Hey there, just wanted to make you aware of a rare, niche error that probably doesn't even impact anyone but knowledge is power, right?
Error while dispatching user function call for Entity replication event dispatch: [string "BS-PreferredCastingAbilityFix/Server/Preferre..."]:65: attempt to index a nil value (field 'Uuid') stack traceback: BS-PreferredCastingAbilityFix/Server/PreferredCastingAbilityFix.lua:65: in function <BS-PreferredCastingAbilityFix/Server/PreferredCastingAbilityFix.lua:60> [C++ Code]: in ? Just encountered this nil index error while testing my modded game after adding in some new mods and teleporting to new regions with the Debug Book. I teleported from the COL Ketheric Encounter cell directly into one of the Act 3 cells, can't remember which. I was using an Origin Tav, my own modded Aasimar race, and I got a whole bunch of my own nil index errors for CharacterCreationStats when calling Ext.Entity.Get(character) within the LeveledUp listener at the same time, if that helps at all.
I know, super niche error that probably doesn't show up in normal gameplay. Just wanted to bring it to your attention. Cheers!
EDIT: Nevermind. Unequipping and re-equipping the items seems to fix it. If anyone comes across this comment, try that.
Thank you so much for taking the time to make this. You saved my playthrough, as respeccing a wizard that has learned spells from a lot of scrolls tends to break a lot of things and leave a lot of previously learned spells by the wayside for some odd reason.
I can't believe this still isn't fixed but they have time to create 12 new subclasses... Anyway, thanks again!
Thank you for this. It's not entirely working as advertised, however. Spells granted from scrolls seem to be fixed and use the highest ability modifier, but spells from items do not.
Here is the same spell, Scorching Ray, cast by the same character with 4 levels in Wizard, 1 level in Cleric (taken by that order) from two different sources - a scroll and an item. Both casts of the spell were in the same turn against the same enemy.
1- Cast from Scroll. Working as intended - using the higher Intelligence modifier for the attack roll.
2- Cast from an item (Circlet of Blasting). Not working - using Wisdom modifier instead of the higher Intelligence modifier.
I've tested multiple spells granted by items and they all use the most recent spellcasting class' modifier instead of the highest one. :/
This is absolutely wonderful, and something I feel like the base game should be doing already.
That said, any chance of a version that works entirely based on highest attribute for classes taken? For example, if I have Rogue and Ranger class levels, I think it should pick the highest between Intelligence and Wisdom, regardless of which class I happen to have the most levels in.
I'm sorry to hit you with a "this isn't working for me and I'm not skilled enough to figure out why" but well, this isn't working for me and I'm not skilled enough to figure out why.
I already had Norbyte's Script Extender in place but I redownloaded it and extracted to the BG3 bin folder as the instructions said, I extracted the .pak file for this mod to the BG3 mods folder in my local appdata but I can't get it to work in game, I even tried installing it via the vortex mod manager but still no luck.
From everything I've read in the description, adding this mod half way through a run while I have mods from the in-game mod manager shouldn't be an issue and there shouldn't be any conflict between other mods or the load order, so I'm completely lost as to what would cause this mod to not work properly.
Sorry I can't give you more to work with but I hope you can help me out because this bug is very frustrating.
I finally got around to doing a quick check and it seems like the mod does still appear to work in Patch 7 (and is still required, since the behaviour seems to still be bugged in the base game).
It's not entirely clear what you've cast, but it seems like it's a melee-attack? My mod should only be changing the order in which your classes are listed in a hidden class summary table, so it shouldn't be changing how anything is actually calculated as such; it just changes which class ends up being used as the fallback when the standard calculation happens.
1) Does this weird behaviour still happen if you disable the mod? If it still happens even with the mod disabled, it's probably just a quirk of the combat-log.
If it is a normal attack and it should be using something like your strength to calculate the attack-roll, you might have just ran into one of the instances where the combat-log just incorrectly lists a made-up formula with the wrong things. Sometimes it seems to reverse-engineer a fake formula that tries to add up to the final value. Like I know if the DC for something is a fixed value of DC14, sometimes it just ends up taking the number 14, then makes up some fake values which would make a sum that adds up to 14 (even though it's a fixed DC14 value, which doesn't actually take into account any of your stats).
Which it can sometimes get pretty hilariously wrong (go home combat-log, you're drunk):
It is as it looks in the image. I am melee attacking with flame blade. Instead of giving me a +4 (18WIS), as it should being a spell from the Druid spellbook, it is giving me a +3 (17CHA) as if it's a Paladin spell. This may very well be vanilla behavior (can't test it, my character is dead), but I was surprised your mod didn't fix it. It is especially weird behavior in this case though, as Druid is my last picked class.
From a quick check, it seems like the behaviour is still bugged in the base game with Patch 7.
And from doing a couple of tests with Eyebite and an Eyebite scroll with the mod disabled/enabled, it seems like the fix should still work.
I've been meaning to get around to converting things over to the new modding format so they show up properly in the in-game modding UI, but the official modding tools are a bit of a mess and it's making it such a slog that I've been putting it off.
67 comments
Error while dispatching user function call for Entity replication event dispatch: [string "BS-PreferredCastingAbilityFix/Server/Preferre..."]:65: attempt to index a nil value (field 'Uuid')
stack traceback:
BS-PreferredCastingAbilityFix/Server/PreferredCastingAbilityFix.lua:65: in function <BS-PreferredCastingAbilityFix/Server/PreferredCastingAbilityFix.lua:60>
[C++ Code]: in ?
Just encountered this nil index error while testing my modded game after adding in some new mods and teleporting to new regions with the Debug Book. I teleported from the COL Ketheric Encounter cell directly into one of the Act 3 cells, can't remember which. I was using an Origin Tav, my own modded Aasimar race, and I got a whole bunch of my own nil index errors for CharacterCreationStats when calling Ext.Entity.Get(character) within the LeveledUp listener at the same time, if that helps at all.
I know, super niche error that probably doesn't show up in normal gameplay. Just wanted to bring it to your attention. Cheers!
Thank you so much for taking the time to make this. You saved my playthrough, as respeccing a wizard that has learned spells from a lot of scrolls tends to break a lot of things and leave a lot of previously learned spells by the wayside for some odd reason.
I can't believe this still isn't fixed but they have time to create 12 new subclasses... Anyway, thanks again!
Thank you for this. It's not entirely working as advertised, however. Spells granted from scrolls seem to be fixed and use the highest ability modifier, but spells from items do not.Here is the same spell, Scorching Ray, cast by the same character with 4 levels in Wizard, 1 level in Cleric (taken by that order) from two different sources - a scroll and an item. Both casts of the spell were in the same turn against the same enemy.1- Cast from Scroll. Working as intended - using the higher Intelligence modifier for the attack roll.2- Cast from an item (Circlet of Blasting). Not working - using Wisdom modifier instead of the higher Intelligence modifier.I've tested multiple spells granted by items and they all use the most recent spellcasting class' modifier instead of the highest one. :/That said, any chance of a version that works entirely based on highest attribute for classes taken? For example, if I have Rogue and Ranger class levels, I think it should pick the highest between Intelligence and Wisdom, regardless of which class I happen to have the most levels in.
I already had Norbyte's Script Extender in place but I redownloaded it and extracted to the BG3 bin folder as the instructions said, I extracted the .pak file for this mod to the BG3 mods folder in my local appdata but I can't get it to work in game, I even tried installing it via the vortex mod manager but still no luck.
From everything I've read in the description, adding this mod half way through a run while I have mods from the in-game mod manager shouldn't be an issue and there shouldn't be any conflict between other mods or the load order, so I'm completely lost as to what would cause this mod to not work properly.
Sorry I can't give you more to work with but I hope you can help me out because this bug is very frustrating.
Got it all sorted now, apologies for the text wall
How does this make sense?
It's not entirely clear what you've cast, but it seems like it's a melee-attack? My mod should only be changing the order in which your classes are listed in a hidden class summary table, so it shouldn't be changing how anything is actually calculated as such; it just changes which class ends up being used as the fallback when the standard calculation happens.
1) Does this weird behaviour still happen if you disable the mod?
If it still happens even with the mod disabled, it's probably just a quirk of the combat-log.
If it is a normal attack and it should be using something like your strength to calculate the attack-roll, you might have just ran into one of the instances where the combat-log just incorrectly lists a made-up formula with the wrong things. Sometimes it seems to reverse-engineer a fake formula that tries to add up to the final value. Like I know if the DC for something is a fixed value of DC14, sometimes it just ends up taking the number 14, then makes up some fake values which would make a sum that adds up to 14 (even though it's a fixed DC14 value, which doesn't actually take into account any of your stats).
Which it can sometimes get pretty hilariously wrong (go home combat-log, you're drunk):
I am melee attacking with flame blade. Instead of giving me a +4 (18WIS), as it should being a spell from the Druid spellbook, it is giving me a +3 (17CHA) as if it's a Paladin spell. This may very well be vanilla behavior (can't test it, my character is dead), but I was surprised your mod didn't fix it. It is especially weird behavior in this case though, as Druid is my last picked class.
And from doing a couple of tests with Eyebite and an Eyebite scroll with the mod disabled/enabled, it seems like the fix should still work.
I've been meaning to get around to converting things over to the new modding format so they show up properly in the in-game modding UI, but the official modding tools are a bit of a mess and it's making it such a slog that I've been putting it off.