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BG3 - Mod - Personal Tweak Pack

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ArunnyE
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BG3 - Mod - Personal Tweak Pack

Post by ArunnyE »

PERSONAL TWEAK PACK
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Hello! ^^/ First of all, thanks for the invite for me to host my mods here after The Nexus made it clear that it's apparently not accepting cosmetic mods affecting origin characters. ^^; This is as good of a place as any, and all that is really necessary is a place to host and a place to post, so here I am.

Since release, I've been slowly working on a number of (mostly) small tweaks and changes to the game, and they've been adding up, resulting in this (increasingly ballooning) mod.

Note that this mod was never really intended for anything other than the personal use of me and my significant otter that I'm going to play with. As such, it may come with many changes that you may or may not like, or may in the future be updated with things you may or may not like. Many of these changes are completely unrelated to eachother, and many changes that may appear to be minor may in fact be more invasive than you think, and could render other mods incompatible or non-functional (the increase in the number of feats is a good example; it may sound like a minor change, but it actually overlaps on a level-by-level basis with anything that changes any class).

For installation, extract to the \AppData\Local\Larian Studios\Baldur's Gate 3\Mods folder like any other mod and "install" using the BG3ModManager. Likely also requires the Full Release Mod Fixer. Note that the modfixer does not need to be installed in any way other than extraction into the \mods\ folder.

If you manage your modsettings.lsx manually to install mods, here is an example of a working modsettings.lsx, assuming Gustav (which everyone should/must have by default), this mod (VgBG3Mod), and one of my other mods:
► modsettings.lsx
Here is the full changelog as of the current upload, which are in reality just a collection of personal notes that I started making in order to keep track of what I was doing:

Implemented changes:
  • Shield Dwarves recieve Shield Proficency, Athletics Proficiency, and Athletics Expertise through Dwarven Armour Familiarity, in addition to the previous Light+Medium armour.
  • Ping cooldown has been reduced to 0.1, and Ping duration has been reduced to 2 secs. This allows for vastly more responsive pinging.
  • Increased Hardcore difficulty HP bonus from 30% to 100% and added +1 AC.
  • Added 1d4-2 Fire damage to the attacks of enemy imps for no reason other than that I wanted to and to see if I could.
  • Paladins can/must now choose a deity, because even though the deity selections in the game is garbage they really should need to, this being Forgotten Realms.
  • All classes now get Feats at levels 2, 4, 6, 8, 10, and 12. Doubling the amount of feats from 3 to 6, which may feel a bit excessive, but even though I would prefer to have feats every third level, that would require changing the classes a lot more to avoid completely dead levels, as 5e D&Dogshit treats feats as class features in their own right.
  • All classes get a bonus feat at level 1 when you multiclass into them. Even though multiclassing can in some instances be very powerful, it is generally a loser's deal if you just want to make interesting/fun/thematically fitting characters rather than powergaming builds, especially since you need to go 3 levels in to get specialization with most classes. This compensates a bit, although it might be a bit much given the increases in the number of feats.
  • Since it is not possible to give more than one feat per lvlup, Fighter gets bonus feats at levels 3 and 11 (meaning they get a feat at all levels except 1, 5, 7, and 9).
  • Wood Elves get Advantage on Stealth, just like Lightfoot Halflings, to make sure they get *something* in the silly event that they also get Stealth from Background, which is highly probable. The fact that you get no advantage when "stacking" sources of skills on character creation is honestly shameful. They really should rework the races and the functionality of character creation options.
  • Lightfoot Halflings gain Stealth Proficiency. It only felt fair, and it's odd for someone to have advantage in something they have no skills in.
  • Humans gain +1 to all Ability Scores. In reality for most classes this just means +1 to two key scores and Constitution, so it felt fair considering that Humans are otherwise garbage. This lets them excel like the superior race that they are.
  • Half-elves gain +1 Dexterity, Half-orcs gain +1 Strength. Taking away race-specific bonuses was idiotic to begin with, but it shafted some more than others and I think that is sad, whether due to evolutionary biology or fantastical creationism.
  • Knowledge Domain receives Investigation and Perception as extra proficiencies, and adds several skills to its choices of Skill Expertise. It also gets Proficiency in Intelligence Saving Throws. At level 5, Knowledge Domain gains 2 extra skill proficiencies and 2 extra Skill Expertise, the latter being limited to the same skills selectable at Level 1. This is for no other reason than the fact that I like the Knowledge Domain and found it terrible, especially when compared to some of the insane ones, like Tempest.
  • Added Feat, Orator; +1 Charisma, Proficient/Expertise in Persuasion and Perform. (Analogous to Actor)
  • Added Feat, Preacher; +1 Wisdom, Proficient/Expertise in Intimidate and Religion. (Analogous to Actor)
  • True Strike spell changed into Bonus Action, duration reduced to 1 round (so same turn, so you can only get use of the spell once), and allowed to target self. Seriously how did that last one slip by them? True Strike is a classic self-buff.
  • Blade Ward changed into a Bonus Action.
  • Removed the restriction on spellcasting while raging. Instead, the rager loses concentration when rage is applied, ended, or when ending a turn while raging, and the rager also has disadvantage on all concentration tests, if they still somehow happen. This should apply to all types of rage that would previously make spellcasting impossible, and all tooltips should be updated.
  • Bless & Bane no longer require concentration. This is just a basic personal preference based on what makes sense. I don't like the idea of a priest blessing something and then having to concentrate on it. Also removed the restriction of Bless to allies and Bane to enemies, because I don't see the point of such strict handholding restrictions.
  • Added Greatweapon Fighting Style to the fighting styles available to Rangers, because brawny rangers are a thing. Removed Dueling Fighting Style to fighting styles available to rangers, because what kind of ranger is a swashbuckling duelist?
  • Added Feat, Seething Anger; +3 uses of Rage. Note that nothing stops someone without rage powers from taking this. Created mostly to see if it was possible to assign just about any class-specific "boost" to a Feat through a Passive, and it is!
  • Added Feat, Conduit; +2 uses of Channel Divinity. For some reason, this displays differently than Seething Anger when chosen as a feat, displaying the Channel Divinity granted via the Conduit Passive instead of the actual Passive granted by the feat, which is frustrating. For some reason, having "ActionResource(ChannelDivinity,#,#)" as a boost hijacks the description of the passive on the feat selection screen. This is probably due to something that needs to be fixed as a bug by Larian. Inconsistent functionalities are beyond frustrating and we need to be able to depend on what we do displaying as expected.
  • Rectified above issue by creating a dummy passive that does nothing, while hiding the passive that adds ChannelDivinity. Making a note of it here because it adds to the spaghetti code and this list wasn't meant as a feature list, but a way to keep track of the things I do.
  • Applied the above fixes to the Actor feat, and updated Orator & Preacher to match; applied the same to Seething Anger just in case.
  • Updated the description of Actor to match what it actually does; updated Orator & Preacher to match.
  • Added Unarmed Sneak Attack, given on Shadow Monk Lvl 3. I initially wanted to add this to Rogues, but it causes minor issues in presentation when applied to a class that doesn't receive any martial arts/unarmed damage bonus, and adds to the already prodigious "ability spam" of the game for all rogues that would have no interest in such an ability. And given that any rogue/monk would likely go for Shadow, it only makes sense to me to grant it through Shadow.
  • Shadow Monk gains a 1d8 sneak attack at Lvl 3 (i.e. starting level), to facilitate the use of Unarmed Sneak Attack even for those that do not take levels in rogue, to avoid a completely useless class skill being assigned. This increases by +1d8 every 3 levels (1d8 at lvl 3, 2d8 at lvl 6, 3d8 at lvl 9, 4d8 at lvl 11).
  • Unarmed Sneak Attack benefits from sneak attack dice gained from Rogue, but Ranged/Melee Sneak Attack does not benefit from sneak attack dice gained from Shadow Monk.
To-do/hopes:
  • Create a separate mod that gives Clerics a new domain at lvl 2; merge domains from lvl 1 into effects of lvl 2 for *all* domains. done
  • Separate Ranger Berserker Maintenance Mod. done
I claim no ownership or credit of any of this, and encourage anyone to pick it apart as they see fit or include it in whatever.



Have fun! ^^/
Last edited by ArunnyE on August 27th, 2023, 12:36, edited 2 times in total.
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ArunnyE
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Location: Cambodia

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Post by ArunnyE »

Known Issues:
  • Wonky Display of Skills:
Under some rare circumstances, the game shows some skills (possibly only Arcana) as being selectable as class proficiencies on character creation when they are not. This is not my fault, can be replicated in the base game itself, and the result of some base game strangeness not applying skill lists correctly. I found no way to work around it, but managed to avoid some of the visual bugs by manipulating the order of the skills in the SkillList.[/list]
  • Custom Icon Use:
Unique icons has been made for Unarmed Sneak Attack, but I have as of yet not been able to find a way to make the game load them. For now, Unarmed Sneak Attack has been issued a placeholder in the form of Slam.

Any help would as always be greatly appreciated! ^^/
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VerMods
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Post by VerMods »

Any chance of spinning the racial tweaks into their own mods? Ideally individually so one could choose which ones to go with? (I'm personally eyeing those +1 to all stats Humans, as it seems to align with original 5e's balance, and is great for my tendency to jack of all trades my main character.) Also does this remove the +2 and +1 that should no longer be there?