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  1. chizfreak
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    Latest updates made some changes to the mod to be closer to RAW of tabletop:

    • Now you learn from the full list of Metamagic (version 1.1.1).
    • Gain 2 Sorcery Points instead of 1 but removed Create Sorcery Point via Spell Slot ability (version 1.1.1).
    • Additionally makes the cost of Quickened and Heightened Metamagic be like DnD Tabletop (2 Sorcery Points instead of 3) so this feat has its place (version 1.2). You can use version 1.1.1 instead if you don't want this change.

  2. AlphaHydri
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    Not sure if it's within the scope of this mod, but would it be possible to get an alternate version of this mod that also adds Metamagic: Empowered Spell to the list of potential Metamagic selections, both from this feat and for the Sorcerer class in general? It seems so strange to me that this Metamagic is fully implemented into the game, complete with its own unique icon, yet is totally inaccessible.

    I know that there are a few other mods that also add Empowered Spell as a Metamagic option, but those other mods also add a bunch of other features (mostly other Metamagics that aren't in the base game at all) that result in them feeling rather bloated and feature-crept, at least to me.
    1. chizfreak
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      This mod is made specifically to tap into and let you choose the Metamagics from the metamagic lists in the base game. Most mods that add Metamagics (if they were designed correctly) just add the new metamagics to the base game lists as additions, instead of creating a new list. Because of this, my mod should be automatically compatible with mods that add new metamagic if they add them to the base-game metamagic lists.

      I use Metamagic Extended for example alongside my mod.
  3. TinyCat18
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    Would be really cool if you added Quickened Spell would be the perfect metamagic mod xD

    also i found a bug where after learning a level 2+ slot cannot longer use Create Sorcery Points seems to be tied to a level 1 spell slot
    1. chizfreak
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      The Quickened Spell is not on the list because it's impossible to use it when this mod gives you only one Sorcery Point.

      About the bug: Yeah, I noticed that. I think it's because when you Create Sorcery Points with a Level 2 or more spell slot it creates an amount of Sorcery Points equal to the spell slot used, but because this mod only gives you 1 single point, the game seems confused and doesn't let cast it with higher spell slots than 1 since you don't can't have more than 1 point.

      The fix for this would be to probably create a custom version of the spell and use it in the mod. I will probably do it soon as an update. Thank you for reminding me.
  4. GrimDarkKnight
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    When you created this mod in the Toolkit, how did you get the selected Metamagic options to actually show up in the character's spellbook?

    I'm trying to use the Toolkit to create a custom class that has metamagic, but no matter what I do the selected metamagic options never get added to the character's spellbook. I can add the class to characters just fine, and everything else in it works. Even selecting the metamagic I want in the Level Up screen works fine; but no matter what I do the metamagic options I selected during leveling up never show up anywhere in the character's spellbook. So if there is some extra step I am missing aside from adding the selector to the class in the Progressions section of the UUID editor, could you let me know?

    Thank you.

    Oh your mod works great, I can at least get a little metamagic on the character by using it, I just can't figure out why adding it in a custom class is not working.
    1. chizfreak
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      This is how I did it:

      • Passive that adds ActionResource Metamagic.
      • SpellList that adds Create Sorcery Point spell.
      • Create Feat that adds the Passive (PassivesAdded field), the SpellList AND the let's you select two metamagic from the Metamagic List (two entries on the Selectors Field).
      • Remember to add the Tag Metamagic on the passive and the Metamagic Argument at the end of Selectors entry that lets you select the metamagic (just like the vanilla Sorcerer equivalents do).


    2. GrimDarkKnight
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      Thank you for the reply. I have now spent several more hours trying to get it to work, creating a bunch of new tags for the custom class, and double and triple checking everything, all to no avail. Every other class feature I have used in other custom classes have simply been a matter of copying and pasting the relevant items from the Progressions of another Base Game class, even other selectors such as Combat Style, and Combat Maneuvers have simply worked when copy pasted to a new custom class. Sorcerer Metamagic selectors simply don't work that way. Something somewhere seems to be hardcoded to add the selected Metamagic to the Sorcerer class (and only the Sorcerer class) when done in the context of leveling a custom class. I have finally just given up on being subtle and using good and compatible design methodology and simply brute forced the issue by skipping the selector and adding the individual metamagic passives directly to the custom class. This works for me in this instance only because the custom class I am adding them to is PROFOUNDLY Overpowered. I suspect however, that by adding it as a feat you sidestepped something in the code that prevents it from simply being copy pasted into a custom class like everything else.

      Thank you again for the information though, it did prompt me to look at the whole TAG situation as a possible missing element, but ultimately nothing seems to make it work right in my context but simple brute force.
    3. chizfreak
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      Oh, I think I misunderstood you before. I thought you were asking how to create a feat like this yourself, but it seems you were instead asking how to add something like this Feat to your Custom Class?

      If that's the case, I would do it like this (assuming you want this at level 1 of the class):

      • In Progressions, at the level 1 row, add this to your Selectors field:
        AddSpells(979e37ad-05fa-466c-af99-9eb104a6e876,,,,AlwaysPrepared);SelectPassives(c3506532-36eb-4d18-823e-497a537a9619,2,Metamagic)

      • In Progressions, at the level 1, add this to your Boosts field:
        ActionResource(SorceryPoint,2,0);Tag(SORCERER_METAMAGIC)

      • Make sure to separate the previous content of the field with a semicolon before adding what I put above. For example, assuming you have ActionResource(SpellSlot,1,1) already in your Boosts field, your would separate it with a semicolon so it ends up looking like this:
        ActionResource(SpellSlot,1,1);ActionResource(SorceryPoint,2,0);Tag(SORCERER_METAMAGIC)


      • That should be it. Now you can select 2 Metamagic from the Complete Metamagic Passives List, you get 2 Sorcery Points, and you unlock the Create Sorcery Point and Create Spell Slot from Sorcerer. Let me know if it worked.


    4. GrimDarkKnight
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      I know that is how it should work, but I have done that long ago. It lets me select the Metamagic but it never adds any of the selected Metamagics to the Custom Class. It appears that something is preventing it from applying those passives selected in that way to any class other than the Base Game Sorcerer. I have copied and pasted those exact lines, time and time again, on three different Custom Classes, and not one time has it ever actually applied the Metamagic Passive effect to the character and added the chosen Metamagic option into the character's spellbook. Everything I have seen, everything I have looked up says it should work. It just doesn't. Only thing I can think of is that I am using the unlocked version of the Toolkit, the second more complete Moonglasses Unlocker, not the first one. Though I have tried both Unlockers. Only thing I can think of that I have not tried is reverting to the standard locked version of the Toolkit.

      Knowing that what I have been doing should work, but just doesn't has been very frustrating. I thank you for taking the time to explain your process to me, and then confirm that what I tried the very first time should have worked but just didn't.
  5. Chugumbius
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    Hi , will it be compatible with this mod ? I suppose it does if youre simply unlocking Progression list. 
    1. chizfreak
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      This doesn't affect the progression. All this mod does is create a new feat that lets you select 2 Metamagic from the Sorcerer's level 2 Metamagic list (and give you 1 Sorcery Point). There are two metamagic lists in the game, the Sorcerer level 2 and the Sorcerer level 3 one (the level 3 one being the most ''complete'' one that includes Quickened, Heightened and Subtle Metamagic).

      This mod is compatible with any mods that modify the vanilla metamagic and will also be compatible with new metamagic if those were added to the Level 2 Metamagic List. To be clear though: this mod will certainly not break anything so you can try it out and let me know if something's missing from other mods when you look at the new feat. Almost all my mods are made with official mod toolkit and in the most compatible way possible so they work with other mods.

      Now one thing I must mention is that the mods listed there all look to be pretty old and some of them even have comments on their respective pages saying they don't work on the latest version of the game, so I don't know how good they will work themselves, leaving aside the fact they are probably compatible with my mod.
    2. Chugumbius
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      If you mean DND Revamp then yeah , its pretty much doomed. Others worked great just prior patch 7 , the compat file simply adds modded metamagic to the Sorcerer list. I was asking coz ill probably move away from Feats Extra mod in favor of more minimalistic experience. Thats why i love your mods btw they are very flexible in that sense. 
  6. BigBozat
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    Wondering:  
    How does this compare/differ from, say, DanScallion's original Metamagic Adept Feat
    https://www.nexusmods.com/baldursgate3/mods/1362

    This one is current/updated (and presumably Patch 7 ready?), where the other is old, so I may switch just cuz of that...
    but, wondering if there were any other compelling differences (and/or whether you'd consider alt versions or quickened costs, similar to what DanScallion did with his old mod)?
    1. chizfreak
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      Looking at that mod, it does seem extremely old (released one year ago, and a month after the game released), I don't know if it's still working fine and if he paid attention to details like granting the spell Create Sorcery Point like I did, plus he made it 2 Metamagic+3 Sorcery Points by default which is a bit much. I don't know either how compatible it is with other mods or if it has bugs. Maybe it's all working perfect but I don't know, and I usually don't download mods that old to keep my playthroughs working fine.

      Regarding balance:
      I keep going back and forth if I should give 2 or 1 Sorcery Points, but 3 is too much for sure. 2 Metamagic learned is alright.

      The idea of this mod is to specifically not overshadow Sorcerer and make it so if you really want to get into metamagic you still need to put Sorcerer levels, this is in order to not break the balance with which the game was made.

      Leaving balance talk aside, this mod was made with the official mod toolkit released with Patch 7 to provide maximum compatibility and easy install/uninstall even midplaythrough. It even is in the official mod manager/store in-game (although I'd appreciate if people download my mods from NexusMods instead because that way at least I get compensated by NexusMods a bit for my work).
    2. BigBozat
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      Good info, thanks for your thoughts/insight! Appreciated +1

  7. shadowwake30
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    Thanks for this, I always felt mage archetypes got kinda shafted on the Feats compared to the huge number of strength and dex based options.