This one linked just above me sadly doesn't work for me even when it's at the bottom of my load order. Not sure whether it needs updating to Patch 8 or something but I've been looking for something to remove JUST the annoying VFX for such a long time so I can use it with the other Scaling Hex mod. This VFX/SFX for Hex is just the most annoying thing.
Hex doesn’t affect saving throws - only ability checks, which mostly means skill checks. While the ideal change would automatically debuff all attributes, defaulting to Strength covers the vast majority of use cases effectively. It’s a solid QoL improvement I suggested a number of times during Early Access that reduces both time-wasting and the annoyance it brings.
Dexterity isn't useless to target; against targets that rely on Acrobatics to avoid being shoved, it's the better option compared to Strength. And since those targets tend to be lighter (and thus can be shoved further when successful), Dex can be very powerful in those contexts - but unfortunately they're a *quite* small minority of the scenarios. Not 0.1%, but maybe like 10%.
Hexing DEX for the Shove mechanic is highly situational - only useful against enemies with significantly higher DEX than STR (rare, even for goblins), positioned on high ground you plan to Shove them off, and who aren’t planning to do the same to you. Claiming this applies to 10% of combat turns is a wild exaggeration - it’s likely less than 0.1%. A number that wouldn't significantly change even when adding the other even more rare use cases.
Ultimately, you’re free to skip the mod if you’re fine with wasting real time for negligible versatility (which you might very well be reading this).
Strength Ability Checks - Shove, Resist Shove, Jump Dexterity Ability Checks - Initiative (this isn't re-rolled, so has to be done before combat), Resist Shove Constitution Ability Checks - None Intelligence Ability Checks - Lower Wizard chance to Counterspell Wisdom Ability Checks - Lower Perception to spot characters using Stealth Charisma Ability Checks - Lower Sorcerer/Warlock chance to Counterspell
Personally, I use Hex on Wisdom pretty regularly and have used in on Dexterity from time to time, but not as often. Yes, Strength is the ability I target most, but is not the only one I target. I'm not saying there's anything wrong with this mod, some players obviously prefer to just target Strength and that's fine. I just thought it would be prudent to share what each ability affects.
some great points Varimthras. I think we play similarly but I imagine the majority are ok with just STR. I often hex the spell casters when i need to make sure I'm not counterspelled since I find they can spam it if they have the slots. I never thought of hexing wisdom in this game though, I'm def going to add that to my gameplay if Astarian is sneaking around in a tight spot.
You will only ever be using STR Hex however DEX also works when you want an enemy to slip on ice, I think grease as well. So keep dex in your back pocket.
I'll leave a comment for people coming from Google with a similar problem.
During my current playthrough I've got a weird bug with standard Hex. After level 3 it was not showing any "variants", and it was not possible to cast. If I respec Wyll, Hex works on level 1 and 2, but does not work on level 3 and onwards. It might be a bug in original game or a problem with some other mod (Vicious Mockery as Bonus Action? who knows).
Most importanly, this "Less Annoyting Hex" mod fixes this problem! Since there are no more "variants", everything works just fine.
Ran into the same problem today. My issue I think originates from this mod. It happened after I removed it and I was gonna go crazy but this mod fixed that issue as you said. I hope there was a way to fix this problem without needing another mod but better than losing an entire save lol.
Did you use any spell mods before running into our issue?
Thank you for this mod! Is there a chance you could make a version that keeps the thingy above the character's head? It's a nice reminder for me that it's available for free recast.
I love not having to access and select from an additional wheel.
But could Hex and Reapply Hex be build into the same button on the Controller spell wheels? Reapply Hex likes to be invisible half the time, and if I change anything, it can end up on a random radial.
I kept Recast Hex as I find it helpful (KB+M), but it's now redundant as you can simply cast the original Hex for free while recast is available.
Let me know if Recast Hex is a problem on controller. If so I can make an alternate version that removes it entirely. Edit: Somebody is going to want it - I just made it...
Edit 2: Oh, and I appear to have unintentionally made the default version group the spells in the way you didn't like.
I'll keep it like that, because it's how similar spells work, but it means you'll definitely want to use the alternative version.
This mod is awesome, I will admit STR is the most likely use for Hex, but I would've thought the easier option would be to do this across the board? Make it so Hex: STR, Hex: Dex, Hex: Con...etc be separate buttons.not in a sub menu that's never sorted the same way twice. I'd love a mod that allowed what this mod does, essentially but with Hex, coming in the 6 variants separately.
Yeah, this mod is great, but I was looking for something like you said. I've never used STR hex, always either cha/int/dex. I wish we just had 3 different hexes where the recast doesn't disappear, so you can add it to your keybinds without it disappearing if you lose concentration. Perhaps even another version of eldritch blast that automatically has the extra damage buff added to it, but it requires an action and bonus action at the same time. Or an eldritch blast that has a chance to automatically hex someone on hit. Less clicking, and balanced.
ty for the mod and the insight! I've been hexing constitution this whole time thinking it helps for piercing strikes/gaping wounds, ect D: derp derp. tyty!
40 comments
No Warlock Effects
Ultimately, you’re free to skip the mod if you’re fine with wasting real time for negligible versatility (which you might very well be reading this).
Dexterity Ability Checks - Initiative (this isn't re-rolled, so has to be done before combat), Resist Shove
Constitution Ability Checks - None
Intelligence Ability Checks - Lower Wizard chance to Counterspell
Wisdom Ability Checks - Lower Perception to spot characters using Stealth
Charisma Ability Checks - Lower Sorcerer/Warlock chance to Counterspell
Personally, I use Hex on Wisdom pretty regularly and have used in on Dexterity from time to time, but not as often. Yes, Strength is the ability I target most, but is not the only one I target. I'm not saying there's anything wrong with this mod, some players obviously prefer to just target Strength and that's fine. I just thought it would be prudent to share what each ability affects.
During my current playthrough I've got a weird bug with standard Hex. After level 3 it was not showing any "variants", and it was not possible to cast. If I respec Wyll, Hex works on level 1 and 2, but does not work on level 3 and onwards. It might be a bug in original game or a problem with some other mod (Vicious Mockery as Bonus Action? who knows).
Most importanly, this "Less Annoyting Hex" mod fixes this problem! Since there are no more "variants", everything works just fine.
Thank you!
Did you use any spell mods before running into our issue?
I think that's it regarding to spells.
But I have a lot of other mods, so ... who knows.
But could Hex and Reapply Hex be build into the same button on the Controller spell wheels?
Reapply Hex likes to be invisible half the time, and if I change anything, it can end up on a random radial.
I'll try it out later today.
I kept Recast Hex as I find it helpful (KB+M), but it's now redundant as you can simply cast the original Hex for free while recast is available.
Let me know if Recast Hex is a problem on controller. If so I can make an alternate version that removes it entirely.
Edit: Somebody is going to want it - I just made it...Edit 2: Oh, and I appear to have unintentionally made the default version group the spells in the way you didn't like.
I'll keep it like that, because it's how similar spells work, but it means you'll definitely want to use the alternative version.
Perhaps even another version of eldritch blast that automatically has the extra damage buff added to it, but it requires an action and bonus action at the same time.
Or an eldritch blast that has a chance to automatically hex someone on hit. Less clicking, and balanced.