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  1. Valleffor
    Valleffor
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    perfect 🤤
  2. Kkmstr
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    Hello! love the concept and the implementation, but I can't seem to get this working correctly,
    neither toggle nor action seem to be applying the spellcasting mod in the log,
    and damage is not being converted to radiant.
    I checked the SE console and I seem to be getting this error alot

    Error while dispatching user function call for Component event dispatch: [string "DTrueStrike/DTrueStrike_Server.lua"]:441: Property does not exist: spell_cast::IsCastingComponent::Cast - property does not exist
    stack traceback:
            [C++ Code]: in metamethod '__index'
            DTrueStrike/DTrueStrike_Server.lua:441: in function <DTrueStrike/DTrueStrike_Server.lua:440>
            [C++ Code]: in ?

    obviously other folk have this work for them so I wonder if I have some obvious conflict.
    1. wesslen
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      Which version of the game are you running?
      Which version of Script Extender?

      I lowered the SE version requirement in hopes that it works in Patch 7, but haven't actually tested that.
    2. Kkmstr
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      Latest on both,
      Patch 8 hotfix #32 for the game
      SE v24 (apr 30 2025)
    3. wesslen
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      That's very strange.

      The error you quoted should be impossible - it goes against how Script Extender is supposed to work. The only 'expected' explanation would be an older version.

      Anyway... I added guards against it in version 1.2.3.

      You'll now get spammed with warnings in the log instead, but True Strike should mostly work:
      Without that property, the True Strike effects won't apply when you cast the spell without first preparing to cast, which basically means via War Caster reaction or when used by an AI-controlled character (afflicted with confusion-type effects.)

      Let me know if you get any other strange errors.
    4. Kkmstr
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      Yep, that works a treat, thanks very much for taking the time to look at this!

      I will go back and try to figure out where the compatibility issue is, if I find anything I'll lyk.
      thanks again!
  3. rpierrecollado
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    hi wesslen, idk why but i'm getting 0 radiant damage at 20 int
    1. wesslen
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      The amount of radiant damage dealt has [almost] nothing to do with the spellcasting ability.

      Bonus radiant damage starts from level 5, what level are you?
      Radiant conversion needs to be toggled on to take effect. Did you do that? If so, what weapon are you using?
      Are you hitting a target that's immune to radiant?
  4. lovemachine44
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    TY!!!

    I wanted to say I am using OneDnD Spells - Cantrips which also had the 2024 version, but it has an option to switch the base damage to radiant as a toggle in the passive section. Though at some point the toggle stopped working and I was only able to do physical damage, no matter how it was toggled.
    I was wondering if the reason you didn't try to implement a radiant base damage option is because it's just tricky or potentially highly buggy?

    I also couldn't get the casting modifier to work correctly with Magic Initiate Feats PHB2024 using the cantrip from the former mentioned mod. As in if I use a cleric and pick up this cantrip from the Wizard option, it incorrectly uses my INT modifier instead of WIS modifier. After testing your version this doesn't seem to be a problem and it uses the correct modifier! :)
    So I will leave this part of my comment here for proof of compatibility for anyone else wondering.
    1. wesslen
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      Hmm... I think I had two reasons for not offering to replace the damage type. Both of them bad, now that you bring it up...

      • I got myself confused about what damage would switch type, and convinced myself it would essentially be useless.
      • I was thinking about it before turning the spell into a container with the toggles inside. I had Auto True Strike as a passive toggle and didn't want to add yet another one... and potentially 4 total.

      Now that the toggles are internal to the spell container I don't mind adding one or two more. I'll have a look at doing that tomorrow.
    2. lovemachine44
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      Appreciate it!
    3. lovemachine44
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      It's under different circumstances, but ChizFreak managed to make a radiant toggle for Sacred Weapon in their mod Sacred Weapon - PHB2024 DnD 5R. I realize it's a different thing altogether since the toggle only shows up likely due to the effect being a timed thing, but I'm bringing it up in case referencing any part of it can help.
    4. wesslen
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      Don't worry :)
      I know how to do it. It's not a technical problem.
    5. wesslen
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      Two toggles added in version 1.1.
    6. lovemachine44
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      I see it, ty!!
  5. chizfreak
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    Thank you so much for this. I've been wanting a mod like this but I really didn't want to make it myself lol

    Two questions:

    • Will this be properly detected as a cantrip by game mechanics that interact with Cantrips? Or is it only a melee attack? War Magic (and my War Magic PHB2024 mod) and items that buff cantrip attack rolls come to mind.
    • Same question but when using the Auto True Strike toggle?

    If it's both a melee attack and a cantrip then I wonder if you could run into issues like those Celes and me had to deal with when handling Booming Blade item interactions (5e Spells' BB in his case, and Patch 8's BB in mine) to make it work properly and interact with items in both non-Honour and Honour Mode
    1. wesslen
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      True Strike itself is a cantrip, so I'd generally expect it to work. Whether it works with any given effect will be up to how that one is implemented. I haven't tried War Magic. It blocks and is blocked by Extra Attack, so Bladesinger-style features probably won't work.

      Auto True Strike doesn't turn other spells [in the BG3-implementation sense] into cantrips, so nothing that looks for them will recognize it [Edit: by default. Workarounds have now been added.]

      I have no idea what item interactions you're referring to, so... "don't know."

      Edit: Searching the game files, I found 3 items boosting cantrips that won't work with Auto True Strike (there may well be more.) Will investigate workarounds tomorrow.
    2. chizfreak
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      Damage Riders can get out of hand quickly (making chain reactions of mechanics interacting with one another in unintended ways) when you combine mechanics that interact with both weapon attacks and cantrips in the same attack, making too many instances of damage to pop-up. This is known behaviour of non-Honour Mode and is to be expected (although careful coding of item mechanics can alleviate it to some degree).

      But in Honour Mode Larian adds special flags to the DealDamage function of their spells to specifically address this kind of behaviour (ignore certain kinds of boosts usually). This is why most players that care about balance play always with the Honour Mode ruleset. You can see an example of modification of entries in Booming Blade's entry changes in the Honour Mode .pak (although, to be fair, in BB's case Larian just disabled most item interactions altogether to save development time [something my BB mod addresses] so that's not the best example to follow, but it does show you how the flags are used).

      The problem with BB (that Celes found when making 5e Spells and then fixed; and now I found it in Patch 8's official BB and I fixed with my Booming Blade BUGFIX mod based on his implementation and advice) is that the ''damage rider'' problem can get veeery out of hand if you don't have the appropriate damage flags. I checked your mod's files and it seems you are not using those flags in the DealDamage function so the damage rider issues (which are expected by players to be adressed in Honour Mode) may be present in Honour Mode and potentially be very overpowered.
    3. wesslen
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      Heh, you replied the same instant I edited my reply. See above. 

      Ok, we're looking at it from different sides then. I assumed you were referring to effects not applying, not doing too much.
      This mod only boosts damage via CharacterWeaponDamage(), which doesn't have damage rider problems.
    4. chizfreak
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      Oh, nicely done. CharacterWeaponDamage is indeed one of the ways to alleviate the issue. Thanks for the insight. And sorry for the confusion, I didn't realize you were using that for the damage. Hopefully then that may be enough to not mess with damage riders.

      Then with that under control, it would be cool if you can check it works with the items it should (maybe it already does, I haven't tested the mod yet but just mentioning it). But if the problem is only for Auto True Strike then I will just use the spell version.

      Thanks again for the great mod!
    5. wesslen
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      On closer look, only two of the three items I found should work with Auto True Strike, and I didn't find any more.

      Workarounds added for Potent Robe and Ring of Arcane Synergy in version 1.1.
      They already worked with the True Strike cantrip out of the box. The update makes them work with Auto True Strike as well.
  6. eothainanos
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    Hi wesslen, sorry if this is an obvious question (my only exposure to D&D is through BG3), but is it fair to think of this cantrip as doing the same thing as the Warlock's Pact of the Blade, except that it provides extra damage?

    So I could essentially take this cantrip instead of another and select a different pact for at Warlock level 3 for more build variety? 
    1. wesslen
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      It's not quite the same thing. Before level 5 they're nearly functionally equivalent if you turn on "Auto True Strike".

      If you want to focus on weapon attacks with a Warlock then Pact of the Blade is the best subclass due to getting access to Extra Attack at level 5. A different subclass both won't get Extra Attack, and if you later get it from multiclassing then it still won't give you multiple attacks when attacking with True Strike.

      If you're not focusing on weapon attacks but still want to be decant at them then True Strike is a good alternative that makes them viable, but not optimal.
  7. fierrof
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    I was looking for something like this! Thank you!

    A question though, why not just replace the spell?
    I'm curious as to what the consequences would be as I'm about to do it myself just to not see the old one.
    1. wesslen
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      Philosophically: Because I prefer providing options.

      Technically: Because due to how this spell is implemented, mod conflicts would be unresolvable via load order. Lots of people have no clue what mods they're using or what those mods are doing, and would run into problems.

      True Strike (2024) is a completely different spell to True Strike (2014), they just happen to share a name.
    2. lovemachine44
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      Also the weapon "The Watcher's Guide" relies on the effect of True Strike and replacing it has had an effect on that passive, as other iterations of this cantrip mod have found out. So making it a new cantrip is the best solution overall.