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[Mod]Spoils Of War


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Posted

"Find a Hole":

"Assault":  Seems to work, as intended.

 

"A Moment to Yourself":  Seems to work, but confused as to it's purpose.  I feel like there could be more to it, given it's requirements.

 

"Friends with Benefits":  I've never gotten this to work, at least as far as I know.  I never have sex, or an effect, that is visible.  However, I've never seen any rejection either.  Just nothing.

 

 

"Discipline":

(Really only used "Quickie".  I feel the "approval economy needs fleshed out.  So many in game actions could effect approval.  And Approval could effect so many things, with captives.  For example:  Approval could effect direction, & strength, of a Quickie.  After all is the attention wanted, or forced?  A Quickie could both lower, & raise, approval based on this.  Low approval could come with a small chance, at rebellion, right at the most inopportune time, in a fight.  LOTS, of ideas.  LOL!)

 

 

"Attend Pet":

"Let Them Dress":  Is not a toggle, & has a suspiciously long delay before clothing captive.

 

"Strip Them":  Strips captive immediately, but after a delay (seemingly the same delay as the "Let Them Dress"), they redress.  Repeated attempts accomplish the same results.

 

"Send Then to Camp":  Merely takes them out of party (they go to a green outline).  They don't vanish, or walk away.

 

"Fetch Them Back":  Returns them to party.  They were never gone, so I don't see any other results.

 

"Let Them Go":  Seems to work, as intended.

 

Still, a VERY solid start, to a fun mod.  TY, for your time, & effort.  I hope, you continue to add, & refine, this mod.  It has so much potential!

Posted
3 hours ago, jdsmith4572 said:

"Find a Hole":

"Assault":  Seems to work, as intended.

 

"A Moment to Yourself":  Seems to work, but confused as to it's purpose.  I feel like there could be more to it, given it's requirements.

 

"Friends with Benefits":  I've never gotten this to work, at least as far as I know.  I never have sex, or an effect, that is visible.  However, I've never seen any rejection either.  Just nothing.

 

 

"Discipline":

(Really only used "Quickie".  I feel the "approval economy needs fleshed out.  So many in game actions could effect approval.  And Approval could effect so many things, with captives.  For example:  Approval could effect direction, & strength, of a Quickie.  After all is the attention wanted, or forced?  A Quickie could both lower, & raise, approval based on this.  Low approval could come with a small chance, at rebellion, right at the most inopportune time, in a fight.  LOTS, of ideas.  LOL!)

 

 

"Attend Pet":

"Let Them Dress":  Is not a toggle, & has a suspiciously long delay before clothing captive.

 

"Strip Them":  Strips captive immediately, but after a delay (seemingly the same delay as the "Let Them Dress"), they redress.  Repeated attempts accomplish the same results.

 

"Send Then to Camp":  Merely takes them out of party (they go to a green outline).  They don't vanish, or walk away.

 

"Fetch Them Back":  Returns them to party.  They were never gone, so I don't see any other results.

 

"Let Them Go":  Seems to work, as intended.

 

Still, a VERY solid start, to a fun mod.  TY, for your time, & effort.  I hope, you continue to add, & refine, this mod.  It has so much potential!

Further troubleshooting:  Regarding "Send them to Camp"; I thought the problem was a mod derived character, but that wasn't it.  I got the same results with vanilla characters.  Still...some worked as intended.  The ones that did, had nothing done, to them.  No changing clothes/armor...nothing.  They were new captives.  The ones that didn't work properly, were long time captives, that had many "Manager their Gear"s, & "Quickies".  <Shrug> Don't know the specifics yet.  It works on new, & not on older.

Posted
On 8/17/2026 at 12:05 PM, jdsmith4572 said:

Further troubleshooting:  Regarding "Send them to Camp"; I thought the problem was a mod derived character, but that wasn't it.  I got the same results with vanilla characters.  Still...some worked as intended.  The ones that did, had nothing done, to them.  No changing clothes/armor...nothing.  They were new captives.  The ones that didn't work properly, were long time captives, that had many "Manager their Gear"s, & "Quickies".  <Shrug> Don't know the specifics yet.  It works on new, & not on older.

Hmmmm...  Just an FYI (don't know what it means):  If you take a captive to a Photo Shoot Mod location, & then "Send Them to Camp", the captive will blink out of existence, for a sec, & then reappear (usually as a green outlined character) just like in the vanilla world. 

 

However, if you then leave the mod location, & return to the vanilla world, you will find you have lost the abilities "Discipline", & "Attend Pet".  You can not use "Check on Them", since it's under "Attend Pet". And so is the captive still yours?!?

 

Well, if you go back, to the mod location, there she is!!  And suddenly you have your abilities back, & your captive is listed under: "Check on Them".  You can also "Fetch Them Back", at this time.

 

Depending on how the mod works (& if you still have the captive, even when you can't access them), this may prove a problem.  If I capture another character, while the original captive is lounging in the photo mod zone, will two captives try occupying the same "slot", at any point?!?

Posted
10 minutes ago, jdsmith4572 said:

Hmmmm...  Just an FYI (don't know what it means):  If you take a captive to a Photo Shoot Mod location, & then "Send Them to Camp", the captive will blink out of existence, for a sec, & then reappear (usually as a green outlined character) just like in the vanilla world. 

 

However, if you then leave the mod location, & return to the vanilla world, you will find you have lost the abilities "Discipline", & "Attend Pet".  You can not use "Check on Them", since it's under "Attend Pet". And so is the captive still yours?!?

 

Well, if you go back, to the mod location, there she is!!  And suddenly you have your abilities back, & your captive is listed under: "Check on Them".  You can also "Fetch Them Back", at this time.

 

Depending on how the mod works (& if you still have the captive, even when you can't access them), this may prove a problem.  If I capture another character, while the original captive is lounging in the photo mod zone, will two captives try occupying the same "slot", at any point?!?

Curious, curious indeed...  There seems to be no immediate conflicts!  

 

This could prove...interesting.  Can I store captives in different Photo Mod zones?!?  Have different groups ready for the need to arrive?!?  Hmmm...   :)

Posted
7 hours ago, jdsmith4572 said:

Curious, curious indeed...  There seems to be no immediate conflicts!  

 

This could prove...interesting.  Can I store captives in different Photo Mod zones?!?  Have different groups ready for the need to arrive?!?  Hmmm...   :)

Yes!  Captives DO remain, in Photo mod zones!

 

However, they don't follow you into one, if they've previously been "Send them to Camp".

Posted
22 hours ago, jdsmith4572 said:

Yes!  Captives DO remain, in Photo mod zones!

 

However, they don't follow you into one, if they've previously been "Send them to Camp".

If you have a captive, that sticks around after "Send them to Camp", a save & restore will fix the issue.  Maybe a timing issue???

Posted

Hello to everyone. Hope you all having a wonderful day.

 

I've read all the comments and noticed that this mod is quite new and wasn't tested with other mods and such sooooo I hope to provide load order pictures, debug files and everything if possible because I've been trying get different similar mods (with this mod obviously) to work and fixed the load order or some other files like 100 of times, checked to see which mods didn't work, read the debug files etc, I have been at this like 3 weeks (I was using the Combat Sex mod then I found this mod) now and I'll share my experience now for someone who may want to play Baldur's Gate 3 with these settings.

 

I USE VORTEX AND DOWNLOADED A COLLECTION FROM THERE THEN STARTED ADDING AND CHANGING STUFF, ALL OF THIS WERE DONE ON VORTEX MOD MANAGER, EVEN LAUNCHING THE GAME, I ALSO HAVE BG MOD MANAGER TOO BUT DIDN'T USE THAT.  (WHEN I TRY TO LAUNCH THE GAME THERE IT ALWAYS CRASHES ON THE LOADING SCREEN). 

 

Firstly, I have already played and finished the game a long time ago, thus for my second playthrough I wanted something more NSFW and more side encounters, a lot more sexual stuff with benefits and drawbacks to characters, in short MORE SPICE.

 

Honour mode works absolutely abysmally with the mods because of the mods relying on F8 for changed mod settings to apply and Honour mod doesn't allowing it. My original idea was to play Honour mode with sex mods and if the characters got some sort of condition that cripples them (for example, Pregnancy mod gives a major disadvantage as a result of a sexual scene) I had to roll with the situation trying to navigate a tougher environment and make tougher choices (I like a challenge). Yeah, didn't work, some mods broke instantly, some mid playthrough, Lae'zel got a permanent disadvantage that made her useless in every scenario, game crashed to desktop like a 1000 times. (I'll share the pictures, I basically used the same load order and mods). Disaster.

I used the Combat Sex mod but it just played a scene and kept the character and NPCs busy throughout the combat and skipped their turns (SAVED MY ASS when I played Honour mode and I accidentally cast Friends spell and it made the Druids mad and they attacked the Tieflings, but Combat Sex made them assault each other so I just let the scenes play indefinitely otherwise all the Tieflings would've been dead and Karlach would've been mad, causing me to lose a companion. However Dammon died, and I lost my Karlach romance). Didn't have any pros and cons, just a blank scene and you press a button and it ends.

 

On my Tactician difficulty run though, everything worked as intendent (apart from some minor mods), buttttt there were some problems there as well with Spoils of War mod not working with Merfolk Race by Medusaee at all, floating heads which was fixed by setting animation details to High in the Video Settings, game crashing AGAINNN on some actions and encounters but if you avoided those issues it was playable and working, with pros and cons to actions.

 

Here are the pictures of my load order and the mods that I use (My party was 4 females, one custom female, Lae'zel and Shadowheart with vulvas and Karlach having a massive hogg, 3 Subs and a Dom)

(Don't focus on the exclamation marks, I just transferred the game to my external hard drive so I can have space for Cyberpunk 2077)

 

I DOWNLOADED A COLLECTION FROM NEXUS     ------------->  Immersive and Naughty Fun+ by Vanilla Plus ------------> THEN DISABLED SOME MODS, ADDED OTHERS DELETED A LOT

 

https://mega.nz/folder/aqJgxDrT#S0UZD1mwuwjvaHs7OO3JtA

 

AGAIN I USE VORTEX AS MY MAIN MOD MANAGER, IN THE PICTURE IT IS BGMM BUT IT IS THE SAME LOAD ORDER AS VORTEX BECAUSE I TRANSFERRED THE MAIN GAME I COULDN'T POST PICTURES FROM VORTEX IT HAD NOTHING IN IT.

 

Now I am going to post a couple more pictures, those are from C:\Users\Admin\AppData\Local\Larian Studios\Baldur's Gate 3\Mods, C:\Users\Admin\AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender just to show that where those mods and script extender stuff goes and which ones did the game register , etc. And also debug files content, whichever one I can find.

 

https://mega.nz/folder/WnplDTKB#dVseumoCCknm5QXWAjUEbQ

 

 


Now the report on which mods work and which modes don't

 

SPOILS OF WAR MADE THE GAME CRASH ALMOST EVERY SINGLE TIME. I toggled on the random NPC assault and made it 80% and if my companion got assaulted, or my character for that matter, it skipped the turns  but when it is their turn again on the next turn, game skipped the turns and then crashed EVERY SINGLE TIMEEEE. Note to Developer, pleaseeee look into the NPC assaulting code because it doesn't work properly (Or I run way too many mods). Never tried taking prisoners because I am playing as a submissive party so no comments on those mechanics.

Fractured Fates, Absolute Defeat and BGSX Defeat work perfectly fine

Animation add-ons worked only after I added BG3 NSFW mod, before that it didn't work

HaarlepUnleashed works on every difficulty except the Honour Mod, but also buggy sometimes and the animation of Haarlep doesn't work whatsoever

InSlavesandPrisoners mod works but sometimes buggy, InDruids also

AutoLootAura works perfectly

Classes and Races, mods along those lines also work but I didn't try them much, afterwards I disabled them all just used Vanilla classes and races (Some were bonkers powerful, as a Demon class you just didn't die)

CrystalHorns worked and I liked it

ClimbableBeds it ran on the background but never tried in game, didn't even find a bed on ACT 1

DeviouslyCursedLoot just didn't work, at all

DivineCurse mod worked okay with all the Loviatar stuff and Grazzzt stuff

EncounterOverhaul worked but when I reached the Goblin Camp and encountered the Shar Warriors guarding the Seluna puzzle it always crashed to desktop

EssentialFeats worked

Subclasses mods worked, didn't use much though

FutaNurse, haven't reached ACT 2 yet

Kitty collar, SCCpetplay stuff worked, didn't use much

PlanarAlly, PlanarMommies haven't tried the spell yet

PartyLimitBegone worked perfectly

PotentSluts, Succubus class worked as intendent

PregMod worked but I had to play around the load order a week in order to find a right spot for it

SCC_Loadscreens were amazing and I recommend it

Sharess stuff worked

TurtorialChestSummon and TutorialExit works

UmberleeNest works but the restrained status doesn't give you 2 HP for turn

Veils work

And this is all 

 

I love the mod, Love that the developer expanded the Combat Sex mod which was my main reason to revisit the game, please keep updating it so that it works flawlessly alone and with other mods

I hope this helped, Have a nice day everyone

 

Posted (edited)

K, started over, with (I hope) a better optimized mod list.  I really want this mod to shine.

 

I almost immediately had an issue:

Captured Quelenna, Haseid, & Cefrey, at the temple.  All 3 are vanilla characters.  Soon after, I camped.  Quelenna came with me, to the camp, the others ported back to their starting location, in the temple!  During this episode, all three seemed to act properly.  Still captured, & still responsive.  I individually walked them back to the group.  As I left the temple, controlling Haseid, Cofrey did not follow (as expected), but she DID port out of the temple, as Haeseid did (as expected), & once again didn't follow him.

 

Just to see what would happen, after getting them back together, I camped again, with the same results.  Quelenna ported to camp, with me, & the other 2 ported back to their starting location, in the temple.

 

Edited by jdsmith4572
Clarify more
Posted
7 minutes ago, jdsmith4572 said:

K, started over, with (I hope) a better optimized mod list.  I really want this mod to shine.

 

I almost immediately had an issue:

Captured Quelenna, Haseid, & Cefrey, at the temple.  All 3 are vanilla characters.  Soon after, I camped.  Quelenna came with me, to the camp, the others ported back to their starting location, in the temple!  During this episode, all three seemed to act properly.  Still captured, & still responsive.  I individually walked them back to the group.  As I left the temple, controlling Haseid, Cofrey did not follow (as expected), but she DID port out of the temple, as Haeseid did (as expected), & once again didn't follow him.

 

Just to see what would happen, after getting them back together, I camped again, with the same results.  Quelenna ported to camp, with me, & the other 2 ported back to their starting location, in the temple.

 

Tried again, except this time I Saved & Restored, before camping.  I got the same results; 2/3 ported back to starting location.

Posted
23 minutes ago, jdsmith4572 said:

Tried again, except this time I Saved & Restored, before camping.  I got the same results; 2/3 ported back to starting location.

Tried "Attend Pet > Send Them to Camp", on the 2 troublemakers.  Ported to camp.  Ported back.  Used "Attend Pet > Fetch Them Back".  That worked as expected. 

 

During this time Quelenna (my 1st captive) followed me wherever I went.  Preformed as expected.

Posted
22 minutes ago, jdsmith4572 said:

Tried "Attend Pet > Send Them to Camp", on the 2 troublemakers.  Ported to camp.  Ported back.  Used "Attend Pet > Fetch Them Back".  That worked as expected. 

 

During this time Quelenna (my 1st captive) followed me wherever I went.  Preformed as expected.

Used a cheat mod, to spawn a new Haseid.  It appeared at the normal Haseid's spawn point, & acted exactly as the normal Haseid had done.

 

I used the mod, to spawn in a new Abdirak.  It appeared right next to me.  And when I camped, he followed!

 

Apparently there's something different about Haseid & Cefrey. 

 

My advice:  Camp immediately after a capture.  If the captive doesn't follow, you are going to need to "Send Them to Camp", prior to camping, &  then "Fetch Them Back" once you're back.  Or just turn those captives loose.  Otherwise, you'll need to back track, and pick them up, before doing anything, each & every time you forget.

Posted (edited)

I´m pretty happy so far with the mod. But could you add the option for  longer "Quickie" interaction. The way it is now (playing the animation for like  2 seconds) it could  just be 

a "klick to improve affection" without the "action" xD ... Maybe it could just reference to the "scene duration" setting in BG3SX if you have that installed? Not sure if that´d work  but just an idea. 

Edited by GuerillaX

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