File information

Last updated

Original upload

Created by

necromanzee

Uploaded by

necromanzee

Virus scan

Safe to use

48 comments

  1. necromanzee
    necromanzee
    • premium
    • 43 kudos
    Locked
    Sticky
    Make sure you delete any duplicate .pak files from old versions of this mod

    Different versions have different pak names but are the SAME mod (i.e. they all have the same mod ID). If you are experiencing issues and you have downloaded this mod multiple times, check to make sure you do not have any accidental duplicate paks in your Mods folder!
  2. necromanzee
    necromanzee
    • premium
    • 43 kudos
    Locked
    Sticky
    Patch 4 added a level 6 feature for Knowledge Domain! 
    Two options for Channel Divinity: "Read Thoughts" and "Speak With Animals". Both cost 1 action and 1 Channel Divinity charge and last til long rest, but "Read Thoughts" requires concentration while "Speak With Animals" does not.


    If you use the (#.#.#) main file, my level 6 feature will overwrite Larian's. You don't get both! (Unless you use the main file version #.#.#.1, then you will get both.)
    If you want Larian's level 6 feature but you still want my bugfix, there's an optional file for that! (v0.55) Deprecated/redundant after Patch 5.
    If you want Larian's level 6 feature, but you want my bugfix and my just-for-fun tweak to add Investigation as an expertise option to choose at level 1, there's an optional file for that! (v0.75)
  3. MendilDren
    MendilDren
    • member
    • 0 kudos
    I'll probably still use your full version, but have you considered making Vanilla level 6 feature a non-concentration ability? Basically as if "Read Thoughts" is applied via elixir (which is simply "until next long rest"). I think it makes sense since "Channel Divinity" charges are used for a normally Ritual spell (that doesn't require spell slots outside of combat/turn-based mode).
    1. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Honestly: great idea and good point! 😊 I'll put up an optional variant with that tweak by the weekend.
    2. necromanzee
      necromanzee
      • premium
      • 43 kudos
      This has been done! :) Optional files version 0.8
    3. MendilDren
      MendilDren
      • member
      • 0 kudos
      Thank you very much!
  4. tantanoid
    tantanoid
    • member
    • 1 kudos
  5. SiegeThanks
    SiegeThanks
    • member
    • 0 kudos
    Firstly, I love the mod, and I love the consideration to balance and the option to get the bugfix only. A+++.

    Quick question though: can the spells you get through Epiphany at level 6 be upcast? I know some spells added through feats from other mods won't let you upcast them.

    Also, any chance you'd consider adding cantrips and Hunger of Hadar to that list? I would love to be able to use Potent Spellcasting with something other than Radiant Flame or Produce Flame, lol. I've got no excuse for HoH, I just love that dang spell.

    Keep up the great work!!
    1. necromanzee
      necromanzee
      • premium
      • 43 kudos
      That is an excellent question! (Regarding upcasting.) I have actually not yet ever played the game long enough to get to level six even once, let alone while playing with my own mod. 😅 (The life-curse of the modder lol!) I’m pretty sure it should allow upcasting; the feature simply unlocks the spell which puts it in your spellbook as if it were any other cleric spell, which I would think would maintain its intended mechanics. But I’ll boot up tomorrow after work and test and find out for sure! 😙

      Also: Huh!! I did leave out Hunger of Hadar, didn’t I? Arms of Hadar, too! Well that was entirely unintentional. 😅 I’m sure there are a few more I missed, too— I’ll go through and check and add all the stragglers in tomorrow!! Thank you so much for letting me know!!

      And thank you for your kind words 🥹💕
    2. necromanzee
      necromanzee
      • premium
      • 43 kudos
      "Tomorrow", she said.... 😅 [shows up a full week late, with Starbucks]

      Anyway version 1.4 is up, and includes the Hadar spells, as well as several others I discovered I'd missed!

      EDIT... oh my god, not me *just now* seeing that you also asked about adding cantrips to the list. 🤦‍♀️RIP me, TBH.
    3. SiegeThanks
      SiegeThanks
      • member
      • 0 kudos
      That's all right!! I am still finishing up my first playthrough, and wanted to do a Cleric Dark Urge for a second-rounder!

      I just figured I'd ask, but neither are deal breakers! I really appreciate the effort though, so you got yourself a fan!
    4. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Cantrips have been added to the Epiphany spell list in version 1.4.1 😊
    5. SiegeThanks
      SiegeThanks
      • member
      • 0 kudos
      A++, thank you!
    6. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Just kiddingggg! My head was NOT screwed on right today. I threw this version together really quick and didn't think about the fact that Epiphany grants two new spells known-- two spells not on the cleric list basically become cleric spells for a Knowledge cleric-- ergo, they have to be prepared. However, cantrips are supposed to be always prepared, so just slapping them onto the Epiphany list is just broken.

      I had to roll this back and I'll need to think of a different way to implement this. Because as-is, in 1.4.1 the cantrips are selectable on the Epiphany list, but if you do pick a cantrip, you can't actually cast it at all unless you use up a spell preparation slot to "prepare" it. (But the spells prepared list does not update to show a cantrip on there... It'll just still show the empty [+]. Cuz cantrips aren't supposed to be prepareable. 🤦‍♀️)
    7. SiegeThanks
      SiegeThanks
      • member
      • 0 kudos
      No worries! Honestly, if it's a bother, no need to worry about it. I can make an effort to get along with Sacred Flame.
  6. Tordtthesecond
    Tordtthesecond
    • member
    • 0 kudos
    Thank you for the mod and especially the bugfix only version!

    But may i ask you for a version with just the bugfix and the possibility to choose Investigation to be proficient in? I had a very specific character in mind (from an abandoned PnP round) and somehow it bother's me so much that she isn't proficient in that skill that my character is literally unplayable for me :( 
    I don't know how time consuming this is for you, but I'm to stupid and lack the language skills to do it myself so It would be greatly appreciated if you can make it.
    1. necromanzee
      necromanzee
      • premium
      • 43 kudos
      I have added version 0.75 for you. 💟 Tested and confirmed that Investigation is added as an expertise option at level 1, KOTA:W is fixed, but you'll get the Larian level 6 feature(s). Happy gaming, my friend!
    2. Tordtthesecond
      Tordtthesecond
      • member
      • 0 kudos
      Thank you for your time and effort! I hope it was not too bothersome and that you have/had so much fun with the game like i will have now. It's really not to to be given that someone nearly instantly creates a new version of his mod just because some random asked for it. Great person and again thank you so much!
  7. defendurname
    defendurname
    • member
    • 0 kudos
    Can you check if the KOTW fixes only file works with patch4? I just downloaded it and extracted the pak into the Mods folder and it doesnt seem to work for me.
    1. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Yep! Works just fine:

      Spoiler:  
      Show




      Did you remember to save and export your mod order in BG3MM? That's the only idea I have right now, off the top of my head, for why it wouldn't be working for you. 🤔 Unless you have something else, lower in your load order, that secretly also rewrites this one specific "spell" entry and sets it back to the incorrect vanilla version! 😅
    2. defendurname
      defendurname
      • member
      • 0 kudos
      hm, is it necessary to use other mods? i thought if i just used the fixes only mod that i could just put it into the Mods folder without needing to download mod fixer or compatibility framework?
    3. necromanzee
      necromanzee
      • premium
      • 43 kudos
      No, you're right. 😊 The KOTA:W fix is standalone and has no other requirements. (You probably should use the Mod Fixer, regardless, though.)

      Are you using other mods in your load order, though? Might any of them potentially contain the vanilla Status_BOOST.txt file (and therefore overwrite my change to Knowledge of the Ages: Wlisdom, by reiterating the [wrong] vanilla implementation)? Or, again, are you sure you remembered to save and export your load order in BG3MM after you installed the pak? Because the only way that this file wouldn't work is if 1) my change to the data entry is being overwritten, or 2) your modsettings.lsx isn't updating to recognize that you put my mod in there at all.
    4. defendurname
      defendurname
      • member
      • 0 kudos
      Hm, I did have a font mod installed but i removed it and still didnt seem to work.

      So, when I extract the zip I have a .pak and a .json file: i put both in the mod folder right? Or do I need to put the json file somewhere else? I've tried it with both and then only the .pak file but still doesnt seem to work :(  The only thing that might explain it is that im testing it on my Tav who was a ranger and respecced to cleric and is lvl1 in the save, then I level him up  to lvl 3 and then test it.
    5. necromanzee
      necromanzee
      • premium
      • 43 kudos
      You don't need the json file - that's for mod manager programs to read.

      So I take it you are not using a mod manager at all? Okay. And your only other mod is a font mod -- you can definitely put that back in, there's no way these two conflict.

      What Mods folder are you putting the pak file in? It should be the Mods folder located at something like  C:\Users\whatever your username is\AppData\Local\Larian Studios\Baldur's Gate 3\Mods
  8. Asyrin25
    Asyrin25
    • premium
    • 2 kudos
    Thanks for the mod! I find your changes reasonable and balanced! There's also those of us that don't want the major changes introduced by 5e spells that is a requirement for Cleric subclasses. I really appreciate you publishing this separately!

    Just a quick question. I can't imagine it'll be a problem, but once Larian finally DOES fix the Knowledge of the Ages bug, there won't be a problem with this mod, right?

    Also, what happens if you uninstall the mod post level 6? Does it break the save? Do you keep the spells?

    Thanks again for your work!
    1. necromanzee
      necromanzee
      • premium
      • 43 kudos
      First of all, omg thank you so much for saying that. :') I'm so glad to have been able to help and do good for other players like me.

      Oh, absolutely do not uninstall it mid-save if you are playing as a Knowledge Cleric or have any companions who are! 😨 I have of course never tested that scenario to see what exactly happens, but the Level 6 ability is a new UUID spell list data object and you get those spells from that, even though they are vanilla spells. So, I mean, maybe it would be fine, because you'd just have the vanilla spells you know, and the spell list isn't referenced any more after that, probably, but absolutely why risk it. Y'know?

      As for if Larian ever fixes it, it shouldn't be a problem! :) I literally only added in a Status_Boost file that is identical to the vanilla data of the KotA:W one except that the skills it affects are correct. And mine just overrides that one data record in vanilla. So, if Larian ever fixes vanilla to be correct, having my mod/fix installed will not be a problem because it'll just still override the now-correct vanilla record. :) Presumably. Unless they do something crazy and make some big change that I can't predict lol
  9. AerynWu
    AerynWu
    • premium
    • 48 kudos
    It appears the KOTA:W-only fix does not work in patch 1, at least not with my existing save file. I only just discovered this bug/mod and so did not get a chance to try it before patch 1 so I cannot be certain if it's the patch or if it's somehow me.

    Thanks for putting this out there and hopefully either you or Larian can get this class feature actually working for me the way it's supposed to lol.
    1. necromanzee
      necromanzee
      • premium
      • 43 kudos
      !! Thank you for letting me know! I'm going to test it right now and get a working fix up! 😤
    2. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Well, I don't know why, but as loose files, the mod/fix just does not work. Pure and simple. :| Genuinely I have no clue why.

      And to be honest, I also don't know if that's a post-Patch 1 thing, or if I'm just dumb and the loose files version never worked before, either. (The screenshots I took and testing I did was of the mod altogether in a .pak - I saw no reason why the loose files wouldn't work, as it was the same filepathing as the mod itself and as other loose files mods I'd seen and used, so I was lazy and didn't test again. Maybe that's more the fool me.)
      EDIT: Confirmed, it is due to changes included in Patch 1. Loose files are no longer supported.

      But I have uploaded a new bugfix only version to the Optional Files, though it is a .pak, not loose, and it works 100% guaranteed. 😤 I tested the piss out of it, haha!

      Thanks again for bringing it to my attention! Happy gaming, my friend! Nerd clerics best clerics! 😉🤓
    3. AerynWu
      AerynWu
      • premium
      • 48 kudos
      Selûne (or other deity of your choice) bless you for your hard work
  10. Atiris12
    Atiris12
    • supporter
    • 0 kudos
    Would be so kind as to working on making it compatible with the cleric subclasses mod as well, if it isn't already?
    1. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Which mod? I can give it a look and see if it's compatible already or not. :)  (It's probably not, if they both edit ~/SharedDev/Progressions/Progressions.lsx which I bet it does, if it adds subclasses [which I'm assuming it does based on what you said, but I could be wrong!].)

      EDIT: Do you mean this mod? Oofa doofa there's a lot going on there. And I don't use 5e spells, which that mod requires. It'd probably be more efficient to ask that mod author to make a patch for/with my changes to Knowledge domain into their mod. They're clearly more skilled of a modder than me, anyway. 😅😊 And also their added subclasses apparently are designed for up-to-20th-level play, so if they're intending to make a 17th level feature for Knowledge domain (which it looks like they are, according to the mod description), they're more than welcome to incorporate my changes here with whatever they do there (with credit). 👍
    2. Atiris12
      Atiris12
      • supporter
      • 0 kudos
      Oh, that may make more sense. I know so little about modding myself so i'm not sure what is considered a reasonable request or not. I know that author has been focused more on adding in the subclasses that don't exist in the game, but has been leaving the existing subclasses alone for the most part. 
    3. necromanzee
      necromanzee
      • premium
      • 43 kudos
      No problem at all! I don't consider you rude or unreasonable or anything. :) I just wanted to offer my opinion on the matter is all.

      And you know what? I just downloaded and unpacked that mod, and I don't think it'd be too difficult, actually! That author has done a really good job of keeping their edits organized and clean. (Wow!! I think I'm actually learning how to be a better modder from looking at their work. How nice!)

      I'll see if I can't get an optional file up in the next few days that combines the two. 😊
    4. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Heya! Just so you know, Baltavi released 2.0.18 which includes my Knowledge Domain level 6 ability. ☺️ So you'll just want to grab the Bugfix Only version here in the Optional Files if you want Knowledge of the Ages: Wisdom to work correctly, but otherwise, you’re good to go to just update to the latest version of that mod and you don’t need mine!

      Thanks for your help connecting us on this! 🥰🥳
  11. ScytheHunter
    ScytheHunter
    • premium
    • 0 kudos
    Hello there,
    thanks for your amazing work!

    I'm trying to create a mod to implement the Wizard Theurge, but I don't know where to start: can you share your knowledge, and give me some tips?
    1. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Oh my goodness!! I am SO happy to hear this!! Theurgy Wizard is one of my absolute favorites, oh my gosh - I'm SO happy to hear that someone is going to mod it in. 😭💖 (I have a D&D character I played years ago [in a campaign that fizzled before the end, sadly] who was a Theurgy Wizard, and who I was so bummed that I couldn't bring into BG3.) You'll be my absolute hero if you take on this project. :'O

      To be honest, making a mod for this UA subclass has been on my little mental to-do list for mod(s) to make after this one, but it wasn't right immediately the next one I was gonna try and take a crack at, because I'm not actually 100% sure how to add whoooole new content to the game in a mod... Like, the Level 6 ability I add here for Knowledge Domain is a copy-pasted Lore Bard 6's Magical Secrets from the SpellLists.lsx, and then some spell reference names removed, some added in, renamed the ability, gave it a new UUID (generated with the Modders Multitool), and then told Knowledge Domain level 6 in Progressions.lsx to have that Selector. Which -- that might read like Greek to you, I don't know, but -- that's not nearly to the level of adding in a whole 'nother new subclass option in the UI, I don't think. 😅

      So, here's my best advice for you, my friend. 🤩✨I'm very new to modding BG3, too. 😌 And what really helped me get to the point where I could make this mod at all was being patient with myself, and taking the time to poke around in the unpacked game files and learning how to use the Modders Multitool index search, and see what stuff referenced what where and where that lived in the file order, and then taking "simple" mods (that I'd had downloaded and knew how they worked/turned out in gameplay), and then unpacking those with the Multitool, and looking at how they were structured, what files were where, what they had edited where and how, etc.

      I don't know if you have a coding/engineering background, but if you do, I'm sure that'll help you! I don't at all know what language BG3 is coded in, and I still don't even after making a mod! Haha! But I do think that my knowing how to hunt and peck for data relationships, and recognize and "learn" from patterns of existing, working code, and mimicking that to do what I want -- that skill is independent of code language, I think.

      Anyway, this is a novel, and I'm sorry!!! I hope this might help, though...? Oh! And I recommend this video in order to get familiar with the Multitool, if you haven't seen it already. :) Padme is such a saint for their modding tutorials, tbh. (Though unfortunately in my case, I'm not a visuals/cosmetics modder, so most of the tutorial vids on YouTube aren't my "genre" so to speak.)

      But yeah! Anyway, I wholeheartedly support you, and I commend you, good sir, for your excellent taste in subclasses! 😉
  12. donovantalk
    donovantalk
    • member
    • 0 kudos
    I loaded this mod (only mod I'm using) and now I can't speak to any NPC or exit my camp.
    1. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Oh that's bad. 😳 Please hold - testing.
    2. necromanzee
      necromanzee
      • premium
      • 43 kudos
      I can't replicate this. :\ The mod worked perfectly well for me in a load order with only this mod in it, even without the Full Release Mod Fixer. I was able to go to camp and talk to companions and leave, no problem. Granted, it was a fresh new savegame. 🤔

      I don't know why you're experiencing this, but if you've installed and uninstalled mods in this save, it's possible there's some other lingering broken-ness from that. :\ If not, I'd recommend trying the tried and true "turn it off and on again". In the case of BG3, that is: Load the save where you're at camp and experiencing issues (with the mod active), make a new save there, exit the game, reload the game, load that save you made. From what I've read, that could very well fix your issue! Not sure why, but it might!

      Please let me know. :'( Not sure what else I could do for you, since testing on my end did not corroborate, but I can at least be sad with you. :'(
    3. necromanzee
      necromanzee
      • premium
      • 43 kudos
      Hey, just so you know, I just saw another report of this from a different player on a different mod page. Turns out it’s because you need to have the Mod Fixer installed. That’ll clear this up for you!