If you report problem, please mention which game version are you using, what mod version. And your entire modlist, most of the time issue are caused by some mod overwriting mine. Move it in load order.
I just (manually) installed the mod, the 100 Percent version. Sleep at level 1 now works up to 48hp, lv 2 up to 64 hp and lv3 up to 80hp, so the mod works. But level 4 sleep is also 48hp. Any idea why that is or how I can find out why that happens?
This is perfect, exactly what I was looking for. I look forward to using sleep again. Thanks for sharing this mod. Suggestion that comes to mind for me is the Illithid Power "Cull the Weak". Unsure if the mechanic can be changed even, or if it's still good as it is right now. But an example of what I mean: in vanilla, when you have 5 Illithid Powers unlocked, you execute a 50 hp enemy at 5hp, so at 10% of their maxlife. With Tactician Plus, this enemy now was 100 hp but still is executed at only 5 hp, so 5% of their maxlife. Effectively lost half its power.
Hello, I'm not sure if you are still supporting this but I do have a spell request for you if you are. Guardian of Faith a 4th level cleric spell becomes pretty useless once enemies have higher health. It is a summon with 60 HP and has some form of the Sentinel feat, but it loses equal health to the damage it deals which is a base 20 radiant damage. By the time you unlock the spell, it's pretty useless as it will likely die in its first or second round of combat which feels terrible as it takes a 4th level spell slot that could have been used for something like casting Freedom of Movement or upcasting things like Spirit Guardians which would provide more damage than the Guardian of Faith in 99% of situations. I by no means know how to balance a spell but as a suggestion, I might increase its spell level to 5 then really buff the hp on it just so it can last longer and do its thing. TY for reading.
Could you provide load order and uninstallation instructions in your description? I would assume that this should be loaded after the other TacticianPlus mods and that uninstallation is as simple as removing the .pak file, but I just want to be sure.
Uninstalling the mod is just doing the opposite, just remove the mod file. It can be removed at anytime as it just edits spell values, nothing new is added to the game. Load order doesn't matter. As mentioned in description it doesn't touch any records from tactician plus, it merely edits spell to increase 1 value in them, so they do not become useless if you have tactician plus.
It seems like there may be a memory issue with this mod in Act 3. I was having some crashing issues due to memory usage, and I tried disabling mods to see if there was a cause of it. After disabling just this mod, my memory usage was reduced by about 1-2 GB or so. Since TacticianPlus itself seemed to use about 2-3 GB itself, this may be due to the sheer number of NPCs that Act 3 has. Not sure if there's much the mod author can do. Still, I recommend disabling this mod once you reach Act 3. This means that Sleep and Colour Spray are effectively unusable in Act 3 on Tactician Plus, but by then you'll likely have plenty of other means of crowd control. If you have trouble disabling this mod in Act 3, I recommend using the -continueGame launch params option when launching the game; it will automatically load your latest save, bypassing inactive mod warnings.
No, I think you got confused, this is not tactician plus, my mod doesn't technically have to do anything with tactician plus and will work without it, it merely touches 4 spell records and changes its stats. It is just that I edited 2 spells and change 2 variables in them. It doesn't do anything that would cause memory issue. That is not possible. I have over 200 hour of playtime with it.
This does not seem to upcast correctly. I currently have the 200% mod installed, and upcasting above 3rd Level does not seem to increase the HP threshold. It seems as though it reverts the original (unincreased) value when cast above 3rd Level.
With the 200% mod, here are the HP thresholds I get (note I'm only at level 10 in my adventure, so I don't have 6th level spells yet) Sleep 1st Level72 HP 2nd Level96 HP 3rd Level120 HP 4th Level48 HP 5th Level56 HP
Colour Spray 1st Level99 HP 2nd Level132 HP 3rd Level165 HP 4th Level66 HP 5th Level77 HP My character (who knows Sleep & Colour Spray) only has 3rd Level spells available, but Gale has 5th Level spells - I wonder if that has something to do with it?
Would it be possible to buff bleed and gaping wound? Because honestly they we already kind of useless on vanilla now they're not even worth the space they take on the UI
No need to update it. My mod doesn't technically use anything from tactician plus, it edits spells only. And can even be used without any mods to massively buff sleep and colour spray. It can be used with any mod with the exception to mods that edit sleep and colour spay, in such case my will need to be loaded after it to work.
As for the health version, that is a lot of variants and currently there is no way to make sleep scale dynamically so I'd have to make 14 additional variants of my mod. Maybe If i get more time, but I am overworked currently and don't have time to even play the game. As for scaled health version, that is impossible for me to make it to also scale with health level * value. So I'd have to pick some value for sleep that would work with enemies of average level, meaning I'd have to group all enemies, calculate their health, then average it etc.
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But level 4 sleep is also 48hp. Any idea why that is or how I can find out why that happens?
Suggestion that comes to mind for me is the Illithid Power "Cull the Weak". Unsure if the mechanic can be changed even, or if it's still good as it is right now. But an example of what I mean:
in vanilla, when you have 5 Illithid Powers unlocked, you execute a 50 hp enemy at 5hp, so at 10% of their maxlife.
With Tactician Plus, this enemy now was 100 hp but still is executed at only 5 hp, so 5% of their maxlife. Effectively lost half its power.
With the 200% mod, here are the HP thresholds I get (note I'm only at level 10 in my adventure, so I don't have 6th level spells yet)
Sleep
1st Level72 HP
2nd Level96 HP
3rd Level120 HP
4th Level48 HP
5th Level56 HP
Colour Spray
1st Level99 HP
2nd Level132 HP
3rd Level165 HP
4th Level66 HP
5th Level77 HP
My character (who knows Sleep & Colour Spray) only has 3rd Level spells available, but Gale has 5th Level spells - I wonder if that has something to do with it?
hp (28 versions):
A - Flat 14 versions: 25%, 50%, 75%, 100%, 150%, 200%, 300%, 500%, 1000%, 1500%, 2000%, 2500%, 3000%, 10000%,
B - Scaled 14 versions: Level * 5, 10, 15, 20, 50, 100, 200, 300, 400, 500, 600, 700, 800, 1000.
As for the health version, that is a lot of variants and currently there is no way to make sleep scale dynamically so I'd have to make 14 additional variants of my mod. Maybe If i get more time, but I am overworked currently and don't have time to even play the game.
As for scaled health version, that is impossible for me to make it to also scale with health level * value. So I'd have to pick some value for sleep that would work with enemies of average level, meaning I'd have to group all enemies, calculate their health, then average it etc.