------------------------------------------------------------ Announcement - 28.09.2024 Cursed Tome Revised soon coming. In new version: reworked effects for The Beginning and The End passives. Including: 1. Ancient Finger of Death spell - did you ever wanted to get back PF1e/DnD3.5 Finger of Death? Well now your (or mine, don't judge me) fantasy will become true. 2. Custom Skeletal Bard companion - you are sad because your summons don't have inventory, they can't disarm traps or do some lockpicking, also they can't help you in dialog scenes rolls or you had enough playthroughs with Astarion cause you need rogue? Well, here comes Darius The Calcium Bard (he hails from Golarion [no offence Larian/DnD] realm). Your new bard companion (he also progresses with you, ain't that neat?) will be able to do all that and more.
Update 1.3 - 7.09.2024 Hotfix for crash on Message Box accept after long rest. New version 2.0 with bigger changes cooking.
Update 1.2 Finally got rid of Greater Necromancy showing in combat log. Now you wont even see when it is applied. Optimized removing Greater Necromancy when previewing not necromancy action/spell in SE script. Added video description with mod showcase, some code and Necromantic Grimoire highlight.
Update 1.1 Greater Necromancy -> Changed from disadvantage on saving throw to flat +2 bonus on Spell Save DC and Spell Attack Rolls Cleaned some lines in SE Script Should be safe to update midgame.
Yes, appropriate statuses should be applied after taking long rest (you should see message box after rest). Did not test what happen if you load this mod if you have already decpihered tharchiate codex, but my guess is it also should work without problem (maybe it will skip one message box or show one after another?). But thats in act 3 so you are safe anyway.
i just tested with character who alrdy has danse macabre and book unlocked in chpt 3, i long rested, got 2 msgs but only have the beginning buff in char sheet, and do not see anything else, just fyi. thx for mod have good day
EDIT: i DO have the end bonuses, but on another character other than my necromancer, she must have picked it up first, its older save so i couldnt rememeber that, so it DOES work even after u have fully unlocked book with thraciate in chpt 3 after a long rest, just FYI for anyone
Amazing mod! Are you going to include it in the official mod support (mod.io)? I lost my saves when patch 7 came out and now I prefer to only use official mods becuase I assume they will casue less problems....
Neither Larian's mod toolkit, in-game mod manager, or mod.io support Script Extender -- which this relies on as a core dependency -- so unless it's completely re-written in Larian's Osiris version of Lua, kinda hard to see this getting ported over to mod.io.
The assumption of "less problems" using Larian's in-game mod mgr & mod.io depends critically on what you consider to be "less of a problem"...
Among other things: ... Becuz Larian does not/will not support Script Extender or SE-dependent mods -and- becuz Larian's version of Lua aka Osiris has some relative limitations, there'll be functionality that simply won't exist via those platforms. Personally, I couldn't play BG3 without SE-based mods. ... And the in-game mod mgr relies upon a weird load order sorting/merge algorithm (imo) for creating modsettings.lsx that factors time of install, declared dependencies {which don't always exist & aren't really necessary except to make Larian's weak load order mngmnt work}, and partial alphanumeric sorting that makes load orders look like spaghetti. Personally, I prefer to keep my load order carefully curated in accordance with, e.g., the General Load Order Guide.
I'm sure there are other flies in Larian's modding support ointment that I'm overlooking, but those are the big ones to me. ymmv
Well shortly speaking, as @BigBozat kindly said. Maybe one day I will get more in touch with pure Osiris (and it is gonna be hard with new scripts that will come with revised version) but it will not come soon.
If the abilities were already given they should remain for the rest of the game regardless. But interesting point, maybe it will be also removed in future update.
I really like the look of this mod so far, but can you change the Greater Necromancy benefit? It's the same benefit as the Staff of Cherished Necromancy in Act 3, rending that passive useless since if you're delving into necromancy you're going to get the Necromancy of Thay as early as you can.
As an alternative I'd suggest a toggleable passive charge, similar to the arcane battery ability, that will allow a necromancy spell to be cast as a bonus action per long rest. Either that or a simple spell dc improvement for Necromancy spells would be great replacements that give the Cherished Necromancy it's seat in the spotlight like it deserves.
Well, at first i did not like that i have to wait so long and equip a staff so i would finally have heightened necromancy, but I think i like your idea about flat spell dc. Probably will change to that.
Just checked back because I'm still not used to how Nexus handles comments and I really like the change. I wish limitations didn't force you to implement the ac change through a temporary status, but you handled work arounds pretty well from what I've seen.
All around amazing around. Can't wait for your next works!
Glad to hear it :) I am looking for another solution, so in nearby feature maybe it won't be temporary status but can't promise anything.
As per nexus comments i do not understand why it won't notify if someone responds to your comment lol. I don't even get notified when someone add a comment to my mods
EDIT: If anyone wondering you can set this in notification settings and should show lol
Dude thank you so much! I've been on this platform for years and didn't even know that was an option. Why in f*#@'s name is that not on by default?!
Anyway, the current solution for the DC works fine as is, so if no outright better solution is found like applying the buff the same way as Heightened Necromancy, adding an icon for the temporary buff would be the last simple touch it needs. I'd suggest one of the vanilla necromancy spell icons like the green skull.
Really really excited to use this with my nerco based Shadowheart build. I actually just had her read the book of thay last time I played so now I'm excited to boot up the game and see this mod in action. :D
Most of them will probably come out after Patch 7 and modding tools (looking at you spell visuals in Necromantic Grimoire and ascension shenanigans). Hope you will enjoy them :)
Yeah, at first read, was wondering how it was different from/might interact (or conflict/be incompat?) with Siael's Path of Undeath (incl the Pact as Invocation addon)? The whole series looks much broader than PoU... but the near term seems very similar, so would seem to clash?
In addition to Dread Overlord (which integrates w/ PoU), would love to see compat/integ with - vamp races (Weeviljester's Transient Guests We Are: Dhampir) - and other subclasses (havsglimt's First Vampire warlock, CyberSpektre's Warlock: The Undead)
Also, I tend to run lots of necromancer mods... so, would need to know about compat with, e.g. - Bysell's Necromancy of Thay - Elefay's Better Necromancy (at least, for the current campaign/playthru).
As for compatibility of Cursed Tome, it should be compatible with everything. I apply custom statuses via script extender so hopefully there will be no problems.
Path of Ascension will be definitely hard to make but I will do my best to keep compatibility with other mods. I did not exactly like the idea of going Undead -> Vampire -> Greater Undead -> Lich, my idea is more of choose one of the path (ex. vampire or lich but not both). Additional effect when using other mods, well I like the idea, will try to make something of it. Feel free to give me any idea (Path of Ascension is currently in state of me thinking how it will work so it's creative time) about this or other mod.
id suggest if you can making a discord account and joining the BG3 discord! Lots of people including myself and the devs for Dread overlord and path of undeath. It’s also much easier to have back and forth discussion there so you may get plenty of nice suggestions
Yup, all those mods are in my current [overly-ambitious 1,000+ mod] load order... most everything seems to work fine, altho:
a) load order matters... necromancy spells & progressions may be a bit finicky... In general, load 'em relatively late/low after all your races/classes/subclasses (but before Compat Framework, Spell List Combiner, or your late compat patches)... e.g., mine go in precise order: - Better Necromancy - Necromancy of Thay - Path of Undeath - PoU - Pact as Invocation (and these are down around the bottom 15% or so of my l/o)
b) haven't done a lot of testing on TGWA: Dhampir, so ymmv...
c) havsglimt's subclass mods tend to throw some SE console errs (esp the pally/Oath series), and I haven't tun First Vampire in a while (i.e., b4 PoU was released, iirc) so it may suffer from same
I also have some other treats, like Siaell's Power Hunger, that play nicely in the sandbox, too.
39 comments
Announcement - 28.09.2024
Cursed Tome Revised soon coming. In new version: reworked effects for The Beginning and The End passives.
Including:
1. Ancient Finger of Death spell - did you ever wanted to get back PF1e/DnD3.5 Finger of Death? Well now your (or mine, don't judge me) fantasy will become true.
2. Custom Skeletal Bard companion - you are sad because your summons don't have inventory, they can't disarm traps or do some lockpicking, also they can't help you in dialog scenes rolls or you had enough playthroughs with Astarion cause you need rogue? Well, here comes Darius The Calcium Bard (he hails from Golarion [no offence Larian/DnD] realm). Your new bard companion (he also progresses with you, ain't that neat?) will be able to do all that and more.
Update 1.3 - 7.09.2024
Hotfix for crash on Message Box accept after long rest. New version 2.0 with bigger changes cooking.
Update 1.2
Finally got rid of Greater Necromancy showing in combat log. Now you wont even see when it is applied.
Optimized removing Greater Necromancy when previewing not necromancy action/spell in SE script.
Added video description with mod showcase, some code and Necromantic Grimoire highlight.
Update 1.1
Greater Necromancy -> Changed from disadvantage on saving throw to flat +2 bonus on Spell Save DC and Spell Attack Rolls
Cleaned some lines in SE Script
Should be safe to update midgame.
Yes, appropriate statuses should be applied after taking long rest (you should see message box after rest). Did not test what happen if you load this mod if you have already decpihered tharchiate codex, but my guess is it also should work without problem (maybe it will skip one message box or show one after another?). But thats in act 3 so you are safe anyway.
thx for mod
have good day
EDIT: i DO have the end bonuses, but on another character other than my necromancer, she must have picked it up first, its older save so i couldnt rememeber that, so it DOES work even after u have fully unlocked book with thraciate in chpt 3 after a long rest, just FYI for anyone
thx for mod
Amazing mod! Are you going to include it in the official mod support (mod.io)? I lost my saves when patch 7 came out and now I prefer to only use official mods becuase I assume they will casue less problems....
The assumption of "less problems" using Larian's in-game mod mgr & mod.io depends critically on what you consider to be "less of a problem"...
Among other things:
... Becuz Larian does not/will not support Script Extender or SE-dependent mods -and- becuz Larian's version of Lua aka Osiris has some relative limitations, there'll be functionality that simply won't exist via those platforms. Personally, I couldn't play BG3 without SE-based mods.
... And the in-game mod mgr relies upon a weird load order sorting/merge algorithm (imo) for creating modsettings.lsx that factors time of install, declared dependencies {which don't always exist & aren't really necessary except to make Larian's weak load order mngmnt work}, and partial alphanumeric sorting that makes load orders look like spaghetti. Personally, I prefer to keep my load order carefully curated in accordance with, e.g., the General Load Order Guide.
I'm sure there are other flies in Larian's modding support ointment that I'm overlooking, but those are the big ones to me.
ymmv
He is also quite a musician himself (nice change after his previous master was using him mostly to blow himself up)
I added additional entry - Features (text) - with text version of description.
As an alternative I'd suggest a toggleable passive charge, similar to the arcane battery ability, that will allow a necromancy spell to be cast as a bonus action per long rest. Either that or a simple spell dc improvement for Necromancy spells would be great replacements that give the Cherished Necromancy it's seat in the spotlight like it deserves.
All around amazing around. Can't wait for your next works!
As per nexus comments i do not understand why it won't notify if someone responds to your comment lol. I don't even get notified when someone add a comment to my mods
EDIT: If anyone wondering you can set this in notification settings and should show lol
Anyway, the current solution for the DC works fine as is, so if no outright better solution is found like applying the buff the same way as Heightened Necromancy, adding an icon for the temporary buff would be the last simple touch it needs. I'd suggest one of the vanilla necromancy spell icons like the green skull.
Can't wait to check out your next mod.
In addition to Dread Overlord (which integrates w/ PoU), would love to see compat/integ with
- vamp races (Weeviljester's Transient Guests We Are: Dhampir)
- and other subclasses (havsglimt's First Vampire warlock, CyberSpektre's Warlock: The Undead)
Also, I tend to run lots of necromancer mods... so, would need to know about compat with, e.g.
- Bysell's Necromancy of Thay
- Elefay's Better Necromancy
(at least, for the current campaign/playthru).
As for compatibility of Cursed Tome, it should be compatible with everything. I apply custom statuses via script extender so hopefully there will be no problems.
Path of Ascension will be definitely hard to make but I will do my best to keep compatibility with other mods. I did not exactly like the idea of going Undead -> Vampire -> Greater Undead -> Lich, my idea is more of choose one of the path (ex. vampire or lich but not both). Additional effect when using other mods, well I like the idea, will try to make something of it. Feel free to give me any idea (Path of Ascension is currently in state of me thinking how it will work so it's creative time) about this or other mod.
Cursed Tome will work, as for other mods, there are in state of creation (except old version of Undead Soul, it should be compatible anyway).
id suggest if you can making a discord account and joining the BG3 discord! Lots of people including myself and the devs for Dread overlord and path of undeath. It’s also much easier to have back and forth discussion there so you may get plenty of nice suggestions
You can already find me on Larian Discord ;) and I agree, people are most helpful, can recommend to everyone if hesitating ;)
Yup, all those mods are in my current [overly-ambitious 1,000+ mod] load order... most everything seems to work fine, altho:
a) load order matters... necromancy spells & progressions may be a bit finicky...
In general, load 'em relatively late/low after all your races/classes/subclasses (but before Compat Framework, Spell List Combiner, or your late compat patches)... e.g., mine go in precise order:
- Better Necromancy
- Necromancy of Thay
- Path of Undeath
- PoU - Pact as Invocation
(and these are down around the bottom 15% or so of my l/o)
b) haven't done a lot of testing on TGWA: Dhampir, so ymmv...
c) havsglimt's subclass mods tend to throw some SE console errs (esp the pally/Oath series), and I haven't tun First Vampire in a while (i.e., b4 PoU was released, iirc) so it may suffer from same
I also have some other treats, like Siaell's Power Hunger, that play nicely in the sandbox, too.