The file to add modifier to damage and increase duration is working for the druid version of the spell but not the Mephistopheles tiefling version. Would it be possible to make that work, provided its an easy fix? Thanks!
Upcasting Flame Blade with the 'Spells Enhanced' mod (The until long rest version, loaded after this) It's still only lasting 100 turns. But casting it at level 2 lasts until long rest. I know that you're mod doesn't natively support until long rest. But is there any chance you could add one?
Edit: Was able to figure out. Please ignore. Thank you for the mod <3
Hey, I'm running your mod and I can't seem to sheathe the flame blade, I've heard this mod lets you do that, is this a bug or has something changed in recent updates?
Great mod! I just noticed a small hiccup: it seems like upcasting doesn't work past spell slots of level 4+, it just summons a flame blade with a level 3 upcast stats - I looked around in the mod files and it seems like it's possible that it's simply reusing the core stats of its RootTemplate without modifying the actual damage.
Replying to my own comment: if you want, I updated the mod on my end for personal use using RootTemplates instead of effects, which works perfectly :) Would you want me to share my updated version with you when I'm done with it? It would fix upcasting in Patch 7. It pretty much fixes all upcasting issues and makes it super easy if someone wants to make a compatibility patch to add more upcast levels, eventually
I'm going to be unavailable for a short bit so unsure when I can delve back in and update, and haven't delved into RootTemplates, so yeah, if you don't mind I'll definitely take a look at what you have done when I have the chance.
Sent you a DM with the uploaded .pak file. Cheers! (This file would only replace the variant version, since it's the only one that doesn't work properly anymore without dedicated RootTemplates for the intermediary spell levels)
I try 2024 version, it seems the stowable function don't work for the one that grant from tiefling race. But that enhanced flame blade mod covered both normal and race version. Is there any chance we get an update?
Heya. This mod was an instant download. Though I gotta ask, since you said it doesn't proc magic effects, does that mean it can no longer work with the pyroquickness hat?
Fiery Return is supposed to also work for non-cantrip spells, but the spell tags are part of the code that deals with summoning the blade and not for the code handling the attacks, so I'm not certain that it will work and won't be able to test for a while.
Any way to get a version that lasts forever, or at least spawns in off-hand when dual-wielding with a staff in the main hand, without the overpowered stuff?
Spells Enhanced - Flame Blade has a long rest version and will work with my mod if you have Compatibility Framework. Or there's also an exploit (see notes section) in the vanilla game regarding the hireling Danton to get a flame blade permanently and usable by anyone.
You can already dual wield with a staff and flame blade if you have the dual wielder feat (since staves don't have the light property), no mods necessary. To do so, have the staff and another weapon or shield equipped, then cast flame blade, which will replace the equipment in your off-hand.
That mod buffs the damage and changes the scaling, which is undesireable. The exploit weapon doesn't scale with WIS, is cheesy, and doesn't count as a spell. (That last part is probably fine for my purposes but it does further remove it from vanilla). Dual-wielding with staves puts the main-hand staff in the off-hand and the flame-blade in main hand, making you waste a turn switching them around.
To get around all of this, it would be ideal if the vanilla flame blade spell either allowed you to choose which hand to summon it into, or at least lasted forever so you didn't have to waste a turn every combat switching weapons around.
Edit: Clearly I'm stupid. It turns out the other mod you linked has five different versions, including one that simply makes the spell last forever, which is perfect for my purposes. Thank you!
Is it possible to get a version that is EXACTLY like the 2024 PHB? I'm trying to make my BG3 as close to 2024 as possible. If not, I will simply dl your version and fire scimitar some baddies regardless :p
I updated the 2024 version with a fix for upcasting and increased the duration to 10 minutes. I don't plan to do anything else beyond bug fixing since making it more like the 2024 version would involve removing the very synergies this mod originally intended to offer. Some of those, like weapon proficiency actions, can just be ignored if so desired.
But I do suspect someone with more time and experience than me will release 2024 versions of spells and probably 5e spells mod too. I had thought about starting that task since I had an unreleased Witch Bolt mod from a while ago that works the same way as the new one. Then I realized there are about 100 spell changes overall, and more than a few would require changes I'm nowhere near cut out to do.
Is there any chance you could include the ability to sheathe the flame blade? EDIT: If possible, I would also love an option to add your spellcasting ability modifier or proficiency bonus to damage rolls.
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Spells Enhanced - Flame Blade at Baldur's Gate 3 Nexus - Mods and community
Edit: Was able to figure out. Please ignore. Thank you for the mod <3
(This file would only replace the variant version, since it's the only one that doesn't work properly anymore without dedicated RootTemplates for the intermediary spell levels)
Is there any chance we get an update?
Edit: Meant to make a new post.
You can already dual wield with a staff and flame blade if you have the dual wielder feat (since staves don't have the light property), no mods necessary. To do so, have the staff and another weapon or shield equipped, then cast flame blade, which will replace the equipment in your off-hand.
The exploit weapon doesn't scale with WIS, is cheesy, and doesn't count as a spell. (That last part is probably fine for my purposes but it does further remove it from vanilla).
Dual-wielding with staves puts the main-hand staff in the off-hand and the flame-blade in main hand, making you waste a turn switching them around.
To get around all of this, it would be ideal if the vanilla flame blade spell either allowed you to choose which hand to summon it into, or at least lasted forever so you didn't have to waste a turn every combat switching weapons around.
Edit: Clearly I'm stupid. It turns out the other mod you linked has five different versions, including one that simply makes the spell last forever, which is perfect for my purposes. Thank you!
But I do suspect someone with more time and experience than me will release 2024 versions of spells and probably 5e spells mod too. I had thought about starting that task since I had an unreleased Witch Bolt mod from a while ago that works the same way as the new one. Then I realized there are about 100 spell changes overall, and more than a few would require changes I'm nowhere near cut out to do.
Is there any chance you could include the ability to sheathe the flame blade?
EDIT: If possible, I would also love an option to add your spellcasting ability modifier or proficiency bonus to damage rolls.
, though I haven't tested it out yet.
edit: tested and working as intended. also has +1d6 per level scaling instead of every 2 levels.