I guess i might look into it when i have the time. currently I want to play the game a bit with the mod before going back into the modding tool but i might do that for the next update.
Actually, what it's saying is that the [sub]mod is expecting & requires version 1.0.0.2 of the [parent] mod The Raven Queen Patron for Warlock... but, what it *sees* is version 1.0.0.1, so it burps.
Either: - MA didn't update the version number of the parent mod (it happens, but easily fixed) -or- - The parent mod hasn't been updated to v1.0.0.2 yet (that'd be weird) - MA didn't update the version number when converting the submod over to the toolkit (happens, also easily fixed) - The sub-mod incorrectly requires the wrong version (happens, too, I guess, but kinda weird)
I suspect the first or third, but idk
Edit: And, yeah, I'm getting the same burp, and I most recently installed the submod. Since they're both toolkit-based, I'm assuming the submod is intended for the current version. Which is v1.0.0.1 according to BG3MM... BUUUUUT which is v1.1.0 on the download page. Maybe just a fix of the meta.lsx?.. I'll peek
I know somebody else had the same issue on the Larian discord recently so maybe worth checking there to see if they actually shared what they did but it sounds like you know what you're doing anyway. I've got the same problem with the Permanent Summons Ranger Fix but the author doesn't seem intent on fixing the error message (as it is probably just a cosmetic error message that you can choose to not show again).
I have an idea how that would be fixable. I had automatic version number increments on and i saw that it did just kind of randomly started increasing the version number. But I guess if i just turn that off i can assure that the version number will be the correct one. Please tell me if this actually is problematic while you play because if it is not i will just try to fix it with the next patch but if it is then I will make a hotfix for that.
"Darkness" labels left behind after using Fly with George.
This I think could be related to the previously mentioned issue but unsure. I have true darkness installed so maybe it needs a patch? Also the labels don't vanish after a period of time, they just stay there.
Not really a bug but the ravens summoned by George don't dismiss along with him and there's no way to dismiss them (other than death). I am using permanent summons so maybe it's related to that, but I'm also able to just summon them repeatedly without them replacing one another, even if I don't dismiss George.
I am pretty sure the ravens dont go away thing is caused by the permanent summon mod. And if it isthe same issue should be with the rangers companion raven so maybe tell that to the other mod creator. With the darkness could you see what happens if you dont have the darkness mod installed? because personally i did not have that issue so it could be related to the other mod and if so then as with the raven thing that same issue might happen with the rangers companion.
Okay thanks I'll test it with the ranger companion and without permanent summons installed too. There is a fixes file for it that specifically addresses ranger companions so maybe that's what that is.
Yeah I'll try it now without true darkness installed and see what happens.
I think you might also have installed a mod that changes how wildshapes work. because that is not what i have in my game and that is also not how wildshapes work usually. If you could identify the mod that might have done that please tell me then i can check if i can make this compatible to that one.
Just tested ranger dire raven and it doesn't duplicate if I recast (doesn't have a raven summoning ability itself anyway). Also doesn't leave behind darkness tooltips when I use fly. Haven't removed true darkness or permanent summons yet (the ranger fix file for permanent summons may be making the difference).
- Removed all WS spells from their spell lists. Implemented unlock of WS spells through passives.
This allows us to differentiate WS forms between Circle of the Moon and other circles, and to automatically add them to new modded subclasses. It declutters level up screen from a ton of WS spells - except for Circle of the Moon that will still see non-moon WS spells on a druid tab, with moon forms on the subclass tab.
- Implemented WS spell container separately from vanilla. - Implemented all entries of this mod separately from vanilla.
This allows me to unlock WS spells through passives without any issues, and to be able to sort them properly. It's also much better for compatibility, as it will prevent other mods from affecting WSO spells and forms - unless they specifically make changes to my entries.
Yeah but i am pretty sure it will be that mod from what i am seeing on the mod page. As long as the ability works fine and it is just a description issue i think it will be fine for now. If not than I will have to look deeper into that. I mean I know how I could fix the description but it is one of those things where it does not seem worth the trouble of uploading an entire new version of the mod for.
Hm raven queen is loaded after DWSO if that helps.
If it's not actually using druid ability then no worries. How would I actually go about testing if it's using druid ability or not? Multiclass into druid and see if it gets stronger? That probably wouldn't even be a complaint really, it would sort of just make sense as a feature as long as it's not "weak" without any druid skill. So if it's just a cosmetic issue that shows even when not specced into druid then yeah, not important.
I haven't tried yet but I think I have a mass unsummon mod that may work on the extra ravens so I'll check that now as well as removing true darkness. If not I'm fine with using a kill spell on them.
If the transformation works and does not crash the game everything should be fine. As you said worst case scenario you should get stronger with druid levels but i would assume that is not the case since I did make my own polymorph status and even though that one also uses the standard one as a template I am still pretty sure this should overwrite any changes the other mod could have made.
That's good to know, thank you! I'm using difficulty and encounter increasing mods so it may end up being a welcome bonus. I'll let you know how it pans out.
As for the darkness thing, it seems to have stopped with the removal of True Darkness. I'm going to add it back in to make sure it wasn't a fluke. *I don't think I levelled up enough so I'll try again lol* EDIT: Yeeeep. Totally fine, spawns darkness with the correct tooltip type when I remove True Darkness. Soo it needs a patch unfortunately! I can try playing with load order though, see if that helps. EDIT: It does not help lol
Also I believe I have a mass unsummon spell from some mod (sailorcat's?) so I can hopefully use that to dismiss the secondary summoned ravens but I'll let you know soon. EDIT: Also yeeeep. EZ PZ! Small caveat that if you use a mod to put player actions on summons, then using that mass unsummon via George doesn't work. So you can either dismiss George or all ravens but not just the secondary ones whilst keeping George. *Side note that George isn't duplicated if you cast the spell twice, only the secondary ravens are when casting George's summon spell.*
EDIT2: Idk if I mentioned but the ranger fix for permanent summons just allows the summons to actually spawn after level 6. Without it, they don't spawn. So I'm not sure why ranger companion is different? Although it's sort of NOT different in the sense that it acts the same as George. It's just the extra ravens summoned by George that become unlimited. I guess it's bypassing the limitation either due to being a summon's summon or because I have a mod that lifts the cap on certain types of summons (undead and elementals I think) and George's ravens just happen to be impacted by it.
I totally forgot to check the raven transformation so I'll do that now
When you say your mod should overwrite wildshape changes, would that only apply to things included within this mod and not other wildshapes, yes?
EDIT: No crashes so it seems okay? I multiclassed into druid and you do indeed get temp hit points. Very very mild buff really, and makes sense :D I would recommend leaving it alone especially seeing as the druid part is actually hidden on the maintooltip (unless you press inspect) due to the length of the text. It actually hides ONLY the druid part which is coincidentally quite clean. You COULD make it so that it only shows if you're already specced into druid but then people may miss out on being encouraged to multiclass into druid. Perhaps you could even make future updates/addons that synergise more with druid for people playing with level 20+ mods who will only go up to level 12 with raven queen.
I am a bit surprised that you do get additional temp hit points but so be it. As you said if someone wants to play with the wildshape overhaul and also multiclass into druid it is not the end of the world to get some temp hit points.
Been fix this issue for myself, using Baldur's Gate 3 Modder's Multitool LINK should be info sumwhere in there to show u how to it, if ppl still need icon badly on any mod that had one
For some reason, the invocation Raven Queen's Blessing does not pop up for me in any way. I land crits with Eldritch Blast, and I don't have anything to either select an ally to heal or even have a heal in my combat log.
I've updated all the mods required for this mod.
What could be causing this?
I should note I land crits with Eldritch Blast variant from Vlad (https://www.nexusmods.com/baldursgate3/mods/1462)
Hey there! Do you have any plans to port this into the BG3 official modding kit to make it available for consoles? I really hope so because this mod perfectly matches my D&D OC! I would really appreciate it.
I thought I checked that and the action should disappear after using it. It doesnt have a cost besides that since usually that would have been a hit die but we dont really have those in this game so I was hoping that it would be fine. If you can use the action an infinite amount of times each round though then something is broken. I will look into this.
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but, what it *sees* is version 1.0.0.1, so it burps.
Either:
- MA didn't update the version number of the parent mod (it happens, but easily fixed) -or-
- The parent mod hasn't been updated to v1.0.0.2 yet (that'd be weird)
- MA didn't update the version number when converting the submod over to the toolkit (happens, also easily fixed)
- The sub-mod incorrectly requires the wrong version (happens, too, I guess, but kinda weird)
I suspect the first or third, but idk
Edit:
And, yeah, I'm getting the same burp, and I most recently installed the submod.
Since they're both toolkit-based, I'm assuming the submod is intended for the current version.
Which is v1.0.0.1 according to BG3MM... BUUUUUT which is v1.1.0 on the download page.
Maybe just a fix of the meta.lsx?.. I'll peek
alas, i do not discord
it triggers my old man palsy & seizures
also, lol, i see ma just updated, so i prolly should just shut tfu now
First issue I notice is the mention of druid level in a warlock subclass. Going through the levels and will test the raven itself in a sec.
"Darkness" labels left behind after using Fly with George.
This I think could be related to the previously mentioned issue but unsure. I have true darkness installed so maybe it needs a patch? Also the labels don't vanish after a period of time, they just stay there.
Not really a bug but the ravens summoned by George don't dismiss along with him and there's no way to dismiss them (other than death). I am using permanent summons so maybe it's related to that, but I'm also able to just summon them repeatedly without them replacing one another, even if I don't dismiss George.
Yeah I'll try it now without true darkness installed and see what happens.
I do have Druid Wild Shape Overhaul installed but it says this at the bottom of its description:
I also have Shapeshifting & Wildshapes Unlocked [WIP] but it's locked behind a feat that I've not taken.
If it's not actually using druid ability then no worries. How would I actually go about testing if it's using druid ability or not? Multiclass into druid and see if it gets stronger? That probably wouldn't even be a complaint really, it would sort of just make sense as a feature as long as it's not "weak" without any druid skill. So if it's just a cosmetic issue that shows even when not specced into druid then yeah, not important.
I haven't tried yet but I think I have a mass unsummon mod that may work on the extra ravens so I'll check that now as well as removing true darkness. If not I'm fine with using a kill spell on them.
I'm using difficulty and encounter increasing mods so it may end up being a welcome bonus. I'll let you know how it pans out.
As for the darkness thing, it seems to have stopped with the removal of True Darkness. I'm going to add it back in to make sure it wasn't a fluke.*I don't think I levelled up enough so I'll try again lol*EDIT: Yeeeep. Totally fine, spawns darkness with the correct tooltip type when I remove True Darkness. Soo it needs a patch unfortunately! I can try playing with load order though, see if that helps. EDIT: It does not help lol
Also I believe I have a mass unsummon spell from some mod (sailorcat's?) so I can hopefully use that to dismiss the secondary summoned ravens but I'll let you know soon.
EDIT: Also yeeeep. EZ PZ! Small caveat that if you use a mod to put player actions on summons, then using that mass unsummon via George doesn't work. So you can either dismiss George or all ravens but not just the secondary ones whilst keeping George. *Side note that George isn't duplicated if you cast the spell twice, only the secondary ravens are when casting George's summon spell.*
EDIT2: Idk if I mentioned but the ranger fix for permanent summons just allows the summons to actually spawn after level 6. Without it, they don't spawn. So I'm not sure why ranger companion is different? Although it's sort of NOT different in the sense that it acts the same as George. It's just the extra ravens summoned by George that become unlimited. I guess it's bypassing the limitation either due to being a summon's summon or because I have a mod that lifts the cap on certain types of summons (undead and elementals I think) and George's ravens just happen to be impacted by it.
When you say your mod should overwrite wildshape changes, would that only apply to things included within this mod and not other wildshapes, yes?
EDIT: No crashes so it seems okay? I multiclassed into druid and you do indeed get temp hit points. Very very mild buff really, and makes sense :D I would recommend leaving it alone especially seeing as the druid part is actually hidden on the maintooltip (unless you press inspect) due to the length of the text. It actually hides ONLY the druid part which is coincidentally quite clean. You COULD make it so that it only shows if you're already specced into druid but then people may miss out on being encouraged to multiclass into druid. Perhaps you could even make future updates/addons that synergise more with druid for people playing with level 20+ mods who will only go up to level 12 with raven queen.
@Wikt0r1us If ur using the DIQ Misc Patches for Difficulty, Immersion, Quality then that will fix icons for u
I've updated all the mods required for this mod.
What could be causing this?
I should note I land crits with Eldritch Blast variant from Vlad (https://www.nexusmods.com/baldursgate3/mods/1462)