BG3 Honour Mode: strategy & tactics (many spoilers)

Antimatter

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Yay, the all-shorties run! Enjoying your theme, as I've been missing a shortie in BG3 similar to you. Funny how a misstep in the grove changed your plans, and you switched the approach accordingly. With no option to reload, it makes sense.

Also, your character names are funny. I giggle each time I read them.
 

Black Elk

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266
For sure! And thanks!

Somehow I feel like a winning Name is half the battle here, even if the Magic Mirror is constantly trying to rename me as "The Dark Urge" lol.

I'd been sleeping on the pint-sized PCs pretty much the entire time BG3 has been out. Mainly just because there were no ready companions that fit the bill, and the Shorty avatar models all seemed pretty goofy to me in Early Access. Like it was just really hard for me to take any of them seriously, especially if we have to sprint anywhere. In BGs past I'd surely have chosen a gravely-voiced Dwarf over a spritely Halfling, cause that's usually more my speed, but here the options were pretty limited. The best zombie templets were all gals, so I leaned into it hehe.

For NPCs I think the Deep Gnomes and Duergar are all pretty excellent in BG3. Just some real standouts there among the bit players, but without an exemplar among the standard recruitable companions it's sorta hard to vibe in the same way as a PC. What I wouldn't give for a Thula or a Philomeen on the team! A Korilla maybe!? There are some pretty great Duergar goons in Grymforge. Like they're all spitting on the floor and calling each other names, just laying it on super thick. That one guy who says "Rocks" when I ask if they've been searching the dead Gnomes for loot. All winners!

Hopefully patch 7 will bring something to the table on that front. I'm more excited about it now, since they announced the Split Screen for Multi-Player and a plan to Beta the Mod support stuff. I feel like the problem with Nexus for BG3 is similar to the prob I had with the Vault for Neverwinter in 2002. You know, where there's some cool stuff in there, but it can be hard to find the right mix, so to me it makes sense they might curate the mods in a more meaningful way. Also I just recall it taking forever for Modders to catch up. In NWN the main campaign did not hold my attention and felt pretty lackluster. The toolset was incredible, but the main game just didn't have the legs. I remember a long lead time there trying to find modules or Persistent Worlds to keep me engaged. Here the situation is almost the reverse. In BG3 the main game campaign is pretty solid and fun to replay, but I suspect the tools for modding will be more limited and harder to use than the stuff for Neverwinter or NWN2. I think it's much more likely that whatever comes will still feel more like an add-on to the existing thing, rather than a way to create brand new campaigns. Still, I'm hopeful that eventually some peeps wills start cracking the Matrix on it. I mean who knows, we might get something sorta like Neverwinter after all, if we're lucky!

I'll probably let this one ride for a little bit, now that we're on to a new page again. Like just to talk Honour tactics or whatever, since I went pretty heavy with the screens there lol. I should probably tag the thread with a line like "image heavy." Just figured there aren't all that many BG3 threads, so it's kinda cool to see the survey view on it. After like a dozen Durges though, a few things do start to look fairly familiar. I'd say there are probably like 3 or 4 runs at least where the different choices I make really do feel like a different take on the same old same old. Still having fun with it though!

We'll have to see how far we get, but I gotta good feeling - Bhaalina just hit the Creche!
 
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Black Elk

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The Misadventures of Bhaalina Thum cont...

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Well whatever plan I had to close out the second Act went pretty haywire. Things had been going smooth, if a bit on the broke side. I did all the right stuff at the Creche and the Zaithisk, plodded along and back to the Shadowlands, but then I forgot to bring Shadowheart along to resolve her questline!

She was super pissed, like party break status. Something I along the lines of "windswept ash and wasted potential. I hope I can forget you!" and then she just dipped lol.

I hadn't seen that one before. Now I'm all curious, like will she show up at the Cloister in Act III waiting to kill us?

Guess that's what we get for back benching everyone over 4 ft tall like the whole entire time, but then deciding that Minthara should come along at the last second hehe. No biggie. Jaheira still approved of our choices even if we lost Shadowheart on the goof.

I had spent like an hour trying to outfit Minthara and decide what look she would rock, then saved right before the Veil of Shadows after everyone had rested up. On the next reload I impulsively clicked on the area transition for the Sacred Pool before I remembered what the hell I was doing hehe. So we're definitely down a Cleric now. That look she shot at us pretty much said "eat glass! I'm gone forever" hehe.

Every time I've faced down Ketheric without Shadowheart around to do some Clerical antics things usually ended up in disaster. My first thought was to sub out the Duergar for some Elves just to cover the bases in the big fight. I blew a couple grand on an elemental and some Gnomish grenades just in case. We at least remembered to save some Ironhand Gnomes while we were busy double crossing everyone lol.

Bringing Jaheira on board was an easy decision, since she seemed to have all the angles. Bhaal keeps sending his Butler along to try and tell us what to do, but we weren't hearing it, so burned that bridge as well. At least with Jaheira we got the Woodland Being to keep all our skeletons company. My thinking was that we'd need at least half a dozen summons to stay ahead of the Necromite adds. We had the improved Undead Thralls for the extra Skeleton with more hitpoints, but were a little nervous.

Too broke to really kit out the scrolls. I had one greater Elemental Scroll I'd been saving, and the plan was to just take that spell when I hit level 9, but I forgot we'd skipped a bunch of stuff in the Shadowlands and the Mountain Pass so ended up not hitting 9 before going under Moonrise. I figured with Jaheira we'd at least have the juice for call lightning and to get jolty with some extra arms, which turned out to be just the trick since she got the kill shot on Myrkul!

Skim had the big assist there by nailing the Mind Flayer to open. I used the Risky Ring and Sharpshot him for like 100 hp in one ping with an ice arrow. Then we just went at Myrkul with Minthara to wear him down. Aylin also seemed to fight harder than usual, landing a couple clutch Smites. Jaheira's Ice Memphits and Scratch ran interference managing to keep me ahead of the Necromite adds, so it all worked out in the end.

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I think this will probably be the endgame crew in a pinch. I don't know who Orin will kidnap but probably not Skim or one of the Duergar, so they might have to guard the camp. I did find that I'd been missing the companion interactions a bit, since my zombies don't say anything really. Just having Minthara around felt like a big scale up in story type banter lol.

Somehow I screwed the Minthara romance though, by allowing Gale to slide in the night of her breakout and rescue lol. That was pretty amusing and rather unexpected. Gale just posts at camp reading all day and then suddenly poured on the charm lol. We'll see if anything changes later on, but we basically took a trip to outer space and back, cause he was all last night on earth status, but then we just ditched. Also got Lae'zel still around and Astarion, though we forgot to talk to him for pretty much the whole of act II. Hopefully it's enough to get the job done.

I found myself forgetting which sidequests I'd already finished, so that's part of the surprise factor I suppose hehe. Least we got Jaheira in the crew now. She keeps us honest lol
 
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Black Elk

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Another patch another campaign!

We decided to get a rescue Ranger run going, now that mods allow for a convenient way to play with a party of 6!

Also some other choice mods like the Faerun Colors Dyes, Smaller Wolves, No Masks for Ranger Animal Companions etc, and some UI Mods to improve the hotbar. I've got about 25 mods installed now. I've been playing Honour Mode ever since that came out, so I was pleased to see that these all work with that too. I find that now that I'm used to the single save dynamic I really prefer it. I did a dry run on Tactician initially just to play around a bit, but have now switched over for the Honour run. I think it's probably advisable to start a new save/campaign if doing Honor Mode with mods, or trying it with Tactician or a Custom difficulty setting first, just to make sure you like all the Mods. If there are mods that end up feeling meh, it's easier to remove them with a clean backup save. Otherwise adding or removing some mods on the fly can make a save inaccessible (the game will prompt you to redownload the necessary mods, or rollback enable/disable whatever mods you have installed to meet the specs for that save.) With Honour mode there is only a single save, so that's more of a chore, although we can now set it up the same way via the Custom Difficulty. I just went for regular Honour Mode this time though.

Had a couple early wipes trying to decide whether we wanted to Durge Alfira or Quill, but then got my head around it again. Once I realize we couldn't Dye Alfira's outfit, I decided to go Knock Out per the usual, to get the Grootslang scene instead. Glinda and Barnold are trying to leave no one behind, so we went with that approach. We spared Minthara at the Goblin camp, rescued May from getting sucked down into Ethel's dungeon and then forced the Hag to relinquish her hair. Unlike my other Durge runs, I felt like Glinda would be less trusting of the undead and the skeletons and such, so we opted not to keep the Zombie. It's enough just trying to bring Astarion on board hehe. I liked the idea of giving everyone a summon, but I found that Corinna the squirrel for Shadowheart, and Tara the Tressym for Gale were a bit overpowered to be introduced in Act I, with all their special abilities and endgame style stats. I kept em enabled but stashed the items for later. Instead we gave Scratch's ball to Shadowheart and Shovel to Gale. Wyll I chose Pact of the Chain so he's got an Imp. Lae'zel and Astarion don't currently have a fur pal, but that also makes it a bit easier to dismiss them when we need to long rest, so it all works out hehe.

Anyhow, Glinda Hamilton and Barnold still at it

No F8! heheh

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Overall I'd say playing with a party of 6 just makes the game much more enjoyable for me. The banter in Act I is almost continuous and I'm just hearing a lot more interactions and interjections along the way. I imagine these will slow down a bit as we progress into later Acts, but at least initially it really feels like a party when we're out on the move, and not just in camp. To me that's the beating heart of a BG game so I quite enjoy it. I still don't really understand why they wanted to lock the BG3 party comps into just a 4 person team. It is technically more challenging to roll with 4 than 6, but in terms of gameflow I just think it works way better with 6. It also makes having your party wiped out at the start of Act I a lot less likely, just cause you made a wrong turn and landed in a den of Harpies or stuff like that. Ladders are still pretty annoying, but that's always the case. In any case, I think there's a natural 5 party team from the companions that are recruitable on the beach before the grove fight. So Shadowheart, Astarion, Gale, and Lae'zel. After that initial introduction to the game, you get a rotating slot for the sixth party member which allows for many more comps. Or mix and match depending on the protagonists chosen class/race/background. Just more slots to work with even using the standard companions.

I posted these a few times elsewhere to show the difference between party of 4 and party of 5 for the potential comps. Going up to party of 6 there are 42 more comps on top of that, so quite a bit of variety there even with just the 10 vanilla companions. Here's a visual I threw together to show the difference between party of 4 and party of 5 for available comps without repetition.

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It's exciting to have more companions and just feels more BG to me. I find myself less inclined to respec for class or to use the hirelings system, but instead to take the companions as given.

I also think it helps the in-game economy to outfit more party members, and the long rest/short rest dynamic feels a bit more natural. As opposed to hitting the hay after every single encounter lol.

I feel particularly Motivated to see what Jaheira will look like in Mask black! hehe
 
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Black Elk

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Pretty striking - of course Jaheira would look excellent in black!

hehe

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Predictably when I hit Act III my interest started waning a bit. Soon as I come out the other side of Wyrm's crossing into Rivington, always seems to happen the same way. I think it's partially the overall pacing of the campaign. Also in this case because playing as a Ranger, with a Bow and a Crow, things starts to feel a bit repetitive after a while.

Act II just has a really nice crescendo with the Mrykul fight that keeps everything humming and then a nice little anticlimax with the transition interlude into Act III. Were we given the option to detonate with Gale immediately after the battle in the Illithid Colony (instead of right before), I'd probably just do that every time lol.

We grabbed Minthara ASAP and slotted her into the mix, confident that she would look boss in black. We also brought Halsin on board, briefly, too to check his look. We took him along for what would probably be his only adventure, to face down Oliver and kill a couple Needles. He got in a few lines here and there.

First two Acts have a nice flow throughout, but for the third I have to be really vibing on things I think to press forward and get over that initial hump. Then when I saw that I had half a dozen mods already awaiting updates I figured to just restart again hehe. This time with a Mod to prevent the Half-Illithid visuals, since I forgot that one, and of course ended up failing the wisdom check.

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This time I also downloaded several mods to remove some Perma VFX, to see how that feels.

I kept the Faerun Colors Dye mod, though it's very similar to standard dyes, in that there's really no way to tell how things look before experimenting. Like they all have names, but not the sort of names that make it simple to parse. In the case of the Faerun Colors mod, most of the dyes are named after gods in various pantheons, with the FR gods being the first tier. While somewhat intriguing, I think it almost works against the RP aspect, where the naming conventions just hit a bit too close to home. I find myself not wanting to cross the wrong god with my color choices or whatever, even though they're mostly arbitrary lol. I find the whole concept of dying armor to be kinda meh honestly. I'd much prefer a palette similar to all the other palettes, as the name game just feels like a layer of obfuscation to make the options feel more numerous or various that they really are. Granted there are only so many ways one can color/skin the same equipment models, but I feel like it would more fun to have situation where we're building towards a color ideal over time, instead of one and done. It did give the game a bit of a new lease on life, having access to a few more color combinations, but like many things in BG3 the process is overly cumbersome.

Scratch Mod I also held onto, since that one worked well (basically makes him more like a Ranger's Animal companion, scales in a similar way) but I removed the other specialty summons since they felt a bit overpowered to me with the larger party.

Adjustable party limit is a keeper for sure. On the whole I think Party of 6 plays quite nicely. It makes the campaign somewhat easier to manage sure, so probably encouraging players to try the game at a higher difficulty setting like Tactician, Honour Mode, or some Custom Riff on those. For Honour I'd say there were a similar number of 'oh shit' moments where I felt like I might lose the run to random goings on. Like where some Legendary Boss ability hits everyone with a necrotic boom. All the summons die, with a couple party members downed and everyone at half health. Definitely more casual than party of 4 or party of 3, but I think it's still a more satisfying for the gameflow to have a larger party. When the player characters are up more frequently, the combats just feel as though everything moves at a much steadier clip, and I don't have that sense of the big lulls. Like waiting for a dozen computer opponents to make their moves. The downside is extra click click on the backend to mange the party for resting. The click tedium of dismissing companions there can get to be a bit much. It makes one pine for a dropdown menu where we can call up and dismiss our companions from a list, and only enter conversation cutscene at the player's discretion, but still it's better than nothing. So far it's my favorite mod, for actually making the game feel more Baldur's Gate to me, which is no small feat hehe.

So far I've kind of avoided most of the cosmetic mods. I checked out several mods that added heads, but they are primarily for like elves and humans, really only about a dozen or so, least that I could find. Still haven't seen anything that adds bunch of grizzled dwarves with ornate beards or gruff voices and such, or extra Halflings or whatever. There seem to be many more some options for female Tavs which is nice, but it's not really like closing out the gaps. The fantasy races that were underserved in the vanilla game still feel underserved, and a lot of the cooler accessorizing mods have to make use of the dragonborn chin slots which unlock to attach different things depending on the mod. Right now hotshit Elves and Tiefs are pretty well served, as one would expect there are many cosmetic mods to spruce up the haircuts and such, but I find myself kinda wishing I could just grab a big package with a couple dozen or even hundreds of head models, rather than going ala carte 1 by 1. It will probably take forever to build out the kind of library of heads I wanted to see, but there are some standouts there for sure, so hopefully more get added in the future.

I'll be keeping my eyes peeled for anything that unlocks the camera or gives us pitch control, WASD etc. cause right now haven't seen any of those. I'm pretty happy with most of the 'Better UI' mods I downloaded with. Though I did run into an issue where I couldn't multi-select for trading at merchants, which I couldn't figure out.

The Better Hotbar mod I liked a lot, though for that one I had to activate the Shudders by dragging them all to the left, which unlocks the 5th hotbar. Took me a while to figure out how that worked, since it has to be done for each character so the passives and such will get added later on.

Better Inventory mod I ended up removing. It worked fine, but I didn't really like the Item background color gradient which seemed too Low Contrast to me (it adds a little bit of white to the background of most items.) The mini icons I thought were nice, just the white that was too much for my eyes. I spend so much time with those inventory screens up, and then when items are added to the hotbar that little bit of white around the icons just made my screen too muted. Otherwise though felt pretty solid. I like the ones for the Combine widgets, like Better Dying, since it removes the need to drag items with the extra clicks.

So far there's nothing really for Transmog, and I still can't hide the Capes. It's hard to tell also which things might be coming down the pike, or whether someone has already begun work on stuff like that. It's easy to imagine a little button similar to the Hide Helmet button, but who knows how hard it is to actually pull off something like that. Transmog has a similar downside for me to the dyes, unless it's progressive somehow I feel like getting spoiled for choice up front can diminish the sense of accomplishment somehow. But for QoL I would definitely like to make a few adjustments, especially for anything that still has clipping. Usually the shorter races or large bodied races, but even on the humans and elves sometimes it would be nice to hide or mix something to get a different fit. Sleeves no sleeves, that sort of stuff. I still want Modsville, and a way to somehow bring it into the game in a more narratively coherent way, even if it busts a bit of the 4th wall. Just to have a thematic presentation with NPCs that have goofy names. Like Mod the fisherman who takes us on his rafter across the river, and then we meet a bunch of Modshop type characters who could tutorialize in a more discrete environment that's less intrusive to the main campaign. Alternatively just a full overhaul that stitches everything into place, but again probably takes forever, plus quality control. I like the idea of the eternal return, and time travel to feed in with the stuff that's already going on with dream guardians and doppelgangers, just lean way in.

I wonder if the toolset will ever really be full service enough to get me from what we have now, which is more like Caricatures of D&D characters, into actual D&D characters, with all the various bells and whistles, and the full scope HD on that for avatar visualization? I just feel like it's never going to be quite on the NWN level for customized specs, but it's interesting to see what all is cooking now that's more click ready in-game. Fewer options than on nexus probably, but also just a lot easier to use for me right now.

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Next run, another witch!

I got Rizzmeralda the Half-Elf coming out the oven. Cause, despite all the updated mods, I find myself still wanting to rep the canonical Durge-y robes hehe
 
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Antimatter

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Predictably when I hit Act III my interest started waning a bit. Soon as I come out the other side of Wyrm's crossing into Rivington, always seems to happen the same way. I think it's partially the overall pacing of the campaign. Also in this case because playing as a Ranger, with a Bow and a Crow, things starts to feel a bit repetitive after a while.

Act II just has a really nice crescendo with the Mrykul fight that keeps everything humming and then a nice little anticlimax with the transition interlude into Act III. Were we given the option to detonate with Gale immediately after the battle in the Illithid Colony (instead of right before), I'd probably just do that every time lol.
I agree actually. I think a lot of players (not everyone, but a substantial part) felt the same. E.g. @Xzarloxara usually stops there. When I played BG3 (that one time...), I managed to continue into Act 3 by some inertia, but eventually stopped without seeing the very end of the game. Act 3 has some absolute (pun intended) moments, but sometimes it's a bit disjointed, especially after the integrity of Act 2. If anything, I'd say it was a mistake to make the last act of the game wide-open. Compare e.g. to Ust-Natha or Suldanessellar from BG2.
 

Black Elk

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For sure. I mean granted, it's anecdotal, but just seems like everyone has a pretty similar impression of how the game's final Act is introduced.

I've been playing on Honour Mode for almost a year now, and the sorts of things they've done there, tinkering around the margins, adding some Legendary abilities to various Bosses or mini-Bosses etc, that stuff hasn't really been sufficient to address the pacing issues I have for the last leg of the journey. Like how quickly can I slam the spacebar on the Emperor big reveal? It's hard to imagine what one does with that to shore things up.

Also, it really makes me think of how much better this game would have been with a DM mode. Like every time I face down the Owlbear Mate surprise in HM, I have the same thought. Instead of a "One size fits All" or "One size fits Most" approach, they could have offered some real bespoke campaign riffs there, especially with earlier branching in Act I based on things like main character Class/Race or Party Composition at the DMs discretion.

The types of things Larian has added since launch, or the sorts of things I'm modding into the campaign now, those all feel like the hands on stuff an active DM might do to tweak a familiar campaign, in order to spice things up. Like as if we were running the same campaign, but for a new group of people, and wanted to ensure that each new run felt unique. I think the base BG3 campaign is pretty solid for that sort of thing, like grafting new material onto a nice skeleton with sturdy bones.

The difference between a BG3 and say a NWN (2002), is that the latter did not have that nice skeleton ready to go. NWN, like the old Unlimited Adventures before it, really lacked a compelling main campaign for the boxed adventure to kick things off. It didn't have enough to keep me engaged at any rate, and so there was this big lull while waiting for custom adventures or persistent worlds to do the heavy lifting and fill in the gaps. I mean I remember Aribeth, but that's about it lol. It was just never going to compete with a BG1 or a BG2 on that level for me, cause BG1 or BG2 I could return to those and replay and replay and replay, even the vanilla thing had that sort of charm. BG3 is more like that situation, which is a good thing generally, but also the BG3/Divinity Toolkit seems just way harder to use. Mods are cool and all, but quality control is a factor. Running the risk that the things I like about the campaign will be overwhelmed by the kitchen sink front-loading approach that most mods have to adopt.

It's unclear whether the Toolkit Unlock will be able to produce custom content that's actually up to snuff, with enough Mods to rival the content in the vanilla game. Like something that could serve as a stand-in for the Expansion campaign we'll never get now. Seems like a tall order. They also seem to have split their modding community right down the middle, creating some dissonance there between the curated stuff available on Mod io for PC (and eventually console) vs Nexus stuff exclusively for PC. There are many more Mods on nexus, but now that will probably become the wild west of mods. Then there's the reduplicated effort thing. It's already hard to tell which mods are being worked on, like stuff currently in development, so there's a big question mark there.

For example, say I have an idea for a mod and go through the whole process of learning the official toolkit, only to discover someone else beat me to the punch, or that something similar already exists on Nexus. "First come first Served" is the name of the game for Mods. What I mean there is that, as soon as a Mod comes out and gets a lot of downloads, that Mod then becomes the gold standard for whatever thing. Even if there might be a better way to do it, perhaps using a different approach, it's hard to dethrone/replace a given mod once everyone is using it.

Take the Adjustable Party Limit mod, since it was highlighted on the panel from Hell. If someone were to at this point create a more streamlined version of a 6 person Party (perhaps with a more convenient way to deal with the long rest thing) it's hard to envision the new mod superseding the old mod that already has a 100k downloads and top rated. I think this probably encourages modders to rush stuff out the door a bit, especially if there is nothing on Mod io right now to cover a particular niche. Also trouble with torch passing, where mod authors are probably reluctant to relinquish whatever control they have over their stuff, or go all free for all, like even when they are no longer working on something or interested in maintaining it. Many Mods get abandoned over time I'd imagine, or you end up with situations with multiple mods that do similar things and the player not really knowing which is which, or most current etc. An established modder can reign it in somewhat by prestige flexing, but not in the same way a game developer can.

Also will enough people be down to mod when there is no official new content coming from that End to prop things up over the long haul? It would be different if peeps knew there was an expansion in the works using the same engine, cause then you'd know for sure that the game will still have players and a higher degree of Dev support down the line.

But yeah, it's legit a pretty big miss that when we finally arrive at the titular city, so many players seem to have the same sort of reaction to the Third Act. Where the campaign starts to grind. I was initial bowled over and intimidated by the sheer scale of the city, along with the lack of direction. Rivington is fun to explore, but really from that point on, we have to go hunting for the fight and everything feels somehow elective, whereas in the first half of the game the fights come to us. Everyone is picking a fight with us at the outset, and there are no shortage of monsters or mini-bosses. Most areas have that vibe like, clear this section of the map then move on to the next area, but in the 3rd Act it's always like either choosing to attack guards. Which guards though? And which domino chain reaction into some massive spill over battle. Or it's a big setpiece fight already, where we're facing a Big Bad and hella minions in an arena style combat, the combat encounters seem to all fit into one of those two molds. Guard fights that get out of hand and spillover, or Boss fight set pieces, sorta the main dish. There aren't really any trash mobs getting from point A to point B. Instead it leans into the idea of factions or choosing sides between the competing enemies (Orin's goons vs Gortash's goons) or basically 'do you want to go after Bane or Bhaal, first?' but with the sense that doing either might be premature.

Then I default to the companions personal quests, since at least those are relatively straight forward, but they lack the thrust of a main campaign quest. Each of those companions quests is more like a puzzle + breaking and entering to locate whatever lair, then a lot of snooping around, before getting to the main meal there. I feel like Act III would be the natural hub for whatever extended questlines or added adventure series might be achievable, say with mods, but it's hard to say where one might insert something into the campaign so the pacing doesn't seem to drag. I feel like it would have made sense to have us face Ketheric's army on the march, or to prepare the defenses in Rivington with an adjacent wilderness area near the front lines. In part the city feels claustrophobic, despite being very very large objectively, because we lose access to wilderness and so there's nothing to compare it to, or to take a pause from the Urban antics. It's very much like one of those Piranesi drawings of the prisonscapes, where the prisoner is like some ant lost in massive maze. Instead of being confined in a small space or narrow passageways, it's like being trapped in a huge space where the space itself is the disorienting thing. Or I don't know, but like the Winchester Mystery House of campaign Acts, with hella stairways leading to nowhere, and false doors.

I don't see the campaign as really branching all that much. The big choices, to side with the Goblins or the Grove, or Underdark vs Mountain pass, they both have funnels and we end up in the same place. The choices we made earlier in Act I or Act II, don't seem to have a huge impact on how we enter the City in Act III and what happens in the game at that point. The approach into Rivington and Baldur's Gate is always the same for example. It's not like teaming up with Minthara to kill all the Tieflings has us arriving at the head of a Goblin horde. Or where if we took Karlach's head for Wyll's deal, it would lead to a totally different series of events down the road. We have cinematics and alt endings, but not really a branch. I mean most of the time, if there is a choice between 2 apparent paths, turns out that it's just really a choice about sequencing or pathing. Half the time we can do both anyway, or if it's companion related, like as long as they're not dead lol. Most branch paths are about that simple, like if you managed to keep character X alive then the path is open, whereas if they die then you get a dead end. But say for example that Lae'zel or Shadowheart bit the dust on the Nautiloid, that's not going to open up some alternate campaign route. It's not like some whole crazy different experience at the Githyanki creche if Lae'zel is not around, you just sorta get less. Similar to Viconia in BG2 for the Drow stuff I guess, where not bringing her is just leaving too much on the table, but you know what I mean right? A lot of pseudo-branches, or the appearance of variety. Still it's got some kind of charm cause I keep coming back to it.

Like the gravity well on this thing is pretty intense heheh
BG restartitus! Go figure
 
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Xzarloxara

Innkeeper
Staff member
Messages
228
I honestly don’t think I got far enough into act 3 to make any judgements on it yet. Read into that what you will, I guess. To be honest, my reason for stopping was a bit more complicated than you may expect. While I was playing, my cat escaped the house and I was so depressed that he was lost I didn’t want to cover new content, so I started a new run. By the time my cat came back I was already pretty much burned out on the game for the time being. So I blame my cat.
 

m7600

Habitué
Messages
853
I honestly don’t think I got far enough into act 3 to make any judgements on it yet. Read into that what you will, I guess. To be honest, my reason for stopping was a bit more complicated than you may expect. While I was playing, my cat escaped the house and I was so depressed that he was lost I didn’t want to cover new content, so I started a new run. By the time my cat came back I was already pretty much burned out on the game for the time being. So I blame my cat.
For what it's worth, I have three cats and they spend most of the time outside the house. I have no idea where they go exploring at night, but they always come back in the morning, which is when I feed them. Cats are really smart animals and they have a great sense of direction, it's very rare for them to get lost. It can happen, but it's rare. They know their territory really well. So I wouldn't worry too much about your cat getting lost. He's probably just checking out the neighborhood and establishing his territory, which is almost always a larger area than their owner's house.
 

OrlonKronsteen

Habitué
Messages
198
I agree actually. I think a lot of players (not everyone, but a substantial part) felt the same. E.g. @Xzarloxara usually stops there. When I played BG3 (that one time...), I managed to continue into Act 3 by some inertia, but eventually stopped without seeing the very end of the game. Act 3 has some absolute (pun intended) moments, but sometimes it's a bit disjointed, especially after the integrity of Act 2. If anything, I'd say it was a mistake to make the last act of the game wide-open. Compare e.g. to Ust-Natha or Suldanessellar from BG2.
I even find disjointedness in Act 1. One example: on my first run I ran into a group of NPCs (can't remember which now) who started an in-depth conversation about
the Absolute.
The context of this conversation was that I already knew a fair deal about the situation, but in fact I knew absolutely nothing. By chance I hadn't stumbled into earlier clues about it. I had no idea what was going on. And then there is the issue of
the Githyanki Creche, where if you follow one specific dialogue path they suddenly and inexplicably know you have the artifact, whereas with other choices you remain undetected.
Very odd that that hasn't been fixed with a patch. They seem like small things, but they've really derailed my experience - maybe because it's such a story-driven game.
 

Black Elk

Habitué
Messages
266
Yeah, anything happens to the fur pals and my whole world shrinks down to just nothing but that. A fuzz ball pulling a Houdini or busting a great escape mid-campaign would easily derail my run. That's like my worst Nightmare on Elmstreet for sure. But then I also live in a pretty busy place, with the treacherous roads. The one time I went to Rome it was clear that the cats ruled there, like I'm pretty sure the true Emperor was a meowzer, just judging by the view from the street, but around here the monumental architecture is more like colossal 8 lane highways and such, so sorta sketch. I would go full panic mode if one of my hounds got loose, I mean I can barely handle it when something happens to Scratch.

I definitely downloaded the Mod that allows me to resurrect Scratch if anything happens, and also the one to raise fallen NPCs, since I think that was a bit of a fail on the DM's part. Like allowing for a situation where we can't revive Jaheira if things go sideways at Moonrise, even though we have the scroll right there in the pack? No thanks! I really liked the special treatment we got when Gale bit the dust. I feel like we should be able to carry anyone back to Wither's or a temple, with a steep price in gold for the revivify cutscene. Same deal with Alfira. Elsewhere in the game, as long as the character still has a head they can be raised as a skeleton or a zombie, but even there you lose the visual. Like they just become generic skeleton warriors which doesn't seem as cool as like zombie Jaheira, or zombie Brynna and Andric. That pair has been goofing around for like years already, so you'd think they'd be all patched up by now. It's possible to have the exact opposite thing happen too, like where you go through the Goblin camp or the raid on the grove already learn everything there is to learn about the Absolute in Act I. But if you skipped the Owlbear cave and go back afterwards, their dialogue and our reactions all suggest that we're completely clueless, like still totally in the dark about all the Prism and Tadpole stuff. Little incongruities like that crop up all over the place if you do things out of sequence. I still think the game would have benefited from an edge of tomorrow groundhog's day narrative conceit. Or something, even from the Nautiloid tank on, to suggest that this has all happened before and will happen again. Like to build that into the plot.

I'm sure Glinda and Barnold will be back. Probably with even more mods lol. I just have trouble with the Half-Illithid visualization. It's too gnarly, and I regret it every time if I go astral tadpole with veins around the eyes. I saw 2 mods to address that gripe, one specifically for that called something like No Half-Illithid forced visuals, and another one that did that but also prevents the Volo/Hags eye called something like Perpetual Beauty. I went with the later just in case having both at the same time might cause conflicts. I can imagine a run where we reject the Tadpole completely, but it just always feels more thematic when playing as Durge to embrace it. Optimal point for me to do that (if not playing as an Elf) is when Gut takes us down to the dungeon. After the Korilla scene, when we're all alone and nobody can judge us for it hehe. Maybe if there were more Helmets I liked, I might be able to hang with it, but I really prefer to see the avatar in cinematic dialogue and the Flayer face tats are pretty rough. The Shadow of Menzoberranzan is my go to, but even then I'm hiding from the mirror for sure.

Least Scratch still recognizes us hehe

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I felt like Shadowheart was just rubbing it in with her platinum glow-up. Returning to a previous campaign with older mods means I have to disable/enable when switching runs which is a bit of a chore. I think if anything I'd just take it back to the Nautiloid again, no F8! I'm sure Judgement Day can wait lol
 
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Black Elk

Habitué
Messages
266
Barnold's Back! lol

Since I had to restart to get all the mods sorted I decided this time Glinda would be a multi-class Sorcerer/Ranger.

Mainly for the sleeveless Storm Sorcery Robes and some extra versatility.

I chose Knight/Beastmaster at second level, since you get the summon animal familiar spell and the Ranger armor/weapons proficiencies. For some reason I always reach for the pool, it's a little ritual.

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Speaking of rituals, so finding the Raven familiar is a ritual Ranger spell, but it's also a level 1 spell, which means that when I summon the Raven I activate Tempestuous flight - and it gives off the cool electro animation effect which really makes us all feel like we're Terminating!!! hehe

Barnold was a Badger initially, but I'm pretty sure Raven is the jam so he's Crowing now. Just way more mobile and the rend attack to blind enemies is very useful. Also he doesn't seem to get lost along the way as much with wings. Mostly runs interference, only 1 HP, but adds some flavor.

I thought about doing the lvl 1/11 split, just to go skinny dipping into Ranger for the spice, but now I'm thinking that the Tempestuous Flight thing might make taking a second lvl in Ranger advantageous. Having another ritual spell like Longstrider to activate the Flying Storm seems like it could be pretty cool.

Tempestous Flight only really works while in TB mode, since it only lasts for a round need to pause the hourglass on that one to make the most of it, but it seems like a clutch move might be to ritually cast longstrider and then fly into position to open a combat or flee, stuff like that. Tradeoff is not being able to caste the Globe of Invulnerability or Chain Lightning. I think I can live without the Globe since there's always Gale or Scrolls, though it stings a bit to give up the Chain Lightning (Storm Sorcerer and all) still, that's like endgame stuff and I think the Ranger flare early on will be more motivating, since I've played as a Sorcerer quite a few times and already pretty much know the ropes. Kept the same mods as last time, though there were a few updates even since the weekend. The NoVFX mods I grabbed seem to work on about half the spells, I noticed a few like Bardic inspiration still showing halos, but the more distracting ones are definitely dialed back.

I got bit by Astarion on like the first night, and the bloodless visual still shows for sure, but I don't mind that one so much. It's more like the Wild Step vfx from the Woodland Being and stuff like that makes the screen a bit too busy for my tastes, so I think the mods should work for those. I think we'll likely dive in bed with Lae'zel again this time instead of Shadowheart. Somehow whenever I pick Shadowheart over Lae my runs stall out or something disastrous occurs mid-game. Go figure lol

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This time we'll probably keep the company as dangerous as possible

Hopefully we can get back to black with Jaheira before too long, but for now we're just shattering sanctums and such again hehe
 
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Black Elk

Habitué
Messages
266
This is what the group Character sheets and inventory screens look like with 6 party members.

I much prefer this sort of survery view, again just feels more BG to me.

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Here's how the Sorcerer/Ranger multi-class works at Character lvl 4 (Sorcerer 2/Ranger2)

Since the Sorcerer is a full caster class, Glinda's spellslot progression is based on her Character level. In other words when she hits character lvl 3 (say Sorcerer 1/Ranger 2), she'll still have a lvl 2 spellslot open up in Sorcerer that can be used to upcast, even though she doesn't yet have any known Sorcerer spells at that level.

Even without the more powerful lvl 2 spells, just having the spellslots is very useful, since we can upcast Magic Missile, Chromatic Orb, or Hail of Thorns, which I took as my Ranger spell.

Hail of Thorns can also be Twinned using Sorcerer meta magic, which is pretty cool. It has an AoE effect with the thorn burst in a small radius, but since it has a main target it can be doubled using Sorcery points, similar to the Chromatic Orb. Upscaled to lvl 2 Hail of Thorns adds extra damage, and with two enemies being targeted (+ anyone nearby) she can put the blast on quite a few opponents at once. Sorta our FR Gatling Grenade launcher in this scenario.

A Ranger is only like a half-caster, so they would not typically unlock their lvl 2 spellslots until reaching Character lvl 5. But because Glinda is a Sorcerer (Good Witch) she has 2 casts with the Hail of Thorns already at Character lvl 4. Basically what I lose out on from not having access to Cloud of Daggers, we make up for with a badass Twinned AoE-ish spell that is unique to this build. She still needs the rest of the crew to carry her a bit, but with 6 there's room to mess around.

Unfortunately I botched the Shovel recruitment, cause I forgot I wasn't Dragonborn lol. Could have had 'em tag along with Gale, but instead I cast the scroll myself by accident. Or maybe it was my dialogue choice? I think I picked the one to Intimidate 'em with my 'Gnomish magic' hehe. In any case Shovel split, but it's OK. We still got Scratch.

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We have some flexibility from the Spellslot thing to pursue a couple levels in Ranger this way, which is fun, although I don't really want to fall too far behind the power curve for the known spells at higher levels. Still some of the best spells for upcasting are already in the arsenal from the lvl 1 spell lists. I think for Act I it probably makes sense lead Sorcerer from here until the endgame, but a 3rd lvl in Ranger Class I think is probably viable too. Just with a much more limited, but focused sort of Sorcerery.

Lot's of piercing damage, and fast flying turns of phrase like 'There's a Storm coming!' Then hella thorns so they know what's what heheh

Seems to be doing the trick. I really enjoy the novelty of combining Sorcerer with other caster classes. The meta magic opens up a lot of options. Good times!
 
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Black Elk

Habitué
Messages
266
Hehe yeah, it makes such a difference! Just getting to pick some colors for everyone. Or tints and shades I suppose in this case lol. I'm trying to pace myself and leave some room to grow, as I've really only tapped the one color so far - Mask black

I don't know who was asleep at the wheel when they decided NOT to include Major/Minor color choices for our characters, like just baked into the base game. I mean it's such a basic concept right? I get a ton of mileage out of that, even without the other stuff.

Dyes are better than nothing for sure, but it's difficult to parse from the naming conventions and the icons displayed as little vials in the inventory. All the palettes really jump around, I suppose not unlike the palettes in BG1/2, but I'd prefer something more like a standard spectrum, or a Faerun Munsell color system of some sort. Like with an alchemical vibe and some asymmetries that way, instead of a guessing game for the color names.

I think Larian could have gone much further than just random dyes, for example choosing some simple Heraldry or Icon designs to go on our shields or tunics. The flaming fist shield we can steal from the goblin camp looks way cooler in black! It's easy to imagine a kite shield or half plate tunic that uses the iconography we see on display elsewhere. Some recognizable crests that might suggest a chosen deity or background, or even simple geometric patterns in quadrants and such.

Also portrait background colors! I've yet to see a mod for that.

When I look at the variety on display here... the thousand-some-odd portraits that already exist in-game for the rando NPCs, it makes me scratch my head why the Custom Player Character didn't get more tools to create similar looks?

*all the spoilers - for characters with names at the beginning of the alphabet*
It's 200 images per page, 1,734 portraits thus far for the BG3 NPCs...

https://bg3.wiki/wiki/Category:Character_Portraits

I can only figure that they must have planned for more custom portrait options, but then pulled back on it? It wouldn't be the first time I thought they were holding stuff in reserve, like to surprise us with variety down the line, only to discover that it's basically the same stuff that was in Early Access. Perhaps Photo mode in the works will allow for portrait stuff, but that's still not clear. The head/face models for example, I thought there'd have been many more of those when the game launched. It's still pretty uneven in terms of the selection, with some races having more options and real limits there in terms of what we can do to modify the facial morphology. Hair, make-up, scars and tattoos etc those only get us so far.

I expected more stuff like Evil eyebrows I guess, or some chin and cheekbones, alternate noses or whatever, just some riffs that might change the overall present even for the same essential head model. Some stuff registers pretty differently on the avatar than the way it appears in the little headshot portrait. I think everyone probably prioritizes the avatar, since there are so many cinematics, but the portrait is up at all times and we're constantly interacting with it as a UI feature on the main game screen. I find that if I have an avatar I enjoy, but the portrait is meh, that's always a bit frustrating and narrows the choices further. For the moment I got a look that works pretty well for the current run, but I wish there was more in the vanilla game.

Right now I'm working my way through the lvl 5 plateau. We handled Ethel with the usual method, silence bubble on the Hag and sanctuary on Mayrina. Then I use Shadowheart to cast Command on Ethel, so May won't get sucked down into the lair. Magic missiles came in handy there once again. Saved the gal, took the hair, gave her the bitter divorce Zombie, so basically hitting the same beats as last time, just more Sorcerous-ly this time around.

I'm trying to hit our level 6 spike for the lvl 4/2 Multiclass, cause I feel pretty far behind the power curve still waiting on my ASI from the first feat. Taking a second level in Ranger instead of the 11/1 type dip for Storm Sorcerer multi is really pushing the limit of viability there. Still we try our best, it's got a nice flavor with some kick hehe

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I might have been spending too much time with Gale, but I think a more powerful combo would be 1 level in Wizard, and 11 levels in Storm Sorcerer. So starting as a Sorcerer on the Nautiloid, then taking a level in Wizard when you hit the beach, then back to Storm Sorcery for the duration. This would allow Durge to take the transmutation spell Longstrider at lvl 1 Wiz, letting them activate Tempestuous flight at will via the ritual. This is basically like having the 3rd level spell Flight, but without expending a spellslot on it, just by using Longstrider, which also increases the Tempestuous flight distance at the same time. It's pretty similar to Draconic Flight or Illithid Flight that are attained much later in like Act III, but the Storm S'wizard would have that capability already at that beginning of Act I. Using that sort of Longstrider/Tempestuous trick, a Storm S'wizard would be able to command the field and take the prime high ground position, or escape to flee in just about any encounter, from like the Dank Crypt on.

Also the Storm Sorcerery/Wizard would not get dinged for caster spell-level progression on the high end, since multi-class Wizards can write spells. They can stay on pace for all the key power spikes there, as soon as the Sorcerer spellslots are unlocked, standard progression. I did it with Heathers when I tried Necro-Sorcerer, but I was using Draconic Sorcery for that one. I think Storm Sorcery might be better though, because you'd get a Flight capability so much sooner. Half the game is positioning in combat, or pre-positioning, so seems pretty worthwhile. Wizard gets the Familiar too, and also the ability to take Shovel for themselves. All the same benefits for the Meta-Magic, with Twinned, Distant Spell, Quickened Spell etc.

The only real downside there is eating a Feat at lvl 12, and not being able to write a lvl 6 spell during the endgame, but the spell progression at the high end still includes the biggies like Summon Elemental, Artistry of War and such. The itemization is pretty solid, since the Circlet of Intellect allows the character to hit that 17 in INT very early on, saving on the points for DEX and CON. Main problem with 1 Wizard/11 Sorcerer is the the lack of armor/simple weapon proficiencies, which means not being able to use the Club of Strength 19 for Dual wielding. I prefer that Club to the Elixirs of Strength, which I always forget to drink, but S'wizard wouldn't have that one. Otherwise though seems solid. Din might have to try that one at some point hehe

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Glinda is currently repping the Hill Giant Club and the Scimitar of Momentum. Hail of Thorns hasn't proved as awesome as I'd hoped, but the Longstrider thing definitely panned out pretty well.

She also has the option for a Breastplate to drum up some extra AC which is pretty nice. I had been using Phalar Aluve and the Flaming Fist Shield (dyed black) which was solid, but with the Club of Hill Giant STR we can also put the Titanstring Bow to good use, so I switched over.

Going to take a trek to the Mountain Pass now, as I've been kicking the can on the Creche and Lae'zel is probably getting antsy. We still haven't met Voss and Sarth Baretha yet, so that's the next leg probably. High road to lvl 6 heheh.
 
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Black Elk

Habitué
Messages
266
I thought all hope was lost, almost TPK'd at the start of Act 2, but somehow Minthara saved us all!

That was close, so much confusion lol. Somehow she slapped Lae'zel back from the brink, just as Lae was about to Soul Break the entire crew. My goodness!

We coasted through the Creche, and everything was going swimmingly, but then we hit at snag at Grymforge. Ill tidings for the Ironhand Gnomes in this timeline hehe.

Broad strokes for the Cliffs notes, looked like so basically...

First I noticed that the "Resurrect NPCs" mod doesn't really work the way I thought it did. It will allow the player to revivify NPCs with scrolls/spells, but doesn't change them from being flagged as 'dead' for the campaign. Mod description actually says this in the disclaimer, but I didn't see that when downloading it. Leaves them with 1 hp instead of the full dirtnap, but like for any connected quests, they'll still show as dead.

In my case Barcus got nailed by Nere's blast! Oh no!

Then later when we got to the Shadowlands Rolan got killed by Shadows!

We tried to raise them both up, which still showed whatever cinematic, but then after that it borked out. Barcus was silent and remained at Grymforge after everyone else split. Rolan made like he was going to head back to the Inn, but then at Moonrise we didn't get the option to tell Lia and Cal he was "still alive." Instead when they got back to the Last Light everyone just had the dialogue like he'd bit the dust on the battlefield. I guess the mod is a palliative feel-good sort of thing, cause narratively once they're dead they're gone. Too bad there, I thought it would be a good fail safe for Isobel or Jaheira. In any case, the Barcus thing was the first sign things might be going sideways. Thankfully Scratch came pretty clutch in that fight, so all the other Gnomes got a reprieve, it was just the one Gnome who we'd have preferred to keep around who got exploded. Curse you Skynet! The Robocops in Act III will pay for that one! If get that far heheh

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The noVFX mods are still sorta hit or miss, I was rather hoping one of the ones I grabbed would do something about spells like Light and Daylight, but those are still like vanilla. Some of the halo's as well, Warlock Hex still shows for example, Bardic inspiration, a couple like that. Many of the weapon vFX are still always on. I thought a nice touch might have been weapons that only activate their vFX while actually making attacks, or perhaps held in hand with the flourish (U hotkey), but Zhalk's blade still has the flame effects on the back for example. A Mod to make weapons on the back invisible I think would be cool. I couldn't really hang with Shields on the back, they felt too chunky. I usually just want to hide anything that clips, so capes, weapons on the back or dragging on the floor. Some of the weapon models are compressed a bit for the shorties, like the longswords hilt to blade ratio will change for some stuff, but then the polearms or greatswords etc sometimes clip into the ground when standing. I think it would look better with no weapons out unless in combat/TB with the at the ready animations. Basically flourish to ready/sheath would probably be fine, like if the animation still showed the weapon being pulled around, but then it disappeared while we're running around. I could go for that. The way the light/daylight on a character works it keys off the equipped weapon, but I wish we could just sorta toggle that stuff to be more temp animations as opposed to always up. It's whatever though, least Isobel didn't die!

I'm glad Minthara didn't get got, and we all made it out clean. Well, except for Barcus and Rolan I guess lol.
 
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Black Elk

Habitué
Messages
266
Even more mods prompting yet another go around lol.

I benched Glinda for the time being so I could dive back in and see what sort of stuff might have been added in the last few weeks.

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Noticed that the Smaller Wolves mod had been superseded by package mod called something like 'Beasts and Familiars Core' that fixes the hitboxes and size scaling for all the fur pals. I liked the Scratch Overhaul mod, which was reliable, and I think they're all by the same person, so I figured I'd just get all updated there.

I still wish there was a mod to do stuff like changing the fur or feather colors, or which maybe added some new animal models even, but haven't seen anything like that yet.

There are something like 71 pages of mods on the built-in thing now, so I appreciate it when I see mods that use the same Font for the labelling, or similar Graphics in the thumbnails and previews, so it's a bit easy to tell when things are related or created by the same modder or if they'll play well together.

There was one for Alfira recruitment as the Dark Urge so might have to check that out.

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I basically camped on the QoL section, the visual FX section (mostly to see which things can be removed) sadly still haven't seen one that removes the basic backlighting effect from cantrips like "Light" or "Daylight" or one that removes the Geometric sigils for spells like Warding Bond or Deathward. I like all the vfx and sfx during the actual casting animations, it's more the stuff that remains always on. I wouldn't probably care if they flashed temporarily when the character was selected, or perhaps just only in combat stuff like that, but when they're lit up like Xmas trees till long rest that's a bit much for me. There are quite a few of those "No (insert whatever vfx)" type mods that all have the same sorta thing going on so hopefully they'll come together in a single mod at some point. For now though still cleaner than vanilla on that front so I was reasonably pleased there.

I nixed the NPC resurrection mod, since that one didn't really work anyway, but added a couple others in it's place that seemed intriguing.

One that adds underwear to unlock Wing Models. I'd hoped for a Flying Din. I think it's just whatever wing models we see in game. So there's one set of Angel Wings (white like Isobel) the Fallen Angel Wings (black and bones like Marcus), Devil wings in Red (Raphael style) or Purple (like Mizora.) I don't think there's anything in there for like Draconic scales and whatnot or alternative colors yet. Would be cool to have some control over the colors for stuff like this, similar to what I'd want for the animal companions and such. Like maybe black wings instead of purple or whatever, though I think I can probably make it work hehe. I just wish there was a pick 6 on basically everything, down to the Animal Familiars, or what sort of Woodland Being or Wood Woad you get to run with. Naming the familiars, choosing their colors or riffs on the basic models etc.

I wanted to checkout those mods that were mentioned on the recent Channel from Hell, but I've yet to try the one which unlocks the level cap. I thought a fun challenge might be to try the Jack of All Trades thing again sans Withers, but last time I attempted it I lost interest towards the end. I already got the achievement for that one, but I think it was just awarded via any companion character who hadn't respec'd at Withers, probably Minsc since he comes on board last. Instead I wanted to try it from the Nautiloid like the legit way. No feats at all seems rough, and the whole concept is silly, but whatever right. Anyway might try that again since the Hotbar extender mod I think would make it workable, whereas in the vanilla game I ran out of room just for all the lvl 1 spells and cantrips extra abilities and such.

For the cosmetic stuff, I'm still holding off on heads. I did swoop into the mods that unlock face stuff that's already in the base game. HairUnlocked. NPC faces and hair that sorta stuff. So for example, Mizora but with a different updo. Or as the Dream Guardian but wearing Orin's battle braid.

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That seemed to work pretty well. When playing as the dragonborn the regular chins are still first up in the defaults, but then after that you see all the randoms, the braids and such. Some attach better than others.

There's more available for the body type 1, so for races that are shorter like Gnomes or taller like Dragonborn the models don't align right. I guess you could have a dragon with mohawk, but it'd probably be too high or too low for where the heads at etc. Some seemed to work there across all the models though. Mix and Match is hit or miss, but there's definitely a couple that look good together.

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I was hoping for the Mizora wings since purple would be easier to work with than red, but think it's only for body type 1, like for the basic humanoids? Basically it just adds a set of wings straight into the inventory, but it also included flight as a legendary action, which is probably a bit too OP after going through all that nonsense with Longstrider last run. It's very convenient for pathing though. I was intrigued by some of the other Dragonborn mods, but didn't really get a chance to explore those yet. I think I'd be pretty well predisposed to the mods that try to follow the new PHB material that just came out, since it'd at least give a guide for what all to do with everything there. Like just following that stuff. I think I'd probably wait until there's a single mod that does the 2024 Players Handbook thing for all the races/classes, instead going 1 by 1. There's a few already, but it's hard to wade through all the invented stuff since there are quite a few. For the Dragonborn saw a couple with changes to the Breath Weapon, like using charges and scaling with the power spikes. Also the earlier draconic flight thing. Although I suppose if you rep wings it's already sorta baked into the fantasy hehe. Having flight is certainly pretty fun. Lae'zel always looks heavy metal! lol

ps. Oh right on!!! the Cambion Wings worked! Got the look to match the scales now!

Go dragons!

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Pretty cool heheh
 
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