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  1. DiZ91891
    DiZ91891
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    When reporting a problem, please provide details beyond "xyz isn't working", etc. Such details would include mod order, load order, class, subclass, level and other stuff like screenshots, etc. Additionally, you should always have the latest version of this mod and have the relevant .json for the configurable options of the mod. For assisting with troubleshooting before submitting posts or bug reports, please enable the script extender console using the information in the 2nd pinned message below, provide the debug information up to the main menu, preferably in spoilers. If you ask a question I've already recently answered and that can be found on the first page in response to another poster, I'm not going to answer it again just so you know.

    Differences between Expansion and Unlock Level Curve? (Asked quite frequently so placing here)

    • This mod utilizes the script extender to make the mod configurable, allowing one to provide varying additional feats for classes, modify the XP rate, enable the Optional Features provided through the Tasha's Cauldron of Everything source material for the majority of the classes and some miscellaneous things, minimizing the need for numerous optional patch mods. Also specifically accounts for my 5e Spells mod but can be used without it.
    • Both mods share a number of class/subclass features but this mod currently contains a few more and also takes greater measures to implement many of them closer to the source material. It also uses the script extender to implement some features that would be a lot more difficult and/or not as streamlined through stats alone such as the Arcane Trickster Rogue's Spell Thief feature or the Beast Master Ranger's Share Spells feature.
    • In relation to the 2nd bullet, this mod adds a panther as a option to the Beast Master Ranger's ranger companion action (made as a request from this mod's Early Access version) and as a whole serves as a more RAW implementation of the Companion's Bond feature such as granting it proficiency in all saving throws, scales with you in level so its hit points and ability scores increase accordingly and as a replacement for the Favored Enemy part of the feature, the panther also deals additional damage when you use the Favored Foe ability on a creature (partly since Hunter's Mark already does a similar thing for ranger companions).
    • This mod also doesn't add any additional wildshapes that scale up with level like the base game does nor does it provide conversions for Sorcerer's sorcery points to spell slots above 5th level since that's not how those work in DnD, which is how I adhere to stuff for this mod.

    • Also previously added the Bladesinger Wizard subclass before patch 8 and has configuration options setup to change Larian's version to operate more like this mod's original version of the subclass. Somewhat random but it was requested years ago during Early Access when this mod originally established progressions for 5th and 6th level and later progressions up to 20th level before the game's full release (along with other subclasses). And I didn't care and still don't care enough to make multiple mod pages for content that could reasonably fall under one umbrella.
  2. DiZ91891
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    For those experiencing levels becoming out of sync when adding this mod or when changing XP rates during an existing playthrough, try the following fix in the script extender console. If you're using the BG3 Mod Manager, go to your Settings, click Open Preferences, then click the Script Extender tab in the new window that pops up. Under that tab, check the Create Console setting. Once you've loaded up the game and loaded into your given save, click enter in the console so that "S >>" appears. While controlling a specific character whose level you want others to be based on, type in the console:

    _D(Ext.Entity.Get(GetHostCharacter()).Experience)

    It should show you the current experience that character has, the account needed to reach the next level and the total experience they have gained. Record that info down and then go to each character whose experience you want to change to match the previous character and type in each of the following line by line:

    Ext.Entity.Get(GetHostCharacter()).AvailableLevel.Level=14
    Ext.Entity.Get(GetHostCharacter()):Replicate("AvailableLevel")
    Ext.Entity.Get(GetHostCharacter()).Experience.CurrentLevelExperience=4420
    Ext.Entity.Get(GetHostCharacter()).Experience.NextLevelExperience=159420
    Ext.Entity.Get(GetHostCharacter()).Experience.TotalExperience=159420
    Ext.Entity.Get(GetHostCharacter()):Replicate("Experience")
    StartRespec(GetHostCharacter())

    Then level up from there.
  3. FETTRANZEB
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    Wont you become completely op with more levels at the end of the game? which mods would you suggest to balance things out? tactician enhanced, combat extended or stronger bosses and enemys? or a combination of them?
    1. Slifer135
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      Combat Extender this mod is honestly the best one I found. Use the MCM mod here to customize the settings as you need them.
  4. Slifer135
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    HEY THERE! Question for you. Is your mod here perhaps incompatible with Baldur's Gate 2 Spells? Because I have been trying every possible combination even removing 5e spells, advanced table top spells, and this mod is the only one I use to get beyond level 12. I am curious if BG2 spells mod has to be updated by Lunubis for Expansion or if it's something with Expansion for BG2 Spells. Please provide me with a clue because I have spent 3 days trying to resolve this with disabling everything. And the only constant I have seen is that Expansion and BG2 Spells do not like one another, haha.
    1. DiZ91891
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      From what I can see, the mod author specifically made level 13-20 progressions for all of the classes/subclasses to include their spell lists into. That poses a problem with this mod and ULC equally because both are doing the same things as far as progressions go but I at least opted to maintain compatibility/interchangeability between the two by keeping all of the progression IDs the same while this author didn't, which causes overwriting issues. Not that I would've expected them or anyone to, especially if they're new.

      But yeah, that's why. Not only do their progressions not have anything in them but spell lists, but also those spell lists are standalone from that mod and separate from  those in this mod (originally from 5e Spells). It would've been better for them to remove their progressions and essentially create compatibility with the 7th+ level spell lists in Expansion, which is also what ULC uses for its patches while Advanced Tabletop Spells and 5e Spells just merges their spells into it directly using the patch 7 method. A little funny they acknowledged another mod is needed to unlock spells above 6th level but seemingly misunderstood how it all works together.
    2. Slifer135
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      Yeah I was disabling / enabling mods for 3 days for 6-7 hours trying to see what the issue was and really I was going MAD NUTS INSANE! Thinking another Spell list like 5e or Advanced was overwriting or interacting weird. Thank you for this information I will pass it onto the mod author.
    3. DiZ91891
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      No problem at all.
    4. Lunubis1
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      Hello DiZ,

      I'm the mod author for Baldurs' Gate 2 Spells. I'm hoping that you can help me or show me a guide that explains how to prevent the overwriting issues. I honestly don't understand 100% how the progression system works. I thought that progression tables with different Id's and the same parent Id (the class Id) both are added on level ups. How would I make the mod compatible with your expansion mod or the ulc mod? I already tried to make a compability patch mod for the ulc but it doesn't have already defined spell list. Wouldn't I just run into the same issue? Because I still would have to add my own spell lists to the progressions. And if I use the same Ids, wouldn't I just overwrite the progressions and again have the same problem? Also what is the patch 7 merging method?

      Thank you in advance for your time.
    5. DiZ91891
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      Hey there. So it's not really the Progressions that you need to contend with but instead just your spell lists. It is perhaps a bit odd now that you mention it that the progressions aren't just merging but then again, I don't know the full gist of how Larian setup it up and assume they perhaps only accounted for merging through the base game class progressions of 1-12.

      Still though, that's not what you would've wanted to do since that would've simply made it so at level 13 and above, the class/subclass would just have two spell selecting options or yours would overwrite it (I almost think this might be what's happening but not sure since I haven't tested it myself). Instead, similar to the way you've created spell lists to merge your spells into the base game spell lists through the "MergedInto" attribute, that's all you need to do for your spells so they're merged into the spell lists created for this mod (and shared with ULC). 
    6. Lunubis1
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      Hi, thanks for the input. I menaged to merge my spell lists with 5e spells, wich also means with the espansion mod doesn't it? Because they have the same spell list ids. I also Had to make a compatibility mod for ULC since it actually didn't have any pre created spell lists. But I think the mods should work together now without issues.
    7. DiZ91891
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      5e Spells doesn't have 7th+ spell lists. It contains spell lists to merge its spells through the "MergedInto" attribute into the spell lists within Expansion (which again is shared with ULC's 5e Spells patch), so I'm wonder if it is setup correctly. That and not really sure I see the reason for the separate compatibility mod for ULC in that scenario of it having no pre-created spell lists but maybe I'm misunderstanding what you're doing in particular.
  5. Ragnarlb33
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    Is there a simple way to get past level 21? No matter what settings I tweak in the MCM I'm capped at level 21 even though I set the max level higher and bumped up Max XP.


    I have the latest Expansion installed (v. 1.4.1.0 w/Bladesinger)
    1. DiZ91891
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      Dunno if you've taken care of those two. Not something I bother with but others have gotten it working however which ways.
  6. matchine
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    So I ran into a strange issue today. With this mod installed, the game crashes when launching through either BG3MM or through the exe. It happens when loading the main menu at around 70%, it's strange because it was working just fine a few days ago when I finished my previous run.Every other SE mod works fine. Tried reinstalling or downloading again and moving it around in the load order but it's still the same.

    I'm thinking of doing a clean install right now to see if that fixes it. But if anyone here has seen something like this let me know.
    1. DiZ91891
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      Yeah that's a weird one. Seems like you had the current version for your previous playthrough so pretty odd to run into the issue days later. And I'm assuming nothing changed between then and now?
    2. matchine
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      Hey there, I hadn't changed anything compared to my previous run when I first experienced this. I've since managed to sort of fix this issue and added a few new mods, but only new clothes and stuff.  

      I actually think it could be something related to another mod, specifically the PHB2024 Paladin, though like you said I was also using that in my previous playthrough and it didn't cause this. I say could because removing it or reverting to v2.5.0 of that mod fixed it, however I'm certain I was using a later version in my previous run and it didn't happen. The author also uses Expansion and doesn't experience this at all.

      Apparently other users of the Paladin mod experienced this with other mods as well. No idea what it might be but it's definetely very strange, and might not actually be caused by either mod. Could just be a weird interaction with specific stuff on my end, not sure how I'd go about finding out what though.
    3. DiZ91891
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      Ah I see. Well glad you managed to fix it, even if sort of haha.
  7. xXXArchDevilXXx
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    Loving the mod. I do have a request, although I don't know if it's able to be done.  I'm using the feats every level option in MCM, but was wondering if it was possible to have that section as an option for player only?

    Sort of a power fantasy I guess, being more powerful than your comrades ;)
    1. DiZ91891
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      Not really. The closest you could get is by having the feats enabled by like class which I was meaning to do one of these days. With the current setup though, you could technically achieve that by enabling and disabling the setting after leveling up the specific individual. Would be a bit tedious but doable.
  8. Kinger556
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    Expansion stopped working and idk why.

    So, I've been putting a modlist together for me and my friends, some subclasses, feats, and cosmetics. It came to be about 40 mods altogether. It worked perfectly fine, I could level up to 20. Then today I added some Barbarian and Dragonborn mods: Dragonborn Enhanced and Dynamic Wildheart Barbarian then Expansion stopped working, though it still shows up in the MCM menu. So I figured there might be a weird conflict and took both those mods out. The mod still wouldn't work. So I decided to remove every mod besides ImpUI, Expansion, and MCM but it still doesn't work now and I don't have the slightest clue as to why. I'm doubting it's even the two mods I added faults.

    Edit: I reinstalled BG3 & deleted all files in its steam folder, reinstalled script extender, and only have ImpUI, MCM, and Expansion and it's still not working.
    1. DiZ91891
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      I mean, not really something I can do with that. Works just fine as you initially experienced so you've got something going on that's causing it to not work now. Per the pinned messages, need more info. Don't know know what "stopped working" even entails.
  9. GrandADMCorgi
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    Feature request if you feel like it would fit within the scope of the mod. Have an option to increase the number of spell slots. I would like to switch over to Expansion completely. However my friends want to stay on unlock level curve because of the double spell slot and feat every two levels mod that is tied to unlock level curve.
    1. DiZ91891
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      I dunno, not quite seeing that one being too fitting for the mod's scope. I guess some stuff is debatable with what I have included like additional feats but feel like that's a pretty common desire in tabletop compared to more spell slots. However if you do choose to switch over to this mod, with its addition of having the Mod Configuration Menu as a requirement for adjusting the settings, this mod would basically cover.
  10. GrandADMCorgi
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    If we wanted to implement the XP scales from your github, how would we do that. Fairly new to BG3 modding.
    1. DiZ91891
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      Once you've downloaded this mod and Mod Configuration Menu, boot up the game until reaching the main menu. The mini window for MCM should appear or you might have to manually make it pop up by clicking the appropriate option among the main menu options. Once you're in the MCM window, it's just matter of navigating to Expansion's settings, clicking the "Levels" tab and modify each of the XP numbers for each given level.
  11. Arcsecond825
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    Thank you for creating this mod. It had been working perfectly, but recently I ran into a issue. When using this mod and choosing the Bladesinger subclass from the base game, equipping a shortbow or longbow causes bladesong impeded. This doesn't happen with crossbows—only with bows

    1. DiZ91891
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      Uh, that's a base game thing - nothing to do with this mod, especially if you're opting to use the base game version of Bladesinger in the MCM config. Not quite sure the full picture of what all you have going on but I'm assuming by crossbow - there's three different kinds - you mean a hand crossbow which you equip in one hand. If you've equipped one of the specific melee weapons that works with Bladesong in your melee hand while equipping the hand crossbow in the other hand, Bladesong impeded doesn't pop up. Once you unequip the melee weapon though, Bladesong impeded pops up as expected.
    2. Arcsecond825
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       I’m using a melee weapon that works with Bladesong, but when I equip a shortbow or longbow, I get the “Bladesong Impeded” status. If I unequip the bow or switch to any type of crossbow (light, hand, or heavy), the issue goes away. I tested my mods, and the problem only shows up when this mod is enabled, so I assumed it might be the cause. But as you said, since I’m using the base game version of the Bladesinger, it’s possible that something else might be causing the issue.. I haven’t figured it out yet, which is a bit frustrating—but I really appreciate your quick reply

      edit: This issue occurs regardless of whether I use the expansion version of Bladesong or the base game version
    3. DiZ91891
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      My bad, I see what you mean now. Granted, when I tested it last night, I removed the mod and saw some behavior that I can't now replicate without the mod since I see if I could see the same behavior as you. Maybe I was seeing stuff in the end - no idea.

      Ultimately though, there was one separate script from the Expansion Bladesinger config that handles applying a modified version of the Bladesong Impeded status that the base game Bladesinger gets. Because I can't tie it into config directly, I created an invisible passive that was supposed to serve as as a kind of check if the config is enabled but as it turns out, I forgot to add it so that's why that status was popping up in those situations. Should be address with next update (it shouldn't actually impede the Bladesong but can see it being confusing).
    4. Arcsecond825
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      Thanks for checking it out. I’ll wait for the next update. Other than the issue I mentioned, the mod’s been working great and it’s made the game way more fun for me — really appreciate all the work you’ve put into it
  12. iareskippy
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    Apologies if this is an obvious fix, I'm not a savvy modder.

    I am trying to use Expansion to speed up leveling to reach 20 by the end of the game. I have used the MCM and edited the json file, per the description. But neither one seems to have an effect. I'm still in Act 1, but just to troubleshoot, I also tried starting a new game with new xp limits specified and it seems to be defaulting to base values. Expansion is loaded at the top, no other xp or leveling mods are installed, I am not sure what is going wrong or if I have missed a step somewhere.

    Any advice? Any more info you need?

    Thank you
    1. DiZ91891
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      Yes I'll need the info specified in the pinned messages, primarily about the script extender console stuff.