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  1. DiZ91891
    DiZ91891
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    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.
  2. DiZ91891
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    FREQUENTLY ASKED QUESTIONS

    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.
  3. Jumpdiva
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    A huge shame this mod now relies on MCM, which does not play nice with my system nor work when I try to run it with BG3. Thank you however for your work on this mod previously. It used to be a really good addition.
  4. SobbedS
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    Shadow blade stil bugged, he definitely lasting until long rest, but not up scale from 3 and upper spell slots, and its does not require second spell slot, only bonus action. For warlock its work normal, why? Now i cant even change parameters in pak file, because it was delete, but obviosly not at all
  5. Erior
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    I understand that, even with keeping Larian's Booming Blade variant that triggers extra attack, there is no Green Flame Blade variant that does that, correct?

    Bummer, that Larian rule is quite fun.
  6. 0010ng
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    Thx for the update, I respec Gale and  Shadow Blade is still concentration 10 rounds.

    What should I do ..... to fix this? thank you for your kindly reply.
    1. DiZ91891
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      Huh that's weird. Its definitely lasting until long rest for me now as I'm testing. Not sure what to make of that outside of some other mod influencing that as well or some kind of weird cache thing which I feel like I'm encountering from time to time but its hard to tell so makes me feel like I'm losing it haha.
    2. 0010ng
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      the shadow blade for my Warlock is until long rest, but the shadow blade for Wizard is 10 round. who else can get shadow blade??

      sorcerer got 10 round when he's LV3. I think it is because they both use your 5e spell list. 

      only Warlock get lucky. Does he also learn spell from 5e spell?
    3. 0010ng
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      0
    4. SobbedS
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      Yeah, its definitely lasting until long rest, but not up scale from 3 and upper spell slots, and its does not require 2 spell slot, only bonus action. For warlock its work normal, why?
    5. 0010ng
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      but not sorcerer
  7. srvaclmx
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    Hey there,
    thanks for the great mod! Unfortunately I cannot start a new game. The newer P8 versions with the Osiris Tag seem to be the issue. (Same for your Expansion Mod) As soon as I switch to 5E Spells 2.1.0.6 everything works "fine" except for the in the changelog mentioned fixes in the later versions. Unf. I cant share the Modlist, but it tried adding/readding the mods. 5E Spells seems to be the cause. Also if I'm launching the game with only 5E Spells + MCM I can't start a new game. This issue seems to be common: https://steamcommunity.com/app/1086940/discussions/3/591759862602459626/

    Running Win10, DX11, BG3 MM, Vortex not working at all.

    Regards
    Minnengroda
    1. renmingbi
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      I have discovered a conflict between the DLC 'Baldur's Gate 3 Toolkit Data' and the MOD, which prevents the creation of new games and the retrieval of saved files. This issue occurs in versions 2.1.06 and above, but after removing the DLC Baldur's Gate 3 Toolkit Data, it returns to normal.
    2. Inscyght
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      I just discovered i have this issue as well. Couldn't load any of my saves. I narrowed it down to 5e Spells. It was the only mod I had installed/enabled and couldn't start a new game.

      I uninstalled the BG3 Toolkit as renmingbi mentioned, but that did not fix the issue.
    3. srvaclmx
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      Hmh I dont even have the Toolkit installed...
      weird.

      I'll check if there are any leftovers maybe i had it installed once

      --Update--
      Fixed. Found the issue, some older mods, which even werent in the load order crashed the game when using with the new 5e Spells version. Memo: Keep 2 me - keep the mods Ordner clean. 
    4. Inscyght
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      Thanks for the update @srvaclmx. If they weren't in the load order then where were they? Did you have them on the inactive side of BG3MM? In your Mods folder? In the Data folder? 
  8. Khormin
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    Couldn't see where to submit bug reports; have a return of the "no attacks of opportunity" bug on 5eS v2.3.0.0 & BG3 v4.1.1.6839938 + Script Extender - nobody is getting AoO, enemies nor friendlies alike. Have done my due diligence, occurs when only 5e Spells is active. Other reactions are functioning fine.
  9. Geniuswas
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    Not found errors for following spells:

    3rd Level:
    Motivational Speech - desc
    Enemies Abound - extra desc
    Antagonize - desc missing range 'within x of them'

    Thought I'd collate it for dev for visibility.
  10. Cahooots
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    Your work making and maintaining one of the best and most important mods in the game is super appreciated! I noticed this under the spell data for Sword Burst - note the d8 damage scaling for levels 1-12 in the SpellFail results. I assume this should be d6 damage scaling:
    new entry "Shout_SwordBurst"
    type "SpellData"
    data "SpellType" "Shout"
    data "Level" "0"
    data "SpellSchool" "Conjuration"
    data "AreaRadius" "2"
    data "SpellRoll" "not SavingThrow(Ability.Dexterity, SourceSpellDC())"
    data "SpellSuccess" "IF(not CharacterLevelGreaterThan(12)):DealDamage(LevelMapValue(D6Cantrip),Force,Magical);IF(CharacterLevelGreaterThan(12) and not CharacterLevelGreaterThan(16)):DealDamage(3d6,Force,Magical);IF(CharacterLevelGreaterThan(16)):DealDamage(4d6,Force,Magical)"
    data "SpellFail" "IF(HasPassive('PotentCantrip',context.Source) and not CharacterLevelGreaterThan(12)):DealDamage((LevelMapValue(D8Cantrip))/2,Force,Magical);IF(HasPassive('PotentCantrip',context.Source) and CharacterLevelGreaterThan(12) and not CharacterLevelGreaterThan(16)):DealDamage(3d6,Force,Magical);IF(HasPassive('PotentCantrip',context.Source) and CharacterLevelGreaterThan(16)):DealDamage(4d6,Force,Magical)"

    As an aside, in previous versions of the mod, I noticed that you used IF statements for cantrip damage scaling for levels 13+ instead of relying on the LevelMapValues. I heard that the game didn't support LevelMapValues for levels 13+ (or at least used to not), which must be why you did this. However when I updated to the latest version just now, it seems that you removed those IF statements across all relevant instances and have only the LevelMapValues now (though seem to have missed changing the SpellFail line for Sword Burst in the example above). I assume that at some point, the game changed to indeed support levels 13+ for level map series?
  11. Maxichigo
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    I just can't start a new game with this mod enabled, not even if i try using only it and it's requirements.
    1. DiZ91891
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      What is occurring in particular?
    2. Maxichigo
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      It's literally this, when i try to start a new game with the mod enabled the game prompts an error "Unable to start a new game, this might be due to mods you may have installed. Disable some mods and try again".
      But i already tried disabling everything but for 5e spells and it's requirements, and it still gives me this error (and yes i'm sure i'm using the right load order).
    3. renmingbi
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      I have discovered a conflict between the DLC 'Baldur's Gate 3 Toolkit Data' and the MOD, which prevents the creation of new games and the retrieval of saved files. This issue occurs in versions 2.1.06 and above, but after removing the DLC Baldur's Gate 3 Toolkit Data, it returns to normal.
  12. GeorgEgor
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    The "recent dead" status from optional continues to count down in combat in rreal time (every 6 seconds), therefore the 10 turn timer to ressurect actually doesn't matter