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[Mod]Spoils Of War


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Spoils Of War


header.jpg

Spoils of War
Kill them, or keep them.

Baldur's Gate 3 gives you one way to end a fight, and it is a body on the floor. This is the other one. Beat someone down, get hold of them, hold on while they thrash, and when they stop thrashing they are yours — a prisoner, on your side, standing in your camp, with opinions.

The keeping is the mod. A prisoner is not a summon. It is not a scroll you burn and forget. It has a number that says how it feels about you, it spends that number every round it fights for you, and when the number runs out it does not sulk, it does not desert — it comes apart where it stands and takes your rogue with it.

And it is yours to kit out. Manage Their Gear opens BG3's own character sheet on a prisoner — the real paper doll, the real slots, real drag-and-drop — so the goblin you dragged out of the camp can be wearing your spare chain shirt by the next fight.

Everything here is a button you press. Nothing crawls into your bedroll at a long rest. Nothing happens that you did not choose.

This is an adult mod. It requires BG3SX and it is explicit. If that is not what you came for, this is not the mod for you.

gallery-01.jpg

[line]

Taking one

1. The assault

Assault is a melee spell attack — 1.5m, one action, one attempt per Long Rest. An attack roll, not a saving throw, and that is deliberate: it can crit, BG3's own roll UI shows you your advantage before you commit, and every vanilla condition that already grants Advantage(AttackTarget) — prone, restrained, paralysed, stunned, sleeping, blinded, unconscious — works for you for free, without this mod knowing they exist.

Four things give you advantage, and the combat log names which one it was:

  • a critical hit on the assault roll
  • the target is below 25% health
  • you overpower them on Strength by the margin in the settings
  • they were already helpless — any of thirteen vanilla control conditions

Yes, this means Hold Person into Assault is a free prisoner. That is not an exploit, it is the intended opening, and it is why the wizard is suddenly interested in your hobby.

2. The hold

Land it and the two of you are welded together. There is no turn limit and no duration. The hold runs until one of you gives out.

  • Them: incapacitated, rolling a Strength saving throw on each of their own turns to break your grip. You get the ordinary saving-throw popup, with the dice and the DC, because it is an ordinary saving throw.
  • You: this is a Concentration spell. Take a hit, cast something else that concentrates, get incapacitated yourself, and they are gone. You do get advantage on Constitution saves while you hold — a stray arrow should not routinely cost you the grip, but a real one will.

Neither of you gets a turn to spend. You are busy. No action, no bonus action, no reaction, no movement — the camera comes to you, the scene plays, and the turn passes itself. You never click End Turn on a turn you had nothing to do with.

Advantage keeps mattering after the cast: it makes their escape save one difficulty class harder, and it is re-checked every single turn. Wound them mid-hold and the grip tightens.

3. Breaking them

Three held turns and they break. With advantage, one. Without it, never fewer than two, whatever you set — there is always a window for their friends to do something about it, and if you picked the fight in the middle of their camp, they will.

The turn they break on is not theirs. They sit it out getting their breath back and act from the next turn onward, so they have to live through one round before they are worth anything to you — and the rest of their side gets one clean shot at the traitor.

4. When it happens to you

An enemy's assault is the other half of the deal, not a mirror of it. It never takes a prisoner. It pins you and it crushes you: every turn you fail to break out costs you 1d6 Bludgeoning, and it does not time out, get bored or let go. You get out or you die there.

That die is a slider, and 0 turns it off. So is the whole thing — NPC-initiated assault is 0% by default, behind a damage threshold nothing in the game reaches. You have to go into the menu and ask for it.

gallery-02.jpg

[line]

Keeping one

A prisoner arrives on your side, healed to a share of its health you pick, and stays until it dies. Three at a time, per character — every companion keeps their own, and they do not share.

Approval is the whole economy

It starts at 35. That is one kindness short of settled, on purpose.

  • Every round it fights for you−3 (real combat only; turn-based exploration is free)
  • Slap+10 on a passed Charisma check
  • Quickie+15
  • Chastise−25

There is no passive decay. A prisoner you leave alone costs you nothing and keeps indefinitely. The −3 a round is rent on an extra body in the fight, and sending it to camp is how you stop paying it.

Let it go below zero and it comes apart where it stands — 4d6 force in a 4m radius that kills it and hurts everything nearby, very much including your own party. An unattended prisoner has roughly five rounds of combat in it. Five.

This cannot sneak up on you. Exactly one band condition is on it at all times, always:

  • Content — 40+, in no danger of turning
  • Uneasy — 20 to 39, starting to doubt you
  • Volatile — 1 to 19, close to going
  • About to Break — 0, and deliberately loud in the combat log, because it is the last warning you get

gallery-03.jpg

[line]

Three buttons, and everything in them

The mod takes three hotbar slots. Not eleven. Everything below lives inside one of them, and each button is named for what it does rather than for the mod.

icon-main.png Find a Hole
On everyone. One use per Long Rest, shared across all three entries — the container recharges, not the spells, so taking a prisoner is a decision you make instead of the other two.

  • Assault — 1 action, 1.5m. Everything above.
  • Friends With Benefits — 1 action, 6m. Go to a companion who wants you. They will say no if they do not think much of you. You both come out of it with Afterglow, and they think a little better of you.
  • A Moment to Yourself — 1 action, Concentration, a whole turn where you cannot act, move or react. Recover 2d4 and steady yourself. You are Unfocused afterwards and less persuasive for it until you rest. Usable in a fight, which is the joke, and occasionally the correct play.

icon-pet.png Attend Pet
Only appears on a character who actually owns a prisoner. Free, unlimited, no cooldown.

  • Check On Them — the exact figure every prisoner you own stands at, and whether it is with you or at camp. Costs nothing, works in combat.
  • Send Them To Camp — stops following, stops fighting, stops costing you 3 a round. Keeps whatever goodwill it had. Out of combat.
  • Fetch Them Back — 1 action. Calls everyone you parked back to your side. Out of combat.
  • Let Them Dress / Strip Them — prisoners are undressed by default. This is the toggle.
  • Manage Their Gearopens BG3's own character sheet on your prisoner. Not a mod window: the real one, with the paper doll, the real equipment slots, drag-and-drop, tooltips and comparison arrows. They step into your party while you do it — your party grows by one, so nobody is thrown out — and the same button sends them back. Equip them, arm them, empty their pockets, hand them your spare armour. Free, out of combat.
  • Let Them Go — turn one loose. It keeps what it owns, goes back to whatever side it came from, and stops being your problem. Free.

icon-discipline.png Discipline
Also only on an owner. One use per Short Rest, shared across all four — attending to a prisoner is a choice about which single thing you do.

  • Slap — 1 action, 1.5m. 1 Bludgeoning and a contested Charisma check; pass and it takes the correction as attention. +10. There is no attack roll and no weapon dice, so it is always 1 damage — your greataxe does not get an opinion.
  • Chastise — 1 action, up to 18m. Tell it exactly what you think of it. −25, and if that puts it below zero it goes off on the spot. This is how you set one off on purpose, from across the room, at something you do not like.
  • Quickie — 1.5m. The scene, on demand: the embrace and what follows. +15. Leaves you Spent — −1 to attack rolls until your next Long Rest, escalating to −3 if you keep at it.
  • Consume Them — take one apart and take it into yourself. 3d6 a turn, and a quarter of every point heals you — so a healthy prisoner is worth vastly more than one you already beat half to death. It always kills. Their belongings stay on the body. Out of combat only, and it can be interrupted.

Lose a prisoner in a fight and you carry Regret — −1 to attack rolls and saving throws, escalating to −3. Regret and Spent clear at the next Long Rest and stack cheerfully with each other in the meantime.

gallery-04.jpg

[line]

Installation

Never installed a BG3 script mod before? Do exactly this, in this order. Every step is required.

Step 1 — the mod manager

Get BG3 Mod Manager (BG3MM) and point it at your game. Everything below is installed by dragging a .zip onto its left-hand pane.

Step 2 — the Script Extender

In BG3MM: Tools → Download & Extract the Script Extender. That is the whole step; it is not a .pak and it does not go in the load order.

This mod is thousands of lines of Lua. Without the Script Extender nothing happens at all — no spells, no messages, no errors, no clue.

Step 3 — the three frameworks

Install all three. BG3SX needs the other two, so get them first.

  1. Mod Configuration Menu (MCM) — every setting on this page lives here
  2. BG3AF — Animation Framework — BG3SX only builds its animation list when this is active
  3. BG3SX — Sex Framework — the scene system this is built on

Step 4 — this mod

Drop SpoilsOfWar.pak in and drag it to the bottom of your active list. Then File → Export Order to Game in BG3MM, or nothing you just did takes effect.

Top to bottom, active mods pane:

Mod Configuration Menu
BG3AF
BG3SX
SpoilsOfWar                <- after all three
(any BG3SX whitelist)      <- after BG3SX, see below

A .pak sitting in your Mods folder that is not in the exported order is not loaded. If the mod appears to do nothing, check this first. It is by far the commonest cause and it is completely silent.

Step 5 — whitelisting, if you want goblins

Read this one. It decides whether the mod works in the place you will first try it.

BG3SX ships allowing only the vanilla medium and tall humanoid races. Everything else — goblins, gnomes, halflings, dwarves, kobolds, gnolls, ogres, the undead — is refused, and a refused target cannot be assaulted, held or taken. Spoils of War will tell you so in plain words rather than breaking, but the answer is still no.

The Act 1 goblin camp is the obvious first place anyone tries this. Out of the box, you cannot take a single prisoner there, which is a very funny thing to discover forty minutes in.

A whitelist add-on fixes it. It is a BG3SX add-on, not one of ours — it widens what the framework allows for every mod using it, not just this one. Pick one:

  • St8cyWhitelist, included here as a separate optional file. Goblins, gnomes, halflings, dwarves and small body types. St8cy's work, bundled with their original CombatSexMod, kept here with credit.
  • BG3SX Racial Compatibility Framework — a maintained standalone alternative covering the same small races.

Install one, not both, and load it after BG3SX. (The modding wiki on BG3SX whitelisting, if you would rather write your own.)

Enabling a race BG3SX disabled does not create animations for it. Expect visual nonsense on anything far from a humanoid skeleton. That is the trade.

If you already run CombatSexMod

Uninstall it. Spoils of War grew out of St8cy's CombatSexMod and covers everything it did. They no longer share a file path, a UUID or an asset between them, so nothing will break if you leave the old one installed — you will just have two overlapping sets of spells on the same hotbar for no reason.

[line]

Settings (MCM)

  • Enable Capture (on), and Turns To Capture (3) — never fewer than two without the upper hand
  • Escape Difficulty (18) and Overpower Margin (10) — the Strength margin that shortens a hold to the two-turn minimum
  • Hold Damage (off, experimental) — while you hold someone, deal them 1d6 on your turn. Wears them down, and can kill them before you capture them
  • Prisoners Per Character (3), Pet Duration in turns (0 = until it dies)
  • Pet Starting Health % (50)
  • NPC-initiated assault: Assault Chance (0%), the Assault Damage Threshold that allows it regardless (999 = off), and Assault Crush Damage, the die its hold crushes you for each turn (1d6)
  • Attitude Loss for assaulting someone in front of people who liked you (20)
  • Show Visual Effects (on)
  • Repair Karlach's Engine (off, requires a reload)
  • BG3SX Scene Panel position

[line]

If it isn't working

In this order, because this is the order they actually go wrong:

  1. No spells on your hotbar at all. The mod is not loaded. Check it is ticked in BG3MM's active pane and that you did File → Export Order to Game.
  2. Still nothing. The Script Extender is missing or out of date. Reinstall it from BG3MM's Tools menu — a game patch breaks it every time.
  3. "…is not someone BG3SX can build a scene for." Working as intended. That target is not whitelisted. See Step 5.
  4. Spells are there but greyed out. Find a Hole is one use per Long Rest and Discipline is one per Short Rest, both shared across everything inside them. The pet commands need a prisoner within reach and only appear on the character who owns one.
  5. Icons are blank. The .pak did not install cleanly. Reinstall and re-export the order.

Any bug report needs the log. The mod writes one to

%LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Script Extender\SpoilsOfWar\debug.log


truncated at every session load, so it is one playthrough rather than a year of them. Attach it or I am guessing.

Known issues

  • The scene animation does not always play — the pair can end up stripped and standing in a combat idle, which is its own kind of bleak. BG3SX positions scene actors client-side only, and in combat the server re-replicates positions every turn and pulls them apart. This is the one big outstanding problem.
  • "Let Them Dress" is blocked in combat by design and is not fully confirmed out of it.

If something locks up, the mod ships its own escape hatch. In the Script Extender console:

!sowrelease

frees everything the mod is holding, and

!sowdump

prints what it thinks is going on.

[line]

Credits

  • St8cyBG3 Combat Sex, which this grew out of, and the BG3SX whitelist add-on
  • Skiz, Satan and LuneBG3SX
  • Norbyte — the Script Extender, without which none of this exists


 

 

Posted (edited)

Glad to see more people getting into this side of BG3 modding, I will definitely check it out. Is it safe to have it installed alongside CombatSex or will it cause conflicts? Also please rename your whitelist, the main reason is if I update mine it'll cause conflicts with yours because they have the same name. (Never mind, the whitelist isn't in the actual download, the description just says it is)

Edited by St8cy
Posted (edited)
4 hours ago, slowsped said:

Spoils Of War


 

header.jpg

 

Spoils of War
Kill them, or keep them.

Baldur's Gate 3 gives you one way to end a fight, and it is a body on the floor. This is the other one. Beat someone down, get hold of them, hold on while they thrash, and when they stop thrashing they are yours — a prisoner, on your side, standing in your camp, with opinions.

The keeping is the mod. A prisoner is not a summon. It is not a scroll you burn and forget. It has a number that says how it feels about you, it spends that number every round it fights for you, and when the number runs out it does not sulk, it does not desert — it comes apart where it stands and takes your rogue with it.

And it is yours to kit out. Manage Their Gear opens BG3's own character sheet on a prisoner — the real paper doll, the real slots, real drag-and-drop — so the goblin you dragged out of the camp can be wearing your spare chain shirt by the next fight.

Everything here is a button you press. Nothing crawls into your bedroll at a long rest. Nothing happens that you did not choose.

This is an adult mod. It requires BG3SX and it is explicit. If that is not what you came for, this is not the mod for you.

 

gallery-01.jpg

 

[line]

Taking one

1. The assault

Assault is a melee spell attack — 1.5m, one action, one attempt per Long Rest. An attack roll, not a saving throw, and that is deliberate: it can crit, BG3's own roll UI shows you your advantage before you commit, and every vanilla condition that already grants Advantage(AttackTarget) — prone, restrained, paralysed, stunned, sleeping, blinded, unconscious — works for you for free, without this mod knowing they exist.

Four things give you advantage, and the combat log names which one it was:

  • a critical hit on the assault roll
  • the target is below 25% health
  • you overpower them on Strength by the margin in the settings
  • they were already helpless — any of thirteen vanilla control conditions

 

Yes, this means Hold Person into Assault is a free prisoner. That is not an exploit, it is the intended opening, and it is why the wizard is suddenly interested in your hobby.

2. The hold

Land it and the two of you are welded together. There is no turn limit and no duration. The hold runs until one of you gives out.

 

  • Them: incapacitated, rolling a Strength saving throw on each of their own turns to break your grip. You get the ordinary saving-throw popup, with the dice and the DC, because it is an ordinary saving throw.
  • You: this is a Concentration spell. Take a hit, cast something else that concentrates, get incapacitated yourself, and they are gone. You do get advantage on Constitution saves while you hold — a stray arrow should not routinely cost you the grip, but a real one will.

 

Neither of you gets a turn to spend. You are busy. No action, no bonus action, no reaction, no movement — the camera comes to you, the scene plays, and the turn passes itself. You never click End Turn on a turn you had nothing to do with.

Advantage keeps mattering after the cast: it makes their escape save one difficulty class harder, and it is re-checked every single turn. Wound them mid-hold and the grip tightens.

3. Breaking them

Three held turns and they break. With advantage, one. Without it, never fewer than two, whatever you set — there is always a window for their friends to do something about it, and if you picked the fight in the middle of their camp, they will.

The turn they break on is not theirs. They sit it out getting their breath back and act from the next turn onward, so they have to live through one round before they are worth anything to you — and the rest of their side gets one clean shot at the traitor.

4. When it happens to you

An enemy's assault is the other half of the deal, not a mirror of it. It never takes a prisoner. It pins you and it crushes you: every turn you fail to break out costs you 1d6 Bludgeoning, and it does not time out, get bored or let go. You get out or you die there.

That die is a slider, and 0 turns it off. So is the whole thing — NPC-initiated assault is 0% by default, behind a damage threshold nothing in the game reaches. You have to go into the menu and ask for it.

 

gallery-02.jpg

 

[line]

Keeping one

A prisoner arrives on your side, healed to a share of its health you pick, and stays until it dies. Three at a time, per character — every companion keeps their own, and they do not share.

Approval is the whole economy

It starts at 35. That is one kindness short of settled, on purpose.

 

  • Every round it fights for you−3 (real combat only; turn-based exploration is free)
  • Slap+10 on a passed Charisma check
  • Quickie+15
  • Chastise−25

 

There is no passive decay. A prisoner you leave alone costs you nothing and keeps indefinitely. The −3 a round is rent on an extra body in the fight, and sending it to camp is how you stop paying it.

Let it go below zero and it comes apart where it stands — 4d6 force in a 4m radius that kills it and hurts everything nearby, very much including your own party. An unattended prisoner has roughly five rounds of combat in it. Five.

This cannot sneak up on you. Exactly one band condition is on it at all times, always:

  • Content — 40+, in no danger of turning
  • Uneasy — 20 to 39, starting to doubt you
  • Volatile — 1 to 19, close to going
  • About to Break — 0, and deliberately loud in the combat log, because it is the last warning you get

 

 

gallery-03.jpg

 

[line]

Three buttons, and everything in them

The mod takes three hotbar slots. Not eleven. Everything below lives inside one of them, and each button is named for what it does rather than for the mod.

icon-main.png Find a Hole
On everyone. One use per Long Rest, shared across all three entries — the container recharges, not the spells, so taking a prisoner is a decision you make instead of the other two.

  • Assault — 1 action, 1.5m. Everything above.
  • Friends With Benefits — 1 action, 6m. Go to a companion who wants you. They will say no if they do not think much of you. You both come out of it with Afterglow, and they think a little better of you.
  • A Moment to Yourself — 1 action, Concentration, a whole turn where you cannot act, move or react. Recover 2d4 and steady yourself. You are Unfocused afterwards and less persuasive for it until you rest. Usable in a fight, which is the joke, and occasionally the correct play.

 

icon-pet.png Attend Pet
Only appears on a character who actually owns a prisoner. Free, unlimited, no cooldown.

  • Check On Them — the exact figure every prisoner you own stands at, and whether it is with you or at camp. Costs nothing, works in combat.
  • Send Them To Camp — stops following, stops fighting, stops costing you 3 a round. Keeps whatever goodwill it had. Out of combat.
  • Fetch Them Back — 1 action. Calls everyone you parked back to your side. Out of combat.
  • Let Them Dress / Strip Them — prisoners are undressed by default. This is the toggle.
  • Manage Their Gearopens BG3's own character sheet on your prisoner. Not a mod window: the real one, with the paper doll, the real equipment slots, drag-and-drop, tooltips and comparison arrows. They step into your party while you do it — your party grows by one, so nobody is thrown out — and the same button sends them back. Equip them, arm them, empty their pockets, hand them your spare armour. Free, out of combat.
  • Let Them Go — turn one loose. It keeps what it owns, goes back to whatever side it came from, and stops being your problem. Free.

 

icon-discipline.png Discipline
Also only on an owner. One use per Short Rest, shared across all four — attending to a prisoner is a choice about which single thing you do.

  • Slap — 1 action, 1.5m. 1 Bludgeoning and a contested Charisma check; pass and it takes the correction as attention. +10. There is no attack roll and no weapon dice, so it is always 1 damage — your greataxe does not get an opinion.
  • Chastise — 1 action, up to 18m. Tell it exactly what you think of it. −25, and if that puts it below zero it goes off on the spot. This is how you set one off on purpose, from across the room, at something you do not like.
  • Quickie — 1.5m. The scene, on demand: the embrace and what follows. +15. Leaves you Spent — −1 to attack rolls until your next Long Rest, escalating to −3 if you keep at it.
  • Consume Them — take one apart and take it into yourself. 3d6 a turn, and a quarter of every point heals you — so a healthy prisoner is worth vastly more than one you already beat half to death. It always kills. Their belongings stay on the body. Out of combat only, and it can be interrupted.

 

Lose a prisoner in a fight and you carry Regret — −1 to attack rolls and saving throws, escalating to −3. Regret and Spent clear at the next Long Rest and stack cheerfully with each other in the meantime.

 

gallery-04.jpg

 

[line]

Installation

Never installed a BG3 script mod before? Do exactly this, in this order. Every step is required.

Step 1 — the mod manager

Get BG3 Mod Manager (BG3MM) and point it at your game. Everything below is installed by dragging a .zip onto its left-hand pane.

Step 2 — the Script Extender

In BG3MM: Tools → Download & Extract the Script Extender. That is the whole step; it is not a .pak and it does not go in the load order.

This mod is thousands of lines of Lua. Without the Script Extender nothing happens at all — no spells, no messages, no errors, no clue.

Step 3 — the three frameworks

Install all three. BG3SX needs the other two, so get them first.

 

  1. Mod Configuration Menu (MCM) — every setting on this page lives here
  2. BG3AF — Animation Framework — BG3SX only builds its animation list when this is active
  3. BG3SX — Sex Framework — the scene system this is built on

 

Step 4 — this mod

Drop SpoilsOfWar.pak in and drag it to the bottom of your active list. Then File → Export Order to Game in BG3MM, or nothing you just did takes effect.

Top to bottom, active mods pane:

 

Mod Configuration Menu
BG3AF
BG3SX
SpoilsOfWar                <- after all three
(any BG3SX whitelist)      <- after BG3SX, see below

 

A .pak sitting in your Mods folder that is not in the exported order is not loaded. If the mod appears to do nothing, check this first. It is by far the commonest cause and it is completely silent.

Step 5 — whitelisting, if you want goblins

Read this one. It decides whether the mod works in the place you will first try it.

BG3SX ships allowing only the vanilla medium and tall humanoid races. Everything else — goblins, gnomes, halflings, dwarves, kobolds, gnolls, ogres, the undead — is refused, and a refused target cannot be assaulted, held or taken. Spoils of War will tell you so in plain words rather than breaking, but the answer is still no.

The Act 1 goblin camp is the obvious first place anyone tries this. Out of the box, you cannot take a single prisoner there, which is a very funny thing to discover forty minutes in.

A whitelist add-on fixes it. It is a BG3SX add-on, not one of ours — it widens what the framework allows for every mod using it, not just this one. Pick one:

 

  • St8cyWhitelist, included here as a separate optional file. Goblins, gnomes, halflings, dwarves and small body types. St8cy's work, bundled with their original CombatSexMod, kept here with credit.
  • BG3SX Racial Compatibility Framework — a maintained standalone alternative covering the same small races.

 

Install one, not both, and load it after BG3SX. (The modding wiki on BG3SX whitelisting, if you would rather write your own.)

Enabling a race BG3SX disabled does not create animations for it. Expect visual nonsense on anything far from a humanoid skeleton. That is the trade.

If you already run CombatSexMod

Uninstall it. Spoils of War grew out of St8cy's CombatSexMod and covers everything it did. They no longer share a file path, a UUID or an asset between them, so nothing will break if you leave the old one installed — you will just have two overlapping sets of spells on the same hotbar for no reason.

[line]

Settings (MCM)

 

  • Enable Capture (on), and Turns To Capture (3) — never fewer than two without the upper hand
  • Escape Difficulty (18) and Overpower Margin (10) — the Strength margin that shortens a hold to the two-turn minimum
  • Hold Damage (off, experimental) — while you hold someone, deal them 1d6 on your turn. Wears them down, and can kill them before you capture them
  • Prisoners Per Character (3), Pet Duration in turns (0 = until it dies)
  • Pet Starting Health % (50)
  • NPC-initiated assault: Assault Chance (0%), the Assault Damage Threshold that allows it regardless (999 = off), and Assault Crush Damage, the die its hold crushes you for each turn (1d6)
  • Attitude Loss for assaulting someone in front of people who liked you (20)
  • Show Visual Effects (on)
  • Repair Karlach's Engine (off, requires a reload)
  • BG3SX Scene Panel position

 

[line]

If it isn't working

In this order, because this is the order they actually go wrong:

 

  1. No spells on your hotbar at all. The mod is not loaded. Check it is ticked in BG3MM's active pane and that you did File → Export Order to Game.
  2. Still nothing. The Script Extender is missing or out of date. Reinstall it from BG3MM's Tools menu — a game patch breaks it every time.
  3. "…is not someone BG3SX can build a scene for." Working as intended. That target is not whitelisted. See Step 5.
  4. Spells are there but greyed out. Find a Hole is one use per Long Rest and Discipline is one per Short Rest, both shared across everything inside them. The pet commands need a prisoner within reach and only appear on the character who owns one.
  5. Icons are blank. The .pak did not install cleanly. Reinstall and re-export the order.

 

Any bug report needs the log. The mod writes one to

%LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Script Extender\SpoilsOfWar\debug.log


truncated at every session load, so it is one playthrough rather than a year of them. Attach it or I am guessing.

Known issues

 

  • The scene animation does not always play — the pair can end up stripped and standing in a combat idle, which is its own kind of bleak. BG3SX positions scene actors client-side only, and in combat the server re-replicates positions every turn and pulls them apart. This is the one big outstanding problem.
  • "Let Them Dress" is blocked in combat by design and is not fully confirmed out of it.

 

If something locks up, the mod ships its own escape hatch. In the Script Extender console:

!sowrelease

frees everything the mod is holding, and

!sowdump

prints what it thinks is going on.

[line]

Credits

 

  • St8cyBG3 Combat Sex, which this grew out of, and the BG3SX whitelist add-on
  • Skiz, Satan and LuneBG3SX
  • Norbyte — the Script Extender, without which none of this exists

 


 

 

The concept of the mod looks very interesting and promising, i'm happy to see more gameplay NSFW mods for BG3, i will look forward to it

Edited by YuriFoxx

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