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WinterBrick

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zmarotrix

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43 comments

  1. Glaringsoul
    Glaringsoul
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    EDIT: For anyone stumbling across this, I Created a Fork that should work here.

    I think its easier that way, than directing people to what they manually have to edit to update it themselves.

    ---------------------------------------------------------

    To add onto This:

    Patch 8 introduced Hexblade.

    Hexblades variant of Pact of the Blade is a different one for the one that the Pact gives you.
    Which means that there are internally now 2 different variants for most Passives, Status effects and Buffs.

    The problem is because what this mod functionally does, is add in a new Passive (Pact) "ImprovedPactWeapon" which Unlocks a Spell "Shout_PactOfTheBlade_Ranged" with all of the ranged types.

    The Spell just Conjures up a Ranged weapon in your Inventory.

    Currently this doesn't work because the "IF(HasPassive('PactOfTheBlade',...)"
    is not true when using Hexblade, due to Hexblade having its own version called "PactOfTheBlade_Hex", which overrides Pact of the blades "PactOfTheBlade" Passive.

    This part can be fixed by simply adding the Hexblade variant in as an or condition.

    So why is this not as simple to fix?

    Because the mod also Overwrites The Base game Pact Weapon with its own internal Variant to apply the scaling damage buff, which requires a duplicate of the effect for the Hex Variant, as the actual on weapon Status varies between the variants as well, with the Hexblade one being called "PACTOFTHEBLADE_HEXBLADE" while the old one was just "PACTOFTHEBLADE".

    Which means that you need to adjust and duplicate most of the internal code for the improved pact weapon, just to account for the Hexblade variant.
    1. Eduardozf
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      Could you tell us which files within the .pak you modified to fix this version of the mod for hexblade?
    2. Glaringsoul
      Glaringsoul
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      I went ahead and created an Updated fork which you can find here
    3. Eduardozf
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      Thanks!
  2. MidnightWords
    MidnightWords
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    This mostly works with Patch 8, although it doesn't work if you go Hexblade since you lose "bind pact weapon" and it's replaced with "bind hexed weapon"
    1. Glaringsoul
      Glaringsoul
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      I went ahead and created an Updated fork which you can find here
  3. komji
    komji
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    Anyway you can update this?  The hex blade issue mentioned below is probably just an id issue
    1. Glaringsoul
      Glaringsoul
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      I went ahead and created an Updated fork which you can find here
  4. BigBozat
    BigBozat
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    If it's a straight P7 update [pending orig ma's return], then should I assume it's still incompatible with the Dread Overlord custom subclass mod (specifically, breaks the skeletal dog summon, Good Boy)?

    I miss my expanded invocations (used to run WinterBrick's orig IE mod a lot), but I've been running Dread Overlord for a while now & for rp reasons I gotta choose Dread Overlord & wait/hope for an eventual compatibility fix. 
    [There are other bug reports for the orig mod that haven't been resolved, afaik, too]
    1. Novarsk
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      There is a compatibility file for Dread overlord and Invocations expanded on the Dread overlord modpage. Ofc, that was for the original Invocations expanded, no idea if it'll work with this one.
    2. BigBozat
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      Well, here's to finding out... Cheers!
    3. SwiftClassic
      SwiftClassic
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      Please let me know if it works for you. Thanks!
    4. zmarotrix
      zmarotrix
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      The patch should work with this one. The only real changes I've made was implementing a UUID properly so it will properly work with the new mod manager. 
    5. BigBozat
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      Seems to be working just fine... 
      - Installed this update mod + the patch from the Dread Overlord page on an existing Dread Overlord savegame (which also already had a number of existing invocation mods baked in, e.g., Hexblade, OneDnD UA7 Warlock Pact Invocations, Path of Undeath - Pact as Invocation, etc.),
      - Leveled up both my Dread Overlord Tav and Wyll-as-Hexblade,
      - Selected feats to add invocations to each (Investment of the Chain Master, Gift of the Everliving Ones)
      ... and voila!

      Haven't tested summoning Good Boy yet, but so far so good.
    6. dreadoverlord
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      Assuming there were no additional changes made by this updated mod, it should work fine as long as you use the add-on I provided.

      I've actually been providing my own fixed version of Invocations Expanded on my Discord channel on Larian (updating the UUID).
    7. bluemario42
      bluemario42
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      so i got the dog but he doesnt seem to want to follow the party... at all... not sure if its this or what?
  5. lordsheogorath12
    lordsheogorath12
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    Hey man, this is so great, the original was just messing up my mod list order so this was a life saver. Do you by chance can update any other mods?
  6. ShadowWolf26
    ShadowWolf26
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    Thanks for updating this mod, any chance on getting a fully unlocked version like in the original invocations expanded?
  7. ValdDrakul
    ValdDrakul
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    When I reach lvl 2 and go to pick a invocation, the game freezes as soon as a I click one. I'm using the Dread Lord subclass and I followed the load order instructions on the page, but the game freezes every time.

    EDIT: The problem has been fixed. I'm not sure if was the Framework mod having 1 mod under it, or me just starting a fresh save, but it worked itself out.
  8. TresCatorce
    TresCatorce
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    I have deleted the previous version and added this version with mod manager.
    Am I doing something wrong?



    this message appears when I try to load my save before patch 7 and after trying to load game it returns me to the main menu.
    1. ThaCheetoGuy
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      Yes I'm literally having the exact same issue
    2. zmarotrix
      zmarotrix
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      This is normal and not an issue. The mod did not have a UUID before so it was assigned a random UUID every time it was loaded. Now it has a static UUID. This will cause the game to think it's a new mod. 

      I've not tested continuing a save after using the original. From what I understand, this should not be an issue because that's how it was always working before since it never had a UUID. 

      If it does not work, it's likely an issue with the UUID and thus there would be no way of fixing it outside of some extensive save editing to find out how the UUID it was using before and to find what random UUID the mod got and update every instance of it on your save. 
    3. TresCatorce
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      so saved games are unrecoverable? :(
    4. zmarotrix
      zmarotrix
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      Like I said, I don't think there will be an issue if you just enable this mod and ignore the error. Test it first. 
    5. ThaCheetoGuy
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      Yeah i'm having this issue too and when I load the game it keeps crashing
    6. zmarotrix
      zmarotrix
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      Then that is unfortunately caused by how the mod was originally designed. I don't think there will be anything I can do to fix that, thought I'll look into it. 

      I'm not sure how you would do it, but if you could load into your save with the old version and remove that invocations from your characters, you could probably switch to this mod and add them back.
    7. LostOneLux
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      --EDIT-- 
      Disregard my comment and delete it if you can. Took a moment for my sleepy brain to notice I commented on the wrong page.
  9. Wikt0r1us
    Wikt0r1us
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    Could you please make this compatible with the Hexblade mod? Or is that up to the author/reuploader?
  10. toshkindl
    toshkindl
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    I use this mod alongside Warlock Enhanced and everything works fine, but maddening hex and relentless hex won't trigger bc of changes made to the spells. Putting this lower in load order didn't help, is there a chance you could make the two mods play nicely? If not that's cool, the other invocations work after all :D