File information

Last updated

Original upload

Created by

Valdacil

Uploaded by

valdacil

Virus scan

Safe to use

204 comments

  1. valdacil
    valdacil
    • premium
    • 851 kudos
    Locked
    Sticky
    Updates

    I've come to realize that the Changelog is a bit of a mess because this mod contains different modules that aren't matching up on version numbers, so I'll consolidate a summary here of only latest version.  Full history still in Changelog:

    Valdacil's Spell Adjustments (Vanilla) v4.4.1

    • v4.4.1 - Bugfix for Wizard level 3 Ritual Spells
    • v4.4.0 - Hunter's Mark no applies to Unarmed so that it works with wildshape forms and Monk unarmed
    • v4.4.0 - Grymskull Helm Hunter's Mark bugfix
    • v4.4.0 - Phantasmal Force - Increased dmg to 2d6 Psychic and +1d6 Psychic per level on upcast; Added Frightened condition; No longer changes dmg type (always Psychic)
    • v4.4.0 - Blight - bugfix for upcasts and corrected assignments so indirect dmg does not activate passives or on-hit effects
    • v4.4.0 - Elemental Weapon - Corrected RemoveConditions
    • v4.4.0 - Houndmaster's Mark - Applied Hunter's Mark changes
    • v4.4.0 - Duergar Enlarge - Bonus Action
    • v4.4.0 - Various equipment spell changes including: Sethan, Dark Justiciar Half-Plate, Ring of Blink, Flail of Ages, Bigboy's Chew Toy, Shelter of Athkatla, Shifting Corpus Ring, Spaceshunt Boots
    • v4.3.1 - Shillelagh - Updated tooltip to indicate the additional weapons for which it works
    • v4.3.0 - Hex - Bugfix for not applying bonus damage
    • v4.3.0 - Stonekin - Limited to 1 per caster
    • v4.3.0 - Shillelagh - Added Maces, Javelins, Spears and Tridents to applicable weapons
    • v.4.2.0 - Bugfix: Hunter's Mark; Updated description and tooltips for both Hex and Hunter's Mark
    • v4.2.0 - Hex - Menu removed.  Hex now applies Disadvantage to all Ability Checks (Note: Still Checks not Saves)

    Valdacil's Spell Adjustments (5E Spells) v4.4.1

    • v4.4.1 - Holy Weapon - Fix for Holy Weapon Burst breaking concentration
    • v4.4.1 - Crown of Stars - Changed duration to Until Long Rest
    • v4.4.1 - Regenerate - Changed duration to Until Long Rest
    • v4.4.1 - Dominate Monster - Changed duration to 10 Turns
    • v4.4.1 - Feeblemind - Changed duration to 10 Turns; Added Concentation
    • v4.1.0 - Holy Weapon - Restricted to 1 target per caster
    • v4.1.0 - Reduced distance to 60 ft for a number of spells which previously exceeded screen distance (similar to Chaos Bolt): Minute Meteors, Raulothi's Psychic Lance, Conjure Volley, Enemies Abound, Synaptic Static

    Valdacil's Spell Adjustments (Vanilla) - Remove FX v4.3.3

    • v4.3.3 - Blessing of the Trickster - Bugfix for typo
    • v4.3.2 - Added: Blessing of the Trickster, Barkskin
    • v4.3.0 - Added - Stoneskin
    • v4.1.0 - Added:  Volatile Shield, Knowledge of the Ages
    • v4.1.0 - Removed:  Moonshield Aura - caused problems with drider escort quest and is actually helpful to see where the aura is and if you have the effect
    • Full list of affected visual and sound effects on the Description tab

    Valdacil's Spell Adjustments (Vanilla) - Remove Buff Icons v4.3.2

    • v4.3.2 - Added: Blessing of the Trickster, Darkvision
    • v4.3.2 - Removed: See Invisibility (spell version) - This was causing Phase Spiders to generate log spam.  I wasn't able to chase down that issue and Volo's Eye is handled separately so just removed See Invisibility (spell) for now until a solution can be tested.
    • v4.3.0 - Volo's Eye - Bugfix for See Invisibility effect thrashing (thanks for reporting this one)
    • v4.3.0 - Added - Silvanus' Blessing, Stoneskin
    • v.4.2.0 - Updated tooltips for Hex and Hunter's Mark per changes in VSA 4.1.0 and 4.2.0.
    • v.4.1.0 - Bug Fix:  Hunter's Mark
    • v.4.1.0 - Added:  Protection from Energy, Aura of Protection, Knowledge of the Ages, Recast Speak With Dead
    • v.4.1.0 - Removed:  Moonshield Aura - caused problems with drider escort quest and is actually helpful to see if you have the effect
    • v.4.1.0 - Note:  Changed philosophy which should help with compatibility.  Now leaves the Boost on the Status record and only uses the Passive record for icon and tooltip.
    • v.3.0.0 - New module which removes the buff icon from certain long duration buffs.  Portrait icons are limited in space, therefore should be limited to conditional effects and combat buffs.  This module turns these long duration buffs into Passives, so they no longer show on the Portrait.  They are instead with the other Passives on the Character Sheet and Inventory panels.
    • Full list of affected statuses on the Description tab

    VSA (Patch) - Alternate Monk v1.0.3

    • v1.0.3 - Astral Self - Removed VFX
    • v1.0.2 - Astral Self - Until Long Rest

    VSA (Patch) - Cleric Subclasses v1.1.0

    • Removed Icon (as per Remove Buff Icons module) for Aura of Life and Circle of Power.  These abilities will be less annoying now as they don't constantly say when you get into and out of the aura in the combat log.
    • Includes adjustments for subclass specific spells added by this mod.

    VSA (Patch) - Mystic Class v.1.0.0

    • Applied VSA to Mystic Class abilities.  See Changelog for full details.
  2. valdacil
    valdacil
    • premium
    • 851 kudos
    Locked
    Sticky
    Wizard Rituals & Compatibility Framework

    As of v2.x.x+, Wizards will get their applicable ritual spells as always prepared (like Cleric domain spells) as per tabletop rules listed here: https://www.dungeonsolvers.com/the-basics-of-ritual-casting-in-5e/

    This is implemented for both Vanilla and 5E Spells.  To implement this, it required modifying the Wizard level 1 progression and the level 3 progression for all vanilla subclasses.  Obviously there are a couple of caveats:

    • Will conflict with any other mods which modify Wizard level 1 and 3 progression (Compatibility Framework resolves this problem.

    NOTE:  Technically Compatibility Framework is optional.  If you do not use CF and have no other conflicting mods, the Wizard ritual always prepared rules should work fine.

    Compatibility Framework Load Order
    The load order should not matter for the Wizard ritual spells if using Compatibility Framework, but all of the spell changes in the rest of the mod still matter for their load order.  The below is recommended load order:

    • Community Library {required for CF}
    • 5E Spells {Optional}
    • ... Other Mods ...
    • Valdacil's Spell Adjustments (Vanilla)
    • Valdacil's Spell Adjustments (5E Spells) {If using 5E spells above}
    • Valdacil's Spell Adjustments (Patches) {optional patches published on this page}
    • ... Other Mods ...
    • Compatibility Framework {should be last}

    Without Compatibility Framework
    If not using Compatibility Framework, even Valdacil's Spell Adjustments (Vanilla) and (5E Spells) will conflict with each other.  If you load the Vanilla module first then the 5E Spells module, none of the level 1 Wizard rituals will be added and you will only get Detect Magic and Unseen Servant as Always Prepared.  If you load the 5E Spells module first, then the Vanilla module, you only lose Detect Magic and Unseen Servant as Always Prepared but gain the rest of level 1 Wizard rituals.
  3. valdacil
    valdacil
    • premium
    • 851 kudos
    Locked
    Sticky
    Regarding Spells From Items

    Unfortunately, not all items which grant spells use the same record as the version of the spell in the spellbook.  The focus of this mod was for spells for spellbook.  Those records for spell version from items are not located in the same place as the spell records for the spellbook.  It is a large undertaking to hunt all of those down.  So as they are reported, I can address them.

    What to Report

    I mostly need 2 things in the report:  the name of the item and what is inconsistent in the spell compared to VSA.
    You can report in Bugs or here in Posts.  I will get to these items when I have time available.
  4. valdacil
    valdacil
    • premium
    • 851 kudos
    Locked
    Sticky
    Announcement 2024-10-27


    • I'm sure you've noticed that I haven't updated VSA in a while and that I haven't replied to comments.  This is because I am not playing BG3 right now.  After the Fallout TV show, I went to play Fallout 4 for a while.  This required a bunch of updates to my own mods and I had to build a new mod list for NextGen 2 update.  I got the bug for Skyrim near the end of my FO4 playthrough and am building out a mod list for that game now.
    • I'm also aware there was another major patch for BG3 (Patch 7) and the release of official mod tools.  I have kinda shelved BG3 for the time at least until I finished the upcoming Skyrim playthrough.  Hopefully by then Larian will have finished patching BG3.
    • Therefore VSA will not receive any updates for the foreseeable future and I will not be actively monitoring this forum.  I'm aware of reports of inconsistency with 5E Spells for spells added since the last VSA update.  I believe most of the Vanilla stuff should work and reports of Vanilla issues are likely solved with moving VSA as low as possible in your load order.
  5. PleaseSpareMe
    PleaseSpareMe
    • member
    • 2 kudos
    Locked
    Sticky
    Valdacil's 5e Spells Adjustment - Up 2 Date addon
    Valdacil announced that they have no plans to update their 5e Spells adjustment mod. Due to this announcement, I've created a mod to pick up where he left off, just click the title/link to go to the mod page. This mod aims to adjust spells missing from his mod until he adds these updates proper into the original mod after validating my changes and returning to bg3.
    1. valdacil
      valdacil
      • premium
      • 851 kudos
      I would like to clarify the first sentence as "for now".  I have every intention of updating VSA for 5E spells additions since the last update.  However, I am not currently playing BG3 and therefore could not test any changes.  In the meantime, please use the above addon to supplement VSA with the missing spells until I return to BG3 and can roll the updates into VSA.
  6. Ruojo
    Ruojo
    • member
    • 0 kudos
    Hi, I really like your balance mod, which makes spellcasters more dynamic. As a fan of this mod, I think I need to report a few bugs of the mod to you.

    One of them is the holy weapon. After using it, it does not have the range radiant damage that can be actively released as shown in the description (this effect is effective after removing your mod).

    The second is a more serious problem. After the wizard uses the scroll to learn the spell, it will not be able to upgrade because there are no spells to learn. I initially think that this is because you have deleted the ritual spell selection page after you set it as the wizard to prepare the spell at all times. Therefore, when upgrading, the system determines that there are still spells that have not been selected? I like the wizard to be able to prepare ritual spells at all times, and I can also circumvent this problem by letting the wizard learn all the spells at the last moment, but it would be better if this bug can be fixed.

    By the way, I also want to talk about the balance of skills.

    I want to know why Flame Arrows, which is also an enchantment spell, needs to be focused? Flame Arrows and elemental weapons have similar positioning, so they can also be balanced according to the same rules. And because it only increases the number of enchanted arrows when it is upgraded, it emphasizes continuous combat. But hunters who use it often need to focus on Hunter's Mark to get extra benefits (unless the wizard or druid in the team gives up his own concentration spell to the ranger). Even if the mod's Hunter's Mark can be released again without consuming spell slots when concentration is broken, the benefits of Flame Arrows are not worthy of consuming 3-level spells and occupying concentration slots, let alone the Swift Quiver that also requires concentration in the later stage.

    In contrast, the damage of holy weapons is twice as high as that of elemental weapons, and it also has an additional high range damage, so I think it may need to be balanced as a combat spell, 10 rounds but without concentration, to distinguish it from other pure enchantment spells. For me, I have installed the True Scroll mod, which restricts characters other than priests and paladins from using scrolls to cast this spell on themselves. Maybe its a good way to use your 1 person only limit.

    In addition, I also noticed Dragon's Breath. In the game, the benefit of spending an action to release it as a combat spell is far less than the melee profession's own attack that needs it. This is not worth his concentration requirement. Can you consider balancing it to be released with a bonus action to increase the benefits?

    I hope you can fix these bugs when you have time to come back to play Baldur's Gate. Thank you for providing players with a high-quality mod.
  7. BoneLucus
    BoneLucus
    • member
    • 0 kudos
    could you change Protection from Evil and Good back to until long rest. act one I use it to explore with auntie mask without needing to worry about her checks, and act 2 is full of undead.
  8. belowzeros
    belowzeros
    • premium
    • 2 kudos
    has anyone ever reported a damage bug with Hunter's Mark?  

    I bought the Hunting Shortbow from the vendor with Hunter's Mark on it.  I noticed when Astarian (assasin) uses it, damage for hunter's mark is getting applied on the initial combined damage hit calculation but then again on it's own line and twice on that line.

    edit: i filed a bug report, removing the Vanilla mod file & HM behaves like normal
    1. afrorome
      afrorome
      • premium
      • 0 kudos
      I encountered the same error. Hunter's Mark triggered twice.
      Currently bugged! Likely the mod needs an update with Patch 7.
    2. valdacil
      valdacil
      • premium
      • 851 kudos
      There is a very detailed post about this issue in the Bug Reports.  It was actually caused by Zerd's RAW and not a bug in VSA.
  9. mariana2amoeba
    mariana2amoeba
    • member
    • 0 kudos
    what about summon construct? D:
  10. wolfbrother9025
    wolfbrother9025
    • member
    • 0 kudos
    are you going to do summon fey and summon beholderkin? Both are the 600 turn ones
    1. Agency0Ax
      Agency0Ax
      • member
      • 2 kudos
      +1
  11. PleaseSpareMe
    PleaseSpareMe
    • member
    • 2 kudos
    Sorry for bothering you but since you haven't updated this mod in a while would you mind adding to the description as to which version of 5e spells this is made for?
  12. Gavinfoxx
    Gavinfoxx
    • supporter
    • 0 kudos
    Could you make a compatibility patch with Ranger Revised?

    https://www.nexusmods.com/baldursgate3/mods/3666
  13. nellwood17
    nellwood17
    • member
    • 0 kudos
    Hunters mark seems to not be working with patch 7. You can apply the self buff, but you do not gain the "mark target" ability.
    1. nellwood17
      nellwood17
      • member
      • 0 kudos
      Nevermind, was conflict with revised ranger. Switched load order and fixed. Sorry about that!
  14. Frostie212
    Frostie212
    • premium
    • 0 kudos
    Anyone know if this works on patch 7?
    1. Xseede
      Xseede
      • member
      • 4 kudos
      partially yes but it needs some updates. 
    2. Marcmad123
      Marcmad123
      • premium
      • 10 kudos
      No problem on my part.
  15. dogeavi
    dogeavi
    • premium
    • 0 kudos
    lol this is so broken