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.
Find the "OREO_DarkOnesOwnLuckTechnical_Passive" row in "Passive" and under the "Boosts" column, change all instances of "CharismaGreaterThan" to "IntelligenceGreaterThan".
I tried your fix but it would not let me toggle the passive. I had to get rid of this line from the passive.txt : data "EnabledConditions" "HasActionResource('DarkOnesLuckPoint', 1, 0, false, false, context.Source)".
I think that this action resource isn't given in the progression.txt so it would never let this passive be used. Now it is toggleable but I don't know if it will be unlimited or something because it's not using this resource anymore.
The action resource is given in the same passive I mentioned previously. At level 6, Fiend Warlocks get 3 passives. One that makes the skill check portion work, one that unlocks the saving throw interrupt, and one that gives the action resources for both.
Hello, i think i found a small bug with Eldritch Smite. it was available as a reaction as soon as i unlocked it at lv5 but once i got to lv7 and unlocked 4th lv spell slots, i can no longer use it as a reaction. it is still in my reactions tab but it requires 3rd level spell slots to use. it still works if i use it as an action, it is only the reaction that is bugged.
I tested for myself and haven't encountered this. Upon reaching levels 7 and 9, the reactions were properly replaced with Level 4 and 5 spell slot versions, respectively.
Im also using the Tweaks to Pactbound mod for an additional spellslot at lv7 and 2 additional invocations at lv9 and lv11. thats the only thing i can think of that might be causing it. i cant test since im away from my Pc right now.
after testing without the tweaks, the eldritch now shows up correctly in the reactions tab. thank you for your assistance and i apologize for any inconvenience i caused.
Why it's need a new game actually? Installed mod mid save, no warlocks in party, tested, everything works fine. And I believe if respec before updating from older version, must be fine too
Do the Extra Attacks granted from the new Blade Pact exclusive Invocations stack with Extra Attack Featuress from Martial Classes? For example if I were to take Ravening Blade at Level 20 and simultaneously be a Level 20 Fighter (only achievable with mods letting you level over 20, a niche), would all those Extra Attacks stack or not?
Love the mod regardless, Warlocks are my favourite tabletop class and this includes a lot of the homebrew tweaks that my table implemented so kudos!!
Hi! Thanks a lot for this mod, as an avid archfey warlock player this was SO so useful to bring my oc to baldur's gate without loosing too much of them. One question tho, about the last update, is it necessary to start a new game when I don't use hexblade? It's my first playthrough and I was pretty advanced so I wouldn't like to lose it. Thanks a lot for your hard work!
From the Obojima: Tales from the Tall Grass campaign setting. They're a utility/support warlock that I just recently learned about as well. I thought it would be interesting to play as one, especially in the Shadowlands, where their lantern and spells would be immensely useful.
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 yet another update :) i just updated on an exisiting save to v2.3.1 and the problem with Hexblade's Curse is gone: animation works now and i got no lag anymore when using it and you also fixed the issue with "invocation: Ascendance"! love you!! <3
one question regarding Mundane Spectre: is this a vanilla thing that it cant move and cant be controlled? it just fights on its own and is immobile on the corpse it spawned
I didn't adjust any of the spectres, as I haven't done a playthrough with them for enough time to see if they need changes. So, it's likely a vanilla issue
Accursed Spectres are not traditional summons. They cannot be directly controlled by the player and they are immobile. However, they can teleport to creatures hit by the warlock's
Hexed Weapon and take an immediately attack through their
Right Behind You reaction. This allows for a degree of indirect control over the spectre.
Multiple spectres can be summoned simultaneously. Unlike most other summoning abilities, conjuring a new spectre does not unsummon the existing one.
Additionally, “Accured Spectre” has a once-per-long-rest limit set incorrectly in the game files—it can actually be used an unlimited number of times, as the specter only lasts for 10 turns, which differs from the tabletop rules.
Hi, If you're open to suggestions, I think it would be awesome to see Maddening Hex and Relentless Hex invocatons included in the new Hexblade subclass. They’d add some really fun mechanics and flavor to the build! Thanks for the great work!
203 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.
data "EnabledConditions" "HasActionResource('DarkOnesLuckPoint', 1, 0, false, false, context.Source)".
I think that this action resource isn't given in the progression.txt so it would never let this passive be used.
Now it is toggleable but I don't know if it will be unlimited or something because it's not using this resource anymore.
Can you give any more information on the issue?
Love the mod regardless, Warlocks are my favourite tabletop class and this includes a lot of the homebrew tweaks that my table implemented so kudos!!
PS: Thanks for your time and effort on Pactbound. I've reserved a permanent spot for it in my load order. :3
Like I said, no worries. =]
i just updated on an exisiting save to v2.3.1 and the problem with Hexblade's Curse is gone: animation works now and i got no lag anymore when using it
and you also fixed the issue with "invocation: Ascendance"! love you!! <3
one question regarding Mundane Spectre:
is this a vanilla thing that it cant move and cant be controlled? it just fights on its own and is immobile on the corpse it spawned
- Accursed Spectres are not traditional summons. They cannot be directly controlled by the player and they are immobile. However, they can teleport to creatures hit by the warlock's
Hexed Weapon and take an immediately attack through their
Right Behind You reaction. This allows for a degree of indirect control over the spectre.
- Multiple spectres can be summoned simultaneously. Unlike most other summoning abilities, conjuring a new spectre does not unsummon the existing one.
From bg3wikiThanks for the great work!