This update brings compatibility for levels 13-20, complete with new subclass features, spells, and invocations. Hexblade is also fully implemented and includes the new features added by Larian that are not redundant with changes already made by Pactbound.
Future plans for Pactbound: - I know that Pact of the Tome is currently rather undesirable, and have a strategy for adjusting its implementation that will remain in line with my vision of the pact, that being more spell access and utility, while significantly enhancing viability. - New invocations are in the works, both for levels 1-12 and levels 13-20. - Fathomless and Undead patron options will be the next subclass options added. - Custom icons for the new passives, spells, and subclasses are being worked on.
With such a large update, there are bound to be bugs. Please let me know if you find issues or inconsistencies and I will address them as I can. Thank you all for your patronage, and I hope you enjoy!
VERSION 2.3.1 IMPORTANT INFORMATION: This update REQUIRES a new game. In order to fix the animation issue with Hexblade's Curse, I had to replace the Pactbound Hexblade progression ID with the vanilla Hexblade progression ID. For some reason, the animation specifically checks for the specific vanilla subclass progression ID, or else it won't play. So, the entire selection for Warlock subclasses had to be reset. I apologize for the inconvenience, and hope that people weren't too far in their new playthroughs.
Hi, so far I’ve loved every part of the mod. But I’ve had one issue. So I’m playing arch fey, and the steps of fey point/misty step for no spell doesn’t work for me. I’ve tried clicking on the resource to pull up its tab (similar to a clerics channel divinity or druids wild shape) which gives me a completely empty tab. I read through the comments and saw to check my passives tab to toggle it, but it wasn’t in there. As a last ditch I went through my spell book, and checked to see if it was in there at all and I couldn’t find anything even the ability. I have misty step as a spell, and I never choose it as one, but no matter what I do casting it cost a second level or higher spell slot.
Thanks for making one of my favorite classes so much more fun in BG3, by far my favorite class overhaul mod!
I have not encountered this issue before, that's very strange. Have you tried respeccing to see if that changes anything? I can try to troubleshoot where I can, but I have everything working on my end.
I’ve noticed in my time playing with this mod that two subclass features, Steps of the Fey and Dark One’s Own Luck, seem to be capped at a maximum of 7 charges, even if your Charisma modifier is higher than that. I know it’s not normally possible to increase your Charisma higher than 24, but some mods allow you to do so and it is a bit strange that these resources don’t respect that.
Would you consider this to be a bug/oversight in need of a fix or an intended function of the mod with no changes necessary?
That restriction is an old holdout from an old way that I implemented those resources before finding the more fluid current implementation. I can adjust the passives to go beyond 24, like to 30, but I'm not going to add support for ridiculous values
I think capping it at 30 would definitely make the most sense given that no creatures in tabletop have higher than 30 in any ability score. Even with mods that include new methods to increase an ability score beyond 20, its generally quite difficult to reach 30 anyways, assuming said mods are attempting to remain somewhat balanced.
For instance, with my current setup it's only really possible to reach 30 in a single ability, and doing so requires you to commit several feats and collect numerous permanent bonuses throughout all acts of the game in order to get there. This is also only possible for one character in your party for an additional layer of balance.
I have just added this mod and on a preexisting save and whenever I try to respec Wyll (already a level 12 Fiend Warlock) at Withers, the game crashes, is this an inevitability of using the mod on a preexisting save?
Is there anyway you could make a version that keeps the bind pact weapon to be permanent? Or is there a way to change that in the mod files ? Keep forgetting to bind pact weapon after a long rest. Or if you could make it possible to bind the weapon during combat that would also help. Thanks !
Hello, I was wondering if this mod gives the warlock spells on levels 13-20 or if the only spells you obtain through those levels are from mystic arcanum? I have been using expansion and for some reason no matter what I do I cannot get any spells other than from mystic arcanum on those levels. I just found this mod so I have not downloaded it yet but was hoping this would make that different? Thanks !
This mod gives a Level 1-5 spell from the typical spell list each level from 13-20, and a Mystic Arcanum at levels 13, 15, and 17. Make sure that Pactbound is loaded after Expansion in order to keep this mod's changes.
After i use the Eldritch Smite reaction once in combat, it doesn't trigger anymore. I can then only use the normal (targeted action) version. I tried 2 other mods that implement Eldritch Smite out of curiosity and the exact same issue happens.
Is there maybe some sort of limitation with smite interrupts where all mods have this problem or am i the only one experiencing this?
Regarding the Invocation "Ascendance" - Implementing it as an Always On effect like the Illithid Power, or the Potion would make this much more attractive and FUN imo. As it stands, the casting requirement burns an action which renders this no better than the Level 3 spell. Please consider changing.
Regarding Great Old One - is there anyway you can exchange the lacklustre "Psychic Overflow" for the DnD 5.5 "Psychic Spells?"
"LEVEL 3: PSYCHIC SPELLS When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components."
It would function like your current Pact of the Blade damage toggle, and would really shine in a campaign where the resonance stone exists. Also, the second part could be implemented as a an always on "Subtle Spell" metamagic from sorcerer.
Create thrall lasts only 10 turns. Other high level summons like the Deva or the Cambion have no time limit. I don't see why this nerf needs to be here, and makes the feature feel very "meh."
Finally, the purple halo from toggling Pact of the Blade to "psychic damage" causes big visual problems in dialogues. Please consider changing.
225 comments
This update brings compatibility for levels 13-20, complete with new subclass features, spells, and invocations. Hexblade is also fully implemented and includes the new features added by Larian that are not redundant with changes already made by Pactbound.
Future plans for Pactbound:
- I know that Pact of the Tome is currently rather undesirable, and have a strategy for adjusting its implementation that will remain in line with my vision of the pact, that being more spell access and utility, while significantly enhancing viability.
- New invocations are in the works, both for levels 1-12 and levels 13-20.
- Fathomless and Undead patron options will be the next subclass options added.
- Custom icons for the new passives, spells, and subclasses are being worked on.
With such a large update, there are bound to be bugs. Please let me know if you find issues or inconsistencies and I will address them as I can. Thank you all for your patronage, and I hope you enjoy!
VERSION 2.3.1 IMPORTANT INFORMATION:
This update REQUIRES a new game. In order to fix the animation issue with Hexblade's Curse, I had to replace the Pactbound Hexblade progression ID with the vanilla Hexblade progression ID. For some reason, the animation specifically checks for the specific vanilla subclass progression ID, or else it won't play. So, the entire selection for Warlock subclasses had to be reset. I apologize for the inconvenience, and hope that people weren't too far in their new playthroughs.
Thanks for making one of my favorite classes so much more fun in BG3, by far my favorite class overhaul mod!
Would you consider this to be a bug/oversight in need of a fix or an intended function of the mod with no changes necessary?
For instance, with my current setup it's only really possible to reach 30 in a single ability, and doing so requires you to commit several feats and collect numerous permanent bonuses throughout all acts of the game in order to get there. This is also only possible for one character in your party for an additional layer of balance.
I was wondering if you would consider making a compatibility patch for Ninjoma's Warlock Viability?
Thank You!
Is there maybe some sort of limitation with smite interrupts where all mods have this problem or am i the only one experiencing this?
Regarding the Invocation "Ascendance" - Implementing it as an Always On effect like the Illithid Power, or the Potion would make this much more attractive and FUN imo. As it stands, the casting requirement burns an action which renders this no better than the Level 3 spell. Please consider changing.
Regarding Great Old One - is there anyway you can exchange the lacklustre "Psychic Overflow" for the DnD 5.5 "Psychic Spells?"
"LEVEL 3: PSYCHIC SPELLS When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components."
It would function like your current Pact of the Blade damage toggle, and would really shine in a campaign where the resonance stone exists.
Also, the second part could be implemented as a an always on "Subtle Spell" metamagic from sorcerer.
Create thrall lasts only 10 turns. Other high level summons like the Deva or the Cambion have no time limit. I don't see why this nerf needs to be here, and makes the feature feel very "meh."
Finally, the purple halo from toggling Pact of the Blade to "psychic damage" causes big visual problems in dialogues. Please consider changing.
Thanks for the great mod.