ADDITIONAL NOTES - Transmuted Spell still depends on Script Engine though so for it to work properly in Patch 8 you will still need to install Script Engine. - There is an engine level bug with Maximized Agonizing Elditch Blast and Spellmight Gloves. Bug report was filed and details (crashdump, save game) were provided to Larian for review.
Hi so idk how to really explain this issue I've come across but I'll do my best though it may be a bit wordy which I apologize for. Basically what's happening is I try to Transmute Firebolt into any other damage type and it will still register as Fire damage but when I Transmute any other spell, for example Witchbolt to Poison, Acid Splash to Fire, or Scorching Ray to Lightning the spells will change its damage type. To you knowledge is there any reason this issue could be popping up? If you need more info on my end please let me know! I tried inserting images of my combat logs but some reason no matter what I tried it wouldn't work so I hope these links will do a better job, love your mods and all your work! https://imgur.com/a/1GJFasd (Witchbolt coverted to Poison) https://imgur.com/S35rzZA (Firebolt *supposed* to convert to Acid but still does Fire) https://imgur.com/TN813bv (Acid Splash converted to Fire) https://imgur.com/W9HlTWc (Lvl 5 Scorching Ray converted to Lightning)
Interesting! Could this be a custom Firebolt cantrip? There is a mechanism in Transmuted Spell that sets and then resets the spellname that gets that from the SpellProto field. Wonder if this is a custom or modified spell definition. I could provide a variant that outputs debug info to learn more.
Excellent report btw, appreciate the images provided!
Uploaded MetamagicExtended-Debug.zip to Optional Files. That should give us more information on the Script Engine console. Version is the same as current 5.0.0.1.
Hello, I was on hiatus since Oct. and when Patch 8 was announced, I stopped what I was doing and ran back. As I was going through and updating my mods, I noticed that Careful Spell is marked for an upgrade but when I checked the Files, there doesn't seem to be any options for Careful. Was that removed? If so, is it safe for me to disable? it won't crash my old save?
It should be safe to remove as there is a reference to Careful Spell in the base game. I can update the add-on for Patch7/8 in the near future if people would like to use it.
Oh yes, please. it is one of the most useful metamagic spells. Puts me on par with an Evoc Wizard. But if you are saying Careful Spell is now already in the vanilla game, then no worries. I will just use that instead.
Careful Spell was in the game already but the tweak adjusted it to work like it does in the recent DnD 5e updates. Effectively it made it work like Sculpted Spell whereas in vanilla it allows allies to automatically succeed saving throws but they will still take damage. I hope this makes sense.
Hi there! I've been working on my own mod for a while now, but I just can't seem to figure out how to increase the radius of AoE spells. I wanted to take inspiration from your mod since I remember you had added a metamagic option that did exactly that — but I noticed you've removed it. Is this no longer possible to mod into the game? I’d really appreciate any insight you might have. By the way, amazing mod — truly great work!
If I recall it correctly, spell dimensions were multi faceted.
Changing `AreaRadius` or `TargetRadius` was sufficient for some spells to expand their effect. However, other spells leveraged GROUND effects. Some of these GROUND effects were easy to scale but some others used VFX-es that had predefined dimensions, for example the Cloud of Daggers spell. Extending the area of CoD make it look strange due to the VFX not filling out the complete area etc.
I think it's feasible to overcome these but the amount of work involved may be exponential for some of the spells. If you give it a try let me know how it worked! Good luck and happy modding!
If I recall it correctly, spell dimensions were multi faceted.
Changing `AreaRadius` or `TargetRadius` was sufficient for some spells to expand their effect. However, other spells leveraged GROUND effects. Some of these GROUND effects were easy to scale but some others used VFX-es that had predefined dimensions, for example the Cloud of Daggers spell. Extending the area of CoD make it look strange due to the VFX not filling out the complete area etc.
I think it's feasible to overcome these but the amount of work involved may be exponential for some of the spells. If you give it a try let me know how it worked! Good luck and happy modding!
Thanks a lot for your detailed reply — it really helped me get a better grasp of how AoE scaling works. 🙏 I tried out your suggestions and they worked well for some spells, which was great to see. But as you pointed out, the mismatch between spell area and VFX — especially in things like Cloud of Daggers — ended up being a bit frustrating. In the end, I decided not to include this feature in my mod for now because of that. Still, your input was incredibly helpful and saved me a lot of trial and error. I really appreciate you taking the time to share your knowledge — thank you again! Wishing you the best, and happy modding!
Glad to see this mod is still being updated as it adds many metamagics from 5e. That said, was wondering if there are any plans to eventually port the entire mod to the BG3's built in mod manager, and if some of the previous options will return in future updates such as expanded spell radius?
Glad to see it being used! Yeah the mod.io version is also in the works. I’m not sure if it’s actually feasible to implement Transmuted Spell with Osiris, I might have to cut a release without Transmuted Spell first.
I learned that Expanded Spell is actually harder to implement as a general meta in the game than I imagined. Certain components of spells for example animations may not scale. But it does seem like a fun experiment to play with again, even though there may not be any engine level support for implementing features like it.
Hello, I found that chain lightning in pf2e spells can not be twinned, do you know how can I edit the spell to fix it? Thankyou very much. Here are the codes
new entry "Projectile_ChainLightning2e" type "SpellData" data "SpellType" "Projectile" using "Projectile_ChainLightning" data "Level" "6" data "SpellSchool" "Evocation" data "TargetRadius" "" data "SpellProperties" "GROUND:SurfaceChange(Electrify)" data "SpellRoll" "not SavingThrow(Ability.Dexterity, SourceSpellDC())" data "SpellSuccess" "DealDamage(8d12,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)" data "SpellFail" "DealDamage((8d12)/2,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)" data "TargetConditions" "not Self()" data "Icon" "Spell_2e_ChainLightning" data "DisplayName" "hbebad1d4ge35dg4a57g8e3eg1450f9b2655a;1" data "Description" "h62745af8g6310g486fgbfd3g91d4bf2948b0;1" data "DescriptionParams" "DealDamage(8d12,Lightning);Distance(9)" data "TooltipDamageList" "DealDamage(8d12,Lightning)" data "TooltipAttackSave" "Dexterity" data "TooltipOnSave" "f762efbb-f8f1-493e-b248-2de1567b4bd2" data "UseCosts" "ActionPoint:1;SpellSlotsGroup:1:1:6" data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;HasHighGroundRangeExtension;IsSpell" data "DamageType" "Lightning"
Interesting. What version of the Twinning Unlocked add-on is installed? Is the parent Chain Lightning spell properly highlighted with Twinned Spell in the game?
I use v5.0.0.2. And the basical Chain lighting can be twinned. Besides, many other spells from mods can be twinned rightly, just pf2e Chain Lightning can not be twinned, so I wonder whats going wrong with it
I found that spells in pf2e are not effected by the twinned unlimited mod (only spells target one can be twinned as the basic game intends), so it may be pf2e problem.
I agree. I believe the issue with PF2e's spell definition is the TargetRadius overwrite. Try setting TargetRadius to 18 like it is in the parent spell and see if it becomes highlighted.
Things just go right. I overwrite a spell from another mod using pf2es code, and its compatibility with metamagic mod is perfect. Its just because the author of it used an outdated way. Still great thanks for your answers trying to help me. Good luck.
Hello, I found that chain lightning in pf2e spells can not be twinned, do you know how can I edit the spell to fix it? Thankyou very much. Here are the codes
new entry "Projectile_ChainLightning2e" type "SpellData" data "SpellType" "Projectile" using "Projectile_ChainLightning" data "Level" "6" data "SpellSchool" "Evocation" data "TargetRadius" "" data "SpellProperties" "GROUND:SurfaceChange(Electrify)" data "SpellRoll" "not SavingThrow(Ability.Dexterity, SourceSpellDC())" data "SpellSuccess" "DealDamage(8d12,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)" data "SpellFail" "DealDamage((8d12)/2,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)" data "TargetConditions" "not Self()" data "Icon" "Spell_2e_ChainLightning" data "DisplayName" "hbebad1d4ge35dg4a57g8e3eg1450f9b2655a;1" data "Description" "h62745af8g6310g486fgbfd3g91d4bf2948b0;1" data "DescriptionParams" "DealDamage(8d12,Lightning);Distance(9)" data "TooltipDamageList" "DealDamage(8d12,Lightning)" data "TooltipAttackSave" "Dexterity" data "TooltipOnSave" "f762efbb-f8f1-493e-b248-2de1567b4bd2" data "UseCosts" "ActionPoint:1;SpellSlotsGroup:1:1:6" data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;HasHighGroundRangeExtension;IsSpell" data "DamageType" "Lightning"
Hello, I found that chain lightning in pf2e spells can not be twinned, do you know how can I edit the spell to fix it? Thankyou very much. Here are the codes
new entry "Projectile_ChainLightning2e" type "SpellData" data "SpellType" "Projectile" using "Projectile_ChainLightning" data "Level" "6" data "SpellSchool" "Evocation" data "TargetRadius" "" data "SpellProperties" "GROUND:SurfaceChange(Electrify)" data "SpellRoll" "not SavingThrow(Ability.Dexterity, SourceSpellDC())" data "SpellSuccess" "DealDamage(8d12,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)" data "SpellFail" "DealDamage((8d12)/2,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)" data "TargetConditions" "not Self()" data "Icon" "Spell_2e_ChainLightning" data "DisplayName" "hbebad1d4ge35dg4a57g8e3eg1450f9b2655a;1" data "Description" "h62745af8g6310g486fgbfd3g91d4bf2948b0;1" data "DescriptionParams" "DealDamage(8d12,Lightning);Distance(9)" data "TooltipDamageList" "DealDamage(8d12,Lightning)" data "TooltipAttackSave" "Dexterity" data "TooltipOnSave" "f762efbb-f8f1-493e-b248-2de1567b4bd2" data "UseCosts" "ActionPoint:1;SpellSlotsGroup:1:1:6" data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;HasHighGroundRangeExtension;IsSpell" data "DamageType" "Lightning"
762 comments
ADDITIONAL NOTES
- Transmuted Spell still depends on Script Engine though so for it to work properly in Patch 8 you will still need to install Script Engine.
- There is an engine level bug with Maximized Agonizing Elditch Blast and Spellmight Gloves. Bug report was filed and details (crashdump, save game) were provided to Larian for review.
I tried inserting images of my combat logs but some reason no matter what I tried it wouldn't work so I hope these links will do a better job, love your mods and all your work!
https://imgur.com/a/1GJFasd (Witchbolt coverted to Poison)
https://imgur.com/S35rzZA (Firebolt *supposed* to convert to Acid but still does Fire)
https://imgur.com/TN813bv (Acid Splash converted to Fire)
https://imgur.com/W9HlTWc (Lvl 5 Scorching Ray converted to Lightning)
Excellent report btw, appreciate the images provided!
Is this no longer possible to mod into the game? I’d really appreciate any insight you might have.
By the way, amazing mod — truly great work!
If I recall it correctly, spell dimensions were multi faceted.
Changing `AreaRadius` or `TargetRadius` was sufficient for some spells to expand their effect. However, other spells leveraged GROUND effects. Some of these GROUND effects were easy to scale but some others used VFX-es that had predefined dimensions, for example the Cloud of Daggers spell. Extending the area of CoD make it look strange due to the VFX not filling out the complete area etc.
I think it's feasible to overcome these but the amount of work involved may be exponential for some of the spells. If you give it a try let me know how it worked! Good luck and happy modding!
If I recall it correctly, spell dimensions were multi faceted.
Changing `AreaRadius` or `TargetRadius` was sufficient for some spells to expand their effect. However, other spells leveraged GROUND effects. Some of these GROUND effects were easy to scale but some others used VFX-es that had predefined dimensions, for example the Cloud of Daggers spell. Extending the area of CoD make it look strange due to the VFX not filling out the complete area etc.
I think it's feasible to overcome these but the amount of work involved may be exponential for some of the spells. If you give it a try let me know how it worked! Good luck and happy modding!
I tried out your suggestions and they worked well for some spells, which was great to see. But as you pointed out, the mismatch between spell area and VFX — especially in things like Cloud of Daggers — ended up being a bit frustrating. In the end, I decided not to include this feature in my mod for now because of that.
Still, your input was incredibly helpful and saved me a lot of trial and error. I really appreciate you taking the time to share your knowledge — thank you again!
Wishing you the best, and happy modding!
Keep up the awesome work!
I learned that Expanded Spell is actually harder to implement as a general meta in the game than I imagined. Certain components of spells for example animations may not scale. But it does seem like a fun experiment to play with again, even though there may not be any engine level support for implementing features like it.
Here are the codes
new entry "Projectile_ChainLightning2e"
type "SpellData"
data "SpellType" "Projectile"
using "Projectile_ChainLightning"
data "Level" "6"
data "SpellSchool" "Evocation"
data "TargetRadius" ""
data "SpellProperties" "GROUND:SurfaceChange(Electrify)"
data "SpellRoll" "not SavingThrow(Ability.Dexterity, SourceSpellDC())"
data "SpellSuccess" "DealDamage(8d12,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)"
data "SpellFail" "DealDamage((8d12)/2,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)"
data "TargetConditions" "not Self()"
data "Icon" "Spell_2e_ChainLightning"
data "DisplayName" "hbebad1d4ge35dg4a57g8e3eg1450f9b2655a;1"
data "Description" "h62745af8g6310g486fgbfd3g91d4bf2948b0;1"
data "DescriptionParams" "DealDamage(8d12,Lightning);Distance(9)"
data "TooltipDamageList" "DealDamage(8d12,Lightning)"
data "TooltipAttackSave" "Dexterity"
data "TooltipOnSave" "f762efbb-f8f1-493e-b248-2de1567b4bd2"
data "UseCosts" "ActionPoint:1;SpellSlotsGroup:1:1:6"
data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;HasHighGroundRangeExtension;IsSpell"
data "DamageType" "Lightning"
Here are the codes
new entry "Projectile_ChainLightning2e"
type "SpellData"
data "SpellType" "Projectile"
using "Projectile_ChainLightning"
data "Level" "6"
data "SpellSchool" "Evocation"
data "TargetRadius" ""
data "SpellProperties" "GROUND:SurfaceChange(Electrify)"
data "SpellRoll" "not SavingThrow(Ability.Dexterity, SourceSpellDC())"
data "SpellSuccess" "DealDamage(8d12,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)"
data "SpellFail" "DealDamage((8d12)/2,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)"
data "TargetConditions" "not Self()"
data "Icon" "Spell_2e_ChainLightning"
data "DisplayName" "hbebad1d4ge35dg4a57g8e3eg1450f9b2655a;1"
data "Description" "h62745af8g6310g486fgbfd3g91d4bf2948b0;1"
data "DescriptionParams" "DealDamage(8d12,Lightning);Distance(9)"
data "TooltipDamageList" "DealDamage(8d12,Lightning)"
data "TooltipAttackSave" "Dexterity"
data "TooltipOnSave" "f762efbb-f8f1-493e-b248-2de1567b4bd2"
data "UseCosts" "ActionPoint:1;SpellSlotsGroup:1:1:6"
data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;HasHighGroundRangeExtension;IsSpell"
data "DamageType" "Lightning"
Cheers!
Here are the codes
new entry "Projectile_ChainLightning2e"
type "SpellData"
data "SpellType" "Projectile"
using "Projectile_ChainLightning"
data "Level" "6"
data "SpellSchool" "Evocation"
data "TargetRadius" ""
data "SpellProperties" "GROUND:SurfaceChange(Electrify)"
data "SpellRoll" "not SavingThrow(Ability.Dexterity, SourceSpellDC())"
data "SpellSuccess" "DealDamage(8d12,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)"
data "SpellFail" "DealDamage((8d12)/2,Lightning,Magical);SpawnExtraProjectiles(Projectile_ChainLightning_Explosion2e)"
data "TargetConditions" "not Self()"
data "Icon" "Spell_2e_ChainLightning"
data "DisplayName" "hbebad1d4ge35dg4a57g8e3eg1450f9b2655a;1"
data "Description" "h62745af8g6310g486fgbfd3g91d4bf2948b0;1"
data "DescriptionParams" "DealDamage(8d12,Lightning);Distance(9)"
data "TooltipDamageList" "DealDamage(8d12,Lightning)"
data "TooltipAttackSave" "Dexterity"
data "TooltipOnSave" "f762efbb-f8f1-493e-b248-2de1567b4bd2"
data "UseCosts" "ActionPoint:1;SpellSlotsGroup:1:1:6"
data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;HasHighGroundRangeExtension;IsSpell"
data "DamageType" "Lightning"