so i am trying to get this mod to work, but for some reason wenever it trigers wild magik surge, its not giving me back my tides of chaos, so i am just stuck there having a random chance for things to trigger again. does anyone know why this is happening ?
Seems like this mod is working, (installed and enabled), not sure if its working working in game, but progress is progress when Im trying to rebuild a nearly 300 mod Collection after Patch 7 nuked it pretty hard
Is this compatible with Cantrips can Wild Magic Cantrips? Idk if thats too much coding to ask for. But it seems to be bugging out and the cantrips arent working for triggering it, dont know if its conflicting code or what?
Hey, would it be possible for you to rework Tides of Chaos to more similarly executed to it's base DnD form? I've been making a "Wild Magic Rogue" multiclass in a multiplayer playthrough that unfortunately doesn't work as well as it should in bg3 because Tides of Chaos works like a reaction, rather than directly giving you advantage like it does in DnD. I don't know how difficult it would be to change how tides of chaos works, but I'd appreciate it if you could try.
I have not personally tested these but I don't see "Wacky Wild Magic" working at all. Its effects would likely contradict this mod. However as long as "More WIld Magic Effects" rolls on the same wild magic table given in vanilla with just added effects, then it should work no problem.
What I was hoping for with Wacky Wild Magic was using their change to increase the general frequency of Wild Surges, but load your mod after to keep your changes to Tides of Chaos.
Hey Valco! I was wondering if there's a way to edit the vanilla chance for wild magic, so we don't have to even use Tides of Chaos? I try to minimize the amount of passives used, so I'd like to change the vanilla chance to 20% per spell and not use ToC at all!
So it only triggers an effect if i missed the spell and got the prompt to use wild surge? Cause i tried having the passive toggled on and off, and still it wouldnt be guaranteed, and the combat log would say i failed the wild magic test, which is a 1d20 chance.
You need to toggle the passive on then fail a attack roll or ability check. Then on your next spell of 1st level or higher, a surge will happen. I do not plan on making surges guaranteed if you have not consumed a tides of chaos charge. Also a lot of spells don't have you roll for attack and instead are guaranteed to hit with a roll to potentially take half damage. Those rolls will not trigger a tides of chaos check.
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https://www.nexusmods.com/baldursgate3/mods/1152?tab=description
I've managed to modify Wild Surge chances myself but I was waiting for a mod that refreshed on surge.
EDIT: It doesn't activate because i "Failed the wild magic" test. Any ideas? I want it to trigger an effect on every single spell, even if i miss.