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.
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.
The mod is causing attacks of opportunity from characters against their allies in patch 8. happens when 5e spells is the only mod enabled. I'm using Vortex & I deleted modsettings
I am playing in CN and found that some players using localization found the spell description to be "Not Found". Initially, I thought it was a localization issue, but I discovered that it persisted after I disabled localization. I was using Expansion with this mod only. Can you troubleshoot?
Hard to troubleshoot without knowing what spell descriptions you're referring to. But also if you're talking about a translation mod, I don't have anything to do with that.
Hello ! I think it's normal but just reporting you, Obviously the new blooming from BG3 works with bladesinging wizard ( you got an extra attack after using it ) .
But your Green Flame Blade doesn't work with it ( no extra attack this time ) .
Making it completly useless after getting your extra attack possible ( lvl 5 I think)
That probably something to fix I guess.
Also, blooming blade is only usable 1 time per action point, that mean you can only use your extra attack after hitting something.
Green Flame Blade and Booming Blade aren't supposed to work with Extra Attack. Larian's Booming Blade does but that's not something I'm enabling for this mod and is why this mod will continue offering the way Booming Blade works in DnD.
Hi! Just came back to the game and updated everything. Now, Booming Blade seems to be gone? Just showing a weird icon, can be used, though. But not used in combination with Sneak Attack, though.
It's the only spell affected. Did you change something there or do you need more details by me?
Mentioned in the mod description but basically the name ID was changed due to a conflict I was seeing with the base game's version (which is separate from the one they added to spell lists but it was affected to) so it won't appear on your hotbar after the update. You'll need to respec and it should show up then as a choice amongst your cantrip selections.
7124 comments
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.
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:
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.I am playing in CN and found that some players using localization found the spell description to be "Not Found". Initially, I thought it was a localization issue, but I discovered that it persisted after I disabled localization. I was using Expansion with this mod only. Can you troubleshoot?
But your Green Flame Blade doesn't work with it ( no extra attack this time ) .
Making it completly useless after getting your extra attack possible ( lvl 5 I think)
That probably something to fix I guess.
Also, blooming blade is only usable 1 time per action point, that mean you can only use your extra attack after hitting something.
Thanks for your job.
Just came back to the game and updated everything. Now, Booming Blade seems to be gone? Just showing a weird icon, can be used, though. But not used in combination with Sneak Attack, though.
It's the only spell affected. Did you change something there or do you need more details by me?
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