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Elmvick

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Elmvick

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About this mod

Made for the purpose of using 1 mod that gives me everything I want instead of having a full list of mods which might be incompatible with each other and slow the game down and bug each other out etc

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Please don't forget to Endorse the mod if you like using it

All spells modified(tweaked personal version of "+RPG Kombat" mod); some dmg cantrips now use bonus action like Eldritch blast and sacred flame. Arms of Hadar, Flamestrike, Icy knife do not affect allies any longer, Circle of Death benefits from Sculpt Spells and many other changes to skills that were annoying me in their vanilla version of the game. Arms of Hadar and Circle of death for example were totally useless if you cared about your party members in their range

Ability cap 200

All classes receive HP/Damage and stat bonuses on 2nd lvl and a bigger stat bonus on 11th level. Damage bonuses are based on their stats so for example a fighter after level 2 will always be doing main stat modifier(strength)+secondary stat modifier(dexterity)+weapon dmg+any other dmg sources you get from equipment or skills. if you have 20 strength and 20 dexterity and a 1d8 weapon your dmg will be 5(basic str additive to melee)+5(bonus)+5(bonus)+1d8=16-23+any dmg from skills or equipment. At lvl 11 u also add a 3rd stat on the bonus and get almost all stats over 30 so will be something like 10(basic)+10(bonus str)+10(bonus dex)+10(bonus cons)+1d8=41-48+equip+skills 

You level up 3 times faster then normal  

Difficulty increased to match your new powers(tweaked personal version of "Nightmare difficulty" merged in); dmg is 2*lvl*lvl so in tutorial at level 1 you will get 1 shot by anything that is not lvl 1 like you are! After that no worries you get all you need at lvl 2 to become better equiped for the difficulty.

Extra gold from all sources and more gold for merchants(tweaked personal version of "More gold" merged in)

Almost all summons have increased stats(this was done manually to all summons I could find not automated with each level so I avoid using same lines as "summon grows with u" since I did not get any answer from the author and I did not find another way of improving the summons/companions without using exactly same way

Proficiency bonus increases by 1 each level so you will still be hitting something at high levels when mobs get a ton tougher. Also makes it easier to achieve what you want in conversations or opening doors/locks and whatever skills you are proficient with. 

Cantrips dmg increases with every level

Barbarian rage damage bonus increases each level

Fighter superiority dice bonus damage increases each level

Sneak attack bonus damage increased for rogues 

Bardic inspiration increased to fixed ammounts of 6, 8, 10

Monk Way of Four Elements spells massively increased to make the subclass usable in this horrifying difficulty(didn't get the chance to test these too much so will be waiting for opinions if it is too overpowered)

Druid Wildshape stats and some abilities changed, some useful abilities now need bonus action instead of action so you can use them while still attacking that round


These are just examples, there are a lot more changes I did to the game but I was doing them while playing the campaign a million times and didn't write them down anywhere so I guess you will just have to discover whatever other changes I have done :)

I personally play it with an even higher difficulty setting at the moment but didn't get the chance to get far in the game when the strong enemies start showing up so tuned it down a bit in order to not scare players away from the start. For example on the setting I use a lvl 8 mob does over 200 dmg and I have a base of 154 hp :D. So I have to use a lot all party members to ress/heal/stun etc not just dmg and go. But this is just a personal preference but I can add a version of that difficulty if requested.


If you want more options or less just let me know and I will add/remove/tweak when I get the time

COMPATIBILITY:
I have no idea what other mods it is compatible with as I merged all the mods I was using into this one but feel free to test it and let me know if you want compatibility with a specific mod and I will try and make it happen or even merge it in if the original author is ok with it.
I know for sure it works with Choose your stats because I was using it to test if abilities can indeed go up to 200.

Any mod that changes aspects of the game I changed will overwrite this one if it is lower in the list. So if you want all changes in this mod make sure it is last in the list. In my own experience I noticed when more mods change the same things the game itself tries to merge them and sometimes ends up messing them up in a way that neither works anymore so don't be surprised if that happens.

Considering the ammount of things this mod changes I strongly advise to start a new game after installing it.

Not sure if you can safely remove mod without corrupting saves that used it before as I never tried it. But considering I did not add any items/spells/abilities, it normally should be safe to remove as everything should just reset to normal state once the mod is removed

If you like my mods and would like to support me you can buy me a coffee here

You can now support me on PATREON as well

Instalation:

Just move the .pak file in the mods folder and enable it in bg3 mod manager

My other mods: 
Level30,
Improved Rage Throw,
Passive Ability Increase Feat,
Skilled Wildshapes,
Ability Cap Removal,
6 Instead of 2 ASI,

Special thanks to authors:
VargrNekrodes - +RPG Kombat
MaskedRPGFan - More gold
pavlogarmata - Nightmare difficulty