Larian Banner: Baldur's Gate Patch 9
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Hi,

If modders are exploring this post, please find some mods ideas

1) Create custom party directly at start of game -> (nothing fancy or exotic ; a question pop-up to loop back and assign a new fake player and create another character)
2) A chest on the starting beach with standard clothes/armors/common objets/ set of dyes to be able to equip your custom team like you want from the start. With several sets (if you want to play a pack of drows or gythyanki for exemple).
3) More tribal armors/weapon (dwarf armors, differents drow armors or cloths, etc) and not just a recoloration of vanilla armors
4) Survival mode (need to eat, drink, sleep to not get a debuff + crafting to collect water) ; for this one, it is a big dream galeworried
5) Be able to play a monster as character (gnoll ; minotaur (with right sized equipment); werewolf ; catfolk ) -> I will definitly love to play with a gnoll pack and the "toototoo too" shout on criticals galehearteyes
6a) I saw a mod on nexus to make the backpack visible -> waiting for final release
6b) Arybeth of Tylmarande armor from NWM.

I have no developper skills but I will be happy to help to test smile


Dans le doute, frappe ...
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Mostly visual stuff. I always play with Antemaxxes Basket full of Equipment SFW and a few hair and face options. They are all up and running again. I will do the first playthrough without mods and then install my favourites.
There is also a mod that lets you choose from all 5 e warlock invocations - I probably will use that too for my warlock run.


"We are all stories in the end. Just make it a good one."

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I personally just wait for a patch that makes the Mod Fixer mod obsolete.

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Originally Posted by kicker04
I personally just wait for a patch that makes the Mod Fixer mod obsolete.

Why? Full Release Mod Fixer works as intended.

-----------------------


I've currently got 10-12 mods on the go mostly QoL plus a reshade.

My next task will be to track down a camera mod - there's currently a few on Nexus.
Any mods which remove or circumvent Larian's homebrew and make thing more 5e would be good.

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> I'm currently waiting on mods that undo most of Larian's homebrew stuff and brings the game closer to D&D 5E. Specifically I'd love to see:

- Removal of the weapon abilities
- Shove being made an action (preferably an attack action) and have have it's range limited to 5 feet. Also a shove to prone action
- Jump should just be part of movement rather than a bonus action
- Change creature stats and HP to be closer to 5E
- Unnerf several CC spell durations, e.g. Sleep should be 10 turns rather than 2

> I'm also looking for a mod that allows me to customize the starting equipment. We had them in EA, so it shouldn't be overly difficult to recreate.
> I'd also welcome a mod to remove the "casting" vfx from all martial classes (the most pressing issue would be Rage) and any bard abilities

And a nice to have but not essential one:

> Adding a variety civilian/camp clothes and dyes to the tutorial chest or the camp chest(s)

Last edited by Kendaric; 15/08/23 10:29 AM.
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Originally Posted by Kendaric
> I'm currently waiting on mods that undo most of Larian's homebrew stuff and brings the game closer to D&D 5E. Specifically I'd love to see:

- Removal of the weapon abilities
- Shove being made an action (preferably an attack action) and have have it's range limited to 5 feet. Also a shove to prone action
- Jump should just be part of movement rather than a bonus action
- Change creature stats and HP to be closer to 5E
- Unnerf several CC spell durations, e.g. Sleep should be 10 turns rather than 2

> I'm also looking for a mod that allows me to customize the starting equipment. We had them in EA, so it shouldn't be overly difficult to recreate.
> I'd also welcome a mod to remove the "casting" vfx from all martial classes (the most pressing issue would be Rage) and any bard abilities

And a nice to have but not essential one:

> Adding a variety civilian/camp clothes and dyes to the tutorial chest or the camp chest(s)

I use the following which may be of interest:

5e Potions
https://www.nexusmods.com/baldursgate3/mods/369

5e Spells
https://www.nexusmods.com/baldursgate3/mods/125

Choose Your Stats
https://www.nexusmods.com/baldursgate3/mods/206

Feats Extra
https://www.nexusmods.com/baldursgate3/mods/167

More Feats
https://www.nexusmods.com/baldursgate3/mods/156


I don't use them but I'm pretty sure I saw a starting equipment mod on Nexus and one for removing vfx from something.

Last edited by Beechams; 15/08/23 12:34 PM.
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Originally Posted by Beechams
Why? Full Release Mod Fixer works as intended.

Because with every patch and hotfix you don't only have to check the mod but also the mod fixer...

And the more third party stuff involved the higher the general risk. As always.

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I suggest everyone who want a closer to D&D experience, and in my opinion a way better game to check out:

https://github.com/ZerdBG3/RAW


Features

Striked through features were present on the EA version of the mod but still aren't implemented on the Full Release version
Classes

Barbarian:
Level 1: Fixes Rage so it only deals damage on actual hits, from Strength-based melee weapons
Level 2: Reckless Attack
Both the Interrupt and the Spell can only be used on the first attack of the turn
Interrupt changed to no longer consider the roll before asking, so it can always activate even if the attack will hit without needing advantage. Unfortunately, I wasn't able to hide the attack roll. If you use the interrupt without the "asking" option, it will always trigger.
Attacking Recklessly allows for all attacks on the same turn to be done with advantage (but not after the turn ends, so no advantage on AoO). The enemies can still gain advantage on attacks aganinst the barbarian until the start of the barbairan's next turn
Level 3 (Path of the Berserker): Removed Throw as a bonus action
Level 3 (Path of Wild Magic): Makes all bonus actions granted by the random outcomes castable in the first round for free (next rounds it still requires a bonus action)
Level 3 (Path of the Totem Warrior): Removed all custom spells added by each Spirit Animal
Druid:
Level 2 (Circle of the Land): Natural Recovery is only usable during a Short Rest
Level 2: Wild Shape dismissal costs a bonus action
Level 2: Wild Shape Giant Badger changes to attacks and movements
Level 2: Wild Shape ends with a Short Rest
Level 2 (Circle of the Land): Replaces Dire Wolf with Wolf for Circle of the Land Druids
Level 2 (Circle of the Moon): Changed stats of Dire Wolf to match Monster's Manual stats
Level 2 (Circle of the Moon): Polar Bear is replaced with Brown Bear, visual and stat wise
Cleric:
Level 1: Replaces Produce Flame Cantrip option with Spare The Dying
Ranger:
Level 1: Hunter's Mark counts as a separate damage entry and can critically strike
Rogue:
Level 1: Sneak Attack
Fixes Sneak Attack Interrupt being possible to apply the damage on AoE effects (such as the explosion of a Fire Arrow). Only the main target will be prompted - the side effect is AoEs that roll for attack rolls on each target, such as a Cleave, will only allow you to deal sneak attack damage to the first one
Removes check for killing blow on Sneak Attack Interrupt. You'll still be able to see the character died, but you can opt into deal your sneak attack regardless (honor system) or if you're not asking to be prompted by the interrupt, it will consume regardless if the base damage killed the target
Spells no longer consume the Sneak Attack Charge if it missed (thus allowing for retries on other attacks on the same turn, specially offhand attacks)
Level 2: Cunning Action transformed into a Spell Container
Level 3 (Thief): Fast Hands no longer provides an extra Bonus Action - instead, it gives Help, Distract and Throw (no damage) as possible Cunning Actions (bonus action)
Level 3 (Thief): Second-Story Work now replaces Jump for a Dexterity-based version
Wizard:
Level 1: Arcane Recovery is only usable during a Short Rest
Level 1 (Abjuration School): Arcane Ward subsequent abjuration casts after the first of the day provides the correct 2*Spell Level THP

Actions

Shove is an action (from bonus action). It's a spell container with the option to push (fixed 1.5 m) or knock prone
Introduces Distract and Dodge as actions to player characters and summons (see Find Familiar)
Removes Bonus Action Cost from Jump and the Movement Cost is the same as the distance travelled
Throw and Improvised Weapon can no longer be used on enemies that are alive, and can't throw equipped items either. Throwing a weapon from inventory counts as an improvised weapon (1d4 bludgeoning damage)
Thrown Weapons now provide specific spells that correctly calculate Range, Attack Roll, and Damage Roll, while also allowing for Two-Weapon Fighting (and correctly applying Sneak Attack). The range shown is the long range, but it will show the Disadvantage UI if you're attacking outside the short range
PS.:This still wasn't done properly for magical weapons that are throwable
Help stabilises the target (Medicine DC 10), and the stabilised character is healed once out of combat. If the character is stabilised own their own by succeeding the Death Saving Throws, they will still require a Help Action (and the Medicine Check) or a cast of Spare The Dying to regain 1 HP.

Feats

Shield Master: Gives Shove (both options) as a bonus action after attacking on your turn

Spells

Find Familiar
Base summons (not the ones granted by Pact of the Chain) had all their attacks replaced by the Distract Action (kept their attack animations because they're cool, though)
Removed all separate actions they had, except the Cat's Meow, because it has no combat functionality
Raven now has the Flyby passive, so it doesn't receive AoOs - Since Owl isn't an option in Vanilla, I decided to make Raven the go-to pick for Arcane Tricksters

Flaming Sphere is indesctrutible and ignored by enemies. It can only act if the caster uses their bonus action to command it to.

Shield: fixes the tooltip so it states the bonus AC lasts for only 1 turn

Sleep lasts for 10 turns instead of 2 and it's a circular area, which the targets are selected based on HP on increasing order

Spare the Dying introduced as a new cantrip for Clerics. Stabilises the target (no check required), and the stabilized character is healed once out of combat. If the character is stabilised own their own by succeeding the Death Saving Throws, they will still require a Help Action (and the Medicine Check) or a cast of Spare The Dying to regain 1 HP.

Spiritual Weapon is indesctrutible and ignored by enemies. It can only act if the caster uses their bonus action to command it to (except on the turn it is cast). Also removed all special attacks

Produce Flame is a spell container, with instant attacking as an option (but it seems a bit buggy how the spell container is organizing it)

Removes surface interaction for spells that are not AoE. They can still interact with surfaces, but must target the ground directly, instead of interacting when targeting a character on top of the surface
List of Spells with surface interaction changed

Chromatic Orb deals 3d8 for all damage types, without surface creation

Entangle applies the Restrained condition upon casting (and gives a temporary spell for removal attempts). The vine surfaces are only considered difficult terrain and no longer entangle characters walking on it

False Life provides 1d4+4 THP instead of 7 THP (plus 5 per spell slot above first)

Goodberry provides 10 berries, each healing 1 HP

Searing Smite is a Shout/Concentration spell that requires concentration to both the initial hit application and the damage per turn effect

Spells and effects that should have a duration of 10 minutes or 1 hour but were lasting until a Long Rest had their durations adjusted and end with a Short Rest. Spells that last 8 hours or more still last until a Long Rest
List of Spells with durations changed

Short Rests & Hit Dice

Short Rest puts the characters in a standby mode and provides them with 1 new spell
End Short Rest: Ends the Short Rest standby mode
Regain Hit Points: spend 1 Hit Die to recover its value plus the character's Constitution Modifier
Some abilities are only available while short resting:
Wizard's Arcane Recovery
Druid's Natural Recovery (Circle of the Land)
Short Rest is considered an hour long downtime period, thus ending effects that last up to 1 hour
Long Rest recharges half the character's level worth of Hit Dice (rounded up)

Global changes

Removes weapon abilities (like Cleave, Smash and Pin Down) for default weapons (not on magic weapons yet)
Removes the disadvantage on Strength and Dexterity Saving Throws when Prone, and adds the Disadvantage to Ranged Attack Rolls
Gives a Walk passive to players that allows them to toggle between walking and running for cinematic and roleplay purposes (as requested by fmarzullo)
Nerfs Fire dipped (also Torch) and Poison coating damage to 1 static damage (from 1d4)
Removes surface creation on most benefitial potions (like healing and resistance potions) - you can't heal people by throwing potions at their feet!
Adds Heavy Armor to various locations and traders

Two-Weapon Fighting

Removes the automatic offhand bonus attack option when Dual Wielding (This removes Dual Wielding AoO as well)
The Offhand Attack is only available after attacking with the main hand weapon while Dual Wielding (or when outside of Combat)

Last edited by Count Turnipsome; 15/08/23 12:17 PM.

It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
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Originally Posted by kicker04
Originally Posted by Beechams
Why? Full Release Mod Fixer works as intended.

Because with every patch and hotfix you don't only have to check the mod but also the mod fixer...

And the more third party stuff involved the higher the general risk. As always.

That is the fault of the game requiring hotfixes not the fault of the mod. And we can also add that it is down to Larian not yet releasing any kind of editor.

1. I'm still on Hotfix #1 as I never let anything do anything automatically on my machine. If and when Larian finally get their act together and put out a hotfix or patch that doesn't destroy the game and the saves then I will consider updating.

Updating my 10-12 mods to the full release versions took minutes. I track the mods on Nexus so I know when they are updated. I then read the mod description to see if I actually need to update the mod. As I've said in another post, modding games requires reading and thinking. If you aren't prepared to do that then modding isn't for you.

2. Larian's hotfixes and Steam seem to be more of a problem than mods. Although I only have the 10-12 mods installed I have tried out maybe three or four times that number. None of the mods or the chopping and changing of mods has broken my game so far.

I had a Skyrim LE with 250-300 mods installed which was more stable and bug-free than the vanilla game.

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Mods I want to see:

1) Allow Character Creation with ide rolls

2) Put back the Racial bonus from 5E

3) Put back God selection for all character types

4) Full Custom party start for solo play

5) Increase party size to 5 or 6 (Solo and coop)

I would like to see a more robust character creator as far as body and face but I'm not sure how much modding can do. Rather than more choices I would just like slider tweaking options.

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Originally Posted by Zentu
Mods I want to see:

2) Put back the Racial bonus from 5E

3) Put back God selection for all character types

The racial bonus from 5E PHB exists as a mod: https://www.nexusmods.com/baldursgate3/mods/578

You can select a deity for your character with this: https://www.nexusmods.com/baldursgate3/mods/10 (it also adds a lot of NPC assets to various races in the CC)

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More unique spells and features for the subclasses would be nice, they all kind of the same right now

Last edited by Seventrussel; 15/08/23 09:49 PM.
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Before modding, I'll wait at least for the big 1st patch and some fixes that will follow.
Don't want to risk breaking the whole thing because the files keep changing.


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Originally Posted by Zentu
Mods I want to see:
4) Full Custom party start for solo play
5) Increase party size to 5 or 6 (Solo and coop)

These two are on top of my list.

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1.) possibilty to create a custom party from scratch (SP) including character import- / export function

2.) increased party size to at least five customs

3.) Artificier (Artillerist & Battle Smith) class

4.) playable Gobbo

5.) all the missing utility cantrips such as Prestidigitation, Mold Earth, Shape Water, Druidcraft, Mending, Gust etc. pp.

6.) complete disabling of dice rolling for dialogues = instead selection of answers (including possible multiple results) that would maximize dialogue speed, increase may rp and decrease save-scumming (at least for me) wyllhappy

Last edited by Lotus Noctus; 17/08/23 04:50 AM.
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I only have 1: Completely customizable companions, that behave like real people and not "vessels" and that can be hired at taverns or places like that.

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* Longer reach for picking things up - stop climbing barrels & rafters to grab that one silver plate on top of the crate.

* No 'Natural' dice rolls - remove critical miss/hit system.

* Character appearance save feature (or, respec includes race/appearance changes as well as class).

* All traps & non-quest related locks removed (or, 100% success lockpick/disarm) - no need for a sleight-of-hand toon.

* Voicepak mods - fan voiced lines for the player character, NPC lines in different accents.

* Map click-to-move.

Joined: Sep 2019
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- An odd one, but I'd like a mod that removes the dice-roll window from opening locks/disarming traps. It's totally fine for me when it's dialogue choices and such, there's 1 roll and it matters, but when I have 6 traps to disarm and 3 chests to open, that gets kinda annoying laugh

- Allow me to change my character looks/sound midgame!

- Difficulty-increasing mod, that does it in a smart way (no damage sponges)

- More custom soundsets, I had to mute selection sounds entirely (which sucks, I did like the companion combat/movement chatter), because the available soundset was ruining my char immersion, haha

- Different font in in-game books, this one's *unimmersive*

- Something that adds fun items together with the increased difficulty, so that it feels rewarding to find upgrades, and with the upgrades being *clear* winners compared to my old junk smile

- Could be impossible, but maaaaybe not given the AI developments (VASynth in Skyrim being a funny example of it in action!) - I'd love to see more player-initiated banters with companions. I mean small, repeatable things, such as, idk, "Give Karlach a hug" with a couple of outcomes game would choose at random, or "What's one of your favorite spells?" to ask Gale with a few fun answers, or "Try to pickpocket Astarion" etc etc. With additional options appearing depending on friendship/romance status with the NPC. These may seem small and repeatable, but in a long game, they go a *long* way in keeping the NPCs feeling alive, and that's also without risking it popping up at wrong times - player can engage whenever they feel a moment's too quiet smile

- Let me drag that Myshka cat to my camp, dammit! And while at camp and animals, perhaps throwing a ball at Scratch should not make everyone go hostile and attempt to gut me wink But that's not for a mod, more like a fix, ha.

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- Divine Soul Sorcerer & Celestial Warlock

- Human Variant

- Mage Hand better ability to interact with objects ie. push buttons, etc., for Arcane Trickster's to Disable Traps or Open Locks

- Better polyamory; no/less interpersonal romance conflicts

- Give Half-Drow Superior Darkness or a middle-ground between the two. Removing racial spells is fine for it. Also give Half-Drow a chance to pass as Drow in more dialogues.

- Half-elf variant; as core Half-elf

Last edited by AshesOnWool; 17/08/23 09:35 PM.
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BG3 restoration project because the cut content sounds so much vetter than what we got.

And also Fizban Dragonborn.

Last edited by Ixal; 18/08/23 07:16 AM.
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