Please include your load order when reporting bugs.
When the internal names in SpellData are shared, mods can override each other's spells. If something isn't working properly, I need to be able to rule out mod conflicts.
For some reason the spells only appear on the wizard's spell list. Am I missing something? I tried level 20 druid & cleric, and the highest level of spell available is 6.
0 Mod Configuration Menu 1 ImpUI (ImprovedUI) 2 Expansion 3 Mystra's Spells 4 AdvancedTTSpells
I think I understand the question well enough to respond in English. I am not certain if machine translation will convey the answer clearly.
To use these spells in a mod class, the creator of the mod class needs to edit the values of two files, "SpellLists.lsx" and "Progressions.lsx". "SpellLists.lsx" needs to define the list of spells you want to access. "Progressions.lsx" needs to define at what levels those spells are accessed.
Hi, not sure if its a bug but Firestorm gives me the Ice Storm icon an on selection i have to manually select upcast ice storm to level 6 for it to change to firestorm
No part of that is even slightly related to ATTSpells behavior. You're using another mod that's overriding the spell. Based on the fact you said level 6 when Fire Storm is level 7 in 5th Edition, I'm guessing it's a mod related to older editions of D&D.
First of all, thank you so much for your work on Advanced Tabletop Spells — it looks like a fantastic addition to the game, and I’m really excited to use it in my new campaign with Patch 8, alongside the UnlockLevelCurve mod to reach level 20.
From what I understand, I only need the UnlockLevelCurve_5e_patch for your mod to work — and it seems that the latest version of UnlockLevelCurve now includes that patch by default.
However, I’m still not able to get your mod working properly in-game, and I’m not sure what I might be missing. Could you let me know if there’s anything else I need to install or do to get it running correctly?
I’d really appreciate any help or guidance you (or anyone else) can offer.
To troubleshoot, I ran my tests using only the following mods, in this load order:
UnlockLevelCurve – Level 13–20 | Patch 8
UnlockLevelCurve_Patch_XP_Instant
AdvancedTTSpell
Thanks again for your time — and for keeping this mod alive!
From what I understand, I only need the UnlockLevelCurve_5e_patch for your mod to work — and it seems that the latest version of UnlockLevelCurve now includes that patch by default.
Your assertion is incorrect. There is no content from the 5e Spells patch spell lists in the base ULC mod. The 5e Spells patch also hasn't been updated yet, and it needs to go after the base ULC in load order.
If you're using the Script Extender, you could just use the latest Expansion and MCM instead of any ULC files. I generally find Expansion more comprehensive and configurable.
Thank you so much. I really appreciate your help, but I might just be missing something obvious, because I still can't get it to work 😅
Here’s what I currently tried after your message : 0 Mod Configuration Menu 1 5eSpells 2 UnlockLevelCurve – Level 13–20 | Patch 8 3 UnlockLevelCurve_Patch_XP_Instant 4 AdvancedTTSpells 5 5e Spells Compatibility AIO
I believed the ULC–5E-Spells patch was included in ULC Patch8, because I can't find it anywhere (that's why I'm trying with 5e Spells Compatibility AIO)
Could you please let me know if I’m missing something, or if I should remove or rearrange anything?
I have no idea what "5e Spells Compatibility AIO" is, but when I searched for it, I found a Script Extender mod that hasn't been updated since 2024, with a locked forum because the author has been too busy to maintain it since December. I wouldn't rely on it.
I really just recommend using Expansion right now. If XP instant is the only reason you're doing this, you can literally set the EXP required for each level in Expansion's MCM tab.
Thanks so much for your help — I finally managed to get it working using Expansion indeed ! At first, I was trying with UnlockLevelCurve because it seemed more common/recent, and I had already done some tests with it and other mods, XP tweaks, etc. The XP_Instant was just for testing purposes. Once I took the time to explore MCM properly, I realized how powerful and customizable Expansion actually is — super impressive work! Now I just need to run a few final tests with my other mods, but everything looks good so far. Thanks again, not just for your guidance, but for the amazing work you’ve done on ATS and the support you’re still giving to the community. It's hugely appreciated. Cheers!
Hey quick question did any spells get added for patch 8? doing a wizard run with mods on patch 7 rn and finishing act 1 but idk if I want to update to patch 8 right now and restart or just finish my patch 7 run first. If this mod added a bunch of new spells I plan on restarting on patch 8 now even tho ill have to spend an extra 40 hours lol anyways thanks!
I'm not sure why you think you need to start a new game to update a spells mod, but yes, whether you mean ATTSpells 1.1 or the base game, Patch 8 adds new spells. Expansion, MCM, and most mods I've ever used have already pushed Patch 8 updates as well.
it's because i have over 2 hundred mods so about half my mods arent updated so if I want to update i'll need to remove half my mod list at this point which i was trying to avoid. However, since I want to use all the new spell mods on my wizard Ig i might as well update and take off the mods not updated and start a new play through thanks for the quick response appreciate it!
Hi! I can't get old saves, and even new games to start / load with the mod installed. I've been trying since patch 7, and I've updated for patch 8. I get the error message where the game says it can't load the old/new game and it just brings me back to the main menu.
I do use UnlockLevelCurve5eSpells (and 5eSpells and UnlockLevelCurve) - but anwyway, I tried testing without them. And then eventually without all other mods, just to see if I could at least get a new game going with ATT in - and sadly, I just can't start a game with ATT even with no other mods installed. I do have script extender as well.
Any tips or insight? Thanks! I just reeaaaally want to use your mod.
First, a point of clarification, the mod was packed by the Patch 8 version of the toolkit, so the full official release (as in, not the stress test version) is required. Secondly, what error actually happens when you start a new game? And is GustavX first in your load order? It's part of the official Patch 8 files, it needs to be enabled for the game to run. Finally, did you try starting a game with all mods disabled in general (aside from GustavX, which needs to be enabled)?
The Script Extender is irrelevant to ATTSpells itself. It doesn't interact with it at all. If Script Extender isn't v23, maybe that could cause an issue, but as long as you're connected to the internet, it will automatically update as the game is launched.
I'm inclined to think right now that you have old override mods siting in your game mods folder, the kind that aren't part of load order, which need to be removed, or that you have corrupted files and should choose the "Verify integrity of game files" option in Steam to redownload them.
Thanks for your help celerev! TLDR: I was able to load old saves and start a new game with ATT installed after I removed Full Release Mod Fixer.
To clarify, when I tested before: - it was patch 8 full release - the error message was: a window would appear saying we could not load your save game / start a new game - it might be caused by mods so try to disable them - then the game would just return to the main menu - yes I left GustavX first in the load order (and Mod Fixer) when I tested before without all other mods and I would still not be able to start a new game - the script extender has auto-updated; I've also updated to the latest Mod Manager (it has hidden GustavX?)
After reading your reply, I also verified the integrity of the game files - and it did catch one file it couldn't verify and so that was replaced. But that still did not fix the issue. The only thing still left was Mod Fixer - and when I removed it, I could finally load saves / start a new game.
If ULC and ULC's 5eSpells patch (they need to be used together) have been updated for Patch 8, then they would work.
With that said, the main reason to use ULC over Expansion is because you want to avoid installing the Script Extender. From what I can tell, you already have the Script Extender, and I know Expansion has already been updated for Patch 8. I generally recommend using Expansion if you're already using the Script Extender.
Expansion more fully implements the Level 13-20 content of each class, it contains additional optional D&D features from Tasha's Cauldron of Everything, and it has built-in configuration with Mod Configuration Menu which allows you to enable or disable features individually.
All reports in the Larian discord involving Crossplay UI are about that, so I don't know what to tell you. I started a new game locally without issues. It could be load order, it could be your save file, it could be something sitting in your AppData Larian folder that needs to be removed. Crossplay UI are basic game files for Patch 8, it's always supposed to be loaded.
You didn't mention your load order here either, so I have no information.
does the 5e spells list still work? on the unlock level curve mod page it still says patch 7, which is self evident in itself, but i just wanted to confirm if not having that mod will cause an issue with the spells appearing in game in the spell list. if theres a substitute, id be happy to know if thats the case!
No idea. I'm not concerned with tracking other mods, and I'm sure active mods will be updated sooner or later when the author has a chance.
If you have Expansion, you don't need any part of UnlockLevelCurve anyway. I did a bit of testing with Expansion's version 1.2.2.0, and aside from seemingly overwriting the official Bladesinger (which may or not be desired), it was working fine in my game.
218 comments
When the internal names in SpellData are shared, mods can override each other's spells. If something isn't working properly, I need to be able to rule out mod conflicts.
0 Mod Configuration Menu
1 ImpUI (ImprovedUI)
2 Expansion
3 Mystra's Spells
4 AdvancedTTSpells
duplicate comment, sorryTo use these spells in a mod class, the creator of the mod class needs to edit the values of two files, "SpellLists.lsx" and "Progressions.lsx". "SpellLists.lsx" needs to define the list of spells you want to access. "Progressions.lsx" needs to define at what levels those spells are accessed.
Also, please read the pinned message.
First of all, thank you so much for your work on Advanced Tabletop Spells — it looks like a fantastic addition to the game, and I’m really excited to use it in my new campaign with Patch 8, alongside the UnlockLevelCurve mod to reach level 20.
From what I understand, I only need the UnlockLevelCurve_5e_patch for your mod to work — and it seems that the latest version of UnlockLevelCurve now includes that patch by default.
However, I’m still not able to get your mod working properly in-game, and I’m not sure what I might be missing. Could you let me know if there’s anything else I need to install or do to get it running correctly?
I’d really appreciate any help or guidance you (or anyone else) can offer.
To troubleshoot, I ran my tests using only the following mods, in this load order:
Thanks again for your time — and for keeping this mod alive!
If you're using the Script Extender, you could just use the latest Expansion and MCM instead of any ULC files. I generally find Expansion more comprehensive and configurable.
Here’s what I currently tried after your message :
0 Mod Configuration Menu
1 5eSpells
2 UnlockLevelCurve – Level 13–20 | Patch 8
3 UnlockLevelCurve_Patch_XP_Instant
4 AdvancedTTSpells
5 5e Spells Compatibility AIO
I believed the ULC–5E-Spells patch was included in ULC Patch8, because I can't find it anywhere (that's why I'm trying with 5e Spells
Compatibility AIO)
Could you please let me know if I’m missing something, or if I should remove or rearrange anything?
Thanks again for your help!
I really just recommend using Expansion right now. If XP instant is the only reason you're doing this, you can literally set the EXP required for each level in Expansion's MCM tab.
At first, I was trying with UnlockLevelCurve because it seemed more common/recent, and I had already done some tests with it and other mods, XP tweaks, etc. The XP_Instant was just for testing purposes.
Once I took the time to explore MCM properly, I realized how powerful and customizable Expansion actually is — super impressive work!
Now I just need to run a few final tests with my other mods, but everything looks good so far.
Thanks again, not just for your guidance, but for the amazing work you’ve done on ATS and the support you’re still giving to the community. It's hugely appreciated.
Cheers!
I do use UnlockLevelCurve5eSpells (and 5eSpells and UnlockLevelCurve) - but anwyway, I tried testing without them. And then eventually without all other mods, just to see if I could at least get a new game going with ATT in - and sadly, I just can't start a game with ATT even with no other mods installed. I do have script extender as well.
Any tips or insight? Thanks! I just reeaaaally want to use your mod.
The Script Extender is irrelevant to ATTSpells itself. It doesn't interact with it at all. If Script Extender isn't v23, maybe that could cause an issue, but as long as you're connected to the internet, it will automatically update as the game is launched.
I'm inclined to think right now that you have old override mods siting in your game mods folder, the kind that aren't part of load order, which need to be removed, or that you have corrupted files and should choose the "Verify integrity of game files" option in Steam to redownload them.
To clarify, when I tested before:
- it was patch 8 full release
- the error message was: a window would appear saying we could not load your save game / start a new game - it might be caused by mods so try to disable them - then the game would just return to the main menu
- yes I left GustavX first in the load order (and Mod Fixer) when I tested before without all other mods and I would still not be able to start a new game
- the script extender has auto-updated; I've also updated to the latest Mod Manager (it has hidden GustavX?)
After reading your reply, I also verified the integrity of the game files - and it did catch one file it couldn't verify and so that was replaced. But that still did not fix the issue. The only thing still left was Mod Fixer - and when I removed it, I could finally load saves / start a new game.
Whew! So excited to try the spells! Thanks!
With that said, the main reason to use ULC over Expansion is because you want to avoid installing the Script Extender. From what I can tell, you already have the Script Extender, and I know Expansion has already been updated for Patch 8. I generally recommend using Expansion if you're already using the Script Extender.
You didn't mention your load order here either, so I have no information.
If you have Expansion, you don't need any part of UnlockLevelCurve anyway. I did a bit of testing with Expansion's version 1.2.2.0, and aside from seemingly overwriting the official Bladesinger (which may or not be desired), it was working fine in my game.