Baldur's Gate 3

Baldur's Gate 3

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GrandMajora Sep 7, 2024 @ 5:24pm
Mods I'm (Currently) Using
Feat Every Level - All Classes: Allows you to pick a Feat / ASI at every level, starting at 2 and going up to 12. Might seem a tad excessive, but the previous limit of only 3 Feats / ASI (4 for Fighter and Rogue) was too frustrating for me. With this mod, you now get 11 Feats or ASI's in total!


Instant Level 12: Reduces the amount of XP cost for each level down to 1. So you can hit max level as soon as you free US on the Nautiloid. A good mod for testing out build strategies


Olympian Pantheon: Adds the greco-roman deities to the list of options, as well as makes deity selection available for every class instead of just Clerics. Unfortunately, the deity selection is kind of busted, as it makes race locked deities such as Lolth and Vlaakith available for everyone.

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I was previously using a mod that raised the level cap to 20. However, I decided to uninstall it after finding the Instant Level 12. The reasons for this are because A) the Feat Every Level stopped applying once you hit level 12, and B) some of the higher class features didn't seem to function properly. Like the level 20 Berserker cap stone that's supposed to raise your Strength and Constitution score cap to 24, and give you 4 free points in both.
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Showing 16-30 of 30 comments
DeMasked Sep 7, 2024 @ 6:56pm 
I didn't use mods before patch 7 and beat Honour mode via multiplayer and got to act 3 single player.

I picked up a few when it came to improving Rogue Sneak Attack, Ranger Summons stat improvements, having the origin feat getting that to level 2, number of fixes to certain races like Dragonborn, and some dice skin mods.

Still looking at everything available before deciding to go with what I want for a new run. Can't you play Custom Mode with Honour Difficulty Enemy Legendary Actions? Doesn't seem to be a thing on the settings.
CrescentMouse Sep 7, 2024 @ 11:56pm 
Originally posted by GrandMajora:
Originally posted by Viper:
seems many have completed the game without such advantages even on the hardest settings. But whatever. Me if I got to that point I would just play another game.

Yes, I've completed the game many times without the use of any mods or cheats. I did not install any mods until Larian added the support feature to the game. So you can stop accusing me of not being able to beat the game legit.

I have nothing to prove to anyone.
i do kinda wonder like what kind of builds do you even play? being able to get 12/40 feats on every character is like.. a lot. i can't even think of that many builds that can truly utilize that many. and most classes only need to level 3 stats (MC might need 4) which none of which truly need maxed (do you need like.. 20 con on a wizard) what do you do with so many ASI/feats?
GrandMajora Sep 8, 2024 @ 3:11am 
Originally posted by CrescentMouse:
i do kinda wonder like what kind of builds do you even play? being able to get 12/40 feats on every character is like.. a lot. i can't even think of that many builds that can truly utilize that many. and most classes only need to level 3 stats (MC might need 4) which none of which truly need maxed (do you need like.. 20 con on a wizard) what do you do with so many ASI/feats?

Wait, 40 Feats? NO, not even close!

I said one of the reasons I uninstalled the level 20 mod, is because the feats one stopped applying after level 12. That means you got a Feat / ASI option from levels 2-12, then another option at level 16, and your final selection at level 19. So that's a total of 13 Feats / ASI

Since I uninstalled level 20 progression, that means I only get 11 Feat / ASI options by the time I hit max level. That's just enough ASI's to max out 2 or 3 Attributes, assuming that I don't take Half Feats.

It's helpful for beefing up my dedicated casters, such as giving them more Dexterity and Constitution, without sacrificing their casting modifier in the process.

As for my build, I usually prefer mono-class, and there's only a handful of feats in the game that even synergize with the kind of characters I play. So investing my upgrades into more ASI's seems like a better alternative than grabbing a bunch of half feats I don't care about.
Last edited by GrandMajora; Sep 8, 2024 @ 3:18am
GrandMajora Sep 8, 2024 @ 3:17am 
Originally posted by CrescentMouse:
and most classes only need to level 3 stats (MC might need 4) which none of which truly need maxed (do you need like.. 20 con on a wizard) what do you do with so many ASI/feats?


Probably not all 20 into Constitution, no. But I find it very annoying that Clerics keep auto dumping Intelligence, when the RELIGION skill is associated with it. Kind of seems like an oversight.

Also the Necromancy of Thay book requires you to make a bunch of Wisdom saves, which Wizards probably aren't focusing too heavily on.

More ASI's can also help out Bards with their Jack of All Trades class ability.
CrescentMouse Sep 8, 2024 @ 3:19am 
Originally posted by GrandMajora:
Originally posted by CrescentMouse:
i do kinda wonder like what kind of builds do you even play? being able to get 12/40 feats on every character is like.. a lot. i can't even think of that many builds that can truly utilize that many. and most classes only need to level 3 stats (MC might need 4) which none of which truly need maxed (do you need like.. 20 con on a wizard) what do you do with so many ASI/feats?

Wait, 40 Feats? NO, not even close!

I said one of the reasons I uninstalled the level 20 mod, is because the feats one stopped applying after level 12. That means you got a Feat / ASI option from levels 2-12, then another option at level 16, and your final selection at level 19. So that's a total of 13 Feats / ASI

Since I uninstalled level 20 progression, that means I only get 11 Feat / ASI options by the time I hit max level. That's just enough ASI's to max out 2 or 3 Attributes, assuming that I don't take Half Feats. It's helpful for beefing up my dedicated casters, such as giving them more Dexterity and Constitution, without sacrificing their casting modifier in the process.

As for my build, I usually prefer mono-class, and there's only a handful of feats in the game that even synergize with the kind of characters I play. So investing my upgrades into more ASI's seems like a better alternative than grabbing a bunch of half feats I don't care about.
its not 40 feats, it's 12 feats out of the 40 feats in the entire game. you get a quarter of feats in the game (+some) on EACH CHARACTER. you can literally have every feat in the game in your party always

everyone can do everything well

but now your bard... can do EVERYTHING BETTER THEN EVERYONE. ITS WIIILD. the wizard argument is fair but usually by the time i'm that far in the game i dump con on wizard and rely on them CCing/casting defensive spells/sneaking but i have a more defensive party
Last edited by CrescentMouse; Sep 8, 2024 @ 3:21am
GrandMajora Sep 8, 2024 @ 3:30am 
Originally posted by CrescentMouse:
everyone can do everything well

Well, I don't know what the problem is, then? Seeing as how making everybody good at everything is the direction that 5th edition seems to be trying to focus on.

I've checked through the Feats available in game, and in my personal opinion, most of these are not that interesting. Some of them don't even work the same way in tabletop, as Larian had to use homebrew to make them relevant to the gameplay mechanics.

Take the Tavern Brawler feat, for example. In BG3 it's awesome; but in tabletop, it's crap.

I don't care about Polearm Master, because I almost never play Humans, unless the character I'm making is intended as a joke.

And putting Armor Proficiency feats on Wizards and Sorcerers still feels wrong, as I haven't gotten out of the mindset of Arcane Spell Failure being a thing. Like, why would I ever choose to play an Eldritch Knight, when a Heavy Armor Wizard is objectively better?

So what if he can't hit multiple times in melee? If he uses the correct spell, he won't need to.
Last edited by GrandMajora; Sep 8, 2024 @ 3:34am
Sneaky_Koala Sep 8, 2024 @ 3:36am 
Twisting game balance (cheats) isn't my thing. But good for you I guess.
CrescentMouse Sep 8, 2024 @ 3:39am 
Originally posted by GrandMajora:
Originally posted by CrescentMouse:
everyone can do everything well

Well, I don't know what the problem is, then? Seeing as how making everybody good at everything is the direction that 5th edition seems to be trying to focus on.

I've checked through the Feats available in game, and in my personal opinion, most of these are not that interesting. Some of them don't even work the same way in tabletop, as Larian had to use homebrew to make them relevant to the gameplay mechanics.

Take the Tavern Brawler feat, for example. In BG3 it's awesome; but in tabletop, it's crap.

I don't care about Polearm Master, because I almost never play Humans, unless the character I'm making is intended as a joke.

And putting Armor Proficiency feats on Wizards and Sorcerers still feels wrong, as I haven't gotten out of the mindset of Arcane Spell Failure being a thing. Like, why would I ever choose to play an Eldritch Knight, when a Heavy Armor Wizard is objectively better?

So what if he can't hit multiple times in melee? If he uses the correct spell, he won't need to.
I utilize shield, and mirror image to bring them to absurd levels of armor. but i'm more of a prebuffer
cameronica Sep 8, 2024 @ 4:28am 
My mods are all quality of life mods and pretty mods, all are non-compatible with patch 7. Welp, game goes on a shelf again. It's unplayable for me without these mods. Maybe alternative mods would be created after some time. I hope modding community is still interested in the game.
Olympian Pantheon looks fun.
Draknalor Sep 8, 2024 @ 4:46am 
My mods

https://i.imgur.com/0mP67uS.png

The feats mod is just an extra feat at level 2 and not every level.

I did not want to use instant 12 or increased xp to get level 20 in a playthrough, Those feel a bit too OP.

I'll probably also download the free gold mod that came out recently.
GrandMajora Sep 11, 2024 @ 3:24pm 
Damn it, nobody is joining my games since I got these pair of mods. They're only good for Singleplayer, but I'm bored of running an Origin party every time I use them.

You guys do realize you can just disable / uninstall the mods after you quit the game, right?
CrescentMouse Sep 11, 2024 @ 4:04pm 
Originally posted by GrandMajora:
Damn it, nobody is joining my games since I got these pair of mods. They're only good for Singleplayer, but I'm bored of running an Origin party every time I use them.

You guys do realize you can just disable / uninstall the mods after you quit the game, right?
they probably dont wanna play with those mods anyways
GrandMajora Sep 11, 2024 @ 8:39pm 
Originally posted by CrescentMouse:
they probably dont wanna play with those mods anyways

Perhaps, but to anybody who says picking a feat every level is unbalanced, clearly doesn't remember how older editions of D&D let the Fighter pick a feat every couple of levels, because they had almost nothing else going for them.

They were just the guy who hits stuff really good, so they substituted their lack of special abilities with butt loads of Feats.
CrescentMouse Sep 11, 2024 @ 9:03pm 
Originally posted by GrandMajora:
Originally posted by CrescentMouse:
they probably dont wanna play with those mods anyways

Perhaps, but to anybody who says picking a feat every level is unbalanced, clearly doesn't remember how older editions of D&D let the Fighter pick a feat every couple of levels, because they had almost nothing else going for them.

They were just the guy who hits stuff really good, so they substituted their lack of special abilities with butt loads of Feats.
In 3rd edition you needed a feat for almost anything.

Duel wielding? Suffer a -6/-10 to attack rolls unless you get the Two-Weapon Fighting feat, which is a pre-requisite for like.. 15 other feats. The stat requirements for these feats were also much more steep, a 15 for the above-mentioned Duel Wielding.. and that being the most basic feat required for any sort of good duel wielding. You also only got 4 ASIs in old editions, feat =/= ASI. If you wanted to hit someone, and then move afterwards and not provoke an attack of opportunity, as akin to the mobile feat in 5e. You need the dodge feat, and the mobility feat, dex 13, and to be a fighter ethos class of at least level 4.

Also... getting feats was like... the fighters thing. That's his "special" trait. he gets the most feats. technically not even at all times, but on short 1 minute timers.
Last edited by CrescentMouse; Sep 11, 2024 @ 9:05pm
Hobocop Sep 11, 2024 @ 9:14pm 
Originally posted by CrescentMouse:
In 3rd edition you needed a feat for almost anything.

Duel wielding? Suffer a -6/-10 to attack rolls unless you get the Two-Weapon Fighting feat, which is a pre-requisite for like.. 15 other feats. The stat requirements for these feats were also much more steep, a 15 for the above-mentioned Duel Wielding.. and that being the most basic feat required for any sort of good duel wielding. You also only got 4 ASIs in old editions, feat =/= ASI. If you wanted to hit someone, and then move afterwards and not provoke an attack of opportunity, as akin to the mobile feat in 5e. You need the dodge feat, and the mobility feat, dex 13, and to be a fighter ethos class of at least level 4.

Also... getting feats was like... the fighters thing. That's his "special" trait. he gets the most feats. technically not even at all times, but on short 1 minute timers.

Yeah, pretty much. There's a feat tax to do anything moderately exotic or interesting in 3e/3.5e, and each individual feat did only one specific thing. Great Weapon Master in 5e is effectively three 3e feats in one. Handing out the same number of 5e feats as you would 3e feats is at least 2-3 times more relative power budget.
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Date Posted: Sep 7, 2024 @ 5:24pm
Posts: 30