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  1. ChuckForty
    ChuckForty
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    Would you be able to make it compatible with the Oath of Arcane Vengeance paladin subclass mod?
    1. Ninjoma
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      What's not compatible currently?
  2. jadynkarn
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    I am still on patch 7 because I am using the DIQ collection, would the newest version of this work with patch 7 by chance? I would like to use the updated changes in conjunction with Lightbringer.
    1. Ninjoma
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      Most likely it will work, but I updated both my machines at this point so I can't test patch 7 anymore. You might need patch 7 ImpUI installed.

      I do want to note that the only thing that I know is working with light bringer are the spell slots. 
    2. jadynkarn
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      I can confirm it still works for patch 7
  3. Mueffel
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    is there any way to make this mod work together with Lightbringer- A Paladin Overhaul https://www.nexusmods.com/baldursgate3/mods/6637 ?

    i assume they are not compatible because they both change progression files. tried having both active and playing around with loadorder but only the one loaded after works

    the changes in the Paladin Overhaul mod makes paladin way more interesting to play but it still lacks the QoL improvements that your mod offers, specifically more spellslots, more range on spells and auras
    1. Ninjoma
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      I can look into that. I should be able to add the spell slots with compatability framework.

      I think they are also editing lay on hands/ healing radiance, so those might contradict. Are you hoping for their changes + increased range?
    2. jadynkarn
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      I would also love it if they worked together, please and thank you.
    3. Ninjoma
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      Can you be more specific about how you want them to work together?
    4. Mueffel
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      sorry for the late reply!
      the rework from Lightbringer- A Paladin Overhaul is great and all but some changes/additions from your mod would make it perfect, for example adding these:

      More Spellslots! this would let you smite more often while also using some of the utility spells added from the overhaul mod
      Level 4
      Gain anadditional 1st level spell slot
      Level 6
      Gain an additional 2nd level spell slot
      Level 7
      Gain an additional Channel Oath Charge
        <<< the overhaul mod already adds this
      Level 8
      -Gain an additional level 3 spell slot
      -Level 3 spells unlocked
       
      These additions from your Mod would fit very well:
      Level 1
      Sacred Flame unlocked. 
      Level 2
      Guiding Bolt added to 1st level spell list.

      i already tried a few mods that edits Lay on Hands/Healing Radiance and they always felt a bit overtuned for the ressources you need to spend, i need to give your mod another shot to see the scaling ingame

      The Auras in the overhaul mod get buffed quite a bit and i already had mods that gave +range on them, in combination it felt a bit too strong so i always went back to the default 3m range

      i just use the default aura range with Visual Auras for Paladins looks pretty, you can toggle it on/off any time
      sadly the visual circle wouldnt scale on its own with just the buffed +range on auras :D

      Thank you in advance! im using almost all of your QoL buffs, they are just that good :)

      EDIT: !! on Patch 8 !! (not regarding this QoL mod)
      the mod Lightbringer- A Paladin Overhaul makes "Oath of the Crown" not show up :(
      there is a work-around posted on its official website if you still want to specc into the new subclass
    5. jadynkarn
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      this agree 100% please and thank you.
    6. Ninjoma
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      Thanks for the specific direction and the update on Lightbringer. I went ahead and changed the spell slot implementation to Script Extender/ Compatibility Framework/ Community Library, so that part of my mod should be compatible with anything that changes progression entries. The other suggestions I might circle back to later (Scared Flame).

      I'm guessing Guidingbolt being added to the spell list will work with most other mods, because I am editing the spell list instead of the progression entry. So unless others added spells to Paladins in that specific way, that part should be compatible too.
    7. Mueffel
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      thank you for the update! ill give that a try!

      i would like to revert the range from auras back to vanilla (3m/10ft)
      could you please show me the correct file(s) where to edit it myself?
      im not a modder but i assume that would only be some unpacking/text editing and repacking?
      thanks :)
    8. Ninjoma
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      Yep. You can just unpack the mod using the multitool:
      https://github.com/ShinyHobo/BG3-Modders-Multitool

      Then navigate to NinjomaPaladinQOL\Public\NinjomaPaladinQOL\Stats\Generated\Data and delete the "Auras.txt" file. Then repack it and install.

      Alternatively if you install a mod after mine in your load order that changes the aura size, that should also change the size to whatever the later mod is. That might be an easier work around.
    9. Mueffel
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      everything seems to work perfectly fine in combination with the Lightbringer Overhaul now [Patch 8]
      also thanks for the quick fix with the auras!
      cheers :)
  4. minitrollmt2002
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    This mod does not work well when multiclassing. You must have your character pick paladin as the first class and level up the paladin class upto a certain level for the bonus spell slots this mod adds (lvl 4 for the 5th lvl1 spell slot, lvl6 for the 4th lvl2 spell slot, and lvl 8 for the first lvl 3 spell slot). If you multiclass your character mid progress, the number of spell slots will be reverted back to the vanila progression. Hope you can fix this since I really love the change the mod make. 
    1. Ninjoma
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      Yeah, I haven't added any multiclassing progression nodes to my mods, so that's likely the issue. I will add this to my queue of things to work on.
    2. Ninjoma
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      I changed the multiclassing spellcaster modifier from .5 to .75 in the class description. You should now get additional spell slots when multiclassing with Paladins compared to vanilla. It's still a bit weird, because the level of spell slots that are unlocked depends when you start to multiclass. I could probably fix this with scripting, but it would be a lot of work and I would rather work on other things right now.
  5. LoyalLedger
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    Hey there. These tweaks sound cool, especially having Sacred Flame. However, it does seem like this breaks the spellbook for Paladins across the board so that it becomes almost impossible to swap spells. It is possible by searching, but the section is broken and cannot be used normally. At least when combined with Better Party Panel mods and sub class mods.
    1. Ninjoma
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      I haven't had any of those issues, but I haven't used better party panels either. I will look into this when I have the chance.
    2. LoyalLedger
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      Thanks for the quick replay. I'm testing it out a bit myself and it may not be this mod, since I uninstalled it and I was still having the same issue. The other mods I suspect could be to blame are Better Party Panels and Class Specialization feats. Specifically, I think it might have something to do with trying to give Cantrips to Paladins because with just those 2 installed I couldn't get Sacred Flame to show up on my sheet anywhere. Using either the vanilla Cleric Initiate feat or any of the modded feats. But the menus were not broken like they were with this one installed, so that may still one thing to consider. Thanks for any help/updates.
    3. Mueffel
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      i have the same issue and its not because of any mods, its a problem in the base game with the paladin character sheet.
      preparing spells or swapping them out of prepared spells makes the interface glitch and all the spells move "out of sight" within the sheet

      if you wanna prepare your spells again you just need to save and reload that save again, then it should show up normally
      couldnt find another proper fix yet
  6. LoyalLedger
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    It turns out the issue I reported with the spellbook is a known issue with the base game, Larian is aware of it and working on it. Paladins get the short stick once again, first all the Oathbreaker shenanigans, level cap being too low to hit full strength, now this. We out here taking Ls. Been enjoying this mod with that weight lifted.
    1. Ninjoma
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      Sweet! Let me know if you have any feedback.
    2. Ryuuka33
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      Hmm I have been wanting this mod to get lay on hands as a bonus action but I am having the same issue. Been doing some testing and without the mod I do not experience any issues. As far as I know, I do not have any other mods modifying paladin at all so not sure what is going on :(

      I have a bunch of other mods for other classes and races but nothing for paladin. Oh well, there is a work around, using the search function in the spellbook allows me to remove and add spells but I have to know the name of the spell I want to add to search for it. At least it works :)

      EDIT: Ok so it appears I was incorrect :D Tried some more without the mod and when I tested it at a higher paladin level I still get the issue without the mod. Really strange! Well, at least the search work around works for me for now I think :)
  7. LoyalLedger
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    Hey again. It does seem to me like the issue is that this impacts the ability of both this class and other classes to obtain non-class based spells through things like Feats. With this mod installed, or on the save file it had been installed on (even after a "safe" uninstall) the Initiate Feat spells will never appear in my spell book. On a fresh save without this mod, they will appear in the common tab for all classes. Based on my own experiments, still with other mods installed so take it with a grain of salt.
    1. Ninjoma
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      I don't really see how that is possible. My mod changes the progression file for paladins, changes certain paladin abilities and adds a couple of spells to the existing paladin spell lists. None of those things should interact with feats or the ability to learn spells from other sources.

      Have you tried using compatability framework? Maybe you have another mod that is changing level 1 or 2 paladin spell lists or the paladin progression file and they a conflicting? 

      I'll probably test it this weekend. Let me know what mods you want me to check for interactions with.
    2. LoyalLedger
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      I have kept testing and ultimately I think the problem is either something in the base game or with the UI mods -- not your mod. Your spells always show up as expected, but Initiate spells don't -- not unless I save and then reload that same file in which case then it does load them correctly where they should be. This happens even on a fresh save with or without your mod, and even when following the load order advice for those better UI mods. I am also having some other UI related issues so I do think that is the cause.

      I thought it was this mod because it was the only one that affected Paladins I had and Paladins are the only class that have the issue where the spell list keeps getting pushed further and further down. I don't know why Paladin is the only one affected, but it certainly sounds like a UI issue. Sorry to bother you, thanks.
    3. Ninjoma
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      No worries  hope you get it sorted.
  8. LoyalLedger
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    So I came back to this after waking up. Last night I had uninstalled the mod to test, and this morning I intended to re-install just to try and change Minthara out of Paladin for a potentially more safe full uninstall. When I loaded the game at first, her page looked more or less fine. However, the scrollable section with her level spells at the bottom was very small. After using the respec mod spell, this section kept getting smaller every time she leved up and gained new spells. None of my other characters have this issue,, including LaZael who is using a modded class as well -- although she has a similar amount of empty space she just has a much bigger scroll wheel. I hope any of this info might be helpful.