When reporting a problem, please provide details beyond "xyz isn't working", etc. Such details would include list of mods, load order, which mod manager you're using, class, level, if you're actually using the script extender and others. Please also attempt to troubleshoot some problems beforehand by moving this mod last in the load order, using the mod by itself, deleting your modsettings.lsx and rebooting the game without mods, updating the mod, etc.
Also please actually read the mod page on the status of some spells or the mod as a whole before making a comment or submitting bug reports. Far too many people are doing this.
How do I access level 7+ spells and/or why aren't they showing up?You must use a mod that adds this mod's spell list to its class progressions (usually for level 13-20). If the outside mod hasn't set it up correctly, then that's why you don't see it and should get with the mod author about it, not me.
How can I uninstall this mod?You can't in most cases as this is not a mod that can easily be removed. You'd have to wait until Larian Studios officially supports mods as they have to work their magic on save files to scrub every possible piece of data introduced from mods. It was doable during Early Access but with the game's full release, that changed.
Why doesn't Green Flame Blade and Booming Blade work with Extra Attack? Because they are spells that you are casting, not regular attacks that you are making in layman's terms. In DnD terms, you're taking the Cast a Spell action and not the Attack action, which the latter specifically interacts with (excluding the Bladesinger's version of Extra Attack).
Are there spell scrolls for new spells added by this mod? Not in this mod but there are other mods that have uploaded them as linked on the mod page.
Do other creatures, including enemies, use these spells? No, each creature in the game would need to be modified to have any of the given spells which is outside the scope of this mod. There exists other mods that do such a thing however.
Can you modify XYZ base game spell? No, this mod use to do that but no longer.
Will you add XYZ spell? If it can be implemented and isn't a spell that's on my never implementing list (Conjure Animals, Silvery Barbs or any Dunamancy spells), I'll give it a shot but all of them will be a slow and gradual thing over time. Summon spells are especially a lot of work.
Can I help with translating the mod into another language? I don't actually participate in any of that and generally don't even know it's being done so that's something each individual(s) are taking upon themselves. No need to ask for permission as my permissions for the mod are pretty open to doing whatever based on this one as long as credit is given.
Why does Green Flame Blade's second attack deal 0 damage? If you chose the cantrip as a High Elf or as a Eldritch Knight/Arcane Trickster and have 10/11 Intelligence, that's why. The spell's spellcasting ability modifier becomes based on your Intelligence when chosen through the aforementioned and the damage it deals is based on the modifier, which is 0. There's also a multiclassing bug where it could incorrectly apply the spellcasting ability modifier of your other class (like Wisdom or Charisma) rather than the main one.
Is there an issue when respeccing that some cantrips show LevelMapValues? It's not an issue ultimately once you leave the respec screen. For whatever reason, it doesn't like certain values in custom cantrips.
Are you open to requests to provide optional/separate mods for certain spells? No. At best, I might make multiple options in an existing spell if it makes sense but even those vary and only when they make sense.
Should Booming Blade/Green Flame Blade be eligible to be affected by Twinned Spell? That's specifically been removed in this mod due to the errata that occurred for those spells in DnD 5e, changing their range to Self which prevents them from being Twinnable. Don't care about back and forth nonsense with the 5 ft radius part in it - it's not being changed.
What's the point of Spare the Dying when the Help action does what it does and more? Because the vast majority of mods added by this mod will operate the same way they do in table top, full stop. Some mods exist that change these spells to adhere closer to BG3 style and some mods exist that change mechanics to be closer to DnD 5e, such as the Help action not granting 1 hit point. If you don't use such a mod, no point in learning and using the cantrip.
How can I fix my recent save after updating the mod? There are a number of ways people have managed to "resolve" the problem though there maybe be others:
Check your modsettings.lsx to see if 5e Spells was erased but every other mod remained the same. If so, add into 5e Spell's modsettings entry manually and save. If everything was erased except GustavDev, then another mod you have is causing an issue.
Delete the modsettings.lsx file and/or move the Mods folder to the desktop. Boot up the game, close it, then move Mods folder back and/or deploy/export mods once again.
Revert to an older save that allows a more recent version of the mod to work for it (not really recommended).
For Vortex, disable the mod, deploy, relaunch Vortex, then enable and deploy. Sometimes if you've had Vortex open for too long, or deploy too often, it'll glitch out on editing the modsettings file. To help with this, go to your Vortex settings tab and uncheck "Deploy Mods when Enabled", that way you can just deploy mods manually. This bug will still happen, but should happen less often.
Use the 5e Spell Adjust optional mod under the Files tab. Potentially use the other two Optional mods as well, loading under the main mod in the order of Adjust, Original and Original 2.
Alternatively, try loading the 5e Spells Adjust file above 5e Spells in the load order.
Try switching mod managers, from BG3 Mod Manager to Vortex or vice versa.
Revert to a previous version of the mod that worked fine and simply finish out the playthrough using it or you might be able to take a long rest to remove spell effects and then update the mod.
Respec any spellcaster character you have using Withers and choose like a Fighter or Barbarian. Save, then update to the newest version.
Same as the above but also dismiss all of your companions back to camp so you're alone, then do the rest of the following.
Hello. I was wondering if there are known issues with this game in multiplayer? I have tried this mod in both nexus and the bg3 mod loader I have the script extender and mod fixer I have tried it on its own and with other spell mods and it will not allow another player to load in. We both have it installed as well.
Has there been any know ways around that? Its been every time we try. If not thats cool we just really loved this mod in single player and were hoping to use them
So how/where do i look for the script extender folder the mod should be in? i didn't even know the script extender had its own folder and the mod is not functioning atm. I have the pak inside the mod folder
I'd like to ask is there any chance of a future update NOT needing the script extender? I ask because my anti virus found a Trojan hidden inside the BG3 script extender.
I don't see the spells showing up despite having installed the mod. I have it installed in the BG3 mod manager alongside the updated ModFixer and Script Extender. These are the only 3 mods I'm running, so by all means nothing else is conflicting with this mod. When I launch the game through the mod manager and create a new character, though, I don't see any new spell options. Am I missing something? Are the spells not in character creation? I know they're not in scrolls and stuff, so I assume they're just not in my game. Am I missing a step?
Could be something off with your script extender or you potentially didn't export the mods. Check if the SE is showing its loaded and version number message in the bottom left hand corner on the main menu screen. Only things I could recommend otherwise is redownloading the script extender from github or downloading the 5e Spells Spell List optional mod.
I totally just forgot to click the export button. How could I be so stupid? I'm the reason they put "don't drink" warnings on bleach, I swear to God.
You, on the other hand, are incredibly intelligent, charming, helpful, handsome, and talented. Godspeed to you sir, and thank you for helping my peon mind overcome yet another challenge.
so a question ontop of this, im not really use to modding, we use vortex, trying to get this to work, could you be exact, on what you mean by, "exporting" the spell mod
I'm not too sure what could be causing this- hopefully someone knows something (minor spoilers) in act 1, the fight where you side with nere against the gnomes, my game seems to crash every single time when it comes to be Master Dunnol's turn- I'm not sure why >: I actually killed him first (even though he was on my team at that point) and my game didn't crash
some of the mods I think could be the cause would be 5e spells, unlocklevelcurve, tacticianplus? it's kind of hard to test because I don't think I can remove those mods and still access that same game save although I got past that fight I'm kind of worried I could run into a similar issue further along in the game on something I can't just kill in the first round
I don't really see why any of those mods would be the specific ones in causing a crash to occur. When you say Master Dunnol was killed while he was on your team at that point, what do you mean exactly? And I mean, it's hard to go off of anything of the future without encountering it in the first place. A full list of your mods is a lot more reasonable to provide. I would also still try removing 5e Spells and ULC anyway - the latter I feel would be less of a concern considering it mainly contains data pertaining to level 13 and up, which I assume you're not at while in the 1st act.
I actually figured it out! It wasn't any of the mods I thought, rather it was the Enhanced Enemies mod that gives enemies more spells to use I guess a spell he was trying to use was making my game crash I just uninstalled the mod for that fight and finished it and everything was fine thankfully
is anyone else missing the Fortune Favor spell with the updated version of this mod? not sure if it's this mod or another (i have many), but, i tried version 1.1.50 and the spell shows up! can't say for sure if that's where it disappeared, or if i don't just have another mod messing with it.
Yeah that spell was removed since I forgotten to do so initially after removing all of the Dunamancy Wizard subclass spells since those are just being handled in those two subclass mods. I can't remember if it was ever added to spell lists so not entirely sure how you had it but yeah, that's why it's no longer there.
I am 90% certain the 5E mod is causing the issue since I have seen older posts about the same issue but no fix. I cannot level up karlach (and only her so far) to lvl 3 as that forces a subclass and it says I still have a pending choice but I can't figure it out. I can multi class no issue with her but not as a pure barbarian. I am using the BG3 mod manager with this as the load order. Also yes the script extender is installed and working as other mods work great. 0CommunityLibraryBG3 CommunityCommunityLibrary_396c5966-09b0-40a1-af3f-93a5e9ce71c0.pakAPI, Core, Library 1VFX_Library_SHVShiveroVFX_Library_SHV_dd19db12-96c0-4bca-9ef6-e8d733801d23.pak 2VFX_Vault_SHVShiveroVFX_Vault_SHV_f51ce3e4-fe0d-42e8-a4f1-b7234c9b7e9c.pak 35eSpellsDiZ5eSpells_fb5f528d-4d48-4bf2-a668-2274d3cfba96.pak 45eSpellsListsDiZ5eSpellsLists_c6fda311-5e9f-40b6-b884-745577b3be3c.pak 5ClericsBaltaviClerics_eef7b885-1423-4096-abd6-7a5db5f871db.pak 6Carry Weight Increased 9000MhariusCarry Weight Increased 9000_1d6ece6c-b9e1-430e-8263-7d223a78abmh.pak 7RAWZerdRAW_f19c68ed-70be-4c3d-b610-e94afc5c5103.pak 8Combat ExtenderZehtukaCombatExtender_0c692104-c83f-48b8-9fcd-ca7e33be5098.pak 9SecretScrolls5eSpellsdarkcharlSecretScrolls5eSpells_b093bc44-ccf9-4eec-b5ec-e96a6f2940f9.pak 10SpellListCombiner3XC4L1B3RSpellListCombiner_c74d7d52-890a-483f-b635-6b5fac3aab1d.pak 11Icon_Library_SHVShiveroIcon_Library_SHV_e3df13c4-2180-46e6-af53-77c64354f30f.pak 12LeggyEquip_SHVShiveroLeggyEquip_SHV_7d388aee-a224-4934-8107-5a145e8a6311.pak 13HonourHonour_b77b6210-ac50-4cb1-a3d5-5702fb9c744c.pakGustavDev 14DiceSet_06DiceSet_06_ee4989eb-aab8-968f-8674-812ea2f4bfd7.pak 15ExpansionDiZ/CelesExpansion_a2c4b0fc-e745-41df-81b7-fa53950d86a0.pak 16featsextraLostSoulManfeatsextra_0c036a05-f3e4-4422-87bd-eadadf96c161.pak 17HomebrewSpellsDiZ/CelesHomebrewSpells_84958e84-fd62-474f-bd1f-cbabc132c4b3.pak 18Tav's HairpackToarieDFHairPack_da0b99ca-4406-49c1-bef9-3a08621280a2.pak 19VladsGrimoireVladmirFFXIVladsGrimoire_66666666-4444-4444-4444-666666668000.pak 20TutorialChestSummoningwesslenTutorialChestSummoning_505c630c-79fa-49b6-9f21-29a5f2322c2d.pak 21Ancient Armoury RoleplayParamonov95AncientArmoury_cd20b427-861b-483c-8ae3-78f8bea0357f.pak 22Ancient Jewelry RoleplayParamonov95AncientJewelry_7f1faf48-c50b-4a5a-b66b-7cdda8653962.pak 23Orochigago's Equipment Homebrew LibraryOrochigagoOrochigagos_Equipment_436f90ee-50c7-42c4-91c7-f922d97acb82.pakWeapon 24Wei's Expansion EquipmentWei723Wei_ExpansionEquipment_89a2a40b-220b-43b3-a10f-d25988a3efe0.pak 25Master's Cloaks RoleplayParamonov95MastersCloaks_9538f464-f01b-4a91-af4d-5be9347d96a7.pak 26LegendaryItemsOiffLegendaryItems_061529e0-ddab-402e-a3ed-53caf7701290.pak 27LegendaryEquipDonkeyTheBardLegendaryEquip_a5206fb2-bac3-4021-82b7-09824bd37e35.pak 28EldertideArmamentProxeuzEldertideArmament_22b848d1-5fff-4f76-a4f8-8461721e6112.pak 29Extra GearpooteeweetPTW_Extra_Gear_2cd6c65a-71cc-4db6-bfb2-70116ccd2b94.pak 30Ancient Weaponry RoleplayParamonov95AncientWeaponry_10de0de4-0bca-4efb-9534-282af45921f6.pak 31BasketEquipmentSFWAnteMaxxBasketEquipmentSFW_b200f917-43ec-45d9-9dff-ac6191d62388.pak 32More Mage GearpooteeweetPTW_Sorcerer_94fed047-7d79-41e3-9d1c-1a3b3de781e4.pak 33Randomized Equipment Loot - FullParamonov95RandomizedEquipmentLoot_3a230bb4-1718-4931-99fe-8fac8a1700fe.pak 34REL_SEEumetaREL_SE_8f23afc7-2354-42e0-844f-80445bf72f36.pakBG3MCM OverrideImprovedUI AssetsGame_C:\Users\Dylan\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\ImprovedUI Assets.pak OverrideModFixerGustav_C:\Users\Dylan\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\ModFixer.pak
Not an issue I'm having per the screenshot of having used Hold Person on both and now targeting with Dominate Person. This mod doesn't do anything with either of those spells. Are you sure you didn't also update/download other mods.
Dunno what to tell you. Literally nothing happened with Hold Person or anything humanoid targeting related with the latest update. It was solely fixing typos with some spell lists not adding some spells to classes. And it's still working fine on my end so it's not even something I can replicate. Only thing I can say is go back to the previous update since there's nothing I can do to fix it on your end.
Since my usual method of troubleshooting (disable mods until the problem is found) doesn't work for BG3, is there a tool or program I can use to identify everything that modifies those spells? Playing on honor mode so I can't reload a save.
There's seemingly a method with the script extender that I think can show the mod UUID associated with the last change to a spell but I don't know the full details. Alternatively, if you have the script extender console enabled, you can enter the following into the console.
It'll give you a list of conditions the spell has to adhere to to confirm that something changed that prevents you from targeting applicable creatures. By default, the conditions are:
"not Item() and not Self() and Character() and Tagged('HUMANOID') and not Tagged('UNDEAD') and not IsDowned() and not Dead() and not Ally() and not (not Player(context.Source) and IsCrowdControlled(context.Target))" If you're not sure how to get the console or haven't used it, if you're using the BG3 Mod Manager, go to your Settings, click Open Preferences, then click the Script Extender tab in the new window that pops up. Under that tab, check the Create Console setting. Once you've loaded up the game and loaded into your given save, click enter in the console so that "S >>" appears.
im having this same issue and i have no idea whats causing it im not using any other mods that touch spells and changing load order doesn't seem to do anything either or changing version
As these post have suggested, I'm in the same boat of not knowing the cause for y'all and not having the issue. Posting list of mods could maybe lead to a discovery.
i cant figure out how to copy the mod list but i did the console thing and this is what i got "(not Item() and not Self() and Character() and Tagged('HUMANOID') and not Tagged('UNDEAD') and not IsDowned() and not Dead() and not Ally() and not (not Player(context.Source) and IsCrowdControlled(context.Target))) and not DWE_IsObjectCharacter()"
Hm I mostly don't imagine that additional condition at the end should be the cause but that is from Object Character Support mod. Try typing these in the console as well then and see if it gives you the same issue. What type of creature/person were you trying to target by the way?
Ext.Stats.Get("Target_HoldPerson").TargetConditions = "not Item() and not Self() and Character() and Tagged('HUMANOID') and not Tagged('UNDEAD') and not IsDowned() and not Dead() and not Ally() and not (not Player(context.Source) and IsCrowdControlled(context.Target))" Ext.Stats.Get("Target_HoldPerson"):Sync()
yea i figured that was the last condition was from, i was targeting a goblin but i seem to have solved it i removed a bunch of subclass mods and a couple other mods i was no longer using and it works now so i assume it was one of the subclass mods causing it thanks for you time and the awesome mod
Posted originally in the level curve from 13-20. But this mod now crashes once multi-classing to 12+ due to spells. Didn't have any issues with it prior to the update. Is anyone else having any issues with leveling up and multiclassing after the update?
its been working all day then all of sudden it does the animation but nothing is summons. i have checked and dwrite is still there. idk why only that 1 spell broke
oh and let me add LOVING THIS MOD. and if that all that breaks i can live. just figure i ask if this has happen to anyone else and is there a workaround to make it work again
also other modes i am using is unlock levelcruve with the unlocklevecure path 5espell+imrovement and the double xp patch and partylimitbegoneuniversal. mod
Need way more information than that, especially since it was working all day. I don't even know the full details of what that means. Like did you update or was it working continuously until it got killed, long rest happened, etc? Did you level up and if so what level was it to? Which of the summons is it or is it both? What spell slot level was it? Did you try multiple times? Really need full details since things generally don't just work then stop in the same sitting without some kind of catalyst or change.
sorry i should have been in detail. here what i know and have tried before i had to head to bed for work today.. i notice it wasn't working when i went to fight the gaint spider. since then i try dismissing the extra compains and even disableing the partylimit mod. still did work. did not work with lvl 2 or lvl 3 spell slots. also my character is currently lvl 6. when i get home i am going to attept to dismisses the character with the spell and reinvite and see if that work. if not i am going try and respect her and go lvl by lvl and see if it castable under lvl 6 and i will get back to you. but that will be after i get back home from work.
No rush or anything. Trying it at level 6 right now isn't causing me any issues currently though for both summons. And companions shouldn't be a factor in preventing it from working. Mind DMing me your save folder? So I can see if I can replicate it then and investigate from there.
Okay, so after testing a good few things, I haven't the foggiest idea why it's doing this and it's not even just affecting Shadowheart but your other characters as well. Beyond 4th level, it just refuses to work. I previously checked on my existing playthrough and even created a brand new save, leveled up to 5 and it works just fine before and after. Even forcing Shadowheart to level up to like 20 and it's doing nothing still. And it's not applying to the other summons made from the mod. They're working just fine. Just the Summon Beast and seemingly just specifically on your save after hitting 5. I even tried making an alternate Summon Beast to add to your playthrough, including switching out the ids and such associated with the animals and it still refused to work.
Sorry I couldn't be more help with it. That's the weirdness thing I've seen in a long while modding the game.
Sounds just like my luck LOL. hopefully it just that save that going to have that spell be broken and not every save i make with this. i just use another spell :). thank you for trying.
6601 comments
Also please actually read the mod page on the status of some spells or the mod as a whole before making a comment or submitting bug reports. Far too many people are doing this.
How do I access level 7+ spells and/or why aren't they showing up? You must use a mod that adds this mod's spell list to its class progressions (usually for level 13-20). If the outside mod hasn't set it up correctly, then that's why you don't see it and should get with the mod author about it, not me.
How can I uninstall this mod? You can't in most cases as this is not a mod that can easily be removed. You'd have to wait until Larian Studios officially supports mods as they have to work their magic on save files to scrub every possible piece of data introduced from mods. It was doable during Early Access but with the game's full release, that changed.
Why doesn't Green Flame Blade and Booming Blade work with Extra Attack? Because they are spells that you are casting, not regular attacks that you are making in layman's terms. In DnD terms, you're taking the Cast a Spell action and not the Attack action, which the latter specifically interacts with (excluding the Bladesinger's version of Extra Attack).
Are there spell scrolls for new spells added by this mod? Not in this mod but there are other mods that have uploaded them as linked on the mod page.
Do other creatures, including enemies, use these spells? No, each creature in the game would need to be modified to have any of the given spells which is outside the scope of this mod. There exists other mods that do such a thing however.
Can you modify XYZ base game spell? No, this mod use to do that but no longer.
Will you add XYZ spell? If it can be implemented and isn't a spell that's on my never implementing list (Conjure Animals, Silvery Barbs or any Dunamancy spells), I'll give it a shot but all of them will be a slow and gradual thing over time. Summon spells are especially a lot of work.
Can I help with translating the mod into another language? I don't actually participate in any of that and generally don't even know it's being done so that's something each individual(s) are taking upon themselves. No need to ask for permission as my permissions for the mod are pretty open to doing whatever based on this one as long as credit is given.
Why does Green Flame Blade's second attack deal 0 damage? If you chose the cantrip as a High Elf or as a Eldritch Knight/Arcane Trickster and have 10/11 Intelligence, that's why. The spell's spellcasting ability modifier becomes based on your Intelligence when chosen through the aforementioned and the damage it deals is based on the modifier, which is 0. There's also a multiclassing bug where it could incorrectly apply the spellcasting ability modifier of your other class (like Wisdom or Charisma) rather than the main one.
Is there an issue when respeccing that some cantrips show LevelMapValues? It's not an issue ultimately once you leave the respec screen. For whatever reason, it doesn't like certain values in custom cantrips.
Are you open to requests to provide optional/separate mods for certain spells? No. At best, I might make multiple options in an existing spell if it makes sense but even those vary and only when they make sense.
Should Booming Blade/Green Flame Blade be eligible to be affected by Twinned Spell? That's specifically been removed in this mod due to the errata that occurred for those spells in DnD 5e, changing their range to Self which prevents them from being Twinnable. Don't care about back and forth nonsense with the 5 ft radius part in it - it's not being changed.
What's the point of Spare the Dying when the Help action does what it does and more? Because the vast majority of mods added by this mod will operate the same way they do in table top, full stop. Some mods exist that change these spells to adhere closer to BG3 style and some mods exist that change mechanics to be closer to DnD 5e, such as the Help action not granting 1 hit point. If you don't use such a mod, no point in learning and using the cantrip.
How can I fix my recent save after updating the mod? There are a number of ways people have managed to "resolve" the problem though there maybe be others:
Use the 5e Spell Adjust optional mod under the Files tab. Potentially use the other two Optional mods as well, loading under the main mod in the order of Adjust, Original and Original 2.Alternatively, try loading the 5e Spells Adjust file above 5e Spells in the load order.I totally just forgot to click the export button. How could I be so stupid? I'm the reason they put "don't drink" warnings on bleach, I swear to God.
You, on the other hand, are incredibly intelligent, charming, helpful, handsome, and talented. Godspeed to you sir, and thank you for helping my peon mind overcome yet another challenge.
(minor spoilers)
in act 1, the fight where you side with nere against the gnomes, my game seems to crash every single time when it comes to be Master Dunnol's turn- I'm not sure why >:
I actually killed him first (even though he was on my team at that point) and my game didn't crash
some of the mods I think could be the cause would be
5e spells, unlocklevelcurve, tacticianplus? it's kind of hard to test because I don't think I can remove those mods and still access that same game save
although I got past that fight I'm kind of worried I could run into a similar issue further along in the game on something I can't just kill in the first round
any help would be greatly appreciated <:
I guess a spell he was trying to use was making my game crash
I just uninstalled the mod for that fight and finished it and everything was fine thankfully
just curious, any insight would be appreciated!
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20TutorialChestSummoningwesslenTutorialChestSummoning_505c630c-79fa-49b6-9f21-29a5f2322c2d.pak
21Ancient Armoury RoleplayParamonov95AncientArmoury_cd20b427-861b-483c-8ae3-78f8bea0357f.pak
22Ancient Jewelry RoleplayParamonov95AncientJewelry_7f1faf48-c50b-4a5a-b66b-7cdda8653962.pak
23Orochigago's Equipment Homebrew LibraryOrochigagoOrochigagos_Equipment_436f90ee-50c7-42c4-91c7-f922d97acb82.pakWeapon
24Wei's Expansion EquipmentWei723Wei_ExpansionEquipment_89a2a40b-220b-43b3-a10f-d25988a3efe0.pak
25Master's Cloaks RoleplayParamonov95MastersCloaks_9538f464-f01b-4a91-af4d-5be9347d96a7.pak
26LegendaryItemsOiffLegendaryItems_061529e0-ddab-402e-a3ed-53caf7701290.pak
27LegendaryEquipDonkeyTheBardLegendaryEquip_a5206fb2-bac3-4021-82b7-09824bd37e35.pak
28EldertideArmamentProxeuzEldertideArmament_22b848d1-5fff-4f76-a4f8-8461721e6112.pak
29Extra GearpooteeweetPTW_Extra_Gear_2cd6c65a-71cc-4db6-bfb2-70116ccd2b94.pak
30Ancient Weaponry RoleplayParamonov95AncientWeaponry_10de0de4-0bca-4efb-9534-282af45921f6.pak
31BasketEquipmentSFWAnteMaxxBasketEquipmentSFW_b200f917-43ec-45d9-9dff-ac6191d62388.pak
32More Mage GearpooteeweetPTW_Sorcerer_94fed047-7d79-41e3-9d1c-1a3b3de781e4.pak
33Randomized Equipment Loot - FullParamonov95RandomizedEquipmentLoot_3a230bb4-1718-4931-99fe-8fac8a1700fe.pak
34REL_SEEumetaREL_SE_8f23afc7-2354-42e0-844f-80445bf72f36.pakBG3MCM
OverrideImprovedUI AssetsGame_C:\Users\Dylan\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\ImprovedUI Assets.pak
OverrideModFixerGustav_C:\Users\Dylan\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\ModFixer.pak
edit: Dominate Person does not work either. I assume any humanoid only spell is affected.
_D(Ext.Stats.Get("Target_HoldPerson").TargetConditions)
It'll give you a list of conditions the spell has to adhere to to confirm that something changed that prevents you from targeting applicable creatures. By default, the conditions are:
"not Item() and not Self() and Character() and Tagged('HUMANOID') and not Tagged('UNDEAD') and not IsDowned() and not Dead() and not Ally() and not (not Player(context.Source) and IsCrowdControlled(context.Target))"
If you're not sure how to get the console or haven't used it, if you're using the BG3 Mod Manager, go to your Settings, click Open Preferences, then click the Script Extender tab in the new window that pops up. Under that tab, check the Create Console setting. Once you've loaded up the game and loaded into your given save, click enter in the console so that "S >>" appears.
i mean like can i just copy paste from BG3 mod manager or?
"(not Item() and not Self() and Character() and Tagged('HUMANOID') and not Tagged('UNDEAD') and not IsDowned() and not Dead() and not Ally() and not (not Player(context.Source) and IsCrowdControlled(context.Target))) and not DWE_IsObjectCharacter()"
Ext.Stats.Get("Target_HoldPerson").TargetConditions = "not Item() and not Self() and Character() and Tagged('HUMANOID') and not Tagged('UNDEAD') and not IsDowned() and not Dead() and not Ally() and not (not Player(context.Source) and IsCrowdControlled(context.Target))"
Ext.Stats.Get("Target_HoldPerson"):Sync()
Didn't have any issues with it prior to the update. Is anyone else having any issues with leveling up and multiclassing after the update?
- Summon Beast
its been working all day then all of sudden it does the animation but nothing is summons. i have checked and dwrite is still there. idk why only that 1 spell brokeoh and let me add LOVING THIS MOD. and if that all that breaks i can live. just figure i ask if this has happen to anyone else and is there a workaround to make it work again
also other modes i am using is
unlock levelcruve with the unlocklevecure path 5espell+imrovement and the double xp patch
and partylimitbegoneuniversal. mod
Sorry I couldn't be more help with it. That's the weirdness thing I've seen in a long while modding the game.