Thanks for the mod! I was using the Cleric Subclasses mod that also includes Order Domain but not all spells were triggering the ally attack elegibility. This one works better.
What I liked about the one from the Cleric Subclasses is that I was able to choose which enemy and then the ally would instantly make an attack to that enemy but I noticed that it is kinda bugged/overpowered because the attack seems to count as a normal attack and at the start of their turn, they had 2 free extra attacks (Fighter max level) and then if they attack, they get 2 more free attacks.
Also, if they attack and spend all actions, then click end turn and while they're waiting, I cast something on them and use the ally attack, they can cancel end turn and they can make a free extra attack even though they already used all actions.
I prefer "commanding" the ally to attack someone during my turn to the enemy of my choosing instead of giving them an optional reaction attack button on their turn. Do you think it would be possible to do it like in the original Cleric Subclasses mod but without the bugs? I am not sure but I think that this also triggered during a normal opportunity attack and this might be Larian's problem.
The one from Cleric Subclasses mod also applied the psychic curse at lower level without any tooltips or explanation. In this one, it's at a very late level. It makes more sense. Maybe it was also bugged in the Cleric Subclasses mod, although I would have set it to a lower level.
Edit: Okay, I can confirm that with reactions like Sentinel, when they start they turn, they can do 2 free extra attacks and then a normal attack followed by 2 more free extra attacks. This seems like a bug by Larian. 5 attacks in one turn is way too much.
Edit 2: The script extender always displays [ERROR]: Couldn't Parse CF JSON Configuration File from Order Domain Cleric Subclass (IncogneatoBurrito) And the Divine Strike is not working like all other cleric divine strikes. No reaction, no choice when using weapon attack cantrips.
It potentially could work to select the enemy you want attacked and having your ally automatically make that attack, but from what I've been able to experiment with, it is only really feasible with main hand weapons and not with ranged weapons. As per the source material, you're supposed to be able to direct an ally to make a weapon attack of any kind, not just a melee weapon attack. Also, I wanted this mod to be able to be used in multiplayer without taking away the agency of the people that you're playing with.
I haven't played with that Cleric Subclasses mod, but I can say that I made sure to apply the psychic curse at level 17, which is where it is at in the source material.
For the CF JSON config file, it looks like I forgot to properly fill in the mod GUID. I'll update that as soon as I can get some time to get back to this mod. As for Divine Strike, in my testing it was working just fine, so I'm not sure what would be going on there. Just to be sure, I went back into the game to test it again, and it was still working with things like Booming Blade. The only things I can think of that might cause that issue would possibly be if those cantrips used spell attack rolls rather than weapon attack rolls (though I'm not sure), or if you had accidentally disabled them in your reactions menu. Are you playing on the Patch 8 stress test? Because I haven't tried out this mod in that yet, and I wouldn't be too surprised if something in there breaks this mod.
Hello. I stopped playing but I was in patch 7 and I think that your attacks with reactions were forcing "custom" weapon or ranged attacks so my monk couldn't hit with unarmed attack even though I had a mod that made weapon attack count as unarmed and all other regular attacks were treated as unarmed. I don't remember disabling divine strike reaction. All I know is that it didn't show and it was a melee weapon cantrip that counts as weapon, not spell. The other subclasses mod had more bugs anyway. Like not even the level 1 Heroism spell that you get by default counts for the ally attack trigger.
Yes, as per the source material it requires your ally to make a weapon attack. I may add an unarmed attack option though, now that you bring it up. As for divine strike, that's quite strange, as I implemented it in the same way as the ones in the base game so there shouldn't be an issue. Melee weapon cantrips can be a bit tricky, but with all the ones I tried out it seemed to work. Unfortunately I don't think I have any other advice to offer as to how to fix it, sorry.
Hello! I'm having issues with the mod, specially with Voice of Authority. When my Cleric casts a spell on an ally, the cleric will get the buff to issue orders and the ally will get the buff to receive order. My issue is that the ability to issue orders doesn't appear on my hotbar, but does appear in my character's skill and abilities menu. I can place it down into the Cleric's hotbar while out of a combat but it will go away after one turn as it's a conditional ability. When I'm in combat, I can't place it into my hotbar as it is considered a spell and I can't change my "known spells" in the middle of combat. I was wondering if there was a way to manually place the ability to issue orders on my hotbar without it disappearing?
I downloaded the most recent update that you have, as I assumed this issue was because of that typo in the code, but sadly its still not working as I wish.
I'm really impressed with the mod, and would love to easily play it as it sounds great for the party I have. I hope you can help, thank you!
Do you have any mods that adjust the UI, like Better Hotbar 2? The command and bonus attacks for your allies show up in the "temporary" part of the hotbar, where stuff like "move moonbeam" would go after you cast moonbeam the first time. I ask because I've run into that issue with BH2 before. As long as you're on your turn in combat and you have your hotbar unlocked, you should be able to just drag it onto the hotbar and use it from there. Otherwise, if you're using BH2, make sure that you drag the vertical bars all the way to the right and then left (or maybe the other way around... I can't remember), and it should show all portions of the hotbar.
Hey, love this mod! I've been playing with it and noticed a small issue: when someone is given Emboldened Strike from Voice of Authority, the temporary reaction attacks will disappear once you use any action/bonus action (ok haven't tested all possibilities). So as an example, if the Order Cleric gives Emboldened Strike to Lae'zel, and Lae'zel first uses her bonus action to use Pommel Strike, then the temporary spells disappear and she loses her chance to use them.
A simple fix is using RemoveStatus(SELF,EMBOLDENED_STRIKE) as a SpellProperties for the reaction attacks to remove the EMBOLDENED_STRIKE status instead of using RemoveConditions/RemoveEvents (not sure why your current implementation wasn't working, but it seemed like it was catching ALL spell casts instead of only the specific SpellIds specified). I think the TickType for the status should also be changed to StartTurn. So the new Status and Spell entries are: new entry "EMBOLDENED_STRIKE" type "StatusData" data "StatusType" "BOOST" data "DisplayName" "h04f726d6g171bg60a8ga102gb700e8f17b5c;1" data "Description" "h99f6ad38g7acfg2cd8g0018gd72b2fa9b055;1" data "Icon" "interrupt_voice_of_authority" data "StackId" "EMBOLDENED_STRIKE" data "StackPriority" "20" data "TickType" "StartTurn" data "Boosts" "UnlockSpell(Target_EmboldenedStrikeMelee);UnlockSpellVariant(SpellId('Target_EmboldenedStrikeMelee'),ModifyIconGlow());UnlockSpell(Projectile_EmboldenedStrikeRanged);UnlockSpellVariant(SpellId('Projectile_EmboldenedStrikeRanged'),ModifyIconGlow())" data "StatusPropertyFlags" "DisableCombatlog;ApplyToDead" data "StatusGroups" "SG_RemoveOnRespec"new entry "Target_EmboldenedStrikeMelee" type "SpellData" data "SpellType" "Target" using "Target_MainHandAttack" data "SpellContainerID" "" data "ContainerSpells" "" data "SpellProperties" "RemoveStatus(SELF,EMBOLDENED_STRIKE)" data "SpellSuccess" "DealDamage(max(1,MainMeleeWeapon), MainMeleeWeaponDamageType);ExecuteWeaponFunctors(MainHand)" data "Icon" "Action_CommandersStrike" data "DisplayName" "hf5f973afgd67fg73e9g6c5ag3d209d9791ae;2" data "Description" "h642d9559g1a0cg557fg1f8eg4e31cd90c7ff;3" data "UseCosts" "ReactionActionPoint:1" data "WeaponTypes" "Melee" data "SpellFlags" "IsAttack;IsMelee;IsHarmful;CanDualWield;Temporary" new entry "Projectile_EmboldenedStrikeRanged" type "SpellData" data "SpellType" "Projectile" using "Projectile_MainHandAttack" data "Icon" "Action_CommandersStrike" data "DisplayName" "h0b373db2gf74egcaf9ga437ga677031d9fc3;1" data "Description" "hcdf98133g235eg9857g42b3g284c2c55e26e;2" data "SpellProperties" "RemoveStatus(SELF,EMBOLDENED_STRIKE)" data "UseCosts" "ReactionActionPoint:1" data "SpellFlags" "IsAttack;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold;IsHarmful;CanDualWield;Temporary"
Edit: actually taking another look at your current implementation, I noticed your line in EMBOLDENED_STRIKE is data "RemoveConditions" "SpellId('Target_EmboldenedStrikeMelee');SpellID('Projectile_EmboldenedStrikeRanged')" when it should be data "RemoveConditions" "SpellId('Target_EmboldenedStrikeMelee') or SpellID('Projectile_EmboldenedStrikeRanged')" Maybe just changing that will also fix it? In any case, I've tested that using RemoveStatus() on the spells will for sure work!
You have two progression nodes to add the subclass to Cleric, as expected, one for Multiclass and one for Single-class. You are using new UUIDs for each node instead of the original ones, I suspect this is for Merging instead of Overriding, which is obviously a good thing to do.
The problem is in your Merged Progression Nodes, you also included the other base Cleric features which shouldn't be there, namely the Proficiencies. When you Merge Progression, you have to ONLY include the new elements of your mod and nothing else, in your case that should be your Subclass. Including the base features creates problems for other mods, like mine that removes the Proficiencies from Cleric by removing them from the original Progression Nodes, because YOUR nodes are there still adding them again when they shouldn't be, but also create the risk of duplicate class features.
After identifying this problem I updated my Compatibility Patch to fix this issue of your mod, but of course that will only help people that are using my mod's compatibility patches, not your general users. As a side note, my Patch does what you said you wanted to learn: how to use Compatibility Framework to add the Subclass, you can unpack my Compatibility Patch for your mod and learn from it if you want, it's very simple (it removes Proficiencies from your mod on Progressions, and on a separate Compatibility Framework file adds your Subclass to both Cleric Single-class and Cleric Multi-class at level 1).
It would be nice if you can update your mod to solve the problem I mentioned above, as it only brings mod incompatibilities and the potential of bugs. It's as simple as removing all the other features from your base Cleric Progression nodes and leaving only the Subclass addition part like so:
hey, could you upload this patch somewhere? i really liked both mods, and have no idea how to make this patch on my own, so i would like to download it and play with both mods
Wonderful! I've been hoping for more Cleric subclasses.
You can do the Law Points rules-as-written if you add this to a passive data "Boosts" "ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 14)):ActionResource(LawPoint ,1,0);IF(ConditionResult(context.Source.Wisdom >= 16)):ActionResource(LawPoint ,1,0);IF(ConditionResult(context.Source.Wisdom >= 18);IF(ConditionResult(context.Source.Wisdom >= 20)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 22)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 24)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 26)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 28)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 30)):ActionResource(LawPoint,1,0)"
Thank you! You know, I've been toying with the idea of doing just that, ever since I figured out how to do so with a Wizard subclass mod I'm working on. Who knows, maybe that'll make it into my next update for this? I should probably update the description, now that I think of it.
If you like Clerics, I am planning on (eventually) making a mod for the rest of them, too. I think I'm most interested in doing the Arcana domain, so that'll likely be the next one I do. Only problem I have with actually doing that one is that most of the domain spells aren't even in BG3, which would mean either creating them from scratch myself, or making it rely on other mods, which I don't want to have to do, since there's a few different options out there and not everyone uses the same ones. I've thought about just letting the Arcana cleric choose two spells from the Wizard spell list for each of the domain spells levels, but I'm not sure.
You're welcome to use my spell library if you want lol. I had planned to do the 'missing' domains as well, but never really got started on any of them. Too busy with paladins lol. Excited to see what you do next, and any help I can offer just ask :)
18 comments
I was using the Cleric Subclasses mod that also includes Order Domain but not all spells were triggering the ally attack elegibility. This one works better.
What I liked about the one from the Cleric Subclasses is that I was able to choose which enemy and then the ally would instantly make an attack to that enemy but I noticed that it is kinda bugged/overpowered because the attack seems to count as a normal attack and at the start of their turn, they had 2 free extra attacks (Fighter max level) and then if they attack, they get 2 more free attacks.
Also, if they attack and spend all actions, then click end turn and while they're waiting, I cast something on them and use the ally attack, they can cancel end turn and they can make a free extra attack even though they already used all actions.
I prefer "commanding" the ally to attack someone during my turn to the enemy of my choosing instead of giving them an optional reaction attack button on their turn. Do you think it would be possible to do it like in the original Cleric Subclasses mod but without the bugs? I am not sure but I think that this also triggered during a normal opportunity attack and this might be Larian's problem.
The one from Cleric Subclasses mod also applied the psychic curse at lower level without any tooltips or explanation. In this one, it's at a very late level. It makes more sense. Maybe it was also bugged in the Cleric Subclasses mod, although I would have set it to a lower level.
Edit:
Okay, I can confirm that with reactions like Sentinel, when they start they turn, they can do 2 free extra attacks and then a normal attack followed by 2 more free extra attacks. This seems like a bug by Larian. 5 attacks in one turn is way too much.
Edit 2:
The script extender always displays
[ERROR]: Couldn't Parse CF JSON Configuration File from Order Domain Cleric Subclass (IncogneatoBurrito)
And the Divine Strike is not working like all other cleric divine strikes. No reaction, no choice when using weapon attack cantrips.It potentially could work to select the enemy you want attacked and having your ally automatically make that attack, but from what I've been able to experiment with, it is only really feasible with main hand weapons and not with ranged weapons. As per the source material, you're supposed to be able to direct an ally to make a weapon attack of any kind, not just a melee weapon attack. Also, I wanted this mod to be able to be used in multiplayer without taking away the agency of the people that you're playing with.
I haven't played with that Cleric Subclasses mod, but I can say that I made sure to apply the psychic curse at level 17, which is where it is at in the source material.
For the CF JSON config file, it looks like I forgot to properly fill in the mod GUID. I'll update that as soon as I can get some time to get back to this mod. As for Divine Strike, in my testing it was working just fine, so I'm not sure what would be going on there. Just to be sure, I went back into the game to test it again, and it was still working with things like Booming Blade. The only things I can think of that might cause that issue would possibly be if those cantrips used spell attack rolls rather than weapon attack rolls (though I'm not sure), or if you had accidentally disabled them in your reactions menu. Are you playing on the Patch 8 stress test? Because I haven't tried out this mod in that yet, and I wouldn't be too surprised if something in there breaks this mod.
I don't remember disabling divine strike reaction. All I know is that it didn't show and it was a melee weapon cantrip that counts as weapon, not spell.
The other subclasses mod had more bugs anyway. Like not even the level 1 Heroism spell that you get by default counts for the ally attack trigger.
I downloaded the most recent update that you have, as I assumed this issue was because of that typo in the code, but sadly its still not working as I wish.
I'm really impressed with the mod, and would love to easily play it as it sounds great for the party I have. I hope you can help, thank you!
A simple fix is using RemoveStatus(SELF,EMBOLDENED_STRIKE) as a SpellProperties for the reaction attacks to remove the EMBOLDENED_STRIKE status instead of using RemoveConditions/RemoveEvents (not sure why your current implementation wasn't working, but it seemed like it was catching ALL spell casts instead of only the specific SpellIds specified). I think the TickType for the status should also be changed to StartTurn. So the new Status and Spell entries are:
new entry "EMBOLDENED_STRIKE"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "h04f726d6g171bg60a8ga102gb700e8f17b5c;1"
data "Description" "h99f6ad38g7acfg2cd8g0018gd72b2fa9b055;1"
data "Icon" "interrupt_voice_of_authority"
data "StackId" "EMBOLDENED_STRIKE"
data "StackPriority" "20"
data "TickType" "StartTurn"
data "Boosts" "UnlockSpell(Target_EmboldenedStrikeMelee);UnlockSpellVariant(SpellId('Target_EmboldenedStrikeMelee'),ModifyIconGlow());UnlockSpell(Projectile_EmboldenedStrikeRanged);UnlockSpellVariant(SpellId('Projectile_EmboldenedStrikeRanged'),ModifyIconGlow())"
data "StatusPropertyFlags" "DisableCombatlog;ApplyToDead"
data "StatusGroups" "SG_RemoveOnRespec"
new entry "Target_EmboldenedStrikeMelee"
type "SpellData"
data "SpellType" "Target"
using "Target_MainHandAttack"
data "SpellContainerID" ""
data "ContainerSpells" ""
data "SpellProperties" "RemoveStatus(SELF,EMBOLDENED_STRIKE)"
data "SpellSuccess" "DealDamage(max(1,MainMeleeWeapon), MainMeleeWeaponDamageType);ExecuteWeaponFunctors(MainHand)"
data "Icon" "Action_CommandersStrike"
data "DisplayName" "hf5f973afgd67fg73e9g6c5ag3d209d9791ae;2"
data "Description" "h642d9559g1a0cg557fg1f8eg4e31cd90c7ff;3"
data "UseCosts" "ReactionActionPoint:1"
data "WeaponTypes" "Melee"
data "SpellFlags" "IsAttack;IsMelee;IsHarmful;CanDualWield;Temporary"
new entry "Projectile_EmboldenedStrikeRanged"
type "SpellData"
data "SpellType" "Projectile"
using "Projectile_MainHandAttack"
data "Icon" "Action_CommandersStrike"
data "DisplayName" "h0b373db2gf74egcaf9ga437ga677031d9fc3;1"
data "Description" "hcdf98133g235eg9857g42b3g284c2c55e26e;2"
data "SpellProperties" "RemoveStatus(SELF,EMBOLDENED_STRIKE)"
data "UseCosts" "ReactionActionPoint:1"
data "SpellFlags" "IsAttack;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold;IsHarmful;CanDualWield;Temporary"
Edit: actually taking another look at your current implementation, I noticed your line in EMBOLDENED_STRIKE is
data "RemoveConditions" "SpellId('Target_EmboldenedStrikeMelee');SpellID('Projectile_EmboldenedStrikeRanged')"
when it should bedata "RemoveConditions" "SpellId('Target_EmboldenedStrikeMelee') or SpellID('Projectile_EmboldenedStrikeRanged')"
Maybe just changing that will also fix it? In any case, I've tested that using RemoveStatus() on the spells will for sure work!You have two progression nodes to add the subclass to Cleric, as expected, one for Multiclass and one for Single-class. You are using new UUIDs for each node instead of the original ones, I suspect this is for Merging instead of Overriding, which is obviously a good thing to do.
The problem is in your Merged Progression Nodes, you also included the other base Cleric features which shouldn't be there, namely the Proficiencies. When you Merge Progression, you have to ONLY include the new elements of your mod and nothing else, in your case that should be your Subclass. Including the base features creates problems for other mods, like mine that removes the Proficiencies from Cleric by removing them from the original Progression Nodes, because YOUR nodes are there still adding them again when they shouldn't be, but also create the risk of duplicate class features.
After identifying this problem I updated my Compatibility Patch to fix this issue of your mod, but of course that will only help people that are using my mod's compatibility patches, not your general users.
As a side note, my Patch does what you said you wanted to learn: how to use Compatibility Framework to add the Subclass, you can unpack my Compatibility Patch for your mod and learn from it if you want, it's very simple (it removes Proficiencies from your mod on Progressions, and on a separate Compatibility Framework file adds your Subclass to both Cleric Single-class and Cleric Multi-class at level 1).
It would be nice if you can update your mod to solve the problem I mentioned above, as it only brings mod incompatibilities and the potential of bugs. It's as simple as removing all the other features from your base Cleric Progression nodes and leaving only the Subclass addition part like so:
nvm, i saw it on your page xD
You can do the Law Points rules-as-written if you add this to a passive
data "Boosts" "ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 14)):ActionResource(LawPoint
,1,0);IF(ConditionResult(context.Source.Wisdom >= 16)):ActionResource(LawPoint
,1,0);IF(ConditionResult(context.Source.Wisdom >= 18);IF(ConditionResult(context.Source.Wisdom >= 20)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 22)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 24)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 26)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 28)):ActionResource(LawPoint,1,0);IF(ConditionResult(context.Source.Wisdom >= 30)):ActionResource(LawPoint,1,0)"
Can't wait to play it :)
If you like Clerics, I am planning on (eventually) making a mod for the rest of them, too. I think I'm most interested in doing the Arcana domain, so that'll likely be the next one I do. Only problem I have with actually doing that one is that most of the domain spells aren't even in BG3, which would mean either creating them from scratch myself, or making it rely on other mods, which I don't want to have to do, since there's a few different options out there and not everyone uses the same ones. I've thought about just letting the Arcana cleric choose two spells from the Wizard spell list for each of the domain spells levels, but I'm not sure.
If you've got ideas, I'd be happy to hear them!