After some more testing and turning on the Debug console it is apparant that some enemies just are set to wizard class by default. Even if you turn on the Class system sometimes enemies that clearly are not wizards are set to that class. And they do not appear on the tag list for that class either. So something is clearly up. A quick test is the two Novice of the Absolute you encounter pretty early. The fighter is flagged as wizard in the Debug and can suddenly cast wizard spells.
Hey can you un-archive versions for patch 6 please ? Staying on 6 until this plsythrough is done, so many of my mods don't work on P7 (you're gonna see this msg a lot I think, sorry lol)
EDIT: All seems good. Damn I better start testing stuff before auto-assuming patch 7 fixes mean patch 6 breakages. Nice mod btw. I'm still trying to figure out my random encounter/increased difficulty setup as I have level 20 chars and a ton of modded gear/feats), this is a great addition to CX and CX AI, throws some real chaos into the mix (no pun intended).
I wanna get a nice balance for my second playthrough as I'll be playing with a friend so wanna get a smooth setup I can zip up and sandbox, as we'll be LAN'ing it. His first and only my second D&D experience. Real "the deaf leading the blind" situation.
Anywho enough waffling, ya it works lol. Cheers bud.
Oh I've not tried, I just seen it was updated for P7 and I've found P7 mods don't work on P6, generally speaking. I'll give it a try first and if it doesn't work I'll get you some logs, if so though I'll let you know it's still OK for previous versions.
I'm not a BG3 modder at all so have no idea about the guts of em, I plan on stopping playing soon, wish I'd gotten into modding earlier. Instead I left it until I was right near the the end of act 3 and downloaded 200 mods lol
All seems good. Damn I better start testing stuff before auto-assuming patch 7 fixes mean patch 6 breakages. Nice mod btw. I'm still trying to figure out my random encounter/increased difficulty setup as I have level 20 chars and a ton of modded gear/feats), this is a great addition to CX and CX AI, throws some real chaos into the mix (no pun intended).
I wanna get a nice balance for my second playthrough as I'll be playing with a friend so wanna get a smooth setup I can zip up and sandbox, as we'll be LAN'ing it. His first and only my second D&D experience. Real "the deaf leading the blind" situation.
Anywho enough waffling, ya it works lol. Cheers bud.
Getting multiple console errors Validation of property 'BlockNewDisturbanceReactions' failed on esv::Character 0000024F6173F290 Object class esv::Character failed validation; proxying of this class is disabled bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string "EnemySpells/BootstrapServer.lua"]:424: attempt to index a nil value (field 'ServerCharacter') stack traceback: EnemySpells/BootstrapServer.lua:424: in upvalue 'DetermineClassByUUID' EnemySpells/BootstrapServer.lua:869: in function <EnemySpells/BootstrapServer.lua:838> bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string "EnemySpells/BootstrapServer.lua"]:424: attempt to index a nil value (field 'ServerCharacter')the line with the 869 and 838 seems to show up multiple times. I am on patch 6.This happened in the withers tomb with entombed scribes. I shoved one of them to start combat
Hmm, probably because they're objects until you shove them where they become characters? Could you try to start combat differently like by pressing the button, and check if that error pops up again?
Hi there! On the "general" tab in MCM, there's a slider for NPC Spells which says is the # of spells that an NPC can use. Sorry if this is a silly question, but does that number affect NPC's that already can cast spells? Like an NPC that is already a wizard (like Lorroakan) can cast many spells, but the slider would mean they can only cast 2?
Hey I've been thoroughly enjoying your mod, and albeit this isn't caused by your mod I think your mod could help me fix this issue. I've been having a problem where when enemies cast Silence. It's a permanent effect, and bars me from conversing with any npc. I've scoured the internet for a solution. (Recasting silence after the fight doesn't fix it, long rest, reloading, killing the affected char etc.)
I see your mod has a spell blacklist feature! How hard would it be for me to add Silence to a bannable list of spells, so combats don't have an added lair of complexity with an additional win-con?
Hmm, you're referring to vanilla enemies who have silence right? I'm not sure I know exactly how to remove vanilla spells from enemies. That's because they're found in multiple places in their entity properties.
It's not as simple as a command like `RemoveSpell` - which exists, but only works on manually-added spells - so you'd need other functions to remove a spell from an enemy's repertoire.
That said, Muffin on the Larian Discord server shared this function that I've used to disable jumps in Smarter AI:
local function RemoveSpellFromSpellBook(entity, spellName) if entity.SpellBook then local spellExists = false for i, spell in pairs(entity.SpellBook.Spells) do if spell.Id.OriginatorPrototype == spellName then entity.SpellBook.Spells[i] = nil spellExists = true break end end
if spellExists then entity:Replicate('SpellBook') end end end
I might make a vanilla spell blacklist mod at some point, but not rn because I'm working on other cool stuff :)
Yeah vanilla enemies :), I'm just an idiot who has almost 500 mods so it's hard to isolate which mod is causing the issue. That being said, Thank you! I'll look into that, maybe I can figure something out using this as a spring board. Really appreciate this! Also I can't wait to see your future work, in love with your mods using all them in my current playthrough lmfao.
May I ask, maybe I am doing something wrong, but for me, the debug option doesn't show up spells in the console that NPC get, do I need some other mode for console?
My expectation was that when Class Mode is enabled, that enemy spellcasters get a bigger variety of spells (especially with BG3 spells enabled), but that isn't the case?
I am currently testing it at level 4 with the Druids in the grove, but according to the log they don't seem to get any new spells. Does that have anything to do with them being prepared casters and technically already knowing all their class spells, but not having them prepared?
They are receiving spells as per the log with the Classless option, but not when only Class Mode is used. Does that only work for very specific enemies? Might them being prepared spellcasters I mentioned have something to do with it?
I also tried setting the minimum level for higher level spells to 1 and increasing the minimum level for level 1 and 2 spells way up, to see, if they start getting/casting spells from their class from higher levels, but that didn't work either. Although thinking about it, I assume that they don't actually lose spells with that setting and only limits what they get, so them still casting Heat Metal and the like makes sense, but they didn't use any higher level spells.
Just to be clear: I really like the mod and had much fun with in the more chaotic modes, but I wanted to try the restricted one for a run where enemy spellcasters have a broader selection, use 5e spells and in combination with Player Level Scaling gives them higher level spells, when they get their level increased. This and your other mods are great, but I am having a hiccup with the situation I described.
I wasn't aware that it could also change their levels. Can I replicate the behavior of increasing their level up to that of my party with it?
Edit: Oh I see. I somehow completely glossed over the very first setting and just looked over everything else. That is my bad. I'll try that out and see, if they get spells in the log. Thank you for pointing that out.
I don't think stats was the issue. Just would be nice if the enemies have a broader utility of spells to spice things up. #spice lol Let me know if this mod works! I have this in my favorites. ugh would love a mod where enemies actually have their class spells.
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Also in 2.0:
Removed more unnecessary spells
Removed duplicates and redundant spells
Added debug for "Cantrips For Everyone" mode
When enemies level up at combat start(by your Enemy Stats),
which level is [SpellSlot Boost/NPC Min Levels] based on?
EDIT: All seems good. Damn I better start testing stuff before auto-assuming patch 7 fixes mean patch 6 breakages. Nice mod btw. I'm still trying to figure out my random encounter/increased difficulty setup as I have level 20 chars and a ton of modded gear/feats), this is a great addition to CX and CX AI, throws some real chaos into the mix (no pun intended).
I wanna get a nice balance for my second playthrough as I'll be playing with a friend so wanna get a smooth setup I can zip up and sandbox, as we'll be LAN'ing it. His first and only my second D&D experience. Real "the deaf leading the blind" situation.
Anywho enough waffling, ya it works lol. Cheers bud.
I'm not a BG3 modder at all so have no idea about the guts of em, I plan on stopping playing soon, wish I'd gotten into modding earlier. Instead I left it until I was right near the the end of act 3 and downloaded 200 mods lol
I wanna get a nice balance for my second playthrough as I'll be playing with a friend so wanna get a smooth setup I can zip up and sandbox, as we'll be LAN'ing it. His first and only my second D&D experience. Real "the deaf leading the blind" situation.
Anywho enough waffling, ya it works lol. Cheers bud.
Validation of property 'BlockNewDisturbanceReactions' failed on esv::Character 0000024F6173F290
the line with the 869 and 838 seems to show up multiple times.Object class esv::Character failed validation; proxying of this class is disabled
bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string "EnemySpells/BootstrapServer.lua"]:424: attempt to index a nil value (field 'ServerCharacter')
stack traceback:
EnemySpells/BootstrapServer.lua:424: in upvalue 'DetermineClassByUUID'
EnemySpells/BootstrapServer.lua:869: in function <EnemySpells/BootstrapServer.lua:838>
bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string "EnemySpells/BootstrapServer.lua"]:424: attempt to index a nil value (field 'ServerCharacter')
I am on patch 6.This happened in the withers tomb with entombed scribes.
I shoved one of them to start combat
Thanks!
I see your mod has a spell blacklist feature! How hard would it be for me to add Silence to a bannable list of spells, so combats don't have an added lair of complexity with an additional win-con?
Either way, Thank you for a great mod!
It's not as simple as a command like `RemoveSpell` - which exists, but only works on manually-added spells - so you'd need other functions to remove a spell from an enemy's repertoire.
That said, Muffin on the Larian Discord server shared this function that I've used to disable jumps in Smarter AI:
local function RemoveSpellFromSpellBook(entity, spellName)
if entity.SpellBook then
local spellExists = false
for i, spell in pairs(entity.SpellBook.Spells) do
if spell.Id.OriginatorPrototype == spellName then
entity.SpellBook.Spells[i] = nil
spellExists = true
break
end
end
if spellExists then
entity:Replicate('SpellBook')
end
end
end
I might make a vanilla spell blacklist mod at some point, but not rn because I'm working on other cool stuff :)
that explains what i am doing wrong))) sorry
I am currently testing it at level 4 with the Druids in the grove, but according to the log they don't seem to get any new spells. Does that have anything to do with them being prepared casters and technically already knowing all their class spells, but not having them prepared?
I also tried setting the minimum level for higher level spells to 1 and increasing the minimum level for level 1 and 2 spells way up, to see, if they start getting/casting spells from their class from higher levels, but that didn't work either.
Although thinking about it, I assume that they don't actually lose spells with that setting and only limits what they get, so them still casting Heat Metal and the like makes sense, but they didn't use any higher level spells.
Something like
"PLA_Githyanki_Caster"
but for those druid grove casters!This and your other mods are great, but I am having a hiccup with the situation I described.
Edit: Oh I see. I somehow completely glossed over the very first setting and just looked over everything else. That is my bad. I'll try that out and see, if they get spells in the log. Thank you for pointing that out.