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Everything posted by memberunknow
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Whenever I play the campaign as evil in BG3, I realize that I'm also missing some kind of dark healer. The class name or subclass doesn't need to be Dark Healer, this is just to bring the style closer. My main concern is that this healer does not cast “good” healing spells, as the current healing spells symbolize. The “dark” healer, for a game run as rather evil or as Dark Urge, should function in such a way that he uses his own life force, the life force of his allies, or the life force of enemies for his healings. There are 2 methods for this. The first method would be to heal using his own life energy. The healing spells deduct a spell slot from the dark healer + a lot of HP depending on the strength of the spell. A kind of blood healing. However, the dark healer would then need life drain spells to restore his own HP, which would then serve as a resource for healing. The ratio of own HP for the strength of the spell can be balanced accordingly. The only difference is that the dark healer cannot heal himself in this way, he has to steal HP from others. Another method of healing would be a kind of life transfer. In this variant, the dark healer takes no damage himself, he steals life energy from friends and foes and can distribute it to himself or other characters. This variant would be a kind of damage dealer + healer, which would certainly balance the game. Another method of healing would be a kind of life transfer. In this variant, the dark healer takes no damage himself, he steals life energy from friends and foes and can distribute it to himself or other characters. This variant would be a kind of damage dealer + healer, which could certainly cause balance problems. The spell effects are then not the effects of the healing spells from the game. You could then use other effects here, such as the Elditch Blast only in blood-red color with a different sound effect and or other adjustment to speed, or as a pulse spell and thus simulate a blood healing. Life Drain can certainly be combined with the spells in the game, such as Vampire Touch, but at range and not just for close combat. At the moment it always feels wrong to me when I play an evil campaign and have a healer with me or play myself as a good priest. It always clashes a bit. Hence the idea of doing some kind of evil healing via life stealing and your own life energy. Spell names for such rituals could be sacrifice, if you use your own team members for healing via their blood, blood rite, or dark blessing. In other words, a real differentiation from the existing healing spells and healing methods. Maybe someone will like the idea and create a dark healer class. Best regards
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A very good mod for the companions so far has been the mod https://www.nexusmods.com/baldursgate3/mods/4351?tab=files The creator has apparently left the game, so it is said, and thus the mod is canceled and now with patch 7 it no longer works or does not work properly and is no longer maintained. Since for me and many other players an AI for the companions and summoned servants etc. is one of the most important things to massively increase the RPG factor, I ask if someone can take care of the matter and create a stand-alone new AI mod for Baldur's Gate 3. I find and always found it important when in a group RPG the team members had their own soul and behaved according to their role in battle, or you could give them appropriate behavior. As this is currently missing, I lack any motivation to play the game. Maybe someone will find someone, there are a lot of people interested. Thanks.
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MOD idea/wish, healer specialization for druids
memberunknow replied to memberunknow's topic in Baldur's Gate 3's Mod Ideas
I still think the idea of having a natural healer is successful and interesting to play with. So far nobody seems to be enthusiastic about it. I'll push it up, maybe someone will find someone who knows about modding. -
Since I have longer fights by adjusting the difficulty and increasing the HP values, the Superiority Dice are not enough for the warrior. My request therefore: Can someone create a mod that increases the number of Superiority Dice? An adjustment from +10 to +50 dice should cover everything at level 3. It could also be dynamically adapted to the levels, but this would be somewhat at war with class combinations. So you could then offer the dice at each lvl up of the Battlermaster by +2 to +5 optional. An independent option for class combinations would also be conceivable, which would then increase the Superiority Dice per lvl up by the values mentioned, as long as you have chosen at least the Battle Master specialization at level 3. Thank you
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I was looking for a mod that increases the health points of the group, since I play with mods that increase the difficulty and give the NPC 4-5x more HP etc. and I needed a compensation so that I can survive the long fights. I found one such mod, this one here:https://www.nexusmods.com/baldursgate3/mods/5487?tab=description However, this mod does not work as soon as you use shapeshifting as a druid. Then the default values are taken or reset. Since you can't swap items in the animal forms either, I can't use tools to raise the HP and make the shapeshifting druid playable on my difficulty level. Hence a mod request that makes it possible to adjust the HP in animal form as required. In other words, like in the mod mentioned above, except that it also works separately for the druid's forms. So can someone create a mod that allows you to adjust your health points in animal form? I was thinking of percentages from +50% to +1000% more HP, so that everyone can choose the right one. It would also be conceivable to have a fixed value that is always added to the standard HP in animal form. From +20 HP to +1000 HP, should cover everything. However, this should be done separately, i.e. independently of the health points in its normal form. So it only has an effect when you change to animal form. Thank you
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I always liked the Lancer/Dragoon from FF 14, he was my main and I thought all the spear attacks and style chains that built on each other were very well done. Would it be possible with a little effort to integrate a class like this into BG3? It would probably be difficult with the jump attacks and to bring in animations and a few effects that result from fighting and jumping. The sequence of attacks could either be done per round, or later with more attacks within a round + bonus action, if the previous attack of the chain has also hit. The focus should clearly be on the spear attacks and the style chains that build on each other. Since he does a lot of damage with his final end styles and sometimes in the radius, he has to be a little weaker elsewhere so that the other classes don't become spectators on the sidelines and applaud. So his HP should be in the midfield. The defense should also be weak. No shield allowed, armor would have to go on plate like in FF14. Jump attacks do not trigger attacks of opportunity. His normal attacks should do less damage than those of a fighter class, but then his style chains make up for that, especially with finishing attacks. Specialization on spears, pikes and harpoons as the only weapons he can carry or with which he can perform all class attacks. At most, a gleve would probably still look realistic. I would add the class as a subclass to the fighter. The style chains only require a resource for the final blow. The best option here would be the spell slots of a paladin as a half-wizard, or a modified form of the monk's AI. But you can also experiment a bit to find a good balance. Well, I don't know if anyone is enthusiastic about tackling such an MoD. I think it would go well with BG3 and there are also suitable Feats for it. I've always thought that lance weapons are a viable class to take :) Here is a reminder of what it looks like. https://youtu.be/qIDVz0viU4Q?t=24 Of course it shouldn't be too massive effects in BG3, that wouldn't fit here. But you can certainly set the scene well with flame waves on landing or a thunderclap. All the Best...
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Hello Modder and Community I wrote the idea to a modder in his comment section and he said the idea is solid, I should try it here since he has too little experience with class mods. So I'm copying my idea here. I think it's a shame that the druid doesn't have his own healing specialization. I like to heal, but I prefer to heal based on nature spells. I could have made my ideas much bigger, but I would have had to leave the level of the current base toolset and the mod would need a lot more external tools. So I've tried to design this so that the base game itself should suffice as a template. Of course, this is to be seen as a basic framework and can be freely expanded and adapted by those who wish to do so. I just want to give some food for thought as to what a druid healer should be like in order to really differentiate themselves from clerics as healers. Here is my idea, copied over from the comments section. The basic idea: The druid with healing specialization, can't summon elementals, or conjure flaming sphere. All frost spells and lightning spells as well as flame blade, fire wall and thunder spells are not available in the spell table. All spells listed below are only available in the Healer specialization and do not affect the other specializations. The druid in this specialization gains a new shapeshifter form into a dryad or plant form, if not otherwise feasible. As a bonus for the specialization. Level 2: Shillelagh gains the bonus to increase all hot effects by 3 rounds as indicated in the spells and 1.5x the Wisdom modifier. Level 4: Dryad form available. Level 7: Many spells no longer require concentration when cast in dryad form, as indicated in the spells. ------------------------------------------------------------------------- Cantrips / Lvl 1 Spells *Shillelagh -> new: Shillelagh now increases the duration of all HoT effects by 3 turns and increases the value of the Wisdom modifier by 1.5 times for spells that include this. *Thorn Whip -> new: range doubled in dryad form. *Create or Destroy Water -> new Water of Life: Water of Life is a HoT that heals all friendly creatures in its area of effect for 2-4d per round + the druid's Wisdom modifier. Can be extended by Shillelagh accordingly. If Water of Life is used as Destroy Water by the druid who created the Hot, the spell immediately heals all creatures (including enemy creatures) for 1-2d x the remaining rounds of the spell. No bonus from Wisdom, but includes all round extensions. With each higher spell level of destroy water, the healing is increased by one die, up to a maximum of 1-7d x remaining rounds of the water of life. Visually, you can make this so that it copies Fog Cloud only in a slightly light green transparent color, for example, but should not look like a poison spell) *Cure Wounds -> new: spell name Regrowth. The touched creature gains a HoT equal to 2-4d + the druid's Wisdom modifier. The duration of the HoT is equal to the level at which the spell was cast, but a minimum of 2 rounds at spell level 1, i.e. 2-7 rounds + 3 rounds from Shillelagh if active, i.e. a maximum of 5-10 rounds with Shillelagh. Multiple castings of the spell do not add up on a target. *Entangle -> new: All plant creatures, dryads (including the druid form dryad), gain double their movement rate on this area, cannot be slowed or knocked down and are healed of all poisons and diseases at the end of the round. All creatures with the Barkskin spell regain 1-4d health each round. The healing value of the spell doubles every 3 spell levels. The size of the area can be increased with each level. Entangle no longer requires concentration when cast in dryad form and can be canceled manually if desired. If the spell Daylight is cast on Entangle, the roots are strengthened and all targets in the area of effect must pass a saving throw per round or are automatically held. *Faerie Fire -> new: In addition to the previous effect, all invisible creatures whose saving throw fails and makes them visible suffer glancing damage equal to 1-4d + an additional 1-4d per spell level, up to a maximum of 7-4d at 6th level. Affects all creatures, including all friendly/party members. From druid level 7 in dryad form, concentration is no longer required, but spell can be canceled if desired. *Goodberry -> new: Thrown berries create a small slippery area that can bring down enemies/friends. Eating the berries, creates a weak 10 turn HoT that regenerates 1-4d HP per turn. Does not benefit from Shillelagh + duration. The number of berries summoned is doubled per spell level, up to a maximum of 24 berries at spell level 6. An option automatically distributes the berries evenly among all party members. *Healing Word -> new name Barrier of Life: Barrier of Life is no longer a healing spell, but a damage absorption spell (temporary hit points). Life protection absorbs damage equal to the spell value of the actual healing spell and more depending on the spell level. Lifeshield gains resistance to poison and necrotic damage, but is vulnerable to acid and lightning damage. The protective shield lasts 4 turns if it is not overcome by damage beforehand. If it is not refreshed by the spell again, the shield expires (temporary HP disappears) and heals all surrounding allies within 2 meters of the remaining buffer, evenly distributed. The maximum strength of the shield is equal to the druid's spell level + double wisdom modifier. If you cast the spell on an existing shield and generate more absorption than the maximum value, all overhealing jumps to the nearest friendly, most injured target within 6 meters and heals it according to the value. Level 2 Spells *Barkskin -> new: The AC is no longer set to 16, but the spell makes you resistant to physical and acid damage. Barkskin is vulnerable to fire and slows the target to 75% of the normal movement rate, the jump range is halved. The spell no longer requires concentration when cast in dryad form, but gains a duration of 5 turns x the druid's wisdom modifier. With every 2nd spell level above level 2, the spell can be cast simultaneously on a further target, up to a maximum of 3 targets at spell level 6. If the character ends his turn in the Daylight area of effect, the spell's duration is automatically renewed to its maximum. Barksin also has synergies with some other spells, see the relevant spell. *Spike Growth -> new: If the spell is cast in dryad form, it no longer requires concentration. All creatures that are in the area of effect for more than one round and take damage from movement receive the Bleed effect for 2 rounds, dealing an additional 1-2d damage per round. If the creature remains in the area of effect or enters it again without the bleeding damage having expired, the bleeding damage is doubled after a further round and so on. If Spike Growth is affected by the spell Daylight and is not affected by any darkening spells, a Gasping Vine grows in the area of effect every 2nd round with the corresponding effect of the spell, up to a maximum of 3 Gasping Vines. *Gust of Wind -> new: If Gust of Wind is cast on Plant Growth with Daylight cast on its area and generates healing per distance traveled, Plant Growth's area of effect flares up, carrying healing spores through the air and healing all creatures in Gust of Wind's area of effect by 10 times the spell's base healing + double the druid's Wisdom modifier. The effect is enhanced by the spell Shillelagh. Level 3 Spells *Daylight -> new: If Daylight is cast on Entangle, Plan Growth, Spike Growth, Gasping Vine or Thorn Wall, or if these areas are in the effect area of Daylight, they trigger a synergy. See the corresponding spell. Barkskin is also refreshed to the maximum duration when the round ends in the area of effect. *Plant Growth -> new: In addition to the effect of the spell, it gains some synergies with other spells. If Create Water is cast on Plant Growth, or if Plant Growth is cast on the area of effect of Create Water, the slowing effect is increased to 90%. If Plant Growth is in the effect area of Daylight, each creature is healed by 1-2d health points for every 1.5 meters traveled. If Plant Growth is in the Moonbeam effect area, all creatures are turned into a sheep for one round if the saving throw fails. Level 4 Spells *Conjure Woodland Being -> new: The spell is now available in 2 variants and is a ritual spell that does not require a spell slot. Only one Woodland Being can be conjured at a time. Charge short rest. Variant 1 is a healer. She stays far away from the battlefield and primarily casts Healing Word (barrier of life, maximum spell level 4 + double the druid's practice bonus) on allies. Apart from the staff attack enchanted with Shillelagh, she only knows Throne Whip with double range as an attack that deals damage. Her spells are Gust of Wind to push enemies away and Plant Growth. From a distance, she likes to work on her enemies with the new version of Goodberry to make them lie down when she doesn't need or want to heal^^. Variant 2 is a Supporter who focuses more on Disability. She mainly casts Entangle, Faerie Fire on hidden creatures she notices and Heat Metal to disarm enemies if they are carrying a weapon. She also summons a forest spirit to protect her, which summons Barkskin on itself and can protect its mistress with Throne Whip, constantly seeking close combat but never straying too far away from its master (maximum 12 meters in a radius) A real watchdog, which then draws enemies towards itself with Throne Whip. If the enemies get too close, or decide to do so, the last option is Poison Spray. *Grasping Vine -> new: The vine not only draws enemies towards it, but its small thorns now also deal 3-6d poison damage per hit. If Daylight is cast on the Grasping Vine, it can draw enemies from 40% further away and the poison damage causes a further 2-6d poison damage in the following round. *Polymorph -> new: Polymorph no longer requires concentration when cast in dryad form, but can only be cast on a maximum of 1 target. Level 5 Spells *Insect Plague -> new: Insect Plague no longer requires concentration in dryad form. In addition to the existing effects, there are synergies with the spell Goodberry and the spell Faerie Fire. If Insect Plague is cast on the area of the slippery surface of the thrown Goodberry, or if a Goodberry is thrown into the area of Insect Plague and creates a surface, the insects are caught in a feeding frenzy. All affected creatures in the Insect Plague area take an additional 2-8d piercing damage per round + the druid's Wisdom modifier. If Insect Plague is cast in the area of Faerie Fire, or Faerie Fire is cast in the area of Insect Plague, the insects burn instantly, dealing 4-8d + the druid's Wisdom modifier of stinging fire damage that can blind foes for 3 rounds, as well as creating an area of fire that continues to burn for one round, dealing an additional 1-8d + the druid's Wisdom modifier of fire damage. *Mass Cure Wounds -> new name Winds of Renewal: Winds of Renewal is now a spell that surrounds and pulses the druid. It is therefore a kind of turn-based spell, like a harpy's spell to entice, which can no longer do anything else. However, it requires concentration to maintain. It heals the same amount of HP per round as the original spell. The druid is surrounded by gentle healing winds and leaves that heal all friendly creatures within a 12 meter radius of the druid. If the druid's concentration is disturbed, he is dazed for one round and cannot perform any actions during that round, and is at a disadvantage against all attacks. The maximum duration of the spell is 10 rounds + bonus from Shillelagh. The spell can be cast in both forms. Level 6 Spells *Heal -> new: The spell can now optionally be converted into a spell that can be used again for 6 rounds without consuming a spell slot. If the spell is converted in this way, it can only be used on targets on which the spells Regrowth (old: Cure Wounds) or Barrier of Life (old: Healing Word) are active. In this case, the Heal spell is renamed Refresh and loses all other effects (cure blindness and remove all diseases) except for healing, which is changed as follows. When refresh is applied to one of the current spells (Regrowth/Barrier of Life), it increases its duration by one round and heals the same amount as the original spell heals in that round, including any other bonuses that the spell itself has. Concentration is required to maintain the Refresh spell for 6 rounds. Shillelagh has no effect on the duration of Refresh. Can be used in normal or dryadic form. *Wall of Thorns -> new: When Wall of Thorns is rained upon by the Create Water spell, it drops a number of goodberries equal to twice the druid's Wisdom modifier next to it within a radius of 3 meters after another 2 rounds after the rain. Enemies slip on the berries, party members and friendly creatures receive a one-time healing per berry of 2-4d and a bonus to their movement rate of 4 meters for one turn. After another 4 turns, Wall of Thorns drops berries again, but then disappears at the end of the turn. If it is not sprinkled by the Create Water spell, it behaves as described and remains as long as the duration is even, or it is sprinkled later and behaves according to the specified parameters. ------------------------------------------------------------------------------------------------------------- All the figures are of course not fixed and must be balanced by the community and experience. It may well be that some things are too strong, or later too weak and need to be adjusted so as not to be completely OP, or too bad, etc. Further ideas and changes can also be made :) This is a suggestion, not set in stone. I have tried not to change the existing system in order to avoid any extra. Add Ons for other spells, but to leave the existing set of spells and only adapt them accordingly. Of course, I'm probably a bit naive and don't realize the complexity behind this. All the best for the future. ps I did it all with a translator because my English is a bit poor.
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The melee combat in Skyrim has some weaknesses, as it's basically a lot of fidgeting in the end. The camera is also involved, which makes the whole thing very hectic and confusing. Combat with mouse movement/controller control is limited to simple right-left, up-down actions and is extended somewhat by powerstrikes. It lacks proper technical combat actions active as well as reactive. My idea is a mod where you create combat styles and trigger them with the shortcut keys. It would be desirable to pay particular attention to talents that are designed for specific actions. If the opponent blocks you can trigger an ability that needs the blocking as a prerequisite. If you block successfully yourself, you can trigger another fighting style afterwards. The same goes for parrying. Dodging might not work properly, since the controls are simply too blurry in harmony with the camera. You can also create normal attacks that can break through the opponent's block, or special attacks that throw the enemy to the ground. This would also be interesting for unarmed combat. The talents are then assigned to the shortcut keys and used accordingly. So that this doesn't degenerate too much into a reaction war, the fight should generally be a bit more focused and the tempo should be adjustable for each game type. I don't know if this is feasible in Skyrim, but it would break up the melee considerably. The effort to deliver the right animations for many weapon types might be big, but it could be worth it. What do the mod makers think? Is it possible to create something like this?
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LE NPC battle arena for a competitive & league system
memberunknow posted a topic in Skyrim's Mod Ideas
English is my second language in poor condition. The text is translated with a translator. Theme Mod for Skyrim SE: NPC battle arena for a competitive & league system. I saw this video here: And that's when I got the idea, an NPC league system of 3 leagues would be a nice thing. If this is fairly and reasonably balanced, you could even include a character there as a player and fight for places in the league. A fight day would then be structured so that a best of 3 fight makes up the points. So 3 rounds per fight and then the scoring for the list takes place. A 2-0 is 3 points and a 2-1 is 2 points for the winner, 1 point for the loser. The result of the fight is also counted as another criterion for the ranking. There are then 3 leagues to fill with 12-16 fighters each. 3 promotion and relegation per season, the 3rd last place is determined in a separate promotion/relegation fight (relegation so to speak). The season consists of a first and second round match. You could even split it up in a way that you only let mages fight among each other, or only melees in a boxing match with the same equipment, the same level and different skills or the same skills. Then you could also divide the leagues and insert a kind of competition of the league champions, where then mages also meet the melees and shooters, etc.. Everything is basically conceivable. This results in a nice stat tree over time and you can watch NPC fighting in suitably marked arenas extra for it. It should then also favorites on the title, etc. always crystallize out and you can also recognize the skills that are superior to others in the game and possibly make a few balance changes, etc. So I would find that a lot of fun. I tried to implement such a league system in Mortal Combat. But since there is no pure NPC combat, I switched to Street Fighter 4. I fed my Excel spreadsheet by hand at the beginning, which is quite an effort. So I had started to build a new table overview, which I never finished, but which works in such a way that you only have to enter the result of the fight and all the rest is then automatically transferred to the tables. Since such a table was a huge effort, I only got it done for one character and after that I didn't have the time or the drive to do it for all of them. I put the list here as an example, maybe someone will finish it or use it for such projects. You can find the list in the attachment. In the table only Sakura is finished as an example. So you enter in the tab League 3 Ergbisse_Tabelle the result of the fight day and about the auxiliary table then everything is automatically output in the Ergbnistaballe. In this way, once it is finished, it is much easier to enter everything. Also the relegated / promoted are included, it must only be exchanged by hand then the name of the promoted & relegated in the auxiliary table in the respective leagues before the new season in the column (AD) field of participants. The rest makes the auxiliary table automatically. For Skyrim you could take the offered followers, or you build yourself randomly at skills, extra NPC arena fighters. The skills must of course also contain combat talents, etc.. But basically this would be an idea for a MOD. And would that be feasible in a reasonable quality? Otherwise, I would even let 2 NPC compete against each other. How can you achieve that in the game? Translated with www.DeepL.com/Translator (free version)