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[Mod]Deviously Cursed Loot (BG3)


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Posted
On 2/18/2025 at 12:36 AM, 408p said:

Is there a way to trigger these events? I've opened a bunch of chests and none of them have triggered.

You can configure the trigger chance in the MCM. By default, it is 5%, so you will need to open 20 different chests on average to trigger a curse.

If you are unsure if it works, set it to 100% for testing purposes.

Only significant containers count, like chests or sarcophagus. Only containers that have never been opened before have a chance to trigger a curse.

  • 2 weeks later...
Posted (edited)

Haha, yeah just saw it as well and rushed in here to mention it :D 
That's probably the closest thing to DD we could get in BG3 unless someone truly dedicated would bother making linked stuff with collision physics etc. 
LazyIcarus had plans for BG3, but currently his mod seems to be on hold.

Edited by Garfieldcat
Posted
18 hours ago, TheStranger said:

Speaking of mods with assets that may be of use: https://www.nexusmods.com/baldursgate3/mods/10346

I saw this one on the nexus today. Looks like it mostly has collars, but it also has wrist and ankle cuffs.

Guess I really ought to figure out how to deal with assets, right now I really don't have a clue, so don't expect too quick progress.

But in theory we have a couple nice collars for the first curses and leg restraints for the hobbled curse, that's nice. 🙂

  • 1 month later...
Posted
13 hours ago, tripulah said:

Excellent mod. I liked it so much I even added a new curse based on Lewd Idle and Walking Animations mod that was posted here recently. You're free to add it to the base mod or make something similar! Thanks again for this mod.

 

 

Deviously Cursed Loot.zip 20.84 kB · 5 downloads

Wow, very cool! 😍

Thanks a lot, I've added your curse to the mod.

Truth be told I'm not playing/modding BG3 much at all anymore, so if you have further ambitions in expanding this mod or putting your own spin to it, be my guest.

Posted
On 4/9/2025 at 8:20 AM, Siudhne said:

Wow, very cool! 😍

Thanks a lot, I've added your curse to the mod.

Truth be told I'm not playing/modding BG3 much at all anymore, so if you have further ambitions in expanding this mod or putting your own spin to it, be my guest.

Awesome, I'll keep that in mind.

 

21 hours ago, asdfer1234 said:

Dirty Dancing(?) curse is way too punishing. 5 turns stunned?

numbers could deffo be tweaked, I didn't put much thought in balance when playing around with it.

Posted (edited)
1 hour ago, tripulah said:

numbers could deffo be tweaked, I didn't put much thought in balance when playing around with it.

...and I didn't test it, only looked at the code before merging. Aren't the release conditions a DC 20 wisdom saving throw each turn or receiving damage?

Edited by Siudhne
Posted

Definitely needs tweaks to duration and spread before its usable in anything other than story mode.  Due to the curse lengths and the ease of spread for the dancing one, I just spent 15-odd turns trying to get through the 3 ogres in act 1.  My very first curse was dirty dancing, entire party, 2 crits to remove.  Problem is, it lasts way too long, strips equipment and seemingly has no cooldown stage to "catching" it again from another party member - kind of frustrating when 3/4 of the party is melee, and the 4th is mostly melee, especially with fights taking so long.  And even after all that, no-one had made a crit because they were barely able to attack, so next fight would be the exact same thing.

 

Seriously, very fun in principle, was hilarious watching Lae'zel twerking while they were trying to hit her, but when it lasted for so long, I had to use virtually every spell slot and healing potion I had, ended up just re-loading as the dancing + stripping meant it was 7 turns to actually be do anything, assuming you didn't get caught in another round of "joining in".

 

There are already a ton of options built in, which are great, can we just get options to change the 'active' variables like duration, spread chance and anything else happening during the actual combat?

Posted
21 hours ago, kaladal said:

Definitely needs tweaks to duration and spread before its usable in anything other than story mode.  Due to the curse lengths and the ease of spread for the dancing one, I just spent 15-odd turns trying to get through the 3 ogres in act 1.  My very first curse was dirty dancing, entire party, 2 crits to remove.  Problem is, it lasts way too long, strips equipment and seemingly has no cooldown stage to "catching" it again from another party member - kind of frustrating when 3/4 of the party is melee, and the 4th is mostly melee, especially with fights taking so long.  And even after all that, no-one had made a crit because they were barely able to attack, so next fight would be the exact same thing.

 

Seriously, very fun in principle, was hilarious watching Lae'zel twerking while they were trying to hit her, but when it lasted for so long, I had to use virtually every spell slot and healing potion I had, ended up just re-loading as the dancing + stripping meant it was 7 turns to actually be do anything, assuming you didn't get caught in another round of "joining in".

 

There are already a ton of options built in, which are great, can we just get options to change the 'active' variables like duration, spread chance and anything else happening during the actual combat?

Possible, though probably simpler to just tune the stats to keep them reasonable.

Posted

Whatever is easiest.  I'm trying to selectively enable/disable it to get rid of the ones my party has atm, that needing crits one is a beast though.  Should be able to re-enable it fully with some heavy modifications using the sliders already built in, and provide some more feedback then.

 

Worth noting that most fights take a handful of turns, so anything that takes a character out for more than a couple of them can cause real problems unless you are one of the min-maxers that solos Honour mode.

 

Also stripping equipment is a massive pain in the ass, not just because you have to re-equip during the fight, which costs another turn just to equip a single weapon, but means you have to set up the hotbar again.  The standalone option is fine, the player can control that, but it would be great to remove the stripping from the vines and dirty dancing so they are less rage quit inducing.

  • 1 month later...
Posted (edited)
On 4/13/2025 at 4:21 AM, Siudhne said:

...and I didn't test it, only looked at the code before merging. Aren't the release conditions a DC 20 wisdom saving throw each turn or receiving damage?

Ahaha sorry I was on vacation and totally forgot about this thread. Here, I nerfed the crap out of the curse, (no longer affects summons, easier WIS save DC, and the lesser version is now a helpable condition.) Hopefully this should be less rage inducing. Feel free to tweak the numbers.

 

Here are the relevant statuses.

 

new entry "LEWDDANCE_LESSER"
using "Lewd_Animation_EFFECT"
data "Boosts" "Advantage(AttackTarget);Disadvantage(AttackRoll);ActionResourceBlock(Movement);ActionResourceBlock(ActionPoint);Disadvantage(SavingThrow,Dexterity);DialogueBlock()"
data "OnApplyFunctors" "BreakConcentration();"
data "RemoveConditions" "SavingThrow(Ability.Wisdom, 16)"
data "RemoveEvents" "OnDamage"
data "StatusEffect" "164a9a58-2c15-44bf-8d9b-8aa83bf0a8a4"
data "StatusGroups" "SG_Helpable_Condition"

new entry "CURSE_LEWDDANCE"
using "Lewd_Animation_EFFECT"
data "AuraRadius" "9"
data "SoundVocalEnd" "AWAKE"
data "Boosts" "ActionResourceBlock(Movement);ActionResourceBlock(BonusActionPoint);ActionResourceBlock(ReactionActionPoint);ActionResourceBlock(ActionPoint);DialogueBlock()"
data "OnApplyFunctors" "RemoveStatus(SG_Rage);BreakConcentration();"
data "TickType" "StartTurn"
data "AuraStatuses" "TARGET:IF(Ally() and Character() and not Dead() and not HasStatus('CURSE_LEWDDANCE') and not HasStatus('LEWDDANCE_LESSER') and not Self() and not Tagged('SUMMON')):ApplyStatus(LEWDDANCE_JOIN)"
data "RemoveConditions" "SavingThrow(Ability.Wisdom, 16)"
data "RemoveEvents" "OnDamage"
data "StatusGroups" "SG_Cursed"
data "StatusEffect" "164a9a58-2c15-44bf-8d9b-8aa83bf0a8a4"
 

 

Deviously Cursed Loot.zip

Edited by tripulah
fix
Posted
16 hours ago, tripulah said:

Ahaha sorry I was on vacation and totally forgot about this thread. Here, I nerfed the crap out of the curse, (no longer affects summons, easier WIS save DC, and the lesser version is now a helpable condition.) Hopefully this should be less rage inducing. Feel free to tweak the numbers.

 

Here are the relevant statuses.

Thanks!

  • 2 months later...
Posted

Hey king, is there a way to make the curses chest opening member only? I like the idea of this mod but only in an d/s kind of setting.

Posted
20 hours ago, XXLBR said:

Hey king, is there a way to make the curses chest opening member only? I like the idea of this mod but only in an d/s kind of setting.

I don't quite understand your proposal. Do you mean only the person that opens the chest can get cursed?

  • 1 month later...
Posted

So I know this is a dead thread. Hoping you still hear it. Have you considered like collars of submission and or bimbofying things? feminizing. I feel like you made a good base. But like living armor would be... Pretty hot. Especially considering the eldritch theme of the game.

  • 2 weeks later...
Posted
3 hours ago, AstaWolf said:

Just wanted to say that there is still interest in the mod progressing incase you needed any incentive

Very kind of you. 🙂

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