Update v1.0.7: - This mod is divided into separate files, allowing you to choose which features you want to use! - added support for 5e Spells (see optional files)
PART 1 - Ritual Casting and Always-Prepared Spells for Wizards Requirement: Community Library (= requirement for Compatibilty Framework to function; should be first in load order) Compatibility Framework (should be last in load order)
PART 2 - Rituals and Utility Spells Consolidated Requirement: Script Extender If you install PART 2 on an existing save, you need to unequip/equip any item for the containers to show up! Repeat this once for every character!
Recommended Load Order: - 5e Spells - Valdacil's Spell Adjustments (5e Spells) - Valdacil's 5e Spells Adjustment - Up 2 Date addon - PF2e Spells Updated and Reduced - other mods that overhauls/rebalances Spells, i.e. Rebalance Series - Ritual Casting and Always-Prepared Spells for Wizards - Ritual Casting and Always-Prepared Spells for Wizards - 5e Spells - Rituals and Utility Spells Consolidated - Rituals and Utility Spells Consolidated - 5e Spells Patch
Known Issue in PART 2 - Rituals and Utility Spells Consolidated - v1.0.3 or higher: It is strongly recommended that you do not prepare any ritual or utility spells during character creation as a WIZARD / CLERIC / DRUID while leveling up!
Explanation: If you happen to prepare any of those spells during character creation/while leveling up, they will use up memory slots but you wont be able to "unprepare" them again (unless getting into the level up screen again), since all Rituals and Utility Spells are getting consolidated into the container automatically, even from your Spellbook/"prepared lists" from Cleric/Druid/Wizard/Paladin. For now, there's no fix for this behavior, so please keep this workaround in mind when leveling up your character! This issue will affect any classes that are able to prepare spells during Character Creation/leveling up: Druid, Cleric, Wizard (potentially Paladin) The good news: If you follow the suggestion and avoid preparing ritual and utility spells during character creation/leveling up, those spells for Druids and Clerics (and Wizards, even if you're not using PART 1 already) will still be moved into the container and will remain usable without taking up any memory slots.
Heya Mueffel, Im not sure if this would need a fix on this end or theirs but currently the spells from Perma Status dont consolidate with everything else, curious to know if theres a way to fix it, great series of QOL really enjoy all your consolidation mods!!
Thank you for making this mod. I found that most of the ritual spells are automatically learned, but Speak to Dead is not an auto-learned spell. Why not set all ritual spells as auto-learned spells.
Because Speak with Dead is originally not on the wizard spell list and quite a lot of people requested not to be included so i took it out of the automatically learned spells for wizards
Great mod and love the simplicity of the mod download naming schemes. You won't get any do I need this part for that part, it's all easy to understand.
So I have a mod that changes Misty Step into a bonus action only spell so that I can use it to reposition during combat.
This mod puts Misty Step into the container, which requires an action to open in combat and use the Misty Step.
Any workaround?
Attempting to circumvent the issue with Ethereal Jaunt from https://www.nexusmods.com/baldursgate3/mods/4613?tab=files&file_id=42181 this mod doesn't work either. It goes into the container, meaning it's unusable in combat as a bonus action because it eats my action.
Are you playing on mouse and keyboard or on a controller?
its definitly not a problem with mouse+keyboard, i just put the Action Cost there so you can click the Action Point above your hotbar and be able to see what you can do with it Im pretty certain youre playing with a controller and thats causing the issue. I can remove the container cost
Hmm thats odd, doesnt happen for me with mouse+keyboard. I click on the container, it opens up and Action/BonusAction is only consumed when actually casting a Spell
Check out v.1.0.8, should be uploaded any minute now. I removed the container cost for Rituals and Utility Spells to fix potential issues when playing with a controller and maybe also your problem
I respec Gale to LV1 , then all the skill when you reach some LV you will auto get, is still in my hot bar. then I can do nothing, they dont move they don't interaction. all I can do is ALT+F4.
are you using all the required mods for Ritual Casting and Always-Prepared Spells? Requirement: CompatibiltyFramework + CommunityLibrary Community Library firstin your load order Compatibility Framework last in your load order
do you have the latest version of Script Extender installed for Rituals and Utility Spells Consolidated?
are you on Patch 7 or Patch 8?
do you use the recommended load order?
Recommended Load Order: - 5e Spells - Valdacil's Spell Adjustments (5e Spells) - Valdacil's 5e Spells Adjustment - Up 2 Date addon - PF2e Spells Updated and Reduced - ... - mods that overhauls/rebalances Spells, i.e. Rebalance Series - ... - Ritual Casting and Always-Prepared Spells for Wizards - Ritual Casting and Always-Prepared Spells for Wizards - 5e Spells - Rituals and Utility Spells Consolidated - Rituals and Utility Spells Consolidated - 5e Spells Patch
I removed the MOD, but my game still slow and stock when Gale LV up or respec, it just stop there, I wonder why my game will become this even I removed your MOD? Moving them to the right side is not enough?
and Yes to everything you mentioned, Patch 8, load order correct. game ruined even delete your MOD. I shall re-start again. sigh.
and you are sure you got this issue only with my mod active? uninstall my mod (drag it to the right side), start a new game and try again i recommend EasyCheat to levelup/respecc check if you still got that lvl up issue. make sure you updated all your UI mods (imp UI and stuff)
It should automatically work with spells over lvl12 i think? Spells beyond 6th level Spellslots or higher should still inherit from the base spells, therefore the spells should be getting consolidated and the upcasting of spells should also not break due to the containers
Im only playing until level 12 myself so i cant test myself unfortunately. Did you run into issues?
Hope you don't mind me asking a question. I have some mods that turns some ulitity spells into ritual spells, specifically Misty Step, Knock and Invisibility. Do you know if that would cause a problem for your mod?
there should be no issues! I use plenty of mods that change some utility spells into rituals and it works fine :) just load my mod afterwards as recommended
Can you add support of PF2e Spells Updated and Reduced? It's nothing major, but all rituals at least in the special containers would be nice. Thank you very much for the mod, because it's sucks to just clowing around with preparing just to buff and change back.
i had to revert the changes from v1.0.6 i made yesterday if you were not using 5e Spells and/or PF2e Spells Updated and Reduced, missing/blank icons were showing up
made separate patches for these mods, so people can pick and choose what they want and not need to use 5e Spells or have to endure missing icons still working on the patch for PF2e (its only one Spell..)
This mod gave my new Druid char Enhanced Leap ritual spell even though I didn't select it for some reason. Making a new Druid without the mod didn't give me the spell. For reference I am using 5e Spells and PF2e Spells Updated.
Read the sticky post Unfortunately this is a problem for classes with Spelllists that have prepared spells that need to be set up using memory slots, so cleric druid wizard and paladin
Im trying to work on a fix, sadly this is how containers work in this game :/
79 comments
- This mod is divided into separate files, allowing you to choose which features you want to use!
- added support for 5e Spells (see optional files)
PART 1 - Ritual Casting and Always-Prepared Spells for Wizards
Requirement:
Community Library (= requirement for Compatibilty Framework to function; should be first in load order)
Compatibility Framework (should be last in load order)
PART 2 - Rituals and Utility Spells Consolidated
Requirement:
Script Extender
If you install PART 2 on an existing save, you need to unequip/equip any item for the containers to show up!
Repeat this once for every character!
Recommended Load Order:
- 5e Spells
- Valdacil's Spell Adjustments (5e Spells)
- Valdacil's 5e Spells Adjustment - Up 2 Date addon
- PF2e Spells Updated and Reduced
- other mods that overhauls/rebalances Spells, i.e. Rebalance Series
- Ritual Casting and Always-Prepared Spells for Wizards
- Ritual Casting and Always-Prepared Spells for Wizards - 5e Spells
- Rituals and Utility Spells Consolidated
- Rituals and Utility Spells Consolidated - 5e Spells Patch
It is strongly recommended that you do not prepare any ritual or utility spells during character creation as a WIZARD / CLERIC / DRUID while leveling up!
Explanation:
If you happen to prepare any of those spells during character creation/while leveling up, they will use up memory slots but you wont be able to "unprepare" them again (unless getting into the level up screen again), since all Rituals and Utility Spells are getting consolidated into the container automatically, even from your Spellbook/"prepared lists" from Cleric/Druid/Wizard/Paladin.
For now, there's no fix for this behavior, so please keep this workaround in mind when leveling up your character! This issue will affect any classes that are able to prepare spells during Character Creation/leveling up: Druid, Cleric, Wizard (potentially Paladin)
The good news:
If you follow the suggestion and avoid preparing ritual and utility spells during character creation/leveling up, those spells for Druids and Clerics (and Wizards, even if you're not using PART 1 already) will still be moved into the container and will remain usable without taking up any memory slots.
I found that most of the ritual spells are automatically learned, but Speak to Dead is not an auto-learned spell. Why not set all ritual spells as auto-learned spells.
https://www.nexusmods.com/baldursgate3/mods/11134
This mod puts Misty Step into the container, which requires an action to open in combat and use the Misty Step.
Any workaround?
Attempting to circumvent the issue with Ethereal Jaunt from https://www.nexusmods.com/baldursgate3/mods/4613?tab=files&file_id=42181 this mod doesn't work either. It goes into the container, meaning it's unusable in combat as a bonus action because it eats my action.
its definitly not a problem with mouse+keyboard, i just put the Action Cost there so you can click the Action Point above your hotbar and be able to see what you can do with it
Im pretty certain youre playing with a controller and thats causing the issue. I can remove the container cost
Check out v.1.0.8, should be uploaded any minute now. I removed the container cost for Rituals and Utility Spells to fix potential issues when playing with a controller and maybe also your problem
then I can do nothing, they dont move they don't interaction. all I can do is ALT+F4.
Requirement: CompatibiltyFramework + CommunityLibrary
Community Library first in your load order
Compatibility Framework last in your load order
do you have the latest version of Script Extender installed for Rituals and Utility Spells Consolidated?
are you on Patch 7 or Patch 8?
do you use the recommended load order?
and Yes to everything you mentioned, Patch 8, load order correct. game ruined even delete your MOD. I shall re-start again. sigh.
uninstall my mod (drag it to the right side), start a new game and try again
i recommend EasyCheat to levelup/respecc
check if you still got that lvl up issue. make sure you updated all your UI mods (imp UI and stuff)
Spells beyond 6th level Spellslots or higher should still inherit from the base spells, therefore the spells should be getting consolidated and the upcasting of spells should also not break due to the containers
Im only playing until level 12 myself so i cant test myself unfortunately. Did you run into issues?
Hope you don't mind me asking a question. I have some mods that turns some ulitity spells into ritual spells, specifically Misty Step, Knock and Invisibility. Do you know if that would cause a problem for your mod?
Thank you.
just load my mod afterwards as recommended
check out the update :)
if you were not using 5e Spells and/or PF2e Spells Updated and Reduced, missing/blank icons were showing up
made separate patches for these mods, so people can pick and choose what they want and not need to use 5e Spells or have to endure missing icons
still working on the patch for PF2e (its only one Spell..)
Unfortunately this is a problem for classes with Spelllists that have prepared spells that need to be set up using memory slots, so cleric druid wizard and paladin
Im trying to work on a fix, sadly this is how containers work in this game :/