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  1. DiZ91891
    DiZ91891
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    When reporting a problem, please provide details beyond "xyz isn't working", etc. Such details would include list of mods, load order, which mod manager you're using, class, level, if you're actually using the script extender and others. Please also attempt to troubleshoot some problems beforehand by moving this mod last in the load order, using the mod by itself, deleting your modsettings.lsx and rebooting the game without mods, updating the mod, etc.

    Also please actually read the mod page on the status of some spells or the mod as a whole before making a comment or submitting bug reports. Far too many people are doing this.
  2. DiZ91891
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    FREQUENTLY ASKED QUESTIONS

    How do I access level 7+ spells and/or why aren't they showing up? You must use a mod that adds this mod's spell list to its class progressions (usually for level 13-20). If the outside mod hasn't set it up correctly, then that's why you don't see it and should get with the mod author about it, not me.

    How can I uninstall this mod? You can't in most cases as this is not a mod that can easily be removed. You'd have to wait until Larian Studios officially supports mods as they have to work their magic on save files to scrub every possible piece of data introduced from mods. It was doable during Early Access but with the game's full release, that changed.

    Why doesn't Green Flame Blade and Booming Blade work with Extra Attack? Because they are spells that you are casting, not regular attacks that you are making in layman's terms. In DnD terms, you're taking the Cast a Spell action and not the Attack action, which the latter specifically interacts with (excluding the Bladesinger's version of Extra Attack).

    Are there spell scrolls for new spells added by this mod? Not in this mod but there are other mods that have uploaded them as linked on the mod page.

    Do other creatures, including enemies, use these spells? No, each creature in the game would need to be modified to have any of the given spells which is outside the scope of this mod. There exists other mods that do such a thing however.

    Can you modify XYZ base game spell? No, this mod use to do that but no longer.

    Will you add XYZ spell? If it can be implemented and isn't a spell that's on my never implementing list (Conjure Animals, Silvery Barbs or any Dunamancy spells), I'll give it a shot but all of them will be a slow and gradual thing over time. Summon spells are especially a lot of work.

    Can I help with translating the mod into another language? I don't actually participate in any of that and generally don't even know it's being done so that's something each individual(s) are taking upon themselves. No need to ask for permission as my permissions for the mod are pretty open to doing whatever based on this one as long as credit is given.

    Why does Green Flame Blade's second attack deal 0 damage? If you chose the cantrip as a High Elf or as a Eldritch Knight/Arcane Trickster and have 10/11 Intelligence, that's why. The spell's spellcasting ability modifier becomes based on your Intelligence when chosen through the aforementioned and the damage it deals is based on the modifier, which is 0. There's also a multiclassing bug where it could incorrectly apply the spellcasting ability modifier of your other class (like Wisdom or Charisma) rather than the main one.

    Is there an issue when respeccing that some cantrips show LevelMapValues? It's not an issue ultimately once you leave the respec screen. For whatever reason, it doesn't like certain values in custom cantrips.

    Are you open to requests to provide optional/separate mods for certain spells? No. At best, I might make multiple options in an existing spell if it makes sense but even those vary and only when they make sense.

    Should Booming Blade/Green Flame Blade be eligible to be affected by Twinned Spell? That's specifically been removed in this mod due to the errata that occurred for those spells in DnD 5e, changing their range to Self which prevents them from being Twinnable. Don't care about back and forth nonsense with the 5 ft radius part in it - it's not being changed.

    What's the point of Spare the Dying when the Help action does what it does and more? Because the vast majority of mods added by this mod will operate the same way they do in table top, full stop. Some mods exist that change these spells to adhere closer to BG3 style and some mods exist that change mechanics to be closer to DnD 5e, such as the Help action not granting 1 hit point. If you don't use such a mod, no point in learning and using the cantrip.

    How can I fix my recent save after updating the mod? There are a number of ways people have managed to "resolve" the problem though there maybe be others:

    • Check your modsettings.lsx to see if 5e Spells was erased but every other mod remained the same. If so, add into 5e Spell's modsettings entry manually and save. If everything was erased except GustavDev, then another mod you have is causing an issue.
    • Delete the modsettings.lsx file and/or move the Mods folder to the desktop. Boot up the game, close it, then move Mods folder back and/or deploy/export mods once again.
    • Revert to an older save that allows a more recent version of the mod to work for it (not really recommended).
    • For Vortex, disable the mod, deploy, relaunch Vortex, then enable and deploy. Sometimes if you've had Vortex open for too long, or deploy too often, it'll glitch out on editing the modsettings file. To help with this, go to your Vortex settings tab and uncheck "Deploy Mods when Enabled", that way you can just deploy mods manually. This bug will still happen, but should happen less often.
    • Use the 5e Spell Adjust optional mod under the Files tab. Potentially use the other two Optional mods as well, loading under the main mod in the order of Adjust, Original and Original 2. 
    • Alternatively, try loading the 5e Spells Adjust file above 5e Spells in the load order.
    • Try switching mod managers, from BG3 Mod Manager to Vortex or vice versa.
    • Revert to a previous version of the mod that worked fine and simply finish out the playthrough using it or you might be able to take a long rest to remove spell effects and then update the mod.
    • Respec any spellcaster character you have using Withers and choose like a Fighter or Barbarian. Save, then update to the newest version.
    • Same as the above but also dismiss all of your companions back to camp so you're alone, then do the rest of the following.
  3. MegurineRuka
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    death countdown will not stop even if you have revived this teammate
    countdown will continue until fully dead but it still alive
    1. DiZ91891
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      Yes just encountered a case of that occurring earlier so will need to add some additional removal conditions but can you specify how the teammate was revived in your case?
    2. MegurineRuka
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      When a character dies and enters the Death Countdown, neither casting Revivify nor using Jergal's Revivify (camp) will remove this countdown.
      When teammates is in the full death state are downed again, they do not start new death countdown and cannot be revived by Revivify.  However, if stabilized and restored to 1 HP while at 0 HP, their full death will remove.
  4. Chromus505
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    upon removing the 5espells spell list file thats supposedly unnecessary now, the mind whip spell dissapears from spell selection among a couple other spells, upon re adding the spell list file they reappear, unfortunately the larian booming blade icon dissapears tho

    this is most likely a conflict with unlock level curve tho as the 5e patch from that mod is still patch 7 so i assume its at fault, it does list the spell list file as a requirement tho which might cause problems with it being delisted rn 
    1. DiZ91891
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      So with patch 7, Larian made it so spells can be added to spell lists without the need for something like the script extender as was previously the case. Hence, those spell lists mods are no longer needed because they were specifically for non-SE/Mac users. So yes, it is irrefutably unnecessary.

      Anyways, besides Mind Whip, please specify the other spells. Don't understand people mentioning one example but not all that supposedly were affected.
  5. alatari
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    Really wanted to use the 5r Medicine Check 10 round limit on Revivify.

    If Medicine check works then the log window reports success and they stabilize.
    If Medicine check fails they don't stabilize but nothing is mentioned in the log window.

    Astarion died and there was a 10 turns countdown started. By the time my undead summons were done attacking he was perma-dead.
    Is that the way it's supposed to work? 
    10 character turns including summons?  
    I had interpreted it as 10 rounds and was surprised that he was dead by Shadowheart's turn.
    1. DiZ91891
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      It's supposed to be rounds in particular but the implementation is pretty convoluted due to dead creatures no longer adhering to combat so turns are ticking for them separately from those still in combat. Last I tested, all of it went through sufficiently even with multiple PCs and summons but I'll look into it and see if I can replicate or come at it from a different angle.
  6. Chromus505
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    the antagonize spell's granted spell to designate a target is specifying everything to be an invalid target
    1. DiZ91891
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      If there are no targets in melee range, that is why as largely explained in the spell's description. Otherwise, would need more details.
  7. Please tell me the name of Raulothim's Psychic Lance. I just wanna get it with Cheat Enigne. I tried "RaulothimsPsychicLance", "PsychicLance", "RaulothimsLance", but nothing works xd
    1. DiZ91891
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      "Projectile_RaulothimsPsychicLance"
  8. ecniv8891
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    Hello, thanks for the mod!

    Question about Chaos Bolt: When I fire it and it visually hits the target but no damage is taken or effect taking place.

    The combat details are as follows: 

    d used Chaos Bolt: Acid.
    d cast Chaos Bolt on Goblin.

    Thats the end of the interaction. I would provide a list of my load order but I'm not sure how to. I didn't report this as a bug because I think it could be on my load order or something on my end. If it is my load order, where should I place this mod? I read the description and didn't note any specific spots on location. Should mods that effect the game first be at the bottom of the list or the top. I'm using Zerd's Raw mod along with this one and True Darkness.

    Thanks in advance for all your hard work!
    1. mogneto
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      I'm getting the same bug. My mod is loading right after Improved UI
    2. DiZ91891
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      Known issue.
  9. burgahboy
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    Is it normal that green flame blade and booming blade don't benefit from the spellmight gloves, or is it a bug?
    1. DiZ91891
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      Yes it is normal because every magic item has a range of different conditions that check for certain normal/typical things in spells but BB and GFB are unique and have slightly differing implementation from most so the item would need to be modified to account for them as have a number of other magic items in the game.
    2. burgahboy
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      Yeah that’s fair.  Just making sure about it.
      Thanks tho!
  10. iwants2x
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    Booming blade doesn't show up for latest update. why? I don't use spell list mod. Booming blade works in 2.2.0.2
    1. DiZ91891
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      Spell list mod doesn't have anything you're referring to. And can't really say much when you haven't really given a lot of detail your whole circumstances, like was this during current playthrough where you had BB, then it disappeared from your hotbar, if you did a respec to check, etc etc. It's there for me still.
  11. Shindryrth
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    Minor visual thing that is probably not the most important thing in the world but... Booming blade doesn't appear to have an icon and not sure if it can or how to fix it.
    1. DiZ91891
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      Are you using the 5e Spells Spell List mod? I see it from your download history but dunno if you've loaded it up alongside 5e Spells. I wonder if that's possibly the reason since it contains the old spell name ID for Booming Blade and is realistically no longer needed now that I think about it, so gonna delete that.
    2. Shindryrth
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      So get rid of spell list?
    3. DiZ91891
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      Yes.
  12. Maxichigo
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    I just can't start a new game with this mod enabled, not even if i try using only it and it's requirements.
    1. DiZ91891
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      What is occurring in particular?
    2. Maxichigo
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      It's literally this, when i try to start a new game with the mod enabled the game prompts an error "Unable to start a new game, this might be due to mods you may have installed. Disable some mods and try again".
      But i already tried disabling everything but for 5e spells and it's requirements, and it still gives me this error (and yes i'm sure i'm using the right load order).