Hi, the original mod author, here! I support other mod authors adapting my work to suit their preferences, but I'd also like to plug my original vision, available here:
If you don't use a level 20 mod, or just want a more coherent play experience for the campaign's original level range, give my original version a shot!
Sadly unable to get this working with the latest release. GustavX requirement is getting in the way. The export says my installed version is too low. Any idea how to get around that? I am exporting from BG3MM.
Hello and thank you for this very cool mod. It works perfectly with the nymph race mod. Not a concern, but the fact that we have 2 spell slots at lvl 1 and no spell to cast is a bit frutrating and/or confusing (though I know its intended)
Hewo. I totally understand the frustration, but (in my vision), the spells slots are to help you build up later on. I can remove them entirely, i just thought it was nice to keep them there, due to being a big help later on.
Hello, while playing a paladin with this mod enabled i found that i cant break an oath. Tested it with 3 subclasses (except crown, cause i dont know what breaks their oath) on killing 2 tiefs outside the grove and probbing the birds wing. Those actions that would otherwise triiger the oathbreak cutscene wont do anything. I turned off the mod and the oath broke just fine. I dont know if u will try to fix it or thats how it is supposed to work in ur mod, but a little disclaimer would be nice.
hey!!!!! looks fun. but.... 2 things 1) are any of these spells passive outside combat? Maening, can they be used with starting a fight with the target. 2) Most importantly... Now you have to add the outfit from your concept art!!!!! Just kidding on 2. Curious about 1
Hello. So, passives are passives, are always activated, like Profane Beauty and Inured to Inferno. If that wasn't the question, sorry, I didn't understood it D:
Well, it works like Command, so depending on the situation it can be an attack or not. E.g. I used command a lot to drop weapons and then steal them. Usually NPCs don't become hostile. But certain NPCs will attack on sight if provoked.
Regarding Sharess's Embrace, I am trying to run their whole set (dress, shoes, stockings and ring). Have you tested with this since you have used the dress already? Thanks.
I haven't used Sharess's Embrace in a LONG LONG time. But just follow the suggested load order by the author and everything should work properly (this is how I've used it in the past).
I did a partial solo run as a Sorcubus using the full suite of that author's mods. I found them to be both overpowered, and kind of annoying. The randomly losing consciousness during combat thing never gets less stressful, and can really ruin your day. Maybe it was just because I was soloing, but it definitely made for some frustrating moments. If you combine it with all of the other various bonuses and penalties the mods incur, it just turned into my character easily destroying everything, until I happen to randomly get stunned at a crucial moment and die. It wasn't very fun, so I ended up scrapping the run midway through Act2.
As for your question, none of the Telepathic Commands are tagged as harmful actions. However, they require the target to be charmed, which can cause the target to go hostile upon breaking on higher difficulties. Since a target that saves against the command will also break charm, that can cause hostility.
Umm, yeah, soloing is going to make it more annoying, you lack multiple bodies to cover you while you're knocked out for two rounds where you cannot even get the perk of your Reaction to add your Charisma to your AC since Reactions are turned off when incapacitated. Mod isn't designed for some self-imposed solo run. Was designed that you'd take your thralls out into combat with you.
I'm enjoying this mod but I have to ask: Does this mod affect the female voice set? Her voice is noticeably deeper than it normally is and is far deeper than the preview when I was making my character. It kind of detracts from the game for me as I don't find super deep female voices very appealing.
In CC the sorcubus has Haaleps leather underwear. Yet it starts the game in regular underwear. I have mods. She'll be dressed before she leaves the first room :) It's just something you should know
Yeah, I can't do anything about that, I'm afraid. The game automatically assigns race-based underwear and equips it right when the game starts. You should still have the Haarlep underwear in your inventory.
Since the Sorcubus is implemented as its own base class, it will not be affected by any alterations to the standard Sorcerer class. If somebody wants to create a "feat every two levels" mod for the Sorcubus, I wouldn't have any problem with that, but I have no plans to do so, myself.
Just wanna chime in incase it helps someone, but Expansion supports this for custom classes (As in full custom classes, not custom subclasses). You have to turn it on in the mod config manager though.
Also just FYI, this conflicts with custom classes that already add feats on levels other than 4, 8, etc.
Very interesting mod!!!!! <3 just curious, does it remove the class dialogue for warlock? i assume so since it is its own class. or does it have its own class dialogue?
The class naturally has Sorcerer tag for dialogue. However, the unique cantrip "Malevolent Whispers" will grant both the Warlock and Pact of the Fiend dialogue tags to any character affected by it.
That was my initial plan, BUT, they aren't the same thing. Sure, there are some common spells, but Mystra has lots of spells that aren't part of 5eSpells, which this class uses.
Nah, the recommended is the full mod, since the full mod has the spells this class needs and the homebrew does not. The only issue, is some duped spells if you use 5eSpells.
One important note, is that besides just adding the Mystra's spells to the class spell list, this mod also uses one of the Mystra's spells effects for the Gate: Pit Fiend spell. So while you could probably just change the spell lists to make it work with 5E Spells, the Gate: Pit Fiend spell will be missing data and not function properly. I'm not entirely sure what would happen, either the Pit Fiend will be summoned immediately hostile to everyone, or it will just stand around doing nothing.
The Mystra's Spells effect in question is from Infernal Calling, which summons the creature with 5 turns of guaranteed control, after which the creature gets a save every turn to break free and turn hostile to everyone. I originally wanted to make it hostile to everyone by default (like in the older Baldur's Gate games) but that kinda made the spell suicidal, so I figured this would be a good compromise.
No, the Gate: Pit Fiend spell is original to this mod. If you read the description, the ATTS mod author didn't want to add the pit fiend to their Gate spell, so I decided to make my own pit fiend summoning spell.
62 comments
https://mod.io/g/baldursgate3/m/the-sorcubus-class#description
If you don't use a level 20 mod, or just want a more coherent play experience for the campaign's original level range, give my original version a shot!
Any idea how to get around that?
I am exporting from BG3MM.
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Solved with a new version of BG3MM
Not a concern, but the fact that we have 2 spell slots at lvl 1 and no spell to cast is a bit frutrating and/or confusing (though I know its intended)
Fine mod, gratz! :)
1) are any of these spells passive outside combat? Maening, can they be used with starting a fight with the target.
2) Most importantly... Now you have to add the outfit from your concept art!!!!! Just kidding on 2. Curious about 1
So, passives are passives, are always activated, like Profane Beauty and Inured to Inferno. If that wasn't the question, sorry, I didn't understood it D:
The outfit is Sharess's Embrace :D
E.g. I used command a lot to drop weapons and then steal them. Usually NPCs don't become hostile. But certain NPCs will attack on sight if provoked.
As for your question, none of the Telepathic Commands are tagged as harmful actions. However, they require the target to be charmed, which can cause the target to go hostile upon breaking on higher difficulties. Since a target that saves against the command will also break charm, that can cause hostility.
It kind of detracts from the game for me as I don't find super deep female voices very appealing.
Also just FYI, this conflicts with custom classes that already add feats on levels other than 4, 8, etc.
The Mystra's Spells effect in question is from Infernal Calling, which summons the creature with 5 turns of guaranteed control, after which the creature gets a save every turn to break free and turn hostile to everyone. I originally wanted to make it hostile to everyone by default (like in the older Baldur's Gate games) but that kinda made the spell suicidal, so I figured this would be a good compromise.