Note that with Expanded Spell the range of spells is modified on the fly and the game engine's UI is not fully capable of recognizing the changes. The indicator of Zone spells works as expected. Also, when targeting with spells, *characters* and *objects* are highlighted as expected with area of effect type of spells (Fog Cloud etc.). Unfortunately, the targeting circle that comes with these spells does not reflect the expanded range properly, making it a bit tricky to position these spells.
Just saying, this mod seems even compatible with the Metamagic Adept feat mod. I created a bard, picked Fireball from Magic Secrest and was able to transmute it. :D
The only thing is: If you play with Caites UI mods, such as Better Hotbar and stuff, the symbols may appear a bit hidden. So it took me some time to find them in the first place.
Confirmed that it indeed works, even though Magic Missile is not highlighted. :) Not highlighted means that the sorcery point won't be subtracted, which is what the initial issue was. Fixing it not apply to MM should address this problem as well.
I just downloaded the extended plus version and the detached and expanded metamagic options don't show up. Maximize and the other options added though do show up.
darkcharl can you recheck the uploaded ExtendenPlus file? The Passives and Lists only have Metamagic_Maximized and Metamagic_Tripled, there's no Detached or Expanded anywhere
The file from github works, the nexus one is still the old file.
Detached acts strangely. Works with Darkness and Stinking Cloud, does not work with Sleet Storm and Healing Spirit for example. Console says something about IsControlledByConcentration:
bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string "MetamagicExtendedPlus/DetachedSpell.lua"]:13: Property does not exist: stats::SummonFunctor::IsControlledByConcentration - property does not exist stack traceback: [C++ Code]: in metamethod '__index' MetamagicExtendedPlus/DetachedSpell.lua:13: in global 'DetachSpell' MetamagicExtendedPlus/Handlers.lua:25: in function <MetamagicExtendedPlus/Handlers.lua:5> Cloning Summon: 0 x Elemental_Fire_ConjureElemental_f0ea149e-8373-3b33-93d5-c9eba6831f18
What exactly should I download from Github? I am a little confused what to get. I tried with the pak and a zip file and mod manager didn't recognize it.
The issue is that these spells use Summon to affect the world. I have modified the selector in version 5.1.0.2 to limit Detached to Surface type spells only, until I figure out a more robust way to tackle these issues. It would seem that spells that apply statuses also don't work currently well with the hack I developed. Back to development!
I think Script Extender is not supported on consoles but it's key to implement some of the spell modifications, the game's scripting language doesn't support these. Same issue with Transmuted Spell in the main mod. :(
Oh man, that's heartbreaking to hear. I really wanted lightning ball and thunder ray. Thanks for the response, though! Always better to have an answer, even if it isn't the one I wanted. Maybe one of these days Sony will allow script extender. :)
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 your 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.
I don't believe its a custom Firebolt cantrip, the only mod I have that adds spells is 5e Spells and your Secret Scrolls mods (both the regular and the 5e version). Let me install the debug and run some tests and I'll hopefully come back with a screen grab of the console. Thank you so much for all your work!
Edit: I tried downloading the debug zip and I'm getting this weird pop up I've never seen before. Apologies for all this confusion and if I'm adding more to your plate ^^; https://imgur.com/a/LaOLOFK
So sorry I work really long shifts so it takes me a while to be able to reply, I was able to get and install the PAK file from GH. I did a little bit of testing on my unmodded Act 3 save and it seems like Firebolt is now working with Transmute Spell as shown in the links listed below! I'm gonna test it on a new save and get back to you with an update!!
https://imgur.com/a/aeAutQX (Both in game combat log and Script Extender log)
Edit: Can confirm its working as intended on new saves!! Thank you so much for the work you did, I can't tell you how much I appreciate it!
https://imgur.com/a/4KMH1D5 (Same as before, in game combat log along side the Script Extender. Gale does not like being my test dummy but he has no choice.)
Edit 2: I do have one quick question though, when I open/refresh BG3MM its saying MetamagicExtended is a duplicate of MetamagicExtended-Debug and vise versa and suggest deleting it. Since I'm woefully uneducated when it comes to mod files and all that I assume I should ignore the pop up and leave them in my load order as is, correct? https://imgur.com/a/pTuZjeB (BG3MM 'Duplicate Mods to Delete' popup)
No problem regarding the response time, I'm not able to respond too quickly due to similar issues myself.
First, I'm glad for you but surprised that the issue no longer manifests. The debug variant is indeed the same as the main mod, just with debugging enabled on the scripting. I was hoping to learn more about the issue with it but have otherwise not made any modifications!
Could the mod order be the culprit here? If you remove the debug variant but load the main mod last in the order, is it still working as expected?
Removed the debug version and moved the main file to the very bottom of my load order and it still works, unsure why I was having this issue specifically with Firebolt especially since it seems like no one else has report the same problem. Regardless we found the solution lol! One other thing (I am so sorry, if this is annoying at this point please just tell me to shut up haha) I just noticed I don't see Detached, Dreadful, Expanded, Favored, or Piercing Spell as options. I saw they were mentioned a few times in the changelogs but don't see it being mentioned they were removed unless I'm somehow glancing over it, it's not a huge issue just something I've noticed. Again sorry to make you keep coming back to this ^^;
https://imgur.com/a/52Ptd5P (Clipping of the end of my LO to show you MetamagicExtended and MMEP are at the bottom as well as a clipping of the options I get upon unlocking Metamagic)
Glad your issue was resolved with the workaround! This also means that a mod in between the original position and the last position was actually likely overwriting the Firebolt spell definition but may have done without keeping structure. If you learn more about which mod it would have been that'd be useful to know as others might also stumble upon this issue.
Regarding the other metas, they didn't make it into the new versions during the reworks when the mod was split to 5e balanced vs. extensions.
I've been toying with the idea to take another stab at Detached spell, with scripting, for fun. Expanded had engine level challenges, basically one would need to handcraft each variant as the FX doesn't scale automatically, some spells would need to be expanded using unique ground effects, etc. However, I might take another look at it if there is sufficient interest. The rest of the spells didn't seem to be popular enough to reimplement. You are the first to ask about them again.
I'll do my best to see if I can pinpoint which mod was causing my issue, my guess is its probably one of my 'more wild magic mods' or Tasha's/Xanathar's Additional Spells mods.
Also that makes a lot of sense regarding the other metas, thank you so much for all your help and clarifications!
Debug pack was provided to a user to troubleshoot an issue. Safe to ignore. Will archive to make it less confusing!
Script Engine is technically Norbyte's Script Extender, I called it wrong in the description. BG3 Mod Manager can automatically install and download it or you can get it from https://github.com/Norbyte/bg3se
Thank you for the mod. Didn't get twinned haste for whatever reason, thought maybe they changed it in patch, because I dont have any mod that change sorc or haste. But new builds focused on twinned haste, so I guess no. Didn't find the problem, but found your mod, and twin extended fixed my haste too
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.
805 comments
Now available in Metamagic Extended Plus.
Note that with Expanded Spell the range of spells is modified on the fly and the game engine's UI is not fully capable of recognizing the changes. The indicator of Zone spells works as expected. Also, when targeting with spells, *characters* and *objects* are highlighted as expected with area of effect type of spells (Fog Cloud etc.). Unfortunately, the targeting circle that comes with these spells does not reflect the expanded range properly, making it a bit tricky to position these spells.
The only thing is: If you play with Caites UI mods, such as Better Hotbar and stuff, the symbols may appear a bit hidden. So it took me some time to find them in the first place.
But Great job, i love this mod. :)
Transmuted Spell is not reducing Sorcery Points beyond 1 when used with Magic Missile.
Before casting:
After Casting Magic Missile with Transmuted Spell (notice the level 1 spell being consumed but not the 1 sorcery point left):
Equivalent Combat Log:
The Passives and Lists only have Metamagic_Maximized and Metamagic_Tripled, there's no Detached or Expanded anywhere
Metamagic extended
Metamagic extended plus
the only other mod is an instant level up mod to test, which I put before your two mods.
Detached acts strangely. Works with Darkness and Stinking Cloud, does not work with Sleet Storm and Healing Spirit for example.
Console says something about IsControlledByConcentration:
bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string
"MetamagicExtendedPlus/DetachedSpell.lua"]:13: Property does not exist:
stats::SummonFunctor::IsControlledByConcentration - property does not
exist
stack traceback:
[C++ Code]: in metamethod '__index'
MetamagicExtendedPlus/DetachedSpell.lua:13: in global 'DetachSpell'
MetamagicExtendedPlus/Handlers.lua:25: in function <MetamagicExtendedPlus/Handlers.lua:5>
Cloning Summon: 0 x Elemental_Fire_ConjureElemental_f0ea149e-8373-3b33-93d5-c9eba6831f18
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!
Edit: I tried downloading the debug zip and I'm getting this weird pop up I've never seen before. Apologies for all this confusion and if I'm adding more to your plate ^^;
https://imgur.com/a/LaOLOFK
https://imgur.com/a/aeAutQX (Both in game combat log and Script Extender log)
Edit: Can confirm its working as intended on new saves!! Thank you so much for the work you did, I can't tell you how much I appreciate it!
https://imgur.com/a/4KMH1D5 (Same as before, in game combat log along side the Script Extender. Gale does not like being my test dummy but he has no choice.)
Edit 2: I do have one quick question though, when I open/refresh BG3MM its saying MetamagicExtended is a duplicate of MetamagicExtended-Debug and vise versa and suggest deleting it. Since I'm woefully uneducated when it comes to mod files and all that I assume I should ignore the pop up and leave them in my load order as is, correct?
https://imgur.com/a/pTuZjeB (BG3MM 'Duplicate Mods to Delete' popup)
First, I'm glad for you but surprised that the issue no longer manifests. The debug variant is indeed the same as the main mod, just with debugging enabled on the scripting. I was hoping to learn more about the issue with it but have otherwise not made any modifications!
Could the mod order be the culprit here? If you remove the debug variant but load the main mod last in the order, is it still working as expected?
One other thing (I am so sorry, if this is annoying at this point please just tell me to shut up haha) I just noticed I don't see Detached, Dreadful, Expanded, Favored, or Piercing Spell as options. I saw they were mentioned a few times in the changelogs but don't see it being mentioned they were removed unless I'm somehow glancing over it, it's not a huge issue just something I've noticed. Again sorry to make you keep coming back to this ^^;
https://imgur.com/a/52Ptd5P (Clipping of the end of my LO to show you MetamagicExtended and MMEP are at the bottom as well as a clipping of the options I get upon unlocking Metamagic)
Regarding the other metas, they didn't make it into the new versions during the reworks when the mod was split to 5e balanced vs. extensions.
I've been toying with the idea to take another stab at Detached spell, with scripting, for fun. Expanded had engine level challenges, basically one would need to handcraft each variant as the FX doesn't scale automatically, some spells would need to be expanded using unique ground effects, etc. However, I might take another look at it if there is sufficient interest. The rest of the spells didn't seem to be popular enough to reimplement. You are the first to ask about them again.
Also that makes a lot of sense regarding the other metas, thank you so much for all your help and clarifications!
For Tranbsmute spell_ Where do i get Script engine?
And what eactly does the Debug pack do?
Script Engine is technically Norbyte's Script Extender, I called it wrong in the description. BG3 Mod Manager can automatically install and download it or you can get it from https://github.com/Norbyte/bg3se