hey chizfreak :) same request just a different mod of yours haha
this time its the other way around: the healing works on undead from Path of Undeath the healing does not work on undead from Valkrana's Spellbook
at least "Inflict Wounds" didnt work on my current run im only lvl10 and i dont have lvl6 spell slots to try the other 2 spells
balancing an undead run with necromancy healing is tough haha i tried it with the Undeath Feat but ANY necrotic dmg you receive healing you is a bit too strong the balancing of your mod compared to UA8 Healing Buffs seems like a better choice^^
thank you in advance!
EDIT: never mind, i just did some further testing and the healing part works as long as the target is in your group i used the spell from Valkrana's Spellbook (turn someone undead) on a target that was just standing in camp sorry!
Hello. They don't. I haven't thought about it, but I feel it could break the balance quickly as healing spells' healing amounts are balanced only for healing purposes, not for damage.
Unlikely. Unless you're playing with some immortal party you'll still need those spells to heal yourselves. And considering that fights are usually not 1 for 1 between party and enemies, a single point of healing is generally a lot more valuable than a single point of damage. And resource-wise there's a whole party worth of ways of dealing damage but for healing there's just one healer's worth of it. Generally speaking, to make it anywhere close to being worth it an average game would need healing spell to deal about ~2.5 times as much damage to an enemy as it would deal healing to a party member. Making it 1 for 1 isn't gonna trip the balance. Unless we're talking an undead-enemies-only campaign (and last I checked that's not what BG3 is) with a second cleric as a damage dealer.
Hey, chiz. Assuming no other conflicts (can't check your files ATM), just letting you know you should tell folks to load this after AD++ if they want the Harm healing over the missing damage.
What does your mod exactly change of Harm? I read the description from your mod but I'm still unsure. Harm in the base game already inflicted (half) the damage on a failed save? Just like it says in 5e. I'm not sure what the change was from vanilla behaviour.
In 5e, it inflicts both full necrotic damage and max HP reduction on a failed save (half on a successful save). In Larian's adaptation, it only has the max HP reduction. So AD++ edits the SpellSuccess and Description data, plus the Description data for the HARM status. I assumed you were at least editing SpellSuccess.
No one mentioned it to me until today, and I never use the spell. RIP
Oh, so Larian's implementation makes it so when failing the save, the target doesn't actually take damage but instead just gets its max HP reduced?
Won't the final HP of the enemy will be the same either way though? What's the benefit of adding this damage if the end result is the same? Triggering special effects from items that activate on necrotic damage?
I think the reason Larian made it like this is so it doesn't kill targets by mistake (because the spell shouldn't be able to reduce targets' HP below 1) triggering extra effects? I'm just guessing here though.
Okay, I read his description and now I understand everything. Here's what I'm gonna do:
I'll add the same bugfix you added to my base mod (I checked your files to make sure . So loading my mod after yours will basically already include your bugfix to Harm's missing damage AND then add my ''heal undead'' feature (this is added to the SpellProperties field anyway). I'll update the description with that load order recommendation after I update the mod.
Hello, there was a name change since version 1.1. Only the oldest version 1.0 is called NecromancyHealsUndead.pak, all others going forward are called CircleOfDeathPHB2024_5997535b-0b41-cae3-2508-a1cfabb2819e.pak
Just delete NecromancyHealsUndead.pak (and all other versions if necessary) and then import the latest version again (remember to put it in the same spot in the Load Order the original was). You won't have any issues.
I'm currently trying to heal myself with the Inflict Wounds spell through Shadowheart. But I'm not getting healed by it, nor am I taking damage from it, with my undead as Oathbreaker.
The problem is that healing spells don't work on undead, except for healing potions. So now I can't heal my tank at all except with potions.
I had downloaded the mod to play as undead and at the same time expand the spectrum in the game through other mechanisms. So now I wanted to play a returned paladin as an oathbreaker and as an undead, but let myself be healed by these spells instead of the real healing spells.
I just tested again and the three spells affected by this mod do not damage undead. They only heal them. You may see your Undead do Saving Throws against Harm or Circle of Death but they will get healed and won't receive damage regardless whether they succeed or fail the saving throw.
Are you using any mods that modify these spells? You should load my mod after such mods so my changes take effect.
This mod should work on existing saves too, even if installed mid-playthrough.
It's possible it may be Death Dominion Cleric mod I'm using. Something called Heightened Necromancy. Your mod is loaded after this mod. It does heal the Ghouls/undead, but simultaneously hurts them.
I tested again, and it works as expected, it doesn't damage undead, only heal them, even while holding the Staff of Cherished Necromancy (that gives the Heightened Necromancy Passive).
Death Domain Cleric mod doesn't add anything related to what we are talking about nor anything that could conflict with this mod. Heightened Necromancy is a passive in the base game from the Staff of Cherished Necromancy, it doesn't come from any mod and, again, it also doesn't interact with anything related to this mod.
Maybe you have a mod that modifies the summons themselves or the spells this mod modifies loaded after this one. But I already use other mods and don't have any problems so I'm not sure what mod could that be as this mod is made to be as compatible as possible.
You should make sure that this mod is near the end of the load order, after other summon or spell mods and also after any leveling mods (like Level 20 Mods). You could also try respeccing to ''re-learn'' the spells again just in case, although that shouldn't be necessary for the changes to apply to be honest.
Finally you can always do the basic troubleshooting process which is disabling other mods and testing this one as isolated as possible to make sure it works on its own and confirm it's not actually another mod breaking things.
Yeah, I'm expecting this will have some interesting interactions with all my necro-related mods... Animate Dead++ & all its dependencies -with- Dread Overlord, Path of Undeath, Legacy of Death - Reborn Race, and some Necromancy of Thay buffs/overhauls already have created a special 'edge case' in my load order, so this will likely need to be treated likewise
But no sacrifice is too great in the service of the Necro Lord, so s'alright
Great mod, just filling the story and game balance (as the undeads should heal with necrotic) buuuuuut... Bone Chill, Vampiric Touch, Dethrone, Wounding Ray (Granted by Spectator eye), Beckoning Darkness, Ghoulish Touch (Granted by a ring behind Ketheric) These whas the spells which could deal necrotic damage that i could find which could used by player (and you've missed, or it's in you future plans) It would be awesome to see them all to have this condition.
Thank you for your suggestion, I'll consider on expanding to include those. I'm very much open to suggestions. To be honest the thing is thinking what kind of effects should those other spells have. As of now it kinda feels like you have enough healing options with the one I've already added. Those spells maybe should have other unique effects when casted on Undead (like how I made Harm give False Life to Undead on top of healing them).
Quick question: does Astarion count as undead under this mod's rules? I ask because, in unmodded BG3, some things treat Astarion like he's undead (e.g. he's unaffected by the [Spell Rot] curse in the Ancient Lair in the Undercity), but other things don't (e.g. [Balthazar's necrotic rifts in Honor Mode] damage him, the last time I checked).
Since he doesn't have the UNDEAD Tag as far as I know, he shouldn't be affected by these effects. It makes me wonder though because I think that Astarion's racial tags (which can include Undead) change as part of discovering he is a vampire. So I wonder if that changes something. I'd appreciate if some of you guys can test it and let me know.
No worries! I can just give him the UNDEAD tag with the script extender console, I think. Thanks for the speedy reply. :) If I remember correctly, he has a special hidden undead high elf race without a visible undead tag? That way, players can't just examine him and see he's undead before meeting him, but it interacts strangely with things that should affect all undead, including him (see my examples in prior comment, especially how the player should know he's undead long before meeting Balthazar...).
Yeah, he is a strange case indeed. But I'm 99% sure that if via a mod you were to add the UNDEAD Tag to him, then this mod will affect him too, since that's what this mod checks for in Characters. Same reason I believe if you were to use mods to give your own player character the Undead tag it will work too.
Suggestion: the area of effect spells only heals allied undead. Perhaps the spells in general could also only work on allied undead, but AOE especially.
It is intentional that the positive effects affect enemy Undead to be more immersive and ''realistic'' (for lack of a better word). It's supposed to represent how Negative Energy interacts with Undead regardless of whether they are an ally or not.
But I'll consider adding an alternative option that only affects allies.
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hey chizfreak :) same request just a different mod of yours haha
EDIT:this time its the other way around:
the healing works on undead from Path of Undeath
the healing does not work on undead from Valkrana's Spellbook
at least "Inflict Wounds" didnt work
on my current run im only lvl10 and i dont have lvl6 spell slots to try the other 2 spells
balancing an undead run with necromancy healing is tough haha
i tried it with the Undeath Feat but ANY necrotic dmg you receive healing you is a bit too strong
the balancing of your mod compared to UA8 Healing Buffs seems like a better choice^^
thank you in advance!
never mind, i just did some further testing and the healing part works as long as the target is in your groupi used the spell from Valkrana's Spellbook (turn someone undead) on a target that was just standing in camp
sorry!
Unless you're playing with some immortal party you'll still need those spells to heal yourselves.
And considering that fights are usually not 1 for 1 between party and enemies, a single point of healing is generally a lot more valuable than a single point of damage. And resource-wise there's a whole party worth of ways of dealing damage but for healing there's just one healer's worth of it.
Generally speaking, to make it anywhere close to being worth it an average game would need healing spell to deal about ~2.5 times as much damage to an enemy as it would deal healing to a party member.
Making it 1 for 1 isn't gonna trip the balance. Unless we're talking an undead-enemies-only campaign (and last I checked that's not what BG3 is) with a second cleric as a damage dealer.
No one mentioned it to me until today, and I never use the spell. RIP
Won't the final HP of the enemy will be the same either way though? What's the benefit of adding this damage if the end result is the same? Triggering special effects from items that activate on necrotic damage?
I think the reason Larian made it like this is so it doesn't kill targets by mistake (because the spell shouldn't be able to reduce targets' HP below 1) triggering extra effects? I'm just guessing here though.
I'll add the same bugfix you added to my base mod (I checked your files to make sure . So loading my mod after yours will basically already include your bugfix to Harm's missing damage AND then add my ''heal undead'' feature (this is added to the SpellProperties field anyway). I'll update the description with that load order recommendation after I update the mod.
Thank you for the heads-up.
Just delete NecromancyHealsUndead.pak (and all other versions if necessary) and then import the latest version again (remember to put it in the same spot in the Load Order the original was). You won't have any issues.
Love this mod <3
https://www.nexusmods.com/baldursgate3/mods/5895?tab=posts&BH=0
Apparently your mod does not work with it.
I'm currently trying to heal myself with the Inflict Wounds spell through Shadowheart. But I'm not getting healed by it, nor am I taking damage from it, with my undead as Oathbreaker.
The problem is that healing spells don't work on undead, except for healing potions. So now I can't heal my tank at all except with potions.
I had downloaded the mod to play as undead and at the same time expand the spectrum in the game through other mechanisms. So now I wanted to play a returned paladin as an oathbreaker and as an undead, but let myself be healed by these spells instead of the real healing spells.
As I said, it doesn't work.
Maybe something can be done?
Thank You!
Are you using any mods that modify these spells? You should load my mod after such mods so my changes take effect.
This mod should work on existing saves too, even if installed mid-playthrough.
Death Domain Cleric mod doesn't add anything related to what we are talking about nor anything that could conflict with this mod. Heightened Necromancy is a passive in the base game from the Staff of Cherished Necromancy, it doesn't come from any mod and, again, it also doesn't interact with anything related to this mod.
Maybe you have a mod that modifies the summons themselves or the spells this mod modifies loaded after this one. But I already use other mods and don't have any problems so I'm not sure what mod could that be as this mod is made to be as compatible as possible.
You should make sure that this mod is near the end of the load order, after other summon or spell mods and also after any leveling mods (like Level 20 Mods). You could also try respeccing to ''re-learn'' the spells again just in case, although that shouldn't be necessary for the changes to apply to be honest.
Finally you can always do the basic troubleshooting process which is disabling other mods and testing this one as isolated as possible to make sure it works on its own and confirm it's not actually another mod breaking things.
Animate Dead++ & all its dependencies -with- Dread Overlord, Path of Undeath, Legacy of Death - Reborn Race, and some Necromancy of Thay buffs/overhauls already have created a special 'edge case' in my load order, so this will likely need to be treated likewise
But no sacrifice is too great in the service of the Necro Lord, so s'alright
buuuuuut...
Bone Chill, Vampiric Touch, Dethrone, Wounding Ray (Granted by Spectator eye), Beckoning Darkness, Ghoulish Touch (Granted by a ring behind Ketheric)
These whas the spells which could deal necrotic damage that i could find which could used by player (and you've missed, or it's in you future plans)
It would be awesome to see them all to have this condition.
This would be awesome especially when using mods like path of undeath
Feel free to message me if you want to discuss any ideas
and I'll do the same if i have one, i suppose.
But I'll consider adding an alternative option that only affects allies.