Please include your load order when reporting bugs or asking for help.
When the internal names in SpellData are shared, mods can override each other's spells. If something isn't working properly, I need to be able to rule out mod conflicts.
From the moment I bougth Mind Flayer form, I've become unable to respec. Withers says that it's impossible "for you are an illithid." Is this intended or a glitch? If intended, that sort of catches everyone who didn't know about it off-guard. It is impossible to respec your build in accordance with the new ability. I humbly request for you to change this feature if you're willing, since it decreases the mind flayer form's value considerably to everyone who didn't know about this.
You're posting this on the wrong mod's forum, and the features of Mind Flayer Form were made by Larian. I have fixed some bugged spell behavior in the past, but the choices in Withers' dialogue and the flags it checks for are not something I can change.
With that said, your stats automatically change, and you still have Nebulous Black Hole, Fierce Perilous Stakes, the rest of the nonsense. Even without a class, Mind Flayer Form can walk over any content in the game. Full-Illithid is a "win button" that Larian made so extravagantly overpowered that it isn't even worth time or effort trying to fix or balance.
Hi, are you interested in converting Crazy Darkness's FX to True Darkness's?It would must be spectacular! It seems like there is a way to make the mod work for players whether use True Darkness or not. This mod accomplish that.
Support for that mod is an automatic no due to the ScriptExtender dependency alone. It's based in Lua, and ATTSpells is intentionally designed not to need Lua at all.
I generally don't want to rely on any specific dependency in the first place, as demonstrated by my attempts to make ATTSpells compatible with multiple Level 20 mods. When I attempt to get ATTSpells on console in the future, I'll likely have to extrapolate my Warlock solution to all classes so that it forces the proper SpellList selection no matter what Level 20 mod you're using.
As far as their VFX goes, they make it less flat and increase the particle spew to give the appearance of more movement. Replicating that would be trivial, but I'm not a huge fan of it for BG3. I think "surface" spells are better off with the relatively flat perspective Larian chose.
I'll likely refine Maddening Darkness' VFX eventually to make the psychic aspect of it more prominent, but that's all.
Hello! I am the author of a class mod and I'm interested in adding support for this spell pack. I am also compiling a comprehensive document of as many spell pack mods as I can. Do you have a ready list of internal Spell ID's before I do it the long way? If not, no worries, but it is in my roadmap to support this mod by adding these spells to the list. Obviously, I will not be adding any spells to my mod, just adding the internal ID's to the spell lists, so no issues with copying your work.
And are you okay with me listing this work on my spreadsheet knowing I plan on making it a public resource for class and subclass mod authors to reference?
I'm not sure what you mean by "internal Spell ID's". You know that spell stat entries have names, right? "Target_FireStorm", etc.
The shortest route would be to unpack ATTSpells and look at the Bard 9+Magical Secrets 9 entries in SpellLists.lsx. Every player spell in ATTSpells should be accounted for between those two entries. In fact, as far as class mods are concerned, the steps you have to take are essentially copying that work. Creating Progressions.lsx entries for the class that correspond to entries in SpellLists.lsx which contain whatever spells you want the class to have.
Stat entries are the internal spell ID, same thing different words. Unpacking was my plan if you didn't have an already set list, I'll go ahead and unpack it then. It's also possible to use Script Extender to get spell lists from mods, that was my original plan. This generally turns out to be the easiest and fastest method. This is how I got the 5e spells list. I have all the know-how, so don't worry lol. My mod is new to Nexus, but was made back in September for mod.io. There was a request to add compatibility with ATTSpells so I figured I'd inquire if you had a ready list, that's all. Thanks for the response!
May I ask if you have any idea to upload downloads of past patch versions like patch 7? I checked the past files archive, but it's only viewable and doesn't have a download button. Thanks!
Larian never added the icon to the keyboard&mouse GUI. They did add one to the controller GUI. As far as I know, the ImprovedUI developer(s) could have added a level 9 slot icon, but they never did.
You can use level 9 spells by navigating directly to the spells in your hotbar, whether via the full class tab or by customizing your hotbar.
Hello! What is the solution for the missing crossplay UI dependency? Other articles suggest loading mod through mod manager, but that isn't possible with this.
Does this conflict actually impact mod functionality? Game loads but I don't seem to see higher level spells in-game, even when I get the slots unlocked.
CrossplayUI is a base-game file. Update BG3ModManager to the latest version, and it will stop giving that error. Updating BG3ModManager is also necessary for it to handle load order. If you are attempting to say that you don't use BG3ModManager, then I have no idea what context you are experiencing this error in.
To that point, I can't tell you anything without knowing your load order. That's why "Please include your load order when reporting bugs" has always been pinned at the top of this page.
A one minute cast time spell that can only be to used to summon a Couatl, unless you upcast at 9th-level, at which point it can also summon a Unicorn? So now I have to model and animate a Couatl from scratch? A flying winged snake? For basically no reason???
It's not strictly useless in tabletop because of how much out-of-combat utility a Couatl has, but it's an extreme amount of effort for a spell whose use-case in BG3 is completely overshadowed by existing spells. It's the same reason that Larian didn't include every single Conjure and Summon spell, consolidating several under Planar Ally. I did the same with Gate.
I personally think Gate needs a little bit of help.
The Fey has basically all of its abilties on a short rest or long rest cooldown, meaning you basically just have the basic ranged attack after a short time. Given the power and free spells of the other two, it feels very underwhelming.
The nightwalker is also super impractical with its aura damaging everything around it, all of the time. Have you considered giving the aura a toggle? As it stands, you'll kill your own party before you reach the combat. Either that or you'll accidently start a combat against neutrals.
The planatar becomes the only realistic choice for this reason. Its rather a shame when there are multiple summon options but you always pick the sane one.
I don't think you looked very closely at any of them. With the Eldarin and Nightwalker's Extra Attack, their basic attacks have damage comparable to what the Planetar is doing with its one attack-per-round. The Planetar's spells are per Long Rest, and they're normal spells, whereas the Eladrin's spells all have extra effects tacked on. The Nightwalker has reach and tankiness in addition to its aura, the Eladrin has a completely-free teleport in addition to the inherent extreme advantage of being ranged along with Evasion.
And yes the Nightwalker is an indiscriminate horror that is inherently destructive to have anywhere. Just summoning it into the world is an extremely evil act. That's fully intentional and accurate to both tabletop's lore and mechanics. The aura is blocked while you're in camp by Withers so it isn't too disruptive in something like Trials of Tav, but if you bring it into a city, you're role-playing as Shar.
Yeah, you're right. I took a look at each in camp but hadn't used them in combat.
Eldarin is still my least favourite. The fire attack is very cool and a free teleport is nice. However, the ice storm slow and hidious laughter are both dependant on saving throws and the heal currently gives all allies the Agitated De-buff (not sure thats intended). I can see the power in 2 ranged attacks per turn but its not as fun as the others imo.
Planatar indeed has cooldowns for its abilties too. I think flame strike and blade barrier are more impactful than anything the fey can do, plus the fly means I don't miss the teleport. Basic damage is similar sure. To me, this ones best basically because it has the least downsides.
Nightwalker is certainly very powerful and tanky, no denying that. I'm just dumbfounded how one actually uses it. The AI will naturally drag it along behind your party, close enough to be in range of the aura. Unless you can somehow make your entire party immune to necrotic, you're probably taking just as much damage as you're dealling, not to mention aggroing everything nearby, which is a problem when you're using a 9th level slot to get it. Its my favourite of the 3 but so impractical that I don't see myself using it much.
Calm Emotions is not a debuff for anyone except possibly a Barbarian, and even then, only if that Barbarian doesn't need any of its immunities in that moment.
The first step, press the button that decouples it from its summoner so it's not automatically following. After that, maybe you're in an environment where only combat is expected, maybe you're using some kind of mod that allows you to play as an undead creature, or maybe you're actually just summoning it directly on top of a bunch of enemies. I've seen a lot of players do that in Trials. I don't care if it's impractical because that is accurate, and unleashing a humanity-ending death plague isn't and shouldn't be practical. If you want it following you around everywhere, you sound like Lich material to me.
More to the point, I adapted the spells in this mod based on Larian's principles of game balance, but I didn't make any spell with its practicality for the vanilla campaign in mind. I'm even less concerned with the designated evil option in a multi-option spell being impractical for the vanilla campaign. Most spells do probably manage to be practical enough by virtue of that game balance, but it's not paramount to a spell's presence in ATTSpells. I originally expected ATTSpells would mostly get used by TOTR and maybe custom campaign mods. I've found myself quite surprised how much I get requests for a console port.
My understanding of Affect emotions is that when used, Allies are supposed to get the Calmed Condition, which is benefical (Can't be charmed or frightened and can't rage) which is how i believe Eldarin's spell should work, while enemies get the Agitated condition (Disdvantage vs frightened and -1 to rolls, can't rage).
Calming winds currently applies agitated to all allies for two turns. Is this the intended function of this spell?
I should be clear that I think the mod is fantastic and Gate is only one spell within it.
There is no "Agitated" condition in vanilla BG3 or my mods. Refreshing Breeze inflicts Calm Emotion on everyone. One of your other mods is overwriting the Calm Emotions status effect and turning it into "Agitated".
ATTSpells contains every feasible spell of 7th-9th level in 5th Edition D&D. It will have overlap with any other mod that adds spells from tabletop in those level ranges. The current update of 5eSpells allows you to configure what spells it adds and doesn't add in its Mod Configuration Menu tab, but more generally, mods like Spell List Sorter have built-in configurable blacklist functions.
You also have the option of just learning to live with a spell being in a list more than once, but you don't need to.
Hello, Thanks to the amazing mod you created, I’m having a wonderful time playing. I sincerely want to express my gratitude. However, I do have one question. Among the spells included in your mod, there is one called Whirlwind. When using this spell, even if hostile creatures within the area fail their saving throws, they seem to immediately break free from the restrained condition and simply walk out of the spell's area. Could you please let me know what might be causing this issue? Also, when I install your mod through the Mod Manager program, I receive a warning message mentioning CrossplayUI (Dependency). However, no matter how much I search, I can’t seem to find a mod called CrossplayUI. I would appreciate your reply.
Make sure BG3 is updated to Patch 8, then update BG3ModManager. CrossplayUI is like GustavX, a base-game file from Patch 8 you should not be concerning yourself with.
Whirlwind has two different saving throws, and a lot of complicated technical triggers. The timing of the restrain function is wrong, I can see that. It's also wrong that it can deal the bludgeoning damage on subsequent turns to targets that stay inside. The damage is supposed to happen once when a target first touches the tornado.
One accidental oversight and one direct mistake that resulted from me not reading the spell closely enough. Both issues are fixed in 1.1.0.3.
I am also getting the CrossplayUI (Dependency) error message in the Baldur's Gate 3 Mod manager. The error message went away when I updated the mod manager to version 1.0.12.2
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When the internal names in SpellData are shared, mods can override each other's spells. If something isn't working properly, I need to be able to rule out mod conflicts.
With that said, your stats automatically change, and you still have Nebulous Black Hole, Fierce Perilous Stakes, the rest of the nonsense. Even without a class, Mind Flayer Form can walk over any content in the game. Full-Illithid is a "win button" that Larian made so extravagantly overpowered that it isn't even worth time or effort trying to fix or balance.
It seems like there is a way to make the mod work for players whether use True Darkness or not. This mod accomplish that.
I generally don't want to rely on any specific dependency in the first place, as demonstrated by my attempts to make ATTSpells compatible with multiple Level 20 mods. When I attempt to get ATTSpells on console in the future, I'll likely have to extrapolate my Warlock solution to all classes so that it forces the proper SpellList selection no matter what Level 20 mod you're using.
As far as their VFX goes, they make it less flat and increase the particle spew to give the appearance of more movement. Replicating that would be trivial, but I'm not a huge fan of it for BG3. I think "surface" spells are better off with the relatively flat perspective Larian chose.
I'll likely refine Maddening Darkness' VFX eventually to make the psychic aspect of it more prominent, but that's all.
And are you okay with me listing this work on my spreadsheet knowing I plan on making it a public resource for class and subclass mod authors to reference?
The shortest route would be to unpack ATTSpells and look at the Bard 9+Magical Secrets 9 entries in SpellLists.lsx. Every player spell in ATTSpells should be accounted for between those two entries. In fact, as far as class mods are concerned, the steps you have to take are essentially copying that work. Creating Progressions.lsx entries for the class that correspond to entries in SpellLists.lsx which contain whatever spells you want the class to have.
If you absolutely need to download an archived version, you can just type the link directly: https://www.nexusmods.com/skyrimspecialedition/articles/6847
You can use level 9 spells by navigating directly to the spells in your hotbar, whether via the full class tab or by customizing your hotbar.
What is the solution for the missing crossplay UI dependency? Other articles suggest loading mod through mod manager, but that isn't possible with this.
Does this conflict actually impact mod functionality? Game loads but I don't seem to see higher level spells in-game, even when I get the slots unlocked.
Thank you!
To that point, I can't tell you anything without knowing your load order. That's why "Please include your load order when reporting bugs" has always been pinned at the top of this page.
It's not strictly useless in tabletop because of how much out-of-combat utility a Couatl has, but it's an extreme amount of effort for a spell whose use-case in BG3 is completely overshadowed by existing spells. It's the same reason that Larian didn't include every single Conjure and Summon spell, consolidating several under Planar Ally. I did the same with Gate.
The Fey has basically all of its abilties on a short rest or long rest cooldown, meaning you basically just have the basic ranged attack after a short time. Given the power and free spells of the other two, it feels very underwhelming.
The nightwalker is also super impractical with its aura damaging everything around it, all of the time. Have you considered giving the aura a toggle? As it stands, you'll kill your own party before you reach the combat. Either that or you'll accidently start a combat against neutrals.
The planatar becomes the only realistic choice for this reason. Its rather a shame when there are multiple summon options but you always pick the sane one.
And yes the Nightwalker is an indiscriminate horror that is inherently destructive to have anywhere. Just summoning it into the world is an extremely evil act. That's fully intentional and accurate to both tabletop's lore and mechanics. The aura is blocked while you're in camp by Withers so it isn't too disruptive in something like Trials of Tav, but if you bring it into a city, you're role-playing as Shar.
Eldarin is still my least favourite. The fire attack is very cool and a free teleport is nice. However, the ice storm slow and hidious laughter are both dependant on saving throws and the heal currently gives all allies the Agitated De-buff (not sure thats intended). I can see the power in 2 ranged attacks per turn but its not as fun as the others imo.
Planatar indeed has cooldowns for its abilties too. I think flame strike and blade barrier are more impactful than anything the fey can do, plus the fly means I don't miss the teleport. Basic damage is similar sure. To me, this ones best basically because it has the least downsides.
Nightwalker is certainly very powerful and tanky, no denying that. I'm just dumbfounded how one actually uses it. The AI will naturally drag it along behind your party, close enough to be in range of the aura. Unless you can somehow make your entire party immune to necrotic, you're probably taking just as much damage as you're dealling, not to mention aggroing everything nearby, which is a problem when you're using a 9th level slot to get it. Its my favourite of the 3 but so impractical that I don't see myself using it much.
The first step, press the button that decouples it from its summoner so it's not automatically following. After that, maybe you're in an environment where only combat is expected, maybe you're using some kind of mod that allows you to play as an undead creature, or maybe you're actually just summoning it directly on top of a bunch of enemies. I've seen a lot of players do that in Trials. I don't care if it's impractical because that is accurate, and unleashing a humanity-ending death plague isn't and shouldn't be practical. If you want it following you around everywhere, you sound like Lich material to me.
More to the point, I adapted the spells in this mod based on Larian's principles of game balance, but I didn't make any spell with its practicality for the vanilla campaign in mind. I'm even less concerned with the designated evil option in a multi-option spell being impractical for the vanilla campaign. Most spells do probably manage to be practical enough by virtue of that game balance, but it's not paramount to a spell's presence in ATTSpells. I originally expected ATTSpells would mostly get used by TOTR and maybe custom campaign mods. I've found myself quite surprised how much I get requests for a console port.
Calming winds currently applies agitated to all allies for two turns. Is this the intended function of this spell?
I should be clear that I think the mod is fantastic and Gate is only one spell within it.
Seem 5espells and this have the same 9th lvl spells, getting dupes of these
ForesightPower Word: HealPower Word: KillATTSpells contains every feasible spell of 7th-9th level in 5th Edition D&D. It will have overlap with any other mod that adds spells from tabletop in those level ranges. The current update of 5eSpells allows you to configure what spells it adds and doesn't add in its Mod Configuration Menu tab, but more generally, mods like Spell List Sorter have built-in configurable blacklist functions.
You also have the option of just learning to live with a spell being in a list more than once, but you don't need to.
Thanks to the amazing mod you created, I’m having a wonderful time playing. I sincerely want to express my gratitude.
However, I do have one question. Among the spells included in your mod, there is one called Whirlwind.
When using this spell, even if hostile creatures within the area fail their saving throws, they seem to immediately break free from the restrained condition and simply walk out of the spell's area.
Could you please let me know what might be causing this issue?
Also, when I install your mod through the Mod Manager program, I receive a warning message mentioning CrossplayUI (Dependency). However, no matter how much I search, I can’t seem to find a mod called CrossplayUI.
I would appreciate your reply.
Whirlwind has two different saving throws, and a lot of complicated technical triggers. The timing of the restrain function is wrong, I can see that. It's also wrong that it can deal the bludgeoning damage on subsequent turns to targets that stay inside. The damage is supposed to happen once when a target first touches the tornado.
One accidental oversight and one direct mistake that resulted from me not reading the spell closely enough. Both issues are fixed in 1.1.0.3.
The error message went away when I updated the mod manager to version 1.0.12.2