10.11.2024 - Update 1.4 Fixed Revivify Scroll - it works like the unmodded one because reasons. To update, remove old mod, download new version, load new version. Should be safe to change/install midgame.
25.09.2024 - Update 1.3 Fixed Scroll of True Resurrection incorrect behaviour. To update, remove old mod, download new version, load new version.
25.09.2024 - Update 1.2 Fixed Scroll of Revivify not usable when cast from inventory context menu
Awesome mod, thanks so much for your efforts in creating and releasing it!
I wasn't able to get Ray of Enfeeblement to select additional targets when upcasted. Looking at the mod, upcasted levels were increasing ProjectileCount to achieve the effect.
I've done other modding where I've used AmountOfTargets to add targets, and so I took the liberty of updating the upcasted spells with the following lines (replacing ProjectileCount):
data "AmountOfTargets" "2" data "Requirements" "" data "RequirementConditions" ""
...where the value of AmountOfTargets increases each level.
This fixed the issue for me, so I thought I'd pass it on. [Note that there may be other/better fixes; just sharing what worked for me.]
Glad you like it :) Kinda weird cause if i recall it was a projectile (did i change it to target? been a long time since i looked at it) so glad that it fixed it for you and thanks for letting others know :)
Is it intended design that you have to prepare Revivify (Ressurect) and Revivify (Heal Undead) seperately to be both usable, or it could be caused by my own localization glitch? I noticed that in my spell book there are now 2 revivify in level 3 spell row and if I just prepare the Revivify that has description about both ressurect and undead healing, I can only cast undead healing and not ressurect.
I also noticed that Level 1 Inflict Wounds has wrong description that says it deals with 4d10 damage.
ty for mod, rly like the spells, especially false life. i did find a conflict with the deadly channeler gloves from this mod (https://mod.io/g/baldursgate3/m/larians-leftovers) which give a lower crit chance on spells, it is replaced by false lifes 2 tier spell choices now, im guessing since that mod only adds in unobatainable items and doesnt change or make any new spells or buffs that you used the vanilla spell this item uses to make the new false life spell? so when using the channeler gloves i get the container that has the 2 choices of false life spells even tho that mod is below this one. idk if u would be interested in looking at a possible patch? either way thx for mod and have good day
Indeed it is weird. My mod only replaces original spells, so I am not exactly sure why this item suddenly has false life instead of original crit property. As i mentioned in previous comment I am currently of modding pipeline I can't check for solution. But try loading this glove mod after my mod and see if it will help. I do not know what mod manager you use so be aware that I only tested on BG3 mod manager/vortex. There is possibility that Larian mod manager can be somehow (? dunno how) also be a cause of a problem.
EDIT: I quickly checked the mod, it adds the item to treasure table and i am definitely sure i did not change this item. Probably you have some other mod conflict?
Congrats on fatherhood! :) i alrdy have that mod lower than this one, i use bg3mm, its not the end of the world as i was feeling that other item was maybe a bit op as it allowed a lower crit chance for 1 turn of 1 or 2 lower using a bonus action, so u could get high crit chance on demand. although having bonus action temp hp every turn is strong as well. maybe i can find whats doing it by messing with load order idk, i do have about 200 mods now but that worked fine until i added this one, so im pretty sure its something between these 2 mods, but im not gonna lose to much sleep, over it, if/ when u get back to this it be cool to have it working together but again, CONGRATS
Hey! Can you make this compatible with Ghastly Ghouls mod? Some Lich spells would really benefit from this and I would love to play with both mods enabled. :c
Hi, once I tried but it requires basically overwriting most of the GG spells so I was not so much keen on that. Currently can't mod anymore cause I became father. But once I will get back to it (definitely not soon) I will try again.
Hi, I really like the balance of necromancy in this mod, which greatly improves the playability of necromancy. Whether I play a necromancer or not, it has become an indispensable part of my mod.
Especially Vampiric Touch and Eyebite, using the bonus action to re-trigger them greatly improves their tactical value, which allows me to have a place for them in the spellbook (Vampiric Touch has given my Swordsinger a lifespan in desperate situations).
However, there are some spells that I might prefer to use other balance mod versions. For example, another type of Blight gives a debuff of continuous damage after hitting the target. The debuff can be spread after hitting again with other attacks. But there is only one version of it, so even if it is under your mod, after clicking on the spell, it is still two versions of Blight in your mod.
This is not to ask you to modify your mod, but can you tell me how to block Blight modification alone (such as deleting some files and then repacking)?
Hi, its totally understendable! In that case I would suggest going on larian discord modding channels to get more inside into modding but I will try to give you some hints.
Firstly you need BG3MultiTool (can find with google). You can drag this mod file (.pak one inside .zip not .zip!) into it (big square with drop mod workspace... title) and it will unpack it (into UnpackedMods directory). Now inside: UnpackedMods/NecromancySpellsRevised/Public/NecromancySpellsRevised/Stats/Generated/Data you can find many files called NSR_SpellName.txt. Remove the one you don't want to use (ex. NSR_Blight.txt) and drag entire main NecromancySpellsRevised folder (that one after you enter UnpackedMods). This will generate you new pak file which you can put into game using your favourite mod manager.
I hope it will make it easier for you :) If you have any other questions, feel free to ask (here, pm, discord).
Thank you very much for your understanding and reply!
After researching for a long time, I found that the mod must be moved down from its original location for the changes to take effect, but there are no files that modify the same thing below. Although I don't understand why, everything works well now, thank you for your guidance!
In addition, I would like to ask, have you plan to add the effect of healing the undead to some other necromancy spells to match the concept of positive and negative energy? I think it can make some spells play more reasonably (such as the Circle of Death,that will hurt my front-line undead). This can also interact with some modules that turn themselves into undead.
This is just a personal idea, and you can also tell me why you don't plan to do this. In any case, this is a great mod that I like very much, thank you for your contribution!
Currently no, the additional spells that would have healing effect will be present in another of my planned mod Necromantic Grimoire. I was considering adding more healing effects but dnd seems to be very cautions with it so i decided to not include it.
As per why no similar files can still cause spells override, probably because in spells and some other things it is not the filename that is deciding factor but entry name.
I noticed the same thing, when I click on the scroll my character just stands there with his bare fists up. Clicking on the target or anything else doesn't do anything. The spell Revivify works fine though, and removing the mod fixed the issue with the scroll apparently.
From my tests, if i click on the scroll from hotbar i have possibility to choose variant and can cast it. If i choose it from inventory with right mouse button and click cast it quickly shows variants in hotbar and shuts off, unable to cast. Is this the same behaviour?
I downloaded the "fixed" version, but unfortunately when I try to cast scroll of revivy from the hotbar, the character starts the cast and when I choose the destination/placement the casting character just lowers their hands and that's it ¯\_(ツ)_/¯ same for right clicking in inventory and trying to cast that way (doesn't work) still endorsed though, bc I really like the changes you made to necromancy spells :) Edit: Gails' scroll of true resurrection works but only gives 1HP instead of healing fully. Maybe there was a mixup?
Hmm thats weird, revivify scroll worked as intended when i checked it. Still the true resurrection need fix. By any chance did you use Shar Class versions cause i uploaded it a bit later?
Updating it midgame should work fine (that's how i test it), maybe it didn't load properly (in that case try to remove mod, redownload and load it). I will push true resurrection fix today or tomorrow.
I pushed final fix, if you want, please check if normal scroll and true resurrection scrolls are working as intended (no change in true resurrection scroll vanilla behaviour, ensure you downloaded version 1.3).
Hi! I just wanted to flag that the scroll of revivify unfortunately doesn't work for me and I'm not sure what I'm doing wrong at this point. I have the latest version (1.3), I don't use the Shar mod, and I believe I have the load order correct. When I use the scroll, I can choose the variant, but nothing happens. Everything looks exactly like in the gif you posted above, but the character I want to resurrect just never gets up :D Like, it sort of cancels automatically?
Sorry to bother with this, as I'm not sure if it's just me and it's my fault, but just wanted to flag this in case anyone else is still having this issue!
Hi, yes, recently I encountered the same issue when i put this mod in ongoing campaign (and it worked in my another modding test campaign). Tbf it does not make sense in the modding context. I think i will push and update on saturday probably that will restore Revivify to it's original behaviour cause I am just buffled. Sorry for the trouble!
No problem, thank you for your response! Perhaps 'tis a feature, not a bug! Anyway, the mod (and all your mods tbf) is great so this minor issue doesn't stop me from using it lol. Awesome work and can't wait for future updates!
Thanks! I am really happy if my mods are giving people fun :) Pushed new update as I said, I restored original behaviour of the scroll (and it worked on my bugged save so i hope no more revivify fixes in future lol). Have fun :)
Hi Just wondering how far away you from publishing the next addition in the Boneyard series? I am most looking foreward to Undead Soul. I am enjoying your mods, they are great :-)
Hi, currently i have a little break cause creating vfx for Cursed Tome Revised is so tedious that I need to do some other things to avoid burnout. Honestly can't estimate anything for now, but i did not forget about this series, so sooner or later it will come back to life (heh).
61 comments
Fixed Revivify Scroll - it works like the unmodded one because reasons. To update, remove old mod, download new version, load new version. Should be safe to change/install midgame.
25.09.2024 - Update 1.3
Fixed Scroll of True Resurrection incorrect behaviour. To update, remove old mod, download new version, load new version.
25.09.2024 - Update 1.2
Fixed Scroll of Revivify not usable when cast from inventory context menu
---------------------------------------
7.09.2024 - Update 1.1
Nerfed Contagion - removed damage on hit.
7.09.2024 - Initial Release
I wasn't able to get Ray of Enfeeblement to select additional targets when upcasted. Looking at the mod, upcasted levels were increasing ProjectileCount to achieve the effect.
I've done other modding where I've used AmountOfTargets to add targets, and so I took the liberty of updating the upcasted spells with the following lines (replacing ProjectileCount):
data "AmountOfTargets" "2"
data "Requirements" ""
data "RequirementConditions" ""
...where the value of AmountOfTargets increases each level.
This fixed the issue for me, so I thought I'd pass it on. [Note that there may be other/better fixes; just sharing what worked for me.]
I also noticed that Level 1 Inflict Wounds has wrong description that says it deals with 4d10 damage.
EDIT: I quickly checked the mod, it adds the item to treasure table and i am definitely sure i did not change this item. Probably you have some other mod conflict?
i alrdy have that mod lower than this one, i use bg3mm, its not the end of the world as i was feeling that other item was maybe a bit op as it allowed a lower crit chance for 1 turn of 1 or 2 lower using a bonus action, so u could get high crit chance on demand. although having bonus action temp hp every turn is strong as well. maybe i can find whats doing it by messing with load order idk, i do have about 200 mods now but that worked fine until i added this one, so im pretty sure its something between these 2 mods, but im not gonna lose to much sleep, over it, if/ when u get back to this it be cool to have it working together but again, CONGRATS
Especially Vampiric Touch and Eyebite, using the bonus action to re-trigger them greatly improves their tactical value, which allows me to have a place for them in the spellbook (Vampiric Touch has given my Swordsinger a lifespan in desperate situations).
However, there are some spells that I might prefer to use other balance mod versions. For example, another type of Blight gives a debuff of continuous damage after hitting the target. The debuff can be spread after hitting again with other attacks. But there is only one version of it, so even if it is under your mod, after clicking on the spell, it is still two versions of Blight in your mod.
This is not to ask you to modify your mod, but can you tell me how to block Blight modification alone (such as deleting some files and then repacking)?
Firstly you need BG3MultiTool (can find with google).
You can drag this mod file (.pak one inside .zip not .zip!) into it (big square with drop mod workspace... title) and it will unpack it (into UnpackedMods directory).
Now inside: UnpackedMods/NecromancySpellsRevised/Public/NecromancySpellsRevised/Stats/Generated/Data you can find many files called NSR_SpellName.txt.
Remove the one you don't want to use (ex. NSR_Blight.txt) and drag entire main NecromancySpellsRevised folder (that one after you enter UnpackedMods). This will generate you new pak file which you can put into game using your favourite mod manager.
I hope it will make it easier for you :) If you have any other questions, feel free to ask (here, pm, discord).
After researching for a long time, I found that the mod must be moved down from its original location for the changes to take effect, but there are no files that modify the same thing below. Although I don't understand why, everything works well now, thank you for your guidance!
In addition, I would like to ask, have you plan to add the effect of healing the undead to some other necromancy spells to match the concept of positive and negative energy? I think it can make some spells play more reasonably (such as the Circle of Death,that will hurt my front-line undead). This can also interact with some modules that turn themselves into undead.
This is just a personal idea, and you can also tell me why you don't plan to do this. In any case, this is a great mod that I like very much, thank you for your contribution!
Currently no, the additional spells that would have healing effect will be present in another of my planned mod Necromantic Grimoire. I was considering adding more healing effects but dnd seems to be very cautions with it so i decided to not include it.
As per why no similar files can still cause spells override, probably because in spells and some other things it is not the filename that is deciding factor but entry name.
revivify doesn't workstill endorsed though, bc I really like the changes you made to necromancy spells :)
Edit: Gails' scroll of true resurrection works but only gives 1HP instead of healing fully. Maybe there was a mixup?
Sorry to bother with this, as I'm not sure if it's just me and it's my fault, but just wanted to flag this in case anyone else is still having this issue!
Anyway, the mod (and all your mods tbf) is great so this minor issue doesn't stop me from using it lol. Awesome work and can't wait for future updates!
Just wondering how far away you from publishing the next addition in the Boneyard series?
I am most looking foreward to Undead Soul. I am enjoying your mods, they are great :-)