Please don’t ask questions already answered in this post for the sake of keeping things organized. Patch 7 is a stressful time for mod authors. Please be considerate.
₊ ✧ ₊
Does this mod work with Patch 7? Yes.
Will this mod be available through the in-game mod manager and/or on console? I have no current plans to port any of my currently released mods to mod.io as doing so would take a significant amount of time that I don’t currently have to spare. This, unfortunately, also means that these mods will not be available on console. My mods will remain on NexusMods for now.
I can’t elaborate further on my decision at this time - While this may be disappointing, please respect my decision as it wasn’t made lightly.
Can I port your mod to mod.io? If you're interested in doing so, please directly contact me via DM. Don't attempt to port my work without explicit permission.
Can I use this mod via the in-game mod manager and/or alongside mod.io mods? Yes, however I personally still recommend using BG3MM instead.
The in-game mod manager and/or menu shows a warning symbol ⚠️ next to this mod. Does this mean something is wrong? No. Larian has selected this symbol to label mods that are considered “third-party”. This includes any mods not downloaded and installed by using the in-game mod manager and is merely an identifying label. It does not mean your mod, save, or game is broken.
I’m experiencing an issue, is it caused by this mod? Unless the issue is directly with something added by this mod, the answer is likely no. I have tested all content added by my mods before releasing the Patch 7 updates.
If you’re still experiencing issues, please feel free to report them - however there are a number of issues that are most likely not caused by any of my mods as they are either unrelated to the content they add, or issues that frequently occur with new patches. This includes UI issues, pre-Patch 7 saves not loading, "choices pending" in CC, and Durge/nude NPCs on load.
hello, i have downloaded all the requirements and followed the instructions as well as being the correct level to learn spells via potion, and when i drink the level 3 spells nothing happens. i'm not sure if i'm missing something or not! awesome mod :) i have spells for everyone as well, do you think it's cause i could be using a modded class? i had one of the lower level spells work just fine, however
This is absolutely awesome, I love all of your work. I do have to ask though, is there any chance we might get a version of the Eilistraee's Moonfire potion that just gives you the passive toggle for the moonmotes like the Isilmnir'el tieflings in your tiefling mod? 5 turns of light is kind of useless.
Another fantastic mod - my game is essentially Astralities' Gate at this point! I really like the implementation of these spells and feel like they add something extra to my roleplaying :)
Thank you for your mod. I have noticed a problem with the spell "Igniting Spark". The hell fire surface it creates doesn't ignore fire resistance or immune as expected. I am using 1.1 version as my game is running on patch 6. But since the spell is not mentioned in 1.2 update, I think the problem would still be there. I guess it's because the "BURNING_HELLFIRE" status in vanilla game doesn't actually ignore fire immune either. The "ignore immune" part is done by giving certain enemy hidden passive that allows them to ignore immune I think? And as a game design feedback (not a bug report), I notice the way game handles fire surface is quite wired. It doesn't inflict burning effect when just creating a surface or starting/ending one's turn on the surface. One needs to walk on the surface to be set on fire. So the spell almost just deal 6d6 fire damage and nothing else. Sorry for my English, and thank you again.
61 comments
Please don’t ask questions already answered in this post for the sake of keeping things organized.
Patch 7 is a stressful time for mod authors. Please be considerate.
₊ ✧ ₊
Does this mod work with Patch 7?
Yes.
Will this mod be available through the in-game mod manager and/or on console?
I have no current plans to port any of my currently released mods to mod.io as doing so would take a significant amount of time that I don’t currently have to spare. This, unfortunately, also means that these mods will not be available on console. My mods will remain on NexusMods for now.
I can’t elaborate further on my decision at this time - While this may be disappointing, please respect my decision as it wasn’t made lightly.
Can I port your mod to mod.io?
If you're interested in doing so, please directly contact me via DM. Don't attempt to port my work without explicit permission.
Can I use this mod via the in-game mod manager and/or alongside mod.io mods?
Yes, however I personally still recommend using BG3MM instead.
The in-game mod manager and/or menu shows a warning symbol ⚠️ next to this mod. Does this mean something is wrong?
No. Larian has selected this symbol to label mods that are considered “third-party”.
This includes any mods not downloaded and installed by using the in-game mod manager and is merely an identifying label.
It does not mean your mod, save, or game is broken.
I’m experiencing an issue, is it caused by this mod?
Unless the issue is directly with something added by this mod, the answer is likely no.
I have tested all content added by my mods before releasing the Patch 7 updates.
If you’re still experiencing issues, please feel free to report them - however there are a number of issues that are most likely not caused by any of my mods as they are either unrelated to the content they add, or issues that frequently occur with new patches.
This includes UI issues, pre-Patch 7 saves not loading, "choices pending" in CC, and Durge/nude NPCs on load.
Nvm it was my load order :D
I have noticed a problem with the spell "Igniting Spark". The hell fire surface it creates doesn't ignore fire resistance or immune as expected.
I am using 1.1 version as my game is running on patch 6. But since the spell is not mentioned in 1.2 update, I think the problem would still be there.
I guess it's because the "BURNING_HELLFIRE" status in vanilla game doesn't actually ignore fire immune either. The "ignore immune" part is done by giving certain enemy hidden passive that allows them to ignore immune I think?
And as a game design feedback (not a bug report), I notice the way game handles fire surface is quite wired. It doesn't inflict burning effect when just creating a surface or starting/ending one's turn on the surface. One needs to walk on the surface to be set on fire. So the spell almost just deal 6d6 fire damage and nothing else.
Sorry for my English, and thank you again.