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I think full campaign adaptations are a LONG way away. What little content mods are coming out are moving slowly because they are using the hacked 'Moonglasses" version of the Toolkit, which Larian offers no documentation or support for.
There will be content mods. There's already two I know of, one that adds a new companion and his quests to the game (Veilyn) (still unusable for me, alas, and I suspect it has to do with the weird way they did his character model), and one that adds some Spelljammer content you explore with your space galleon. But both are very much "WIP" and the Spelljammer one doesn't even have minimaps for the areas yet.
"Moonglasses" has also been used to do a pretty cool redesign of your room in the Elfsong Tavern, including adding functionality to the room.
I keep hearing there are people working on map/quest/content additions for Avernus and the Upper City. Maybe something concrete will eventually emerge.
There's also been total conversions. Trials of Tav isn't so much a new campaign as it's a total makeover of the game into a roguelike.
Redoing PS:T and HoU from NWN1 in the BG3 engine might be cool, but aside from the difficulty of doing it, those could possibly run into IP issues.
Now to answer the OP question. One mod I have wanted for a long time was a mod to let you add weapon properties to weapons in the game. For example: let's say you wanted Hellflame Cleave to be on a battle axe for Karlach rather than a greataxe. It would be really cool to have "weapon oils" (like the weapon oils mod at Nexus) that could add those special weapon actions to any weapon you want to; so I can start fixing the fact that all battle axes in the game (for Karlach or anyone else) seem to suck.
Well, a modder actually just did that for me on commission. It's something I could do myself I guess if I could use the Toolkit; but I can't. Anyway, it enables weapon crafting and customization without access to the Toolkit. BTW, I told the author they should make this a public mod, and I hope they will. Back in the day, I had to run the NWN2 Toolset under emulation, and while I never made any dungeons or campaigns in it, I did enjoy making custom weapons and equipment.
Independently of that, and from no commission, he just listened to my request, the modder Rosprey just made the Amazing Barbarian Battle Axe, which has Grand Slam, Zephyr Flash, Colossal Onslaught, Hellflame Cleave, and Brutal Leap on it. Now you may be saying that thing is OP. I guess, but I think these are all abilities Karlach should have as a fire-barian by level 12. So shrug.
I guess I continue to await the next phase of Mystra's Spells, where they do scrolls for all the spells. I used to want them to do 7th-9th level spells (which they said they were working on), but I now really care about that less as Advanced Tabletop Spells at Nexus has already brought them. Anyway, the Secret (base) Scrolls version at mod.io finally fixed all its missing icon issues.
If they made it a base game feature instead of a mod that would also be great for any unmodded runs so I dont have to look at armour that plays better but looks worse.
I'd be more content with alphabetized plus categorized based on spell school.
Concept: Feats are either really good or not really. I think the entire list of Feats needs to be separated into two categories and as such at certain levels you are given either a Major Feat or a Minor Feat.
Fighter and Rogue would get 3 Major Feats and 3 Minor Feats as opposed to 4 Feats
All other classes would get 2 Major Feats and 3 Minor Feats as opposed to 3 Feats
Yeah ... that's been done (though I personally can't use it). Believe me, your spell list starts to look like a farmer's omelette too once you have several spell mods (Mystra's, Valkrana's, Ebon Tides, Water Spells, etc., etc.) so I'd love something like this one (but not using SE) ...
Spell List Sorter
https://www.nexusmods.com/baldursgate3/mods/9608
Requires script extender. If somebody could do similar for feats ... and maybe hopefully with Osiris rather than SE/LUA scripting. I figured Caites could do it if anybody could ...
There WAS a mod that USED to do this, called Plus Feats, but unfortunately it's abandonware and no longer works with Patch 7.
https://www.nexusmods.com/baldursgate3/mods/6687
https://www.nexusmods.com/baldursgate3/mods/2922
That doesn't sort them by Spell School after sorting them by Spell Level nor is it alphabetical. Though, sorted by Spell Level is at least helpful.
Prolog / Osiris are declarative languages but would still require an injected dll to be able to use it. If that were the case go strait to C# if you want to do scripting. LUA is slow but super easy to troubleshoot and manage, likely why it is so common in most turn based games.
You can just write and add anything with out SE but you cannot create trigger and events without that injected dll file for which ever scripting language. Everything I do is done via SE and I inject changes to the tables instead of overwriting them. Games are more stable that way and you can generate error logs in stead of crash dumps.