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  1. LotusNoctus86
    LotusNoctus86
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    Hi quick question: Do the Familiars scale with class or character level?
    1. Ninjoma
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      Class Level
  2. Canopy666
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    Would it be possible to add the pact of the chain change as a standalone file? i really like the idea of making that specific pact stronger since it is currently lackluster but i'm also less interrested in making pact of the tome stronger since i feel it is already fine as it is. I love running multiple warlock each with a different pact and your idea seem very fun to play with. would love to do a run with it.
    1. Ninjoma
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      Yeah, I can do that. I was plan on improving my witchbolt rework soon anyways, so I can do that at the same time. 
    2. Ninjoma
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      Separate version has been uploaded in the optional section. Let me know if you notice any issues.
    3. Canopy666
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      Thanks I'll be sure to inform you if i find any bug during my next playthrough. Looking foward to see how much better chain can perform with this! 

      Also side note I tried your witchbolt rework and noticed that it can only be applied to ennemy by 1 caster meaning that a second caster can't target the same ennemy with it. not sure if this was intentionnal or not from you. I'm playing in patch 8 haven't tried it in patch 7
    4. Ninjoma
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      I've never played with more than one witchbolter, so I hadn't considered that tbh. In the previous version of my mod, I was using an if then statement. So the status would only be applied if the target didn't have the status and otherwise it would set the duration to 10. (so what you're describing makes sense)

      In the new update, I'm using more standard rules for non stacking statuses. But I'm guessing it might work the same way.
    5. Canopy666
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      So for some reason my imp start combat with an action available if it surprise enemies with sting while invisible. it doesn't happen with the claw attack and i don't recall that happening without this mod just a minor bug tho nothing gamebreaking.

      edit: it also happens if he join while a fight is happening. sting just doesn't consume an action when breaking invisibility outside of combat
    6. Ninjoma
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      Good catch. The ability did not have the right spellflags. This should be fixed now. Note, sting is now as the default attack instead of claws
    7. Canopy666
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      Hey so i recently found a new bug with your witchbolt rework, now it could very well be because of impui but i'll try to describe it as clearly as i can.

      1-i witchbolt a target in this case commander zhalk.
      2-he dies after 7 turn
      3-i witchbolt the other 2 cambion
      4-my reaction witchbolt to trigger the damage disapear after 3 turn

      so it seems after the initial 10 turn passed after my witchbolt was casted it forcefully removed it from my inventory and i couldn't activate it for the remaining 7 turn i had on the other 2 cambion. i had never noticed this bug before since i don't think any of my fight would last more than 10 turns aniway but i still think it's nice to know it behave like this
    8. Ninjoma
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      I must have broken that when I updated it. I'll doing some testing this week.
    9. Ninjoma
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      The status that allows you to activate witchbolt now lasts indefinitely and is removed when combat ends. So this should prevent it from falling off unintentionally.

      Also, I was too lazy to update the seperate imp version now that patch 8 is out, so it is archived. I may or may not get around to updating it later.
  3. BigBozat
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    Compatibility with things like Invocations Expanded, OneDnD Warlock - Pacts as Invocations, or ??? (Chains of Cania)?
    I've got a bazillion pacts in the l/o, and classes or subclasses that may utilize the ones this enhances...
    Saw Community Library is req'd, but not Compat Framework

    IDK enough about how it all works to be not dangerous, lol
    1. Ninjoma
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      I haven't tried it with invocations expanded, but I don't see a reason why it would contradict. It does work with pacts as invocations, I made the mod with that in mind and I use them together in my runs. Chains of cania might overwrite my pact of chain changes depending on how it's written. I'll test it out.

      Community library is required for the warlock spell slot logic. Compatability framework isn't required, but I do use it in my runs.
    2. BigBozat
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      Thanks! 

      Moar pacts 
      Moar pact buffery

      The Dread Overlord is pleased
    3. Ninjoma
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      For some reason invocations expanded disables my pact of chain changes (regardless of load order), but does work with the pact of tome changes. Chains of Cania doesn't seem to be working at all on patch 7, at least for me. Use compatibility framework when using this mod with pacts as invocations and it works fine together.
    4. Ninjoma
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      It looks like the evocations expanded mod also edits the familiar spell which is why they contradict. I will try to see if I can make a compatibility patch.
    5. BigBozat
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      Thanks again!.. 

      Chains of Cania may not be compat with multiple warlock subclasses... don't a Compat Framework req for it, expect the worse I spose.
      Haven't played it in a while (and prolly didn't use multiple warlocks at the time), so prolly didn't notice post P7... ah, well, c'est la vie. 
      Not your prob... will need to rip Cania out to test... maybe I'll roll up my sleeves and learn the CF api enough to make it compat for pers use?

      I prolly should have specified the post-P7 version of WinterBrick's orig Invocations Expanded, here:
      Invocations Expanded - Patch 7 Update by zmarotrix
      WinterBrick's orig hasn't been updated in a while (and had some known conflict/compat issues even b4 P7, e.g., 

      • You must re-summon a summon to see the effects of some newly unlocked abilities for Pact of the Chain.


      ... so zmarotrix did a [attributed/credited] quick update for P7... see if *that* version works any better with one order or another maybe?  

      If I stumble across anything else in my l/o that might conceivably conflict with Tome and Chain, I'll shout.
      Good stuff.
    6. Ninjoma
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      Chains of Cania may not be compat with multiple warlock subclasses... don't a Compat Framework req for it, expect the worse I spose.
      Haven't played it in a while (and prolly didn't use multiple warlocks at the time), so prolly didn't notice post P7... ah, well, c'est la vie. 
      Not your prob... will need to rip Cania out to test... maybe I'll roll up my sleeves and learn the CF api enough to make it compat for pers use?
      I tried getting the mod to work alone with just it's dependencies and it doesn't seem to be working at all on patch 7. Let me know if it's working for you.
      I prolly should have specified the post-P7 version of WinterBrick's orig Invocations Expanded, here:
      Invocations Expanded - Patch 7 Update by zmarotrix
      Yes, this is the version I was testing with. It overwrites my pact of the chain changes, but the pact of tome changes still work. You can delete the "pact of the chain.txt" file from invocations expanded mod and then my pact of the chain changes will work, but the invocations expanded "Investment of the Chain Master" will not work. I'm trying to see if I can figure out how to get them to work together.
    7. BigBozat
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      I wonder if other Familiar spell mods might cause similar issues? 
      iirc, wesselen had some Find Familiar mods, chizfreak has one for Druids...  Lumaterian's overhaul of Ritual spells doesn't touch Find Familiar (yet?), but there may be others out there...
    8. BigBozat
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      Thx for the follow up effort re: trying to compatibilize Investment of the Chain Master...  
      Following...
    9. BigBozat
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      Still lurking, if u come up with a compat solution for Invoc Exp's pact of chain... I sooooooo want them to play nice in the sandbox
      Prolly have to sideline this til then, but:  Good stuff, keep 'er rolling
    10. Ninjoma
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      I was able to work it out today. I just uploaded an update that is compatible with invocations expanded. Make sure to put my mod below invocations expanded in the load order. 
    11. BigBozat
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      Woot!

      Should be able to endorse twice.
      Thanks!
    12. GrayNish
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      so have anyone try chain of cania yet. did it compatible with this after the patch7 undate? and about the placement?
    13. Ninjoma
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      I can look into that this week. What specific result are you looking for? Like do you just want to use my pact of tome/ misc changes with the familiars from chains of cania? Or do you want my imp familiar to interact with something in that mod?
    14. acephalus
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      Chains of Cania does work. Tho how well it exactly scales i am not 100% sure. I can summon a lot of stuff tho. 
      around 30 fiends(removed summon stacks). 
      Here is the mods i use one after the other for warlock.
      Invocations Expanded patch 7
      Pactbound
      Ninjoma Warlock Viability
      OneDND UA7 Warlock Pact Invocations
      BetterPactoftheChain(by isamuchu) very old mod
      Dread Overlord
      Bunch of Valkrana mods
      Warlock Spell list fixer(Valkrana)
      I got both Dread Overlord and Cania subclasses available.
  4. xxxSYNNxxxx
    xxxSYNNxxxx
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    possible to get version wthout witch bolt changes?  https://www.nexusmods.com/baldursgate3/mods/9543?tab=posts&BH=3 this mod makes it work again with witch bolt,  its ok as is just kinda takes away some of the power of metamagic when everyone can twin cast it without sorc points.  thx and have good day

    edit: i can unpack the mod and take out whats needed i just dont know what exactly to take out as all i have done so far is tweak some text files damage numbers and resistances with weapons and armors etc,
    im guessing if i take out the witchbolt text file and repack that would be enough?
    1. xxxSYNNxxxx
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      seems to work after taking out the witch bolt text file, if this is incorrect let me know otherwise ty for the mod, its rly fun
    2. Ninjoma
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      Yes, deleting the witchbolt.txt should be enough. Let me know if you have any issues and I'd be happy to look into it and upload a version without that change.
    3. xxxSYNNxxxx
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      so far so good, thx for the response ;) have good day
  5. Ruojo
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    I'm glad to finally find someone who has made a mod that tweaks both classes.

    I'm trying to get it to work, thanks for the hard work.

    If loaded with Invocations Expanded - Patch 7 Update (put your mod after), the Imp works fine, but seems to break the Investment of the Chain Master bonus for NetHack.

    Can you do the same for NetHack? And support for Flock of Familiars in 5e spells? You are the chain warlock all hopes for.
    1. Ninjoma
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      I don't mind working on additional compatibility. I have no idea what NetHack is though. Is that a feature in a specific mod? Also, what interaction are you hoping for with flock of familiars?

      Spoilers: I also plan to add a few imp abilities to make them more interesting in the late game.
    2. Ruojo
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      Sorry, I didn't check it clearly because of the translation I used.

      It should be Quasit, which is another devil summoned by the chain warlock.

      I hope the two devils in the familiar group can also have similar bonuses? After all, they can enjoy the multi-strike bonus from the chain warlock. Maybe they should be classified as the familiars of the chain warlock (it's a pity that they can't enjoy the bonus from Invocations Expanded).
    3. Ruojo
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      I'm looking forward to this very much and have been hoping that chain warlock will become interesting! After all, this was the first class I came into contact with during the EA era
      :)
    4. Ninjoma
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      Okay gotcha, I can work on making quasit compatible.

      What about flock of familiars. What sort of support are  you hoping for with that? 
    5. Ruojo
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      Chain Warlock can summon his devils with a group of familiars. So I hope to synchronize your bonuses for these two devils when Chain Warlock summons a group of familiars!

      Thank you very much for your patient reply!
    6. Ninjoma
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      My update is live. It adds compatibility with invocations expanded for quasit. I looked at flock of familiars and I think it would be broken to have the 5 imps spawned have all of my bonuses, so I decided not to make that change. I may add a separate version later for those that want an unstoppable imp army.
    7. Ruojo
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      Wow thanks for your work! I saw your update buff and I do feel like multiple Imps like this would be pretty strong. So I understand your decision and I'll probably go with the balanced version as well.

      Will quasit get a similar buff in future? Making him functionally different from Imps seems like a good idea.
    8. Ninjoma
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      I never use quasit so I hadn't planned to make changes to him. Do you have any suggestions for what stats or abilities you would like him to have?
    9. Ruojo
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      I think it can be more illusion and enchantment, combined with some Rogue characteristics.
      In addition to the numerical scaling similar to imp, it can be given, for example:

      5th level gives Restore action and bonus action at the start of battle.
      7th level gives a bonus action of invisibility once in a short rest, encouraging him to attack from invisibility.
      9th level gives Magical Ambush of the Arcane Trickster (I don't know if it works on his own Fear skill, maybe not), Tasha's Hideous Laughter once in a short rest, and Phantasmal Force once in a short rest.
      11th level gives a three-ring Fear once in a long rest.

      Of course, I can't think of a perfect solution for the time being. You can refer to Shovel Evolved (of course, he seems to have done more).
    10. Czartchonn
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      This old mod still works which covers Shovel, Scratch and Us. Using it myself.

      https://www.nexusmods.com/baldursgate3/mods/3423
  6. Dlinktp
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    This is exactly the kind of thing I was looking for as I'm about to start my new run. Thanks a bunch!
  7. Khaalis
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    Is this safe to load mid run? If so does it require a respec?
    1. Ninjoma
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      I haven't had any issues loading it into existing games without respecing first during testing.