This is probably just a personal issue with me not installing this correctly, but could you please explain how to go about it? I believe I did everything correctly but the effect on the amulet is still the same. I'd really like to make better use of this amulet.
Edit: Just wanted to say I figured it out, just had to have vortex install from file and create a folder for it. I did want to say thanks for the work on the mod! Now my warlock has a nice damaging spell for a bonus action when nothing else is required for the fight!
How about making it a 2d6, at will, bonus action? It's not exceptionally strong, but it would still be nice to use in most classes. Another suggestion would be to make it 1d12, action that shoots three rays at will fit an action. That might be interesting and not much stronger than eldritch blast
Yeah I see that although I really couldn't tell you why, I changed 2 lines of code. But I'm gonna add the rest of the configs before I message nexus about it just incase any others get flagged
Love the concept of buffing the amulet. Getting to fire one wounding ray and one ray of fear per long rest is atrocious considering its action cost AND taking up the valuable amulet slot.
What if Wounding Ray did 1d10 damage (with bonus rays like Eldritch Blast but without any bonuses) but also inflicted bleed? On its own that's far from overpowered but can really synergize with a lot of other items and some classes that can take advantage of a reliable bleed source.
Ray of Fear is very strong, even if its only for two turns. Maybe changing it to once per short rest, with a flat Wisdom DC 15 so that its powerful early on and can be useful for characters that aren't high in Wisdom.
Agreed the amulet is ass and an oversight on larian's part on an otherwise great game. For now, lets say 2 beams each 1d10. In bg3.ivi.cx you can take a look at some of the effects that other spells have if you're thinking about something besides bleed, otherwise we'll go with bleed. Is this no cool down, or 1-2 per short/long rest, or (I think I can) make it cost a spell slot instead, or once per battle? Bonus action/regular action? And then same questions for Ray of Fear, I'd release changes to ray of fear in a separate mod.
It's compatible with everything, including mods that modify the spectator eyes, or even if there happened to be another wounding ray mod. So this version I have out only modifies the damage values of the spell and the rest of the stuff stays the same. Say you had a mod that modified the number of beams wounding ray shot and made it do 1d8 damage and my mod is loaded above it. It would then shoot x number of rays and deal my mods amount of damage. If you loaded my mod below that other one then my mod just wouldn't do anything.
So far i know there is no other wounding ray mod, but few days back someone made a freezing grasp mod but it sadly not compatible with any of my spell mods i use, but glad this one is so I'll surely want it.
I imagine whoever made that freezing grasp mod didn't inherit the original freezing grasp and changed something they really shouldn't have. If you let me know what that mod was trying to do I might be able to release a compatible version.
with this spell, the ketheric armor mod, and the mod that lets u have necrotic adept, spectator version has a double meaning... it is quite the show :) ty for this.
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Edit: Just wanted to say I figured it out, just had to have vortex install from file and create a folder for it. I did want to say thanks for the work on the mod! Now my warlock has a nice damaging spell for a bonus action when nothing else is required for the fight!
What if Wounding Ray did 1d10 damage (with bonus rays like Eldritch Blast but without any bonuses) but also inflicted bleed? On its own that's far from overpowered but can really synergize with a lot of other items and some classes that can take advantage of a reliable bleed source.
Ray of Fear is very strong, even if its only for two turns. Maybe changing it to once per short rest, with a flat Wisdom DC 15 so that its powerful early on and can be useful for characters that aren't high in Wisdom.
Say you had a mod that modified the number of beams wounding ray shot and made it do 1d8 damage and my mod is loaded above it. It would then shoot x number of rays and deal my mods amount of damage. If you loaded my mod below that other one then my mod just wouldn't do anything.