So I've updated the main file, uploaded the library and feat, as well as the druid spell enabler. Currently (for a stupid reason) the enabler files are actually not compatible with each other. I've decided to hold off on releasing them for time being with the exception of the druid spell enabler, as druids have never had access to these spells yet. I'll try to get compatible enabler files out asap, but I have very limited time to work on the mod, and am right now prioritising a console release.
Current files
Main: Independent, no library requirements or anything extra. Wizards, Sorcerers and Warlocks can each learn everything. Also Clerics get Radiant, Necrotic, Lightning and Thunder spells. The library is effectively built in already, so don't worry on missing out on anything! The Feat has been separated, and Clerics now have access to Lightning and Thunder spells as mentioned earlier. They are not limited to any subclass.
Library: Alternative to the main file, creates the spells in game but they are not learnable by levelling up. Requires the enabler files to use any of the spells. This will work great as a dependency if any other modder wants to add one of my spells to their equipment/class without anything else tagging along!
Feat: Now separated from the main file. It's just elemental adept for everything (including poison), pretty self explanatory. For anyone who took this before the update, you may need to respec. Completely independent mod.
Druid Enabler: Unlocks every spell for druids. This specific enabler was released early so that druids can use the spells, as that was impossible beforehand. This can be used with the main file as well, so you won't be forced to use the library before the enabler files are released.
Future files
Cold, Fire, Lightning, Thunder, Psychic, Force, Radiant, Acid and Necrotic each now have their own enabler files! These files make the spells from the Library learnable, so you should be able to avoid what you don't want. You will need to download the Library as a dependency, but this should remove the unwanted clutter. The enabler files should be below the Library in the load order. These are each for Wizards, Sorcerers and Warlocks.
Cleric Enabler: Clerics now also have their own enabler file, giving them all access to Radiant, Necrotic, Lightning and Thunder spells.
Bard Enabler: Bards will get access to the spells as well, this will not be limited by subclass.
Future Future Plans
A console release is my current priority, afterwards I will be continuing the laboursome enabler files, just have to find the time in-between my college essays wooooo.
If anyone is interested, I might make a completely separate independent mod file that takes the acid spells and changes their damage type to poison. So, if people REALLY need that poison itch scratched, that is a possibility.
Honest to god im beyond confused. The firebolts seem to work- the color and effects change and everything, but the actual spells dont. Alternative versions of magic missile are just the vanilla version, alt versions of the burning hands have zero effects period, etc. I downloaded the version with the library built in, am I missing something? Did patch 8 break things somehow?
The Library Built In file is all you need, and it definitely works on patch 8. The elemental Magic Missile's visuals have not been changed yet (The damages should still be the right element), but the spells like burning hands should be completely different like you can see in the video.
Can you clarify what you mean that they have zero effects? Do you see the correct coloured icons, names, and tooltip damages? Or is it just the same vanilla spell multiple times? Have you tried moving the mod around in your load order? It's possible that you might have another mod that alters the base spells and maybe that's causing a problem. Do they still show up on level up?
Honestly maybe, lots of people have been asking for it. Main reason I didn't do it initially was cause I've always seen poison damage as well, poison. Whenever I envisioned a giant ball of poison being thrown at enemies it was always an acid spell. That and I was running out of green colours for the spells!
Anyone know a simple way I could add the frost spells added from this mod to the cleric spell list so https://www.nexusmods.com/baldursgate3/mods/14816 can be fully utilized with them?
If their mod was made in the bg3 toolkit you can ask the author what techname they used for the spell lists (or just reverse engineer the mod file), then you can create your own mod by just copy pasting my spells into their spell list.
This is an information question: what are the vocal invocations for the different spells? Like how the vanilla Fire Bolt is "Ignis!", what are the words for the spells in this mod? I'm writing a fic based on my playthrough, with shout-outs in the author's notes to all the mods I use (including this one), but I'm hard of hearing and I need to know what my casters are supposed to be saying when they cast these spells if that's at all possible?
They use generic sounds relative to their elements. For example most of the bigger fire spells use the fireball cast sounds, the bigger lightning ones use chain lightning's cast sounds I think. There are a LOT so sorry, I won't really be able to name them.
I know this is a big request. Do you think you may be able to change some of the spell schools that are cast? For example, this spells doing necrotic damage are listed as evocation. If they were listed as necromancy, they would benefit from various necromancy based items and class abilities. Aren’t all necrotic damage spells, technically, necromancy spells? thank you in advance for your consideration!
Yep this will be addressed. They were changed to simplify making them but they should be fixed fairly easily. I'll change all the necrotic ones to necromancy and such.
77 comments
So I've updated the main file, uploaded the library and feat, as well as the druid spell enabler. Currently (for a stupid reason) the enabler files are actually not compatible with each other. I've decided to hold off on releasing them for time being with the exception of the druid spell enabler, as druids have never had access to these spells yet. I'll try to get compatible enabler files out asap, but I have very limited time to work on the mod, and am right now prioritising a console release.
Library: Alternative to the main file, creates the spells in game but they are not learnable by levelling up. Requires the enabler files to use any of the spells. This will work great as a dependency if any other modder wants to add one of my spells to their equipment/class without anything else tagging along!
Feat: Now separated from the main file. It's just elemental adept for everything (including poison), pretty self explanatory. For anyone who took this before the update, you may need to respec. Completely independent mod.
Druid Enabler: Unlocks every spell for druids. This specific enabler was released early so that druids can use the spells, as that was impossible beforehand. This can be used with the main file as well, so you won't be forced to use the library before the enabler files are released.
Cleric Enabler: Clerics now also have their own enabler file, giving them all access to Radiant, Necrotic, Lightning and Thunder spells.
Bard Enabler: Bards will get access to the spells as well, this will not be limited by subclass.
Future Future Plans
A console release is my current priority, afterwards I will be continuing the laboursome enabler files, just have to find the time in-between my college essays wooooo.
If anyone is interested, I might make a completely separate independent mod file that takes the acid spells and changes their damage type to poison. So, if people REALLY need that poison itch scratched, that is a possibility.
Can you clarify what you mean that they have zero effects? Do you see the correct coloured icons, names, and tooltip damages? Or is it just the same vanilla spell multiple times? Have you tried moving the mod around in your load order? It's possible that you might have another mod that alters the base spells and maybe that's causing a problem. Do they still show up on level up?
I love poison and I am really bummed that it's the only element that's missing
But yes I am considering it
It is way easier than it sounds
thank you in advance for your consideration!