Changes to Spell Mechanics: - Druidcraft: Altered to behave similarly to Larian's Thaumaturgy, provides advantage on Nature & Survival checks for 10 turns - Spare the Dying: Since Larian changed Help to heal 1hp with no check, I've changed this to heal 1hp & stabilize at 9m range - Raise Dead: Since there's no use for extending the timer on raising the dead, and given Withers' ability to cast True Resurrection for a few coins, I've decided to alter the effect to a 50% heal with the -4 penalty to all rolls intact, but only until long rest.
Lists Corrections: - Cleric, Life Domain: Aid reverted to Spiritual Weapon; Greater Restoration replaced with Raise Dead - Cleric, Trickery Domain: Bestow Curse reverted to Blink - Druid, Circle of the Land: Land selection reverted to single choice at level 3, per 5e rules; - Arctic: Haste reverted to Slow, Conjure Minor Elemental reverted to Freedom of Movement - Forest: Grasping Vine reverted to Freedom of Movement - Swamp: Grasping Vine reverted to Freedom of Movement; Cloudkill replaced with Contagion - Underdark: Contagion reverted to Insect Plague Land selection now shows and lists all spells at selection at level 3
Hey, noticed a compatibility issue with patch 8 and specifically the lists 1-12 optional file, to be precise it seems to remove spells and cantrips added with patch 8 from the spell lists of races and classes present before patch 8 (the ones I noticed are bursting sinew and toll the dead being absent from wizard and high elf/half-elf spell lists), the other files seem to work fine tho
Ah thanks did not see that! Could you advise on where to put the lists file in load order? With other libraries and major spell mods or just generally with spells/scrolls? Probably doesn't matter much as they're both before classes? I assume everything else goes after all subclasses.
I need to update the lists files to use merging, right now they're overwrites so need to be below anything else that edits spell lists + below all classes/subclasses (but above CF).
Lists file: I don't know for sure, however 5e Spells uses SE to populate the lists so it may work, and if so you'd have duplicates of any spells that are in both.
I don't use 5e Spells, I wanted my own and that's what this is. I recommend only using one file that changes spell lists (either 5eS's or mine), though feel free to experiment.
[Edited for clarity after I woke up all the way, additions underlined]
I see... My issue right now is that some classes and subclasses mods uses his version of 5e, but I also wanted to use your subclass mods, that now require your version of 5e Spells to work. But I'll test it here and see if it works and if it bloats the spell lists too much.
My subclasses will only require the Library. The Library file doesn't mess with any spell lists, only the Lists file does. So the Library file on its own is compatible with anything.
I misunderstood the purpose of your initial post, sorry.
It works as intended! The classes that use this mod have their correct spell lists, and the ones that use the other also do, no duplication whatsoever.
I'm sorry it took me that long, I was finishing another playthrough and reworking my load order to this one I'm at right now.
I just stated the playthrough, so I'm low level and didn't get the chance to unlock a lot of spells and subclasses, but for now everything is fine!
Only if the subclasses are designed/patched to incorporate multiple spell libs (e.g., Blackguard... which references several spell lib/list mods as optional reqs/sources)
Technically no? Main reason I asked was because they conflicted when I tried to use them together, at least according to BG3MM. Said they were duplicates.
Yes, that's intended. Since they completely overwrite eachother based on load order, I made them conflict so you only use one. If you want the spells from Spells Extra in the lists, use the Lists file(s) here. If not, use the files there.
The library file won't conflict with any other mod, if you use the lists file and something else adds spells to the same lists with CF or whatever, you might get some duplicate spells
Not sure if it's just me, but some spells like Snilloc's Snowball Swarm and Steel Wind Strike seem to have broken animation. Like, the damage rolls work just fine. Not sure what could be the cause, does anyone else work just fine, or is it just me?
I exclusively use recycled basegame animations, but its possible something changed with Patch 7. Steel Wind Strike uses Banishing Smite, smites have been known to react strangely to non-Paladins.
I can't seem to get this to work with Chronurgy and Graviturgy Wizard >< I placed your wizard add-on after them so I'm confused as to why Cause Fear nor Frost Fingers are showing up in their Spell Lists. Not a huge deal in any case, I just really like your Larianized version of 5e Spells :)
I do have Infestation by stack0pancake added but it doesn't effect my lvl1 choices. For example, I'm able to take Infestation, your Toll the Dead, and your Cause Fear with no issues. It's only when I get to lvl2 and try to choose Chronurgy or Graviturgy that I can't take any of your spells anymore.
Maybe it's because of 3XC4L1B3R's SpellListCombiner? Gonna test that.
EDIT: OKAY so I really need to keep that SpellListCombiner lol. Without it, only Infestation shows up and not your other cantrips. Damn, now I'm more confused about what it could be.
Yes, but that's most likely because I haven't added any new lvl1 spells to Wizard. So it's definitely something having to do with subclasses.
EDIT: They show up when I'm lvl1. When I'm lvl2, if I hover over any subclass other than Chronurgy or Graviturgy, I can choose your spells. If I choose either of those 2, I can't.
No those subclasses have their own spell lists, that's why I have a file to add to them. There just seems to be some weird interaction between my file to modify them and the combiner.
I tried taking out everything I have that modifies spells in any way. I took out any spells other than yours. I took out the spell list combiner. Still have the same problem. At this point, I just accept that if I use Chronurgy/Graviturgy, that wizard won't have your spells. Best of luck!
OK! So, it seems like I had complications due to having both your 5e Spells AND your Tasha Spell Lists at the same time. It was probably that I had Tasha's Spells List files with 5e Spell Compatibility Subclasses at the same time which bugged each other out. YESSSSS it's fixed now! God that was a mission! Thank you so much for talking me through all this, I appreciate the crap outta you! <3
72 comments
Mod index available here
- Druidcraft: Altered to behave similarly to Larian's Thaumaturgy, provides advantage on Nature & Survival checks for 10 turns
- Spare the Dying: Since Larian changed Help to heal 1hp with no check, I've changed this to heal 1hp & stabilize at 9m range
- Raise Dead: Since there's no use for extending the timer on raising the dead, and given Withers' ability to cast True Resurrection for a few coins, I've decided to alter the effect to a 50% heal with the -4 penalty to all rolls intact, but only until long rest.
Lists Corrections:
- Cleric, Life Domain: Aid reverted to Spiritual Weapon; Greater Restoration replaced with Raise Dead
- Cleric, Trickery Domain: Bestow Curse reverted to Blink
- Druid, Circle of the Land: Land selection reverted to single choice at level 3, per 5e rules;
- Arctic: Haste reverted to Slow, Conjure Minor Elemental reverted to Freedom of Movement
- Forest: Grasping Vine reverted to Freedom of Movement
- Swamp: Grasping Vine reverted to Freedom of Movement; Cloudkill replaced with Contagion
- Underdark: Contagion reverted to Insect Plague
Land selection now shows and lists all spells at selection at level 3
Lists file: I don't know for sure, however 5e Spells uses SE to populate the lists so it may work, and if so you'd have duplicates of any spells that are in both.
I don't use 5e Spells, I wanted my own and that's what this is. I recommend only using one file that changes spell lists (either 5eS's or mine), though feel free to experiment.
[Edited for clarity after I woke up all the way, additions underlined]
My issue right now is that some classes and subclasses mods uses his version of 5e, but I also wanted to use your subclass mods, that now require your version of 5e Spells to work. But I'll test it here and see if it works and if it bloats the spell lists too much.
Thanks!
I misunderstood the purpose of your initial post, sorry.
Thanks for the quick follow up and breakdown of the Lib x List, in that case I think I'll have no problems using both mods :)
(https://www.nexusmods.com/baldursgate3/mods/6394)
I'm sorry it took me that long, I was finishing another playthrough and reworking my load order to this one I'm at right now.
I just stated the playthrough, so I'm low level and didn't get the chance to unlock a lot of spells and subclasses, but for now everything is fine!
Thanks!
Maybe it's because of 3XC4L1B3R's SpellListCombiner? Gonna test that.
EDIT: OKAY so I really need to keep that SpellListCombiner lol. Without it, only Infestation shows up and not your other cantrips. Damn, now I'm more confused about what it could be.
EDIT: They show up when I'm lvl1. When I'm lvl2, if I hover over any subclass other than Chronurgy or Graviturgy, I can choose your spells. If I choose either of those 2, I can't.
I just want everyone to have a good time lol.
But yeah the lists files from this makes that mod completely redundant.