Posting for visibility for both the mod author as well as anyone wishing to try this mod
As others have mentioned below, this mod does in fact break the sorcerer class normal spell learning progression (that is to say the vanilla +1 known spell per level).
I can confirm this after thorough testing done between full vanilla, fully modded minus any sorc mods, fully modded with each sorc mod individually, and fully modded with all sorc mods minus one at a time. Through all of that testing, and coinciding with other user's findings as stated below, the only consistent variable was this subclass
Very unfortunate considering I think the idea of this class in very interesting and would like to have the option to play with it as soon as I could
Anyone with alternate experiences please feel free to reply to me, I would much prefer to be incorrect than the alternative.
circle of the moon druid has the ability to ignore damage from his spike growth so maybe look into that to figure out your problem about aboiding surface damage
This mod entirely breaks the Sorcerer class and subclasses in general. Not sure if it's from the override but with this installed, the Sorcerer is unable to access and learn spells unless you're playing Animist; and even then there's a huge chance you won't be able to assign spells at all either with the subclass selected, no matter what level you're at. I'm unsure what causes this but this is basically unplayable because of this :/ Liked the idea of the class, so that sucks, hope you can find a fix perhaps?
Yeah, this is an issue I'm aware of (though not the one about it not working even with the subclass selected. That's something I'll have to look into). I'm doing some creative thinking about how to fix it, as granting spells from a different list in the subclass doesn't overwrite granting spells from the main class, leading to the class getting double the amount of spells known if I don't rewrite the base subclass to not get those spells (I could of course give every other subclass the normal sorcerer spell selection progression, but that would also make it incompatible with other subclasses as they wouldn't have that). I'll try talking to some other modders over the next couple of days and see if they have any ideas on how to solve this issue. Thanks for commenting :)
Ah so this was the mod that was causing it, cheers. Was going throught hte comments of the sorcerer mods I installed to see if anyone had that exact problem, incidentally this was the first I checked so thanks for saving me some time lol. Will be tracking the mod since the idea of the mod is very dope to me.
hey there:) I know I am late, but first of all: I love, love, LOVE the idea of this mod <3 The only thing preventing me from using this would be the mentioned issue above. Has this been fixed by now? If so, I can't wait to start another playthrough with this :D
Hello! Really enjoy this class but it's having a lot of issues post hotfix #19 - crashing when disarming traps, sometimes with random dialogue rolls. This seems to be due to a conflict with datatemplates.xaml. Compatibility to respec out - or better yet a fix with that .xaml file - would be great in order to keep from having to toss a save.
Just wanted to pop in and say this mod looks amazing! I realize it's not yet compatible/working with current version, but it definitely looks worth the wait! I'm tempted to hold off on a nature aligned playthrough just for this mod. Haha.
Update coming soon hopefully! Should fix compatibility issues, simplify the later level features, close off a few exploits, and make a few other QOL changes. I apologize to everyone who's been waiting; I've been very hard at work on my Barbarian Rework and upcoming Gish class mod. Depending on how much collaboration my compatibility changes require, I should have this up in about 2-3 days from now.
Its difficult to support other mods for this as I have to manually enter each spell into the list, meaning if I add support for modded spells that mod will become a dependency. I'll talk to GY and NellsRelo to see if there's anything I can do about it.
Talked to GY about it and it actually won't be too hard! When I finally get the compatibility update out (might be what I work on today actually) I'll include compatibility with it as well. Thanks for the suggestion!
Hi there. Love the mod, it makes an Oath of Ancients Sorc multiclass so much fun. I just got my character to lvl 7 and I noticed I'm only getting Fire Shield, not Guardian of Nature. I have 5e Spells and both mods are up to date. Any idea what i'm doing wrong?
hm that's odd. Maybe it got updated in 5espells in a way my mod doesn't recognize. Might need to do a little patch for this soon. Thanks for letting me know, I'll check
55 comments
Very unfortunate there's no fix.
As others have mentioned below, this mod does in fact break the sorcerer class normal spell learning progression (that is to say the vanilla +1 known spell per level).
I can confirm this after thorough testing done between full vanilla, fully modded minus any sorc mods, fully modded with each sorc mod individually, and fully modded with all sorc mods minus one at a time. Through all of that testing, and coinciding with other user's findings as stated below, the only consistent variable was this subclass
Very unfortunate considering I think the idea of this class in very interesting and would like to have the option to play with it as soon as I could
Anyone with alternate experiences please feel free to reply to me, I would much prefer to be incorrect than the alternative.
Thank you