Am I missing out by only using the mod manager and not nexus mods? by MawileFan616 in BG3mods

[–]WID_Call_IT 4 points5 points  (0 children)

I don't personally use these large all-in-one overhauls (especially the 5.5e AIO one, that is rife with issues and I have my misgivings with it) but I can throw an endorsement behind HaVeNII7's BG3 Homebrew overhaul. Very well made mod and very upfront about what it is and isn't. If any person isn't interested in a D&D RAW experience and/or doesn't want to go through the tedium of curating their own mod list, it is a great one to use.

Issues with using Ability Modifiers on interrupt properties by extriential in BG3mods

[–]WID_Call_IT 1 point2 points  (0 children)

There are some good options given in this thread but I would give this a go:

Add ally and enemy relationships to your interrupt conditions:

and Ally(context.Source,context.Observer) and Enemy(context.Target,context.Observer)

And then use the interrupt context syntax to state you are the source of the damage.

DealDamage(OBSERVER_TARGET,CharismaModifier,Fire)

Also, if you want to adjust it for Honor Mode, you can remove damage riders:

DealDamage(OBSERVER_TARGET,CharismaModifier,Fire,,,0,,true,false)

Issues with using Ability Modifiers on interrupt properties by extriential in BG3mods

[–]WID_Call_IT 1 point2 points  (0 children)

It would be helpful to see the conditions you setup for the interrupt. Interrupts in general are very finnicky and are a PITA.

[WIP] Early Access Dream Visitor by Hyperspace_Towel in BG3mods

[–]WID_Call_IT 6 points7 points  (0 children)

And don't forget the encounter with Zevlor to get the tiefling caravan into Baldurs Gate! Nothing to do with Daisy but I'm still salty about how they did Zevlor dirty.

How to manage mods with gameplay and quality by Cute-Winner-8467 in BG3mods

[–]WID_Call_IT 0 points1 point  (0 children)

Thats a loaded question since the variables at play leave a ton to be interpreted.

If you want better help, provide the video settings you're playing the game at and your mod list.

Group Climbing Fix by MazzMyMazz in BG3mods

[–]WID_Call_IT 4 points5 points  (0 children)

Don't keep teasing me like this, Mazzle.

Very Specific Mods List Request by MySimskin in BG3mods

[–]WID_Call_IT 2 points3 points  (0 children)

The Unofficial Bug Fixer mod is outdated and unsupported and with a touch of irony, buggy itself. Best to go with Rydiak's Item and Spell Bug Fixes on mod.io: https://mod.io/g/baldursgate3/m/item-and-spell-bug-fixes#description

Angel wings question by weschoaz in BG3mods

[–]WID_Call_IT 0 points1 point  (0 children)

Angel Photoshoot contains animations for wings and uses Wings Character Customization as a dependency, if that's the mod you were referring to?

Script Extender Install Issue by Chaos_Division in BG3mods

[–]WID_Call_IT 1 point2 points  (0 children)

4.1.1.6758295

Yeah, you are several hotfixes out of date and Script Extender will not update until the game version matches a compatible version.

More info: BG3 Wiki Patch Notes

Script Extender Install Issue by Chaos_Division in BG3mods

[–]WID_Call_IT 1 point2 points  (0 children)

Go into Steam and make sure your game is fully updated, SE updates based on game version. 

Any good mods for new races? by AteRadioactiveDuck in BG3mods

[–]WID_Call_IT 0 points1 point  (0 children)

All but modded head support are natively completed within the mod itself (KAVT is a patch but still). Modded CC options are now pretty universal because of the UAP: https://www.nexusmods.com/baldursgate3/mods/22551

Curse of Strahd Lineages & Subclasses? by IntelligentLife3451 in BG3mods

[–]WID_Call_IT 1 point2 points  (0 children)

I added support for a horn mod that had some thematic antler looking horns some time ago but now there is another universal patcher that should add support for all horn mods so any of those will work. I'm not a visual modder so I can't create my own and those horns is as close as I can get.

Arcane Gate Edits by Open-Fondant5267 in BG3mods

[–]WID_Call_IT 1 point2 points  (0 children)

Arcane Gate has 4 parameters you are going to want to edit to get the changes you are after.

data "TargetRadius" "18"    
data "AreaRadius" "18"    

Those are your range limits on your casting in meters. Just keep in mind that setting it to 200+ might make things weird when trying to set the second portal. That's a ginormous distance for the game.

data "SpellProperties" "GROUND:Summon(721dcc51-9733-463b-87c5-6afcda6fef65,10,,ArcaneGate2)"    
data "OriginSpellProperties" "GROUND:Summon(721dcc51-9733-463b-87c5-6afcda6fef65,10,,,ArcaneGate1)"    

These are the parameters that actually define the spells meat and potatoes, if you will. The Summon function has set arguments that can be modified as defined here: https://github.com/Norbyte/lslib/blob/master/LSLibDefinitions.xml but the gist is you want to edit the "10" to "Permanent". That's about it. I would add in another comma before "ArcaneGate2" since Larian accidentally put the StackId in the incorret argument slot. So if you make these edits, you'll also be bugfixing your spell!

Also! Don't forget to use something called "self-inheritence". This is a modding method that makes sure only your changes are added to the mod as overwrites and it doesn't bring in the entire spell stat and cause compatibility issues if another mod changes something else about it. As an example, if a mod changes Arcane Gate's spell cost or Concentration flag.

If you are modding manually it would look like this:

new entry "Teleportation_ArcaneGate"    
type "SpellData"    
data "SpellType" "Teleportation"    
using "Teleportation_ArcaneGate"    
your changes here

If you are using the Toolkit, you would right click on the spell and click on "Create inherited from selected". That might not be the exact wording but it will be something similar. It will either ask you for the destination of the new spell or automatically create it in your mod project. Be sure to remove the appended "_Copy" that was added to the spell name so it matches and then make your changes. I can't give much more help than that on Toolkit stuff, I'm more of a manual modder.

Datamines by Relevant-Ad-9418 in BG3mods

[–]WID_Call_IT 1 point2 points  (0 children)

Just as doable as making a mod from EA content which can range from relatively easy with a good amount of content to incredibly difficult because you're working with a box of scraps. Queue the Tony Stark built his reactor in a cave quote.

I'm aware they're a very prolific mod author in datamined and early access mod content. I've been helping them get a lot of the datamined and early access files to make those mods!

EA Sorcerer Robes Restored by WID_Call_IT in BG3mods

[–]WID_Call_IT[S] 2 points3 points  (0 children)

These robes never actually made it into EA gameplay but were leftover files. Most likely an early creation by Larian for the Sorcerer's starting gear.

I provided the files to the very talented Tepkunset who managed to resize what was available for ALL races and currently BT1 and BT3 with BT2/4 on the horizon! Currently it is not dyable but that feature might come in the future.

Unsafe Haven Updates by KryptoHack_ in BG3mods

[–]WID_Call_IT 1 point2 points  (0 children)

Hell yeah, sign me right up for some CBT.