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  1. GraphicFade
    GraphicFade
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    Throwing this idea out there for a more "balanced" experience: Have ranged divine smite cost a spell slot regardless of whether the spell misses or not. This will still add variety to the paladin's abilities but keep them focused on melee combat, and for Improved Divine Smite, have it affect ranged weapon attacks? Feel free to comment about this and let me know :)

    All past updates are now located below

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    Update 2.0.0

    • Reworked the entire mod. It will no longer have all in one version, now when leveling up to level 2, you will select which damage type variant you want, this will decide your divine smite, divine smite reactions, and improved divine smite along with adding the ranged divine smite damage type.
    • Going forward after update 2.0.0 the mod has a new UUID - So don't update if you have an old save on patch 6 using the previous version.
    Update 1.80

    • Changed impact vfx for melee Necrotic and Thunder
    Update 1.75

    • New Version Available: AIO Selectable - Allows you to choose ONE Melee and ONE Ranged damage type
    Update 1.70

    • Updated everything to use Compatibility Framework, Allowing for compatibility between several mods now.
    • Fixed Psychic Reaction Level 2, wasn't appearing in reactions
    Update 1.60

    • Fixed Divine Smite reaction - It was allowing you to cast Divine Smite again on Non-Crit
    • Chaos and Force Optional files were missing new melee VFX and SFX from update 1.5, They are now correctly updated 
    • Fixed upcast level 6 for a few optional files
    • Cleaned up code
    Update 1.56

    • Fixed Radiant Divine Strike: Ranged impact VFX activating before hitting target
    • Updated AIO (No War or Chaos) - now properly displaying no Warmaster and Chaos ranged versions implemented
    Update 1.55

    • Fixed Warmaster Divine Smite: Ranged overwriting Unarmed Strike
    Update 1.5

    • NEW - Adds a ranged version of Divine Smite for all versions
    • Fixed Warmaster Divine Smite showing on the Hotbar and All in One selection
    • Changed Chaoversion SFX and VFX
    • Changed Force impact VFX
    • Changed levels 4+ showing they benefit from upcast when they don't
    Update 1.45

    • Reduced Warmaster overall damage by 1d8 to help balance it, helps compete with the other smites that have to use Spell Slots
    • Created an All In One version without Warmaster or Chaofor a more balanced playthrough or for those tempted to use the spells
    Update 1.4

    • New variant: Warmaster Divine Smite - This uses your equipped weapon damage type (Slashing, Bludgeoning, Piercing) - Only uses an Action Point due to it not dealing magic damage, to somewhat balance it, this ability can only be used Once Per Turn
    • Added Warmaster Divine Smite to All In One
    • Added Warmaster Smite as an Optional Individual Divine Smite (For Improved Divine Smite the weapon damage type could not be the same as equipped weapon damage type so it is set to Bludgeoning
    • This is also in 'Beta', Feedback is welcome still debating on if Warmaster is balanced enough, Custom VFX coming soon
    Update 1.30

    • Divine Smite - All In One fix: Now compatible with Modded Subclasses
    Update 1.25

    • Added Radiant damage type to Divine Smite - All In One (Does NOT use base game Divine Smite due to it causing all Reactions to be added to the Container - As stated above "Any mods changing the base game version of Divine Smite will not effect this mod")
    Update 1.2

    • Beyond Divine Smite - All In One now showing individual spells correctly with upcast (Still need to add radiant variant)
    • Fixed upcast tooltip description for Divine Smite - Chaos
    Update 1.1

    • Fixed "Not Found" for all variants
    • All Individual Divine Smites have been moved to Optional
    • Added Beyond Divine Smite - All In One (Beta) - Please take note this is in beta, I'm currently unable to find a way for the divine smites to be upcasted in the spell container. This leads to all divine smite spell levels to be separate and not be show like upcast (Fixed). Please take note - Improved Divine Smite and the Divine Smite reactions are set back to Radiant damage in AIO version.
    Update 1.0

    • New Divine Smite Variant - Chaos (Not intended to be balanced, to somewhat help balance it out there is a chance of Chaos Magic Backfire were you will take damage also, the chance of backfire is 25%-40% depending on the level slot used. )
    • Added Icons to every variant
    • Renamed all Divine Smite variants


  2. strifezza
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    Hey master... I have a question about your mod
    How could I implement it for other classes that have the divine smite mechanic?
    I'm trying to make some changes to a mod class, and I wanted it to have the options of Beyond Divine Smite... so that I could make the smite with a certain type of elemental damage, but I don't know how to do that...

    I tried to add the levels at which she gains her smite ability, within the progressions file of Beyond, but I can't even make the pack for your mod XDXD

    Could you give me some advice?
    Btw, I don't intend to post this class here, because I don't intend to become a modder and I also don't intend to take over someone else's creation in an undue manner... All credit goes to you for this amazing mod and to the creator of the mod class in question

    Thank you for your attention and for the excellent work XD
    1. GraphicFade
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      If you have this mod installed, you would only need to add <attribute id="Selectors" type="LSString" value="SelectPassives(45b2a518-d2cc-4576-9dde-d70f5de20d8d,1,BeyondDivineSmite)"/>
      Which will allow you to select 1 passive which unlocks the spell. You can place this at any level in progressions.
  3. Zemnexx
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    Would this be compatible with your Unholy Smite mod, since it doesn't affect Divine Smite? 
    1. GraphicFade
      GraphicFade
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      Yes
  4. Enigma1776
    Enigma1776
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    Looks like this conflicts with more frequent feats
    1. GraphicFade
      GraphicFade
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      It doesn't use script extender. Check the description page compatibility which covers feats.
  5. cexley3
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    You make by far my favorite mods for BG3, one question I have is that when I am using Warmaster with a slashing weapon it is dowin ~700 damage (crit and vulnerability) per smite and the actual damage roll is about 135-145 on average, is there a known bug that is causing this issue? It seems to only be the warmaster version that does this for me.
    1. GraphicFade
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      What spell Level was this cast at? It only does Melee weapon damage die + 2d8 (The 2d8 scales +1d8 per upcast). So Vulnerability doubles damage, and if you crit it doubles it again. Take into consideration if you are attacking a Fiend of Undead like normal divine smite, the damage is increased by another +1d8. I did notice while looking that it looks like upcast level 4+ deals weapon damage twice.
  6. Caesar55317
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    Why my original Divine Smite disappear?
    1. GraphicFade
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      If you already had the spell when installing this mod, you need to respect and select the damage type variant you want.
  7. NervousHandbob
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    Hey, just had a quick question. I tried to test this earlier but it didn't seem to trigger, but was just wondering if this mod works with triggering the Blackguard's Sword? I wasn't able to get a daze condition after a fair few tries. Thanks!
    1. GraphicFade
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      These spells do not work with vanilla items like that. The only version of the spell that would work with that is the original Radiant divine smite I believe, depending on how the code is. The code differs per item, but they usually only check pre-existing smite spells.
    2. NervousHandbob
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      I thought this might be the case, but just wanted to double check, thanks very much for the reply. I would try and rectify that if I could, but I'm not versed enough to do so. Thanks very much for your reply either way :)
  8. ShadyBro
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    Great Mod Works For Patch Seven. Chaos Smite Is Kinda Oppa Though Aha. Thanks Alot For The Mod.
  9. yangyangmeiiii
    yangyangmeiiii
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    Hi! Hello! I really love your MOD. I've created a Chinese translation for it, but I'm unable to merge it into the original MOD files. I'm not sure how to do it! Would it be possible for me to send you my translation XML and LOCA files so you can integrate them?
    1. GraphicFade
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      There is a guide on mod.io
      https://mod.io/g/baldursgate3/r/translation-mod-conversion-guide
  10. Marakamon
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    when i use any of the smites except warmaster, radiant and necrotic i dont have startup vfx only hit vfx i dont have a mod that changes lvl 2-11 progression but i dont have a clue what would cause this
    1. GraphicFade
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      The mod was made in the toolkit so if you are on patch 6 it won't work. Otherwise I'm not sure what would cause the issue.
    2. Marakamon
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      it was a load order issue i still dont know what mod caused it but now it works for me and i must say its amazing
  11. FrostyStrix
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    Thanks for the mod, this is great for Oathbreaker Paladins who do not want Radiant damage. I just downloaded the mod, I picked to have Force damage Divine Smite.

    I'm not sure if you are aware, but Divine is spelt wrong on one of my tooltips. Just wanted to share incase you were interested. :)
    1. GraphicFade
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      Glad you are enjoying the mod I am aware, thank you. I was waiting to release an update until it gets approved for console on mod.io... Its been almost 2 months so I might release the update sooner than later.
    2. FrostyStrix
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      Oh, well alright that makes total sense, take your time, it's really not an issue. :)