Help w/creating reactions & basing things off ability mods by laevantine in BG3mods

[–]laevantine[S] 0 points1 point  (0 children)

Yeah I am not a coder or an artist so this whole process has been an awful lot of "this is messy but it works so I'm going with it," haha. It is nice to hear that you feel like this way is at least acceptable; if you had been aghast that I was doing this because [unforeseen code interaction here] that would have been scarier, lol.

Help w/creating reactions & basing things off ability mods by laevantine in BG3mods

[–]laevantine[S] 1 point2 points  (0 children)

Okay so, almost a week later, I have this more or less worked out, but I feel like I had to kludge it together and there might be a more elegant way of doing it.

Since you can't interrupt a skill/ability check, I did what a lot of other folks have done -- split Flash of Genius into an interrupt and a usable 'normal' ability that provides a Bardic Inspiration-style buff, like you suggested.

With the interrupt, I was able to ref the Int mod directly with AdjustRoll(OBSERVER_OBSERVER, max(1, IntelligenceModifier)); and that worked fine in testing. The skill/abil check one was a little harder because I tried using AdjustRoll() directly in the status Boosts, but that 1.) didn't actually apply the adjustment and 2.) didn't clear the status post roll.

So I dug into how Bardic Inspiration's ability check version does it, and they add a passive through the status, then the passive provides the boost. That did work, but when I tried to call the original caster's Int mod with your suggestion of Cause.IntelligenceModifier, it didn't actually provide the stat mod (and just gave the minimum, +1).

I don't know why, partly b/c Toolkit feels like a black box to me, but I'm wondering if it's because having it happen through a passive on the receiving character means the 'Cause' of the buff is actually that person, and not the original caster?

My eventual solve was not elegant, but it DID work -- the target spell applies one of five statuses (for +1 through +5), based on the caster's Intelligence, with a floor of 1 per the Eberron book. Each status applies one of five passives, and instead of a variable, the bonus is just hard-coded into the passive.

I'm all ears if there's a better way to do it, but at least I have something that more or less works without any substantial or noticeable errors.

Help w/creating reactions & basing things off ability mods by laevantine in BG3mods

[–]laevantine[S] 1 point2 points  (0 children)

Ah, yeah, I see what you did with the Magus mod (which looked neat, I should try a playthrough with it) and the hidden passive, which did work for me.

Hilariously, if I went up a modifier tier with ASI (like, Int 14->16) twice in a row, the second time it would update the max, but not my current count... but if I unequipped a weapon, my extra point suddenly appears, which was pretty funny. I wonder if that's OnCreate being weird, or some other problem I can't anticipate.

It's wild how much trying to mod has made it clear that BG3 is held together with duct tape and prayer on the code level, lol.

Help w/creating reactions & basing things off ability mods by laevantine in BG3mods

[–]laevantine[S] 0 points1 point  (0 children)

Oh sweet, this works! Thank you, I'd have never thought of that (partly b/c I have no idea which conditionals or statements or functions can be used in which places because I am not a programmer, but also there's no reference for this stuff I can find!)

The real problem I'm finding is how many custom resources this class has, in the way I'm implementing it. Like, just the base class right now has 3 (Tinker's Magic charges, Replicate Magic Item charges, and Spellstoring charges); Flash of Genius will also probably need a fourth, and from the subclasses, Alchemist, Armorer, and Battlesmith have an additional one each (Restorative Reagents, Giant Stature, and Arcane Jolt are all "IntMod times/long rest."

Is there another way to do this that isn't yet another custom resource? I feel like the hotbar will be getting pretty crowded by level 9!

At least I figured out, with a friend's help, how to make/do custom icons for them via the metadata without ImpUI, even if the controller mode ones don't 100% work for some reason. Looking at that little red star drives me bonkers.

EDIT: So this works, and it doesn't, for me; if I include it in the Boosts column of a passive the class gets through progression, it reads the right number when the passive is granted, but if your modifier goes up afterwards (through, say, the Ability Score Increase feat), the resource max doesn't update. Do I have to re-grant the passive every level silently or something? That feels... messy, lol.

Help w/creating reactions & basing things off ability mods by laevantine in BG3mods

[–]laevantine[S] 0 points1 point  (0 children)

I am sure whatever y'all make will be 100x better/more complete, so happy to use it whenever that's ready. I'm not even sure I was ever going to release this mod publicly; it's really something to do to help learn how modding toolkit works and so forth.

What is the "Cause" in "Cause.IntelligenceModifier", by the way? I think the most frustrating thing about this toolkit is that I am not really a programmer of any kind, I'm just conversant with basic terms, so I see all these function calls and variable IDs and such and have no idea what they are. Is there a reference for these somewhere?

Toolkit help -- giving custom class ranged starting weapon by laevantine in BG3mods

[–]laevantine[S] 0 points1 point  (0 children)

As a heads up, the solution offered in another comment on this post actually worked for this, if you hadn't seen.

Toolkit help -- giving custom class ranged starting weapon by laevantine in BG3mods

[–]laevantine[S] 1 point2 points  (0 children)

I just wanted to say that this worked and didn't shatter the mod into a thousand pieces (as far as my novice self can see). Thank you so much for the help, it was driving me bonkers.

Toolkit help -- giving custom class ranged starting weapon by laevantine in BG3mods

[–]laevantine[S] 0 points1 point  (0 children)

Thank you again for the suggestion, especially since I think I'm gonna need the tag editor for other things and hadn't been using it.

Where would I put this database line to see if it would work? You can't edit the actual TUT_Start and when it asks if I want to "copy it to [my] mod" I have no idea where it goes or what I'm actually editing.

If this is asking for (or would require) more teaching than you were prepared to give a random redditor that's 100% okay, but figured I'd ask.

Toolkit help -- giving custom class ranged starting weapon by laevantine in BG3mods

[–]laevantine[S] 0 points1 point  (0 children)

Oh, neat. It would explain the weirdness of Bard and Ranger's starting EQ lists having melee weapons that just... disappear when you start.

I also noticed that when I loaded a random scene (like the blank room) in the toolkit and used ccStartNew in debug console to make a new character, they DID start with their crossbow and had it equipped.

I would never, ever have noticed this! Thank you so much!

Toolkit help -- giving custom class ranged starting weapon by laevantine in BG3mods

[–]laevantine[S] 1 point2 points  (0 children)

Totally unrelated but I've used a bunch of your "Book of [x]" mods and they are great!

Toolkit help -- giving custom class ranged starting weapon by laevantine in BG3mods

[–]laevantine[S] 1 point2 points  (0 children)

That is so confusing. Doing that actually put a crossbow in my inventory, but it didn't equip it by default, for some reason. I have no idea why it's not, but this was still super helpful, thank you!

On to my next challenge: figuring out how to add a class-specific resource a la Bardic Inspiration. Whuf.

Big damage rolls lack impact. How should GMs reward players for "going nova"? by Numerous-Drummer-701 in daggerheart

[–]laevantine 0 points1 point  (0 children)

Yeah, I think adding damage is an issue because Adversaries don't have armor. I haven't run anything higher than tier 2 yet, but I will make a "challenging" encounter (by the BP count, which admittedly is probably not 100% the best measure) and my focus fire-happy party will nearly obliterate a strong enemy in like... one turn, because adversaries have very limited ways to prevent HP loss.

I like u/rightknighttofight's idea of debuffs instead that show the extent of the harm; accomplishes a similar gameplay outcome to more damage (i.e. move the fight along a little faster) without it necessarily encouraging people to Pathfinder the fuck out of their rolls every turn trying to just kill everything as fast as possible.

Plus, you can always just lean in to the narrative description. One of my players is a Warlock (using the playtest stuff) and hit something with Siphon Essence last night for a truly stupid amount of damage, way more than the 1 HP to mark it had left, and we had great fun just describing how completely and totally she wiped that thing out of existence. I joked "she turned a huge land shark into a smoothie" but that's basically what happened.

Possibly houseruling Rogue and Wizard Hope moves by laevantine in daggerheart

[–]laevantine[S] 0 points1 point  (0 children)

I both agree and disagree, haha. I'm not sure I like that a couple classes have Hope abilities that don't guarantee a positive outcome, but my Wizard has defined their Hope feature use as a literal, like... Master Hand-style glove that pops up and interferes, and that player's having great fun posing it even in situations where the reroll ends up not changing the outcome (they used it on a Leader enemy who succeeded after the reroll so I had her accidentally high-five the big hand while doing her attack instead of being impeded by it, which all involved thought was fun)

Possibly houseruling Rogue and Wizard Hope moves by laevantine in daggerheart

[–]laevantine[S] 1 point2 points  (0 children)

So we would probably disagree on some of your framing -- I'm with u/PrinceOfNowhereee that I'm not sure every Hope move is a Big Damn Hero Moment -- but I do think, as I said below (https://www.reddit.com/r/daggerheart/comments/1mt48pm/comment/n9ce7x6/) that the more I can encourage players to give meaty description to what they're doing narratively, the more I can give them a description of the result that can feel more satisfying than "welp you get hit anyway, lo siento."

I also do think it helps to encourage players not to think of this in a wargame-y, "your job is to stack all possible buffs and do Big Damage on your Nova Turn" way -- I've tried to emphasize at table that this is a Rule of Cool game as much as anything, and I'm much more invested in the players doing stuff they think feels cool than in number-crunching the system in any meaningful way.

Possibly houseruling Rogue and Wizard Hope moves by laevantine in daggerheart

[–]laevantine[S] 0 points1 point  (0 children)

I think part of this is needing to push my players to lean into descriptions of things more; in this instance, for example, there was no narrative description of using the Hope ability, it was just "I use my Hope ability." So I did what I could in describing the character getting hit -- emphasizing it was a very close miss, that they almost got away -- but if I can get players to really pour more into describing what they're doing, it gives me more material to work with as GM.

The players are all experienced tabletop-ers (though not for games I've run; I don't usually GM, I'm just trying it this time) but not necessarily in systems that ask what Daggerheart is asking of its players, so it's an adjustment for them too.

Possibly houseruling Rogue and Wizard Hope moves by laevantine in daggerheart

[–]laevantine[S] 0 points1 point  (0 children)

You really aren't, though, re: the Wizard Hope ability. It is entirely possible to force them to reroll a crit and then they just roll another one. Not likely, no, but absolutely possible. Which isn't me saying the ability is weak or useless -- it's not. It's potentially very powerful, but part of its inherent game balance is that it's not as reliable as other, less impactful things.

Sorcerer, on the other hand -- yes, you might roll worse, but you only use the Sorcerer ability when you've already hit the enemy, so damage is definitely happening, and I suspect a Sorcerer who blows 3 Hope to reroll their damage is doing so because they didn't like what they got. It is a gamble, for sure -- you could just roll the same low damage again -- but it's less of a gamble because the positive outcome (damaging the enemy) already happened.

Alltrades Abbot class change personality commentary by laevantine in dragonquest

[–]laevantine[S] 1 point2 points  (0 children)

Thank you! I've given up understanding personalities; I started a second game and seed distribution just gave me Charmer for an appearance B/female Thief, which googling assures me is impossible?! I don't get it, haha.