I think. I'd call it "Peer pressure". "All the unique and colourful company you keep is making you re-evaluate your own efforts and eggs you on to push yourself to your limit and beyond." Tav would get a unique resource mechanic, let's call it "force of will" with "will" points for short. (if you don't like will for some reason "extra effort" should also work) At the start of combat they'd get set to 3, if below that, or set to 9 if above that, and Tav would receive one point every turn in combat to a max of 9. At combat end they would fall to 5 if above that. In combat: Exert Will - Once per turn spend 3 w.p. to get one action. Out of combat: Focused Will - Spend 5 points and select a skill, get proficiency bonus to that skill (same way you did with other origins). The bonus persists until this ability is used again to change the selected skill. You can use this ability as often as you can afford to. Both in and out of combat: Gather Will - Once per long rest you can immediately gain 5 will points (to a max of 9 in combat or 10 out of combat).
That said, I'd like to re-iterate - I'd rather you gave penalties to the other Origins. Something-for-nothing is a balance hazard and BG3 modding scene already has a metric fuckton of those.
The Origin system tends to make custom characters feel bland by comparison, both mechanically and narratively. This was an issue in DOS2 as well, and Larian promised it wouldn’t be a problem in BG3, yet here we are! I believe Durge was originally intended as the default Tav, but early feedback persuaded Larian to avoid a unique yet forced narrative. Ironically, that would have lessened the common pre-launch critique that Larian was just cashing in on the Baldur’s Gate name rather than delivering a true Baldur’s Gate experience.
For me, the lack of narrative uniqueness is a bigger issue than minor mechanical disadvantages, and I’m strongly opposed to outright penalties in the name of balance (unless implemented in a lore appropriate manner like Gale's Arcane Hunger mechanic). That said, the lack of mechanical parity feels like adding insult to injury. The tadpole system can offset this though - if you’re willing to indulge (which I’m not). As suggested, Choose Your Stats helps mitigate mechanical disadvantages in various ways, and I'll roleplay the narrative reasons for this to my heart’s content :)
I must say I appreciate that you went for detailing ideas for effects to give Tav. Not everyone takes the time and effort to add that to their criticism, so it's commendable of you.
Rejecting an identity and narrative serves no purpose in my eye, besides leaving you room to make up your own headcanon, so rejecting pre-made ones IS about making your own, isn't it? I don't get your point regarding origins being "something for nothing", for—except in regards to their narrative—they don't get any kind of edge. So this mod doesn't "make it worse", it just makes them have one that fits their narrative. For example, how is Gale a "bloody privileged bastard"? He has more of a downside to him in the early game, if anything. You could argue Astarion has his bite, which does grant him some benefit, but that's all I can think of as being an upside from the top of my head.
So the whole point of this mod is to make characters that have an established identity have appropriate gameplay manifestations of that identity. This makes them stronger, sure, but there is an intrinsic downside to this: you are pushed towards playing them a certain way, for if you don't it's likely not as good.
Also, my general philosophy is to go easy on the penalties. My mods give more power and agency to the player, in a way that makes sense, feels earned (in this particular case, not earned by the player's actions, but it should still feel appropriate). To this end, making unique features for unique characters makes sense, but for players who want to get out of the beaten path and make their own uniqueness with Tav, and if you like this mod's philosophy, it's on you to establish what your character should have and get that. For that, Choose Your Stats is very good tool to craft something easily. You could also go further and make your own modded feature for your character. It's also on the user's responsibility to compensate for the increase in power and agency by editing the difficulty for them to get a good experience.
Making something universal is guaranteed to not work for everyone, so going that route would lead to more demands for customization and adjustments. For example, your suggestion wouldn't work well for a headcanon where Tav is above the group and doesn't have to rise to the level of others.
This mod being feature-complete, I don't intend to alter it besides bug fixes and the occasionnal balancing pass. So it's not going to change much unless I change my mind/vision on something. If you don't abide by how I do things, that's perfectly fine, and the mod might not be for you. There is room for other takes on the matter, which you are welcome to try your hand at. Or commission someone to execute your vision if you'd prefer. And if you'd like this mod as a basis, I could be open to make a private commisionned edit for your needs, or a specifically crafted Tav addition.
The key takeway is it's unlikely that I'll ever add a universal Tav section to this mod, because it's unlikely to work as universally as intended.
@Siaell Interesting to hear your thoughts on this, and now that you've said feature complete - of course, my mind had to think of something! lol
How about a unique Tav feature called Purity of Will for those who choose not to consume more tadpoles nor persuade companions to do so? This could provide a balanced counterpoint to illithid powers, offering something significant in return. For example, it could grant Resistance to Psychic damage and Advantage on mind-affecting Saving Throws (such as against being charmed or frightened).
This feature applies universally to all Tavs who stay "pure" (since the illithid Tav already has its own benefits), reinforcing their narrative choice to resist the tadpole’s corruptive influence.
It would be a potentially fitting personal take and feature to have, but not something I would ship as "this is Tav's identity" in the mod. Many ideas would work well, but they can't be backed up by established narrative. But as I said, I'm open to make private requests of Tav (or other character) features as commissions.
I apologize in advance if this question has already been answered, I just couldn't find it. Please tell me how to get a buff for Shadowheart from the goddess Selune. I helped the Song of Night and carry an idol of Selune with me. I also prayed to Selune in the temple and donated goods to her for more than 5000 gold. I tried throwing away the idol and taking it back. None of this helped. My buff from Shar was as expected, it was dynamic as the story progressed. (+1 at the beginning, +2 somewhere in the Underdark area and +3 in Act 2).
It's tied to her deity change, when she stops worshipping Shar and goes for Selune, generally you can tell by her hair turning white. Check her tags in her character sheet, it should say Selune and not Shar, when it does the idol should work.
I don't know how the tags are handled as Shadowheart main character. You can use Choose Your Stats (CYS) to add the Selune tag if the game doesn't give it to you.
Is there anyway you could just make the blessing of shar thing just always on the party instead of being an aura, it's a bit annoying constantly having it appear on my characters if I walk out of range of shadowheart during exploration
The distance is 24m, you should not see it too often unless you split your party a lot. It's not as easy to make the buff for the whole party instead of a regular aura, but a potential way to make it less intrusive would be to not show it overhead and in combat log. Does that work for you?
My mods are not available on mod.io. Unless you are on console, you could (and probably should) get into using the real mod manager and mods from Nexus.
304 comments
Basically you have to add the heads to the list of heads available to the race. To get an understanding on how to do that, I'd recommend you unpack a specific patch that adds modded heads to a modded class. Iirc there are such patches for Whisper of the Divine. Once you understand the process of where to put what from the head mod into the class mod's data, you'll be able to replicate.
I can't help further than that, hope this helps. Good luck :)
The thing is, adding that to Lae'zel might disturb the semblance of internal balance in the mod, so I need to think about it.
As for your issue, it's a first. Try loading an earlier save and unlock the ability with the following command (select Gale first, though it can technically be added to anyone), to see if it's related to it:
Osi.ApplyStatus(GetHostCharacter(),"SIAEL_GALE",-1)
There is one thing occurring to me. Log says:
[MONITOR]: StatusRemoved:: ORI_GALE_CONSUMABLE
Removed:UNI_DEN_RaidingParty_GoblinCaptain_Gloves_ea623e3b-1079-17e6-2336-bcb114be3b21
Cause:00000000-0000-0000-0000-000000000000
Is that a problem that the uuid there is nil? There are a lot of entries like that. I assume all the items lose the ability to be consumed by gale. Maybe they never had the status and that causes the crash? This is mid dialogue tho and the crash occurs at the end. Is there any file where I can check what all is triggered when elminster ends his dialogue? I have an unpacking tool. Thanks in advance.
It sounds to me like this mod isn't at fault, and the issue lies in what happens toward the end this dialog. You could try to look at the console logs and the crash log see if that helps pointing fingers toward certain mods.
I won't be offering troubleshooting further, hope you understand. Unless your suspicion for one of my mods is raised again, naturally.
Good luck :)
Try putting the mod and patch lower, maybe you have another mod interferring.
Everyone else is fine, only Karlach'd lose her passive skills after re-sculpt. Minthara lost her soul branding, but I can fix it using the uuid in illithid dominion
As I went through most of comments, I guess I understand your point about the buffs you made.
But If it doesn't bother you much, can u make another version something like a balanced(or nerfed) version may be? Well just like what you've mentioned to someone else before.
1. make bonus for "Laezel, Wyll, Shadowheart" Attack Rolls and Damage Rolls a flat 1
2. delete Wyll's "adds his Proficiency Bonus to his spells' Attack Roll and DC" => I don't see why equipping rapier gives bonus to spell...and it feels weird when rapier is better than staff...
If you don't like making this kind of version that's just fine, I just wanted to ask and express gratitude.
And this is just suggestion but how about exchanging Durge's "+1 critical threshold" to "+1 Attack Rolls and Damage Rolls when Dagger is equipped"?? Well...just to match up with illustration and in-game dialogue.:)
Anyway~ thank you again for making this mod.
My recommendation is to use Choose your Stats and give your Tav some trait(s) that make sense for the backstory you have for them.
If you feel inspired and have suggestions that you think would work universally, let me know :)
As such Tav doesn't need "uniqueness" or "flavour", they need equality.
Problem with Tav, even in vanilla, is that the rest of the backgrounds are a pack of "something for nothing" deals.
(And the only fully customizable one is... well... you know how Durge is... can't say more without spoilers but if you know, you know.)
I tend to play spell casters and every time I look at Gale's features I think - "bloody privileged bastard". And you went and made this worse.
But back to the point, and the point is that in order to un-f*#@ Tav's life you'd need to either give Tav a sufficiently strong universal bonus OR, which I believe would be preferable, give the other origins some thematic disadvantages.
Because, sorry for repeating myself, you've turned a something-for-nothing deal into even more of something-for-nothing.
As for universal bonuses I think that should be pretty darn obvious - Give Tav bonus Actions.
Obviously, a bonus action per turn would be too much even compared to your Over-clocked vision of Origins.
But a bonus action once every ~3 turns should be roughly on par with your other freebies, I think.
I'd call it "Peer pressure".
"All the unique and colourful company you keep is making you re-evaluate your own efforts and eggs you on to push yourself to your limit and beyond."
Tav would get a unique resource mechanic, let's call it "force of will" with "will" points for short. (if you don't like will for some reason "extra effort" should also work)
At the start of combat they'd get set to 3, if below that, or set to 9 if above that, and Tav would receive one point every turn in combat to a max of 9.
At combat end they would fall to 5 if above that.
In combat:
Exert Will - Once per turn spend 3 w.p. to get one action.
Out of combat:
Focused Will - Spend 5 points and select a skill, get proficiency bonus to that skill (same way you did with other origins). The bonus persists until this ability is used again to change the selected skill. You can use this ability as often as you can afford to.
Both in and out of combat:
Gather Will - Once per long rest you can immediately gain 5 will points (to a max of 9 in combat or 10 out of combat).
That said, I'd like to re-iterate - I'd rather you gave penalties to the other Origins. Something-for-nothing is a balance hazard and BG3 modding scene already has a metric fuckton of those.
For me, the lack of narrative uniqueness is a bigger issue than minor mechanical disadvantages, and I’m strongly opposed to outright penalties in the name of balance (unless implemented in a lore appropriate manner like Gale's Arcane Hunger mechanic). That said, the lack of mechanical parity feels like adding insult to injury. The tadpole system can offset this though - if you’re willing to indulge (which I’m not). As suggested, Choose Your Stats helps mitigate mechanical disadvantages in various ways, and I'll roleplay the narrative reasons for this to my heart’s content :)
Rejecting an identity and narrative serves no purpose in my eye, besides leaving you room to make up your own headcanon, so rejecting pre-made ones IS about making your own, isn't it?
I don't get your point regarding origins being "something for nothing", for—except in regards to their narrative—they don't get any kind of edge. So this mod doesn't "make it worse", it just makes them have one that fits their narrative. For example, how is Gale a "bloody privileged bastard"? He has more of a downside to him in the early game, if anything.
You could argue Astarion has his bite, which does grant him some benefit, but that's all I can think of as being an upside from the top of my head.
So the whole point of this mod is to make characters that have an established identity have appropriate gameplay manifestations of that identity. This makes them stronger, sure, but there is an intrinsic downside to this: you are pushed towards playing them a certain way, for if you don't it's likely not as good.
Also, my general philosophy is to go easy on the penalties. My mods give more power and agency to the player, in a way that makes sense, feels earned (in this particular case, not earned by the player's actions, but it should still feel appropriate).
To this end, making unique features for unique characters makes sense, but for players who want to get out of the beaten path and make their own uniqueness with Tav, and if you like this mod's philosophy, it's on you to establish what your character should have and get that.
For that, Choose Your Stats is very good tool to craft something easily.
You could also go further and make your own modded feature for your character.
It's also on the user's responsibility to compensate for the increase in power and agency by editing the difficulty for them to get a good experience.
Making something universal is guaranteed to not work for everyone, so going that route would lead to more demands for customization and adjustments. For example, your suggestion wouldn't work well for a headcanon where Tav is above the group and doesn't have to rise to the level of others.
This mod being feature-complete, I don't intend to alter it besides bug fixes and the occasionnal balancing pass. So it's not going to change much unless I change my mind/vision on something. If you don't abide by how I do things, that's perfectly fine, and the mod might not be for you.
There is room for other takes on the matter, which you are welcome to try your hand at. Or commission someone to execute your vision if you'd prefer. And if you'd like this mod as a basis, I could be open to make a private commisionned edit for your needs, or a specifically crafted Tav addition.
The key takeway is it's unlikely that I'll ever add a universal Tav section to this mod, because it's unlikely to work as universally as intended.
How about a unique Tav feature called Purity of Will for those who choose not to consume more tadpoles nor persuade companions to do so? This could provide a balanced counterpoint to illithid powers, offering something significant in return. For example, it could grant Resistance to Psychic damage and Advantage on mind-affecting Saving Throws (such as against being charmed or frightened).
This feature applies universally to all Tavs who stay "pure" (since the illithid Tav already has its own benefits), reinforcing their narrative choice to resist the tadpole’s corruptive influence.
Many ideas would work well, but they can't be backed up by established narrative.
But as I said, I'm open to make private requests of Tav (or other character) features as commissions.
My buff from Shar was as expected, it was dynamic as the story progressed. (+1 at the beginning, +2 somewhere in the Underdark area and +3 in Act 2).
It's not as easy to make the buff for the whole party instead of a regular aura, but a potential way to make it less intrusive would be to not show it overhead and in combat log.
Does that work for you?
Unless you are on console, you could (and probably should) get into using the real mod manager and mods from Nexus.