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About glibresult

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I made a mod with a tutorial for naming containers, if that's something you want to try: A Bag With A View
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I feel like the various bag mods already do this? Like, provide bags named things like "poisons" or "valuables" etc? They're not customizable, but there are a lot of them, so hopefully you'd be able to find ones that suit what you need? Bags Bags Bags Bags of Sorting - Bean's Preset 12 Simple Sorting Bags Simple Sorting Bags Just Some Bags A Bag of Ones Own (full disclosure, A Bag of One's Own is mine, so this is a bit self-promotional)
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https://www.nexusmods.com/baldursgate3/mods/11467/ *fingers crossed that I got everything right...*
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I'm trying to add items to things like chests or NPC inventories, but I haven't been able to get it to work. For example, my TreasureTable.txt entry to add something to the Goblin Trader looks like this: new treasuretable "GOB_Festivities_Trader" CanMerge 1 new subtable "1,1" object category "I_BookShield_Goblin",1,0,0,0,0,0,0,0 And the item "Bookshield_Goblin" shows up 100% of the time in his inventory. I looked up the treasure table for the chest next to Alfira in the grove. But when I try adding new treasuretable "DEN_BardChest" CanMerge 1 new subtable "1,1" object category "I_BookShield_Goblin",1,0,0,0,0,0,0,0 nothing happens. I tried looking at other mods, like seymordius' Rings Expanded but the only difference I can find between my code and theirs is the name of the object. Can anyone help me? I really want to be able to add items into the world, and not just have them for sale.
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OK so here is what I've got so far. All of these can be used by anyone, regardless of shield proficiency. They still count as "shields" for monk abilities and two-handed weapons: Available Act 1: The Journals of Aumvor the Undying (Translated) - grants spell Aumvor's Lesson - Deal 2d6 damage to undead in 2m radius, gain life in amount to 1/2 damage dealt (costs 1 action, usable once per combat) Snow Elf History and Traditions- grants spell Careful Step - you and all allies gain immunity to falling on ice 10 turns (costs 1 action point, usable once per combat) Not Dying for Dummies - grants spell Beginner Defensive Exercises - Adds +2 to all saving throws for until your next turn (costs 1 bonus action, infinite use) Don't Panic: First Aid in the Field - Healing spells recover 2+ proficiency bonus extra life and cure poison. Also grants vanilla spell Cure Wounds. Available in Act 2: The Journals of Aumvor the Undying - your spells and attacks ignore resistance to necrotic damage, grants spell Aumvor's Power - Deal 3d6 damage to undead in 2m radius, gain life in amount to 1/2 damage dealt (costs 1 action, usable once per combat) Fingering Exercises - sets dexterity to 18, only works if you have instrument proficiency Chicks dig musicians (working name) - sets dexterity to 16, only works if you DON'T have instrument proficiency (I actually want this to be a lute that you can only equip if you don't have instrument proficiency, but not 100% sure I can make it work...) The Legends of Icewind Dale - grants spell Avatar of Winter - you and all allies gain immunity to falling on ice (no movement cost) for 10 turns, and gain immunity to cold damage for 2 turns. (costs 1 action point, usable once per combat) Advanced Defensive Exercises - grants spell Advanced Defensive Exercises - Adds +4 to all saving throws until your next turn (costs 1 bonus action, infinite use) Logical Fallacies in Common Spells - grants Counterspell (no spell slot cost, 1 action point, once per combat) - Act 2? Available in Act 3: Ancient Grimoire - grants spell Gathered Power - Until the end of your next turn, your spells and attacks ignore all enemy resistances, gain +6 to all attack or spell DC rolls, and do an additional (undecided) damage. (costs 1 action AND one bonus action, recharge on long rest) Probably as a reward for a major boss, like Lorroakan. Worn Book of Cantrips - same as Quickspell GLoves, except it's a shield and it can be used once per combat Other books I'd like to make: A book that grants you proficiency in all weapons, available act 2 A book that gives you advantage against goblins/orgres/worgs, but maybe damages charisma, available in act 1 A set of books organized by spell type, that grant a few vanilla spells but also still require the usual spell slots. Sort of like giving non-wizards the ability to learn extra spells but they can still only cast the spells they have spell slots for. Available any time, because it's still limited by character ability. (Or possibly limited by character level - grant x spells at level 1, x spells at level 5, etc.)? I don't want it to totally make wizards pointless, but make the other spellcasters a little more versatile.
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I *think* I can work around shield proficiency so that everyone can use them. If that doesn't work, maybe a spell that gives shield proficiency? I'm also thinking of having them only take effect if the user has a high enough stat, so, like, a book meant for wizards will only work i you have at least 14 INT... I was also thinking that characters that didn't have enough INT would gain a point in CHA, since carrying books makes them look smarter
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Owlin Race [MOD REQUEST]
glibresult replied to Ivoryraven1260's topic in Baldur's Gate 3's Mod Ideas
This exists! HornbirdDotMod's Owlin Race I haven't played it yet, but it looks great -
I can't do something for the weapon slot, but I can make an item that *looks* like a book, both in the world, and in your inventory, that goes in a jewelry slot, and gives you bonuses. I can probably make an item that works the same way but goes in the shield slot. You won't be able to click on the book and read it, though. Is that something you'd want? And if so, is there anything in particular on your wish list for effects? p.s. tried the shield - I think this is hilarious
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Hi, I'm very new at this, and don't know anyone in the community. I'd like to find a few people willing to test out a mod template I made, before putting it out there for real. I've tried it out, and tried to test a few different scenarios, and everything seems good, but I'd feel better if a few different people tried it first. Is this a good way to do that? I suppose otherwise I can just publish what I have and mark it WIP or TESTERS WANTED, or something? What is usually best practice? The mod itself is intended to be used as a template, and I included instructions for a total beginner to make their own custom-labeled bags. (I know there is already a tool to make bags, but I struggled with it, so I wanted to make a different option.) It doesn't modify any base game files.