The starter gear is only available on a new Tav or Dark Urge, but fret not, for other or trying this mid playthrough you can get the armor (if for visuals) in the camp chest.
Level progression past 12 has not been tested, but I have included progression tables up to 20 and should be fine
After Level 10, you only get Feats and more Shadow Essence, would highly recommend 12 or multiclass after Level 10 or maybe 9
Starter armor is visual only and meant as such so you should start using new items as you get them, do not ride that gear until level 12 or 20
Meant for honor mode but you can use this in combination with anything you prefer
Have FUN!
MD5 for JG33_Shadow_Cursed_Class.pak dac5fa863c3bb1a6eb04198bffe2ea57 *JG33_Shadow_Cursed_Class.pak BLAKE3 for JG33_Shadow_Cursed_Class.pak fe652cb42e4e491845535f8d64ca3dcd8a526e996d793a91c156e9fb9de238eb *JG33_Shadow_Cursed_Class.pak
Does this mod use any vanilla spell lists (such as paladin or wizard), or does it have its own spell lists (if any at all)? For traditional rather than class spells, of course. If it has its own, would you mind sharing the UUIDs?
This is going to sound awful but... would I submit a mod where teammates attack... probably but then I would mention it... this sounds like a issue but let me be clear here...
this was tested with the base game patch 8, some visual mods and almost nothing else... and what you describe does not happen... now with that said...
I can't test every single mod on nexus or every mod in existence as a whole with my mod... it's impossible and honestly unrealistic to think any mod creator unless they work on something specific from someone else would do so...
I have completed two complete start to finish playthroughs to test and several saves at various encounters that is known for causing issues and nothing like you are describing...
now I understand stuff like this can be frustrating, but if I had to guess the cause... this could be from another custom race or class mod that dislike anything tagged 'SHADOW' because that is the only way without interfering with base game factions I could get immunity from the shadow curse, you, the pets, everything is tagged 'SHADOW' which gets excluded from the shadow curse in act 2
Now... if you feel like hunting this down as I can't because the problem is unfortunately uniquely yours... please do so and I can see if anything can be done about it, think and look through your mod list... paladin class mods, racial mods, anything along those lines... a mod that would have an issue with something labeled "SHADOW"? disable it temporarily and see if was the cause and notify me or that author of the problem... if there is something I can add to make it compatible I will do so
I imagined it was due to a mod compatibility conflict. I suspect that if the problem is with class mods, I only have three: Mind Weaver, Cosmic Sorcery, and Dread Overlord. If the conflict is with the Dread Overlord, it's a shame because it's a perfect class to combine with the Curse of Shadows mod. If the problem is with the race, I only have one extra, which is the illithid. I'll test these mods and get back to you with the results.
edit, i've noticed that not only do they make attacks of opportunity on me, enemies also become hostile to each other and make attacks of opportunity on each other as well.
edit2, I found the incompatible mod is 5e spells, deactivating this and everything works correctly
Hey, glad you found the cause, but now... 5e spells I remember this and it's been around for some time now with many downloads and updates... uhm, okay I'm going to check it out myself, will let you know if I figure something out and why this is happening...
I'm not optimistic however because 5e spells if I recall is quite a lot of info to go through and from my perspective if my mod works with the base game it's working right... and while I don't have a ton of mods loaded, there is plenty I use from other authors without issue and to be honest this gives me a gut feeling it's going to be a ridiculously overcomplicated issue to work out... but I'll check it out and post back here...
Hey! 5e spells aren't a "must" for me. Most of the spells in that mod are useless, except for Green Flame. It's a physical attack with necrotic damage, which you should check out because it works 100% with your mod.
I've been testing your mod playing solo in Honor mode and I've found some bugs. Maybe this can help you polish your mod a bit. Automatic shadow spam can be a problem, at least it has been in a couple of situations I've encountered. For example, if someone casts a confusion spell on you, the shadows attack you. It's happened to me that after killing the enemy who casted the spell on me, at the end of the fight, the shadows attacked me, and that was the end of the game.
In another fight I abandoned the combat to the camp, but the shadows were still in combat, the enemies were not able to kill the shadows and the shadows were not able to kill the enemies, after 5 minutes waiting for something to happen I restarted.
There are ways to fix this, but only by making the shadows appear at will, not automatically. What I'm thinking is that the shadows could be a reaction, meaning that when it's not your turn, if you get hit, you react with shadow spam (or not). The appearance of shadows could also be a trigger: activated = shadows appear, deactivated = no shadows appear.
It could also be an out-of-combat spell, like shadow dogs, but outside of combat. This would be a risk-reward because if you cast the spell, you'll have the help of the shadows. BUT, if they cast confusion or control spells on you, the shadows will attack you.
So far, I haven't found any other issues with your mod. It's very fun to play, and the effects and animations are great.
I think I saw the shadow dog and Living shadow disappear after combat in the beginning, but now they stick around after combat. A skeletal dog and Primordial spirit stuck around as well after combat. I can use the un-summon from the mod Mass un-summon, so if they are supposed to disappear I can do it that way, but I thought I should ask if them staying around after combat is normal.
nope, they ALWAYS disappear after combat and what you describe has never happened on my side which makes what I'm about to say unfortunate but necessary... it's the annoying truth with this game and the community... TOO... MANY... MODS... and script extender
Here is a screenshot of of my mod manager
No script extender mods (which has been the majority of my previous headaches with random crashes, slow downs... it's not script extender itself, kudos for what it is, but giving anyone the ability to modify everything being communicated between game client and game server with Lua/Osiris... I have even experienced corrupted saves... then the interference it can cause with other mods...
anyway... look I'm not telling you what you should or should not do, use or not use... it's your game and your time... but from my side, here is the code as used by the game Developers
data "RemoveConditions" "not Combat()" data "RemoveEvents" "OnCombatEnded;OnTurn" data "OnRemoveFunctors" "RemoveStatus(SG_Polymorph);ApplyStatus(UNSUMMON_ACTIVE,100,-1);Unsummon()"
What this does... even if it misses the oncombatended event (some cutscenes during combat can cause it to miss) it still ticks every turn (even when not in turn based mode the game ticks everyone and everything constantly, like bless out of combat ticks, bless for example Ticks on every endofturn in and out of combat... so the issue you are describing is NEVER suppose to happen, every tick does a check and if they are not in combat... they are unsummoned... period... so what is causing this... NOT MY MOD...
everything I have ever made uses what the developers gave and intended to be used... when an osiris script from the developers does not exist, like say a dual wielding condition check for ranged but there is only one for melee... it probably is not a good idea the use script extender to make it...
At least good to know they should have disappeared, and it was not my attempt to say that it was a bug. And it was definitely not that I expected you to solve it for me. First they left after combat, and now they do not, not a big deal. Now they either die, or get unsummoned after a while. (Just like any other summon in the game.) All I wanted was to get confirmation on what I already thought, sorry about that.
Hey, no worries and no need for sorry, just something that I know is a problem and can't do anything about it so just venting a little, but not aimed at you... apologies
While I love the game and the tools to modify it... feels like it is all a bit out of hand... I have been looking into publishing exclusively on mod.io as console users can play my mods as well then, but unlike on PC, consoles do not have script extender or technically they can not load it... all mods that use and require script extender in other words do not and will not work on consoles... again this is not an attack on the creator of script extender... if anything some amazing mods that I have used and played with needed script extender...
But I remember every update... even hot fixes... usually breaks something and I use to have a ton of mods... and a ton of crashes, bugs, weird game behavior... especially on a major update...
I am sorry if I can't troubleshoot this issue, but it's unfortunately an issue that I cannot replicate unless I load everything exactly as you have it and it's really not feasible for me to do that, so I feel bad about it but ultimately it is something out of my control and I should just let it go :|
idk why but your mod wont show up in the BG3MM mod manager. Its file says it has been imported and i see it in the mod portion of BG3 files, but its not in the BG3MM list nor is it showing up ingame. Im on steam btw. (nvm Got it to show up ingame, but not mod manager).
I like your MOD so much that I tanslate it to my language, ChineseTraditional, and I want to ask you out of polite, I wish I could make this MOD get downloaded by more and more people, and I want to make it happen by my translation. But how should I do? I should sent you a e-mail or? Thank you so much!
Hey, thanks and appreciate the comment. Not a problem and you can freely modify, translate, etc. to anything and upload anywhere :) I post on nexus because the process is familiar to me. Hope that answers the question and that you enjoy the mod!
23 comments
MD5 for JG33_Shadow_Cursed_Class.pak
dac5fa863c3bb1a6eb04198bffe2ea57 *JG33_Shadow_Cursed_Class.pak
BLAKE3 for JG33_Shadow_Cursed_Class.pakfe652cb42e4e491845535f8d64ca3dcd8a526e996d793a91c156e9fb9de238eb *JG33_Shadow_Cursed_Class.pak
<?xml version="1.0" encoding="UTF-8"?>
<save>
<version major="4" minor="0" revision="5" build="0"/>
<region id="SpellLists">
<node id="root">
<children>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 1"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Target_Shadow_Command;JG33SCC_Spell_Target_Shadow_Touch;JG33SCC_Spell_Shout_Shadow_Weapons"/>
<attribute id="UUID" type="guid" value="8a5792a6-0894-445a-96f8-0e48bcf9193f"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 2"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Shout_Shadow_Form;JG33SCC_Spell_Target_Summon_Shadow_Hound;JG33SCC_Spell_Ritual_Longstrider"/>
<attribute id="UUID" type="guid" value="7ef78e8d-2b90-4fc6-b04a-aa79870a81ef"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 3"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Shout_Shadow_Sprint;JG33SCC_Spell_Throw_Shadow_Grasp;JG33SCC_Spell_Target_Shadow_Corpse_Explode"/>
<attribute id="UUID" type="guid" value="d6cd4b1b-9500-4ca3-8cce-b217e4962ef6"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 4"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Augment_Bonus_Action;JG33SCC_Spell_Target_Shadow_Enhancement;JG33SCC_Spell_Ritual_FeatherFall"/>
<attribute id="UUID" type="guid" value="14d33157-bf3f-46b6-882a-39c0f43c9931"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 5"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Augment_Action;JG33SCC_Spell_Target_Shadow_Blast;JG33SCC_Spell_Target_Shadow_Step"/>
<attribute id="UUID" type="guid" value="96eaa9a2-90af-4cb2-8f02-1a964b815873"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 6"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Target_Summon_Wraith;JG33SCC_Spell_Ritual_Knock"/>
<attribute id="UUID" type="guid" value="72a3bddd-7933-414e-a8fb-9b28a6b367a1"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 7"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Shout_Shadow_Leech;JG33SCC_Spell_Shout_Nightfall"/>
<attribute id="UUID" type="guid" value="6c4a9a98-2183-4a78-bc61-b49e731fcc50"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 8"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Shout_Shadow_Pull;JG33SCC_Spell_Ritual_SpeakWithDead"/>
<attribute id="UUID" type="guid" value="76e8e7ab-19f4-49fb-bd1b-49e0e4ef240c"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 9"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Target_Summon_Golem"/>
<attribute id="UUID" type="guid" value="e5be49f9-2b23-43b3-8e34-3c2ecf372d8f"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 10"/>
<attribute id="Spells" type="LSString" value="JG33SCC_Spell_Target_Shadow_Harm"/>
<attribute id="UUID" type="guid" value="78c84c68-341c-4649-ad94-ef0571c5aa67"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 11"/>
<attribute id="Spells" type="LSString" value=""/>
<attribute id="UUID" type="guid" value="3493c1a7-c237-4136-b2c8-bbd6e45bf15d"/>
</node>
<node id="SpellList">
<attribute id="Comment" type="LSString" value="JGShadowCursed Level 12"/>
<attribute id="Spells" type="LSString" value=""/>
<attribute id="UUID" type="guid" value="49be81f7-a941-4aca-8a63-e59336a4160f"/>
</node>
</children>
</node>
</region>
</save>
this was tested with the base game patch 8, some visual mods and almost nothing else... and what you describe does not happen... now with that said...
I can't test every single mod on nexus or every mod in existence as a whole with my mod... it's impossible and honestly unrealistic to think any mod creator unless they work on something specific from someone else would do so...
I have completed two complete start to finish playthroughs to test and several saves at various encounters that is known for causing issues and nothing like you are describing...
now I understand stuff like this can be frustrating, but if I had to guess the cause... this could be from another custom race or class mod that dislike anything tagged 'SHADOW' because that is the only way without interfering with base game factions I could get immunity from the shadow curse, you, the pets, everything is tagged 'SHADOW' which gets excluded from the shadow curse in act 2
Now... if you feel like hunting this down as I can't because the problem is unfortunately uniquely yours... please do so and I can see if anything can be done about it, think and look through your mod list... paladin class mods, racial mods, anything along those lines... a mod that would have an issue with something labeled "SHADOW"? disable it temporarily and see if was the cause and notify me or that author of the problem... if there is something I can add to make it compatible I will do so
If the problem is with the race, I only have one extra, which is the illithid. I'll test these mods and get back to you with the results.
edit, i've noticed that not only do they make attacks of opportunity on me, enemies also become hostile to each other and make attacks of opportunity on each other as well.
edit2, I found the incompatible mod is 5e spells, deactivating this and everything works correctly
I'm not optimistic however because 5e spells if I recall is quite a lot of info to go through and from my perspective if my mod works with the base game it's working right... and while I don't have a ton of mods loaded, there is plenty I use from other authors without issue and to be honest this gives me a gut feeling it's going to be a ridiculously overcomplicated issue to work out... but I'll check it out and post back here...
I've been testing your mod playing solo in Honor mode and I've found some bugs. Maybe this can help you polish your mod a bit.
Automatic shadow spam can be a problem, at least it has been in a couple of situations I've encountered. For example, if someone casts a confusion spell on you, the shadows attack you. It's happened to me that after killing the enemy who casted the spell on me, at the end of the fight, the shadows attacked me, and that was the end of the game.
In another fight I abandoned the combat to the camp, but the shadows were still in combat, the enemies were not able to kill the shadows and the shadows were not able to kill the enemies, after 5 minutes waiting for something to happen I restarted.
There are ways to fix this, but only by making the shadows appear at will, not automatically.
What I'm thinking is that the shadows could be a reaction, meaning that when it's not your turn, if you get hit, you react with shadow spam (or not).
The appearance of shadows could also be a trigger: activated = shadows appear, deactivated = no shadows appear.
It could also be an out-of-combat spell, like shadow dogs, but outside of combat. This would be a risk-reward because if you cast the spell, you'll have the help of the shadows. BUT, if they cast confusion or control spells on you, the shadows will attack you.
So far, I haven't found any other issues with your mod. It's very fun to play, and the effects and animations are great.
Here is a screenshot of of my mod manager
No script extender mods (which has been the majority of my previous headaches with random crashes, slow downs... it's not script extender itself, kudos for what it is, but giving anyone the ability to modify everything being communicated between game client and game server with Lua/Osiris... I have even experienced corrupted saves... then the interference it can cause with other mods...
anyway... look I'm not telling you what you should or should not do, use or not use... it's your game and your time... but from my side, here is the code as used by the game Developers
data "RemoveConditions" "not Combat()"
data "RemoveEvents" "OnCombatEnded;OnTurn"
data "OnRemoveFunctors" "RemoveStatus(SG_Polymorph);ApplyStatus(UNSUMMON_ACTIVE,100,-1);Unsummon()"
What this does... even if it misses the oncombatended event (some cutscenes during combat can cause it to miss) it still ticks every turn (even when not in turn based mode the game ticks everyone and everything constantly, like bless out of combat ticks, bless for example Ticks on every endofturn in and out of combat... so the issue you are describing is NEVER suppose to happen, every tick does a check and if they are not in combat... they are unsummoned... period... so what is causing this... NOT MY MOD...
everything I have ever made uses what the developers gave and intended to be used... when an osiris script from the developers does not exist, like say a dual wielding condition check for ranged but there is only one for melee... it probably is not a good idea the use script extender to make it...
This really bums me out on doing anything further
While I love the game and the tools to modify it... feels like it is all a bit out of hand... I have been looking into publishing exclusively on mod.io as console users can play my mods as well then, but unlike on PC, consoles do not have script extender or technically they can not load it... all mods that use and require script extender in other words do not and will not work on consoles... again this is not an attack on the creator of script extender... if anything some amazing mods that I have used and played with needed script extender...
But I remember every update... even hot fixes... usually breaks something and I use to have a ton of mods... and a ton of crashes, bugs, weird game behavior... especially on a major update...
I am sorry if I can't troubleshoot this issue, but it's unfortunately an issue that I cannot replicate unless I load everything exactly as you have it and it's really not feasible for me to do that, so I feel bad about it but ultimately it is something out of my control and I should just let it go :|
Hope however you are enjoying the mod
And yes, I am enjoying it very much.