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TheSpaceWombat

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  1. The way I see it one of the largest contributors to the performance issues in the DLC are the furnace golems. I always notice an immediate difference when one is active or not since the ridiculous particle VFX and projectiles breaking objects/foliage totally tank my frames.
  2. it would be interesting if "perishable camp foods" like fruit, raw meat, etc got deleted from the camp supply chest each long rest. This would add more importance to actively foraging for supplies since you'll have a lot less than usual if you're the kind of player that just stockpiles stuff in Act 1. To balance things further, "non-perishables" like smoked meat and alcohol would probably need to nerfed in resource yield. You could easily circumvent it by just storing stuff in the overworld, but It'd be a nice change for those who want to play that way. An additional option could delete all items in the chest for extra masochism.
  3. Itd be nice to have a mod which removes items sold to venders after long resting. Merchant inventories get super bloated by act 3, especially if you've been selling them junk since the start of the game.
  4. Update 4 just dropped. Has anyone experienced any compatibility issues for the most popular types of mods?
  5. It would be nice to have some kind of passive which auto-casts pre-selected actions or spells after long resting.
  6. Hey everyone! I'm trying to get into modding dialogue choices for Baldur's gate 3 however I can't seem to find any resources out there that detail how to do so. Avoiding spoilers, the project I have in mind would allow a race exclusive dialogue option at the very end of the game to be made available to all races depending on the relationship status of the main character. Any help would be greatly appreciated!
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