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Seeker1

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  1. So, there is a feat here at Nexus called Plus Feats whose intention was what I'd like, but is abandonware and no longer works after Patch 7. But what it DID is sort EVERY feat in your feat list from A-Z. Because otherwise, if you have a bunch of feat mods, like Feats Extra, Essential Feats, etc., each feat list goes from A-Z "in itself" and then the NEXT feat list goes A-Z. This makes finding the feat you want to add harder. (Also, since Feats Extra and Essential Feats have duplicates - though sometimes the duplicates are different in implementation - it makes it harder to spot them.) And now the problem is getting worse with other new home-brew feats mods at mod.io like Ghost's Feats and Stormsong's Feats. I love additional feat mods but the more you add, the more your feat list becomes a mess, and the harder it is to pick feats to add at level up (I use feats every 2 levels mods, natch, when you have that many feats to pick from.) BTW -- I know Spell List Sorter here does it for your spells - believe it requires script extender ... my spells can be a bit jumbled too, but are usually relatively sorted by level. It's the feat list I'm having bigger issues with. (Again, I hope ALSO this solution can be done without script extender, personally, as I can't use it on my machine, hopefully could be done with Osiris scripting.) So: is there any way a modder here could do Plus Feats for the new era, for 2025? Something that would sort every feat in your feat list, the vanilla ones, and any ones from mods, in short, the entire list of feats, from A-Z? That would be awesome. And the only other thing I'd love - maybe you UI gurus can take a crack at this - if it can be done - also making the feat list searchable so if you have a feat in mind you want to add, you can find it off the list right away?
  2. So, I know one thing that can be done, as mods even before the Toolkit did it, is transfer weapon special actions to other weapons. I'm already using items made this way. There's a Dragon Katana with Hellflame Cleave I've got from here; another mod I have adds Scourge the Profane to several weapons; and then of course, there's my favorite, Colossal Onslaught ... can slam enemies in a long row. I love the Weapons Oils mod ... very nice, can make any weapon flaming, or +4, or have the Thrown or Bonded properties, even make it radiate light. Great stuff. What I'm wondering is, could there be a mod that after you apply an "oil" to it could give it a property, like any of the above? Could somebody do that? Also base weapon actions, like if you apply the oil, the weapon gains Lacerate etc. It'd really be cool if there was a system to transfer new weapon properties modders have created to other weapons, but that would be gravy. For now, I'd settle for transferring/applying in game properties. I want Hellflame Cleave on a battleaxe. Scourge the Profane on a mace. Colossal Onslaught on a warhammer. Etc. Etc. I found this one, and it's pretty much what I want with one hiccup. Learn Weapon Actions https://www.nexusmods.com/baldursgate3/mods/5849 It lets you learn all the base weapon actions, but, and it's not in the description, it gloriously can also allow you to learn Colossal Onslaught and Shadowsoaked Blow which are "special". Those are two I'd like to use on other weapons. What I've been hoping is someone will do this in the new mod kit (which I can't use ... alas ... as a Mac user, I can't even run it under emulation as it requires the Windows version of the game on the same PC to work) as it allows access to scripting sans script extender, so maybe something like the above would be possible without requiring SE. Again, maybe by use of an "oil" or some type of of crafting you apply or transfer the property to a new weapon.
  3. There's two routes to this that I think currently work with Patch 7. Get the Ceremorphosis mod at the 'official' site and then you have the ring that makes you undergo ceremorphosis early, OR, better yet, the other one that gives the Tier 3 powers without doing that, which is of course an absolute cheat. But you want that. Alternatively, "choose your stats" cheat mod has an option to give your character all the tadpole powers, including Tier 3. Now if you just want Tier 2, meaning the Black Hole, NOT the Tier 3 Nebulous Black Hole that does damage, you want the "fake Astral Tadpole" mod here that gives you the Tier 2 powers (the visible outer ring, including Levitate and Mind Blast) early and without any visual changes (though there are also mods to negate the visual changes from using the "real" Astral Tadpole, but then you have to wait.)
  4. I don't know if what you want can be done (Alfira at least has some in game voiced dialogue, Quil at this point has little to none) ... BUT if you want Quil as a hireling (it is BTW the only way to get a dragonborn hireling in your party) check out the "Hireling Ladies" mod here at Nexus. Now you could replace all 12, but if you just want Quil, choose her single replacement mod option (she will replace one of the standard hirelings).
  5. Dunno if anybody wants to take my request, but maybe they can at least answer my question. My request is a mod that takes and edits weapon properties and makes them transferable. For example, a mod that would let you move the Hellflame Cleave property to another weapon from a weapon it is already on. I know this is doable, and I know it was being done before there was a Toolkit in mods that preceded it. What I'd love though is a mod that simply works in-game like weapon oils, and maybe can "grab" a property from weapon A, and then transfer it to weapon B. My question is, this would probably be the first mod I would try and make myself, using the Toolkit, because I'm sure it can be done in the Toolkit. But, I'm on a Mac. I know the Toolkit only runs on Windows, but I have a different question. I was thinking of making a stab at trying to run it on my Windows laptop, or maybe under emulation, but from what I've heard, that isn't doable. Apparently because the Toolkit can only run on a Windows machine that is also running the Windows version of the game. Is that correct? If so, sigh, I guess I can keep begging for someone else to do it. I have one other maybe only slightly related question. Is anyone able to run the Bloodletter mod on Mac (the custom companion one with Veilyn the warlock)? Seems to me it is not Mac compatible, trying to figure out why.
  6. However, while the tools won't be out for everybody until September, they are actually in closed alpha testing right now. My understanding is they invited existing modders to be part of the closed alpha and try out the tools (and given it is alpha, the tools will inevitably be modified, but.) This is why I was curious if there are any alpha testers here. The bad news - there definitely is not going to be any level/map asset dungeon/campaign editing. That said, I was wondering if anybody here knew what they CAN do (again bearing in mind this may evolve/change),, and I'm particularly interested in if they offer scripting access. Now, they might be under NDA. That I don't know. Though I think they might be permitted to say "Sorry, can't discuss, I'm under NDA." LOL.
  7. You know, let me ask a more basic question. Let's start this from a ground level. As I've never been able to use Script Extender, WHY is it necessary? (For that matter, I ALSO don't know what BG3 Mod Fixer actually "does" ... I mean, yes, I've read it keeps you from starting a game on "an island full of naked d00ds" if you have certain very old pre-release era mods, although I've never seen this happen, and never used it. But it's sorta the same question. Why is it necessary?) I mean, yes, I know the general answer. Apparently you can't access scripts in the game without it. But I take it that's because Larian locked the door, and Norbyte has offered you a sneaky path around it. The reason I'm asking my question is the news in Community Update suggests the Patch 7 tools will be unlocking the door ... but the thing that seems ambiguous is to what degree, how "unofficially" it will be enabled, and will it stop Mac users from being screwed because Norbyte won't port Script Extender to Mac .... LOL. The alpha supposedly is starting today, June 3rd. Now what I also don't know is if the alpha testers are under NDA, because they are getting first look at the tools.
  8. So, there is quite a bit of ambiguity in what the Larian provided patch tools will offer in Patch 7, but I figured I'd ask here. I wasn't sure if this was the right place, I know Steam isn't. Maybe it would be better at the Larian Discord or official forums. But the reason I'm asking here is there is an ambiguity on something I'm REALLY curious about, hopeful about ... and maybe some folks here might even be part of the Alpha that is starting today. I could go into the disappointment on what the official mod tools won't do ... but that's another subject. What they will do, with regard to scripting, this is what I'm curious about, for a very specific reason. Look, I use over a hundred mods from this site, but there are a whole bunch I can't use. Why? They require Script Extender, which I as a Mac user cannot use. So this is what I really want to know. Will this change after Patch 7? Will I now be able to use mods like Appearance Edit Enhanced, Barbarian Rework, Daughter of Lolth, Spawn Any Item, Polyamory Mod, Legendary Actions, and of course BG3 Sex Framework (LOL)? Will I be able to access the debug console? I've only been able to "fake" doing that to a limited extent with Debug Book, and that's it. There's so much I could do - well just like every one else with debug console access. The main thing that frustrates me is the Compatibility Framework, which is required in just about every case to make spell lists compatible with each other and to let you use more than one subclass at a time, requires Script Extender. I so want to use that, but ... I have many general questions about what they meant when they said they are going to offer "limited" access to the scripting API. But for now, these very narrow and specific ones continue to vex me. These were things I hope the Community Update would clarify, but seem to remain muddled.
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