with the More spellslots and invocations file, Eldritch smite no longer works as a reaction once you reach 4th level spellslots at lv7. after removing the file Eldritch smite functions properly. could you update the file with a fix please?
This is great, is there any way you could add the ability to summon weapons as a bonus action for pact of the blade? This mod does it here and it's the only thing im missing from all this. https://www.nexusmods.com/baldursgate3/mods/7572
The weapon enhancement upgrades would be great too if possible but the bonus action is what i miss the most.
I've added the scaling for the spells learned. Only difference is it requires warlock lvl 12 to unlock the lvl 6 spell variants as a way to incentivize staying with warlock
Honestly dude. I'm gonna recommend you revamp pact of tome to do what i linked above for 3 reasons:
1. A pact of the tome warlock is likely never in range of melee in bg3 (for daredevil gloves effect). Enemies' focus is on the front facing fighter classes. 2. massive synergy between book of ancient secret invocation and pact of the tome in the linked mod. 3. Your Eldritch Master is overtuned.
The linked mod is widely considered the smartest and most balanced pact of tome mod.
I may consider creating a separate file, though the improvements are based on the Pactbound Mod, there is no Book of Ancient Secrets invocation in his invocation list. For the eldritch master invocation which part do you consider overtuned? the extra beam or the combination with an extra use of magical cunning?
The whole point of pact of the tome is casting spells and regen on those spells. Let pact of the blade do its thing in melee range, where more danger is, and let Pact of Tome do spell slot spell casting (lvl 5 spells) which is strong. Something more interesting would be to refresh the mystic arcanum long rest cooldown.
It May be the main mod as I only added the force damage option and added the vfx for each special option. It could be linked with the vfx but if the looping sound exists even when no special damage option has been selected then it is the main mod. I will check the files to see of there is a looping sound in the texts
I believe the main mod is not compatible with subclasses since they are chosen at lvl 3 instead of 1. I was planning on making a patch at least for the dread overlord subclass or maybe doing a patch to change the subclass selection back to level 1 do any subclass mod is compatible
Sorry I just read this and yeah I had to choose my subclass twice... Also spell choices were sometimes duplicated but with different spell lists. Honestly I'd just like to use your mods rather than the original Pactbound, is that possible?
All of them are modified passives or progressions from the pactbound mod so they won't work without it. It is possible that the file for more invocations and spellslots will work though the spell lists learned at those levels would be the ones in the pactbound mod. I haven't checked if they share the same uuid with the vanilla progression for the warlock class. Invocation list uuids are the same as vanilla bg3 so there would be no problem regarding invocations at least
Could you possibly make a version that's just more invocations? I already use More Spell Slots to increase numbers of slots (and spell choices). There is Warlock Enhanced for more invocations too but it changes a lot like Pactbound does.
I can do that but it will probably conflict with the mod that adds more spellslots. Tell me which mod is it so I can check it and see if it won't conflict with each other or just add spellslots the same amount they add to the warlock progression. The problem with things that modify progression is that they don't tend to be compatible with each other unless the compatibility framework is used
And I'm using compatibility framework but I think it actually needs to account for mods? For example there are patches for mods that aren't on compatibility framework.
So after testing the more spells and invocations without pactbound, although you're not choosing from the exact same spell list, it adds a different list to choose from IN ADDITION to the normal spells, along with the extra invocations. I think you should put it on your Eldritch tweaks too, mentioning the absolutely miniscule caveat that the second spell choices won't be from the exact same list. I didn't see too many missing (mostly subclass specific ones, which makes sense) and I didn't see any icons or anything missing so I'm guessing at the very least Pactbound is mostly using the same UUIDs
I would use Pactbound but the levelling is so messy and there's not even an icon for Hexblade or Celestial.
I've added a patch to change progressions to lvl 1. It needs testing but it could solve the issue of compatibility with subclass mods. It is still not integrated in Compatibility framework, but some mods like Dread Overlord Patron have a script to add the subclass even without compatibility framework
Thanks again for that :) By the way, with regards to the more spellslots and invocations, you also get additional spells at levels 9 and 11 along with the invocations (as you initially mentioned) so it's even more of an upgrade than I first thought.
EDIT: I've found a bit of a big problem with using the more spells slots and invocations WITHOUT Patcbound. It seems to wipe the mystic arcanum spells from the list... So they're not gained at level 11 or any higher levels. The only thing I removed was the More Spell Slots and Invocations and they reappeared. I also have Spell List Combiner Revised so I'm going to remove that with the More Spells Slots and Invocations still in to see if it helps. Not actually sure which mod even adds these spells. Probably spells extra or 5e spells.
There's also a bit of a glitch at level 6 where it will have an already complete level up screen with 2 invocations but "Accept" is greyed out and the spells chosen are not normally available (from pactbound). As soon as you change anything, it reverts back to the normal spells list and no invocations at this level. Simply cosmetic but can be confusing.
Problems at lelvel 6 shouldn't be caused by this mod as I don't touch that progression. The mystic arcanum on the other hand uses diferent UUID in Pactbound due to being different spell lists for each subclass. i'll add a version on my other mod page that use the normal mystic arcanum UUID
Extra spells at those levels is due to Spell selection in pactbound being imbeded in the normal warlock progression while in vanilla bg3 it is accounted in each subclass progression. I can remove it if you find it too much although I don't think it is much of an issue considering it helps to have more spells known at your disposal.
You would think so but adding it back in without Spell List Combiner Revised made them vanish again, even above level 12 :( I'll try the other version and see how that goes.
It's worth mentioning that I'm using Expansion which adds mystic arcanum spells too but mostly above level 12 (only above level 12 for Warlock I think).
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The weapon enhancement upgrades would be great too if possible but the bonus action is what i miss the most.
1. A pact of the tome warlock is likely never in range of melee in bg3 (for daredevil gloves effect). Enemies' focus is on the front facing fighter classes.
2. massive synergy between book of ancient secret invocation and pact of the tome in the linked mod.
3. Your Eldritch Master is overtuned.
The linked mod is widely considered the smartest and most balanced pact of tome mod.
https://imgur.com/a/OhqSuA6
It's this one: More Spell Choices and Slots - MCM
And I'm using compatibility framework but I think it actually needs to account for mods? For example there are patches for mods that aren't on compatibility framework.
I would use Pactbound but the levelling is so messy and there's not even an icon for Hexblade or Celestial.
EDIT: I've found a bit of a big problem with using the more spells slots and invocations WITHOUT Patcbound. It seems to wipe the mystic arcanum spells from the list... So they're not gained at level 11 or any higher levels. The only thing I removed was the More Spell Slots and Invocations and they reappeared. I also have Spell List Combiner Revised so I'm going to remove that with the More Spells Slots and Invocations still in to see if it helps. Not actually sure which mod even adds these spells. Probably spells extra or 5e spells.
There's also a bit of a glitch at level 6 where it will have an already complete level up screen with 2 invocations but "Accept" is greyed out and the spells chosen are not normally available (from pactbound). As soon as you change anything, it reverts back to the normal spells list and no invocations at this level. Simply cosmetic but can be confusing.
Extra spells at those levels is due to Spell selection in pactbound being imbeded in the normal warlock progression while in vanilla bg3 it is accounted in each subclass progression. I can remove it if you find it too much although I don't think it is much of an issue considering it helps to have more spells known at your disposal.
It's worth mentioning that I'm using Expansion which adds mystic arcanum spells too but mostly above level 12 (only above level 12 for Warlock I think).
No keep more spells in. The more the better :D