seems to break the balance of the game as it can just infinitely heal out of combat
otherwise i like the flavor and idea but this is busted
and no, the balanced version doesn't help at all. there is a reason why in DnD there exists not a single cantrip which restores HP, it turns any healer into the ultimate limitless health pool for your entire party, ruining the balance of extended encounters....
basically, this is a cheat mod and don't download it if you plan on having some challenge in your game. The moment you get the spell you immediately recognize you no longer have any need for any other source of healing, which is lame. I played with this spell in my game for about an hour before I recognized my mistake, removed it, and went back to an old save because I don't want to spoil the health management in the game completely.
I have the Ghastly Ghouls mod, which lets you play as Undead, week to Raident damage, and unable to be healed by normal spells. How would the healing work with that? Anyone know?
First of all, I do love your mod, it's been years I read "Spellfire" and I always wanted to make a character with it to play DD pen-and-paper, so you rekindled some of that enthusiasm! Thank you
But I have a question: I used the balanced version until lvl 6, then I installed the full version but the damage modifier doesn't show.
I'm using Bg3 mod manager, removed the balanced mod, loaded the full mod and saved the mod order.
Could it be made to be like Eldritch Blast? I'm using different mods that make my cantrips fire a total of 6 attacks at 1dx dice each, like Eldritch Blast =) So I was thinking, could this awesome mod be made like EB? 6 beams with the scaling that you set up for the original one?
sorry i have a hard time finding stuff like this, is the Spell_Projectile.txt the same thing as info.json? or is it the SpellfireCantrip.pak? or are thoes compleatly diffrent cause i can read the info. json but the pak. is kinda gibberish to me a buch of code idk how to read, and like where is the lar_projectile_spellfire? im haveing alot of issues finding them in the first place
data "RootTemplate" "82c9f123-f6ec-404b-aa82-779c6792a6fc< õarity" "VeryRare õValueOverride" "120 ÐWeight" "0.1"ónew entry "LAR_LearnSpellfire_Passive" type " ô=Data" data "StatusPropertyFlags" "ApplyToDead;IgnoreResting;DisableOverhead …Combatlo! õPortraitIndicatorr @Iconc õ ction_MagicItem_Bloodrend* PBoost aUnlockÙ (è ±Projectile_ î )7 Í ie; °IsHidden" ñnew entry "LAR_Projectile_Spellfire" type " ³Data" data vType" "; •Level" "0 C PSchoo ÿ Properties" "GROUND:CreateSurface(2,3,HolyFire)= ûTargetFloor" "-1 PRadiun %18 ¢ 0Rol rAttack( ç q.Ranged$ ‡ : \ preach lþ ó 5 to add 1 light die, 6 ô unlock modifier 9 8 Hcold7 $11 vanotherZ ‹ U8 fori ù bonus when healing casterÞ`Succes%ðIF(not Ally() and ‘CharacteríG°ñrThan(5)):DealDamage( ðMapValue(D8Cantrip),†ßant,Magical);i ,1d6,ColdQ ¶ Û 8Û +)ô CastingAbilityMè÷ ¦ ;?1d6‘ 4'n 2ê 'à):ApplyStatus(ñBURNING_HOLY,100,2¢ ò ):RegainHitPoints(context.{÷.MaxHP/4,Guaranteed> j7c ŸSELF,1d12V ; R ! Ä ö 0Fai1ùConditionB 0PSelf(6>6 •Count" "1‹’Trajector õ47ac1e9a-3b62-4010-bde9-0dc602edd114< @Icon• ñ assiveFeature_ImprovedFlaØ „ DisplayNamÈ öh44c77584g5d98g40bbgb97dg9685757e5572;¦ pDescripä > ø3165ffcg6549g47feg8da2g4f2ca6d5dd8> [ExtraC ÿ50aa7dabg4d90g4d06gb35cgf1da2e354f3a PParamjrTooltip„0Lisb•');- Y,);õ÷1,ad727a13-c6f0-4b5b-aefd-aac79c6ed46³– C0Savx [Ä ”Ÿ1" " §A ‚cSound"à_ _ö_Ice_RayOfFrost_L® & qTextEve› U ycµ ßHEnemGDeadëpUseCostŸ Ac/2:J. PAnima ðA" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;cd5e5d4a-38e1-4d4d-b346-3fbc1e4c3c9* ò<141f48d9-9615-496a-8737-9240f0dba60d,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178x òeadedcce-d01b-4fbb-a1ae-d218f13aa5d6¢ %,,:’VerbalIntV‡ @Flag)!Is á;HasHighGround*ðExtension;IgnoreSilence* SoB±cComponent;1 ' Vb ü calThreshold;IsHarmfulÔŠ#ÿ<d30d2b40-c45a-45bd-94d7-9b2baaf0f77b,,;a601b33c-5320-455d-b4d4-74d6dc35b757ŠgÀPrepareEffec:°ee97e6e4-90‘ú181-b7fa-f6fe8b2af2d>: ðf3d3763c-1cbb-4d7aÐa-d9f703b7d67W y õbb817069-1b71-4b63-959c-b85e03a492ebB §y õ2ef28b19-d0cc-4260-8dc5-b1905c116add: ´< õddc1430f-4a0d-42c3-9ac8-ec4c3deaed35< EBeam: ÷94cab8bc-58f3-450d-8138-c1852ce28ee7pI
this is in the pak file but i dont understand how to read it really but it does mention the lar highlighted in red is where i edit and how do i put that info in
every time i try to edit something in the pak like chaging damage type or the fraction of the healing none of my mod managers can read the mod at all anymore like it dosent exist weither i use bg3 mod manager or vortex
OK, this is such a really unique idea, I love combining this with 2e spells make the game so much for cleric playthrough.
Only problem is that, this spell become healing potion for my party when out of conbat; a more tone-down version for my suggestion -
"Only In Combat" status requirement for the spell to be active would play a really nice touch with this, thanks for the mod. - I don't mind changing it myself if you're busy :D
64 comments
Is there a chance that you could have the abilities scale up to level 20, for those of us that use expanded levels?
otherwise i like the flavor and idea but this is busted
and no, the balanced version doesn't help at all. there is a reason why in DnD there exists not a single cantrip which restores HP, it turns any healer into the ultimate limitless health pool for your entire party, ruining the balance of extended encounters....
basically, this is a cheat mod and don't download it if you plan on having some challenge in your game. The moment you get the spell you immediately recognize you no longer have any need for any other source of healing, which is lame. I played with this spell in my game for about an hour before I recognized my mistake, removed it, and went back to an old save because I don't want to spoil the health management in the game completely.
But I have a question: I used the balanced version until lvl 6, then I installed the full version but the damage modifier doesn't show.
I'm using Bg3 mod manager, removed the balanced mod, loaded the full mod and saved the mod order.
Am I doing something wrong?
Thank you
Could it be made to be like Eldritch Blast? I'm using different mods that make my cantrips fire a total of 6 attacks at 1dx dice each, like Eldritch Blast =) So I was thinking, could this awesome mod be made like EB? 6 beams with the scaling that you set up for the original one?
Stronger, sure, but I like my stuff broken =)
Thank you!
data "AmountOfTargets" "6"
to LAR_Projectile_Spellfire.Just put it at the very bottom. Spacing doesn't matter.
Is there a way to make it so that the cantrip's school is Evocation? So that it can benefit from Empowered Evocation?
data "SpellSchool" "Evocation"
should do it.Put it at the end again.
data "RootTemplate" "82c9f123-f6ec-404b-aa82-779c6792a6fc< õarity" "VeryRare õValueOverride" "120 ÐWeight" "0.1"ónew entry "LAR_LearnSpellfire_Passive"
type " ô=Data"
data "StatusPropertyFlags" "ApplyToDead;IgnoreResting;DisableOverhead …Combatlo! õPortraitIndicatorr @Iconc õ
ction_MagicItem_Bloodrend* PBoost aUnlockÙ (è ±Projectile_ î )7 Í ie; °IsHidden"
ñnew entry "LAR_Projectile_Spellfire"
type " ³Data"
data vType" "; •Level" "0 C PSchoo
ÿ Properties" "GROUND:CreateSurface(2,3,HolyFire)= ûTargetFloor" "-1 PRadiun %18 ¢ 0Rol rAttack( ç q.Ranged$ ‡ :
\ preach lþ ó 5 to add 1 light die, 6 ô unlock modifier 9 8 Hcold7 $11 vanotherZ ‹
U8 fori ù
bonus when healing casterÞ`Succes%ðIF(not Ally() and ‘CharacteríG°ñrThan(5)):DealDamage( ðMapValue(D8Cantrip),†ßant,Magical);i ,1d6,ColdQ ¶ Û 8Û +)ô CastingAbilityMè÷ ¦ ;?1d6‘
4'n
2ê 'à):ApplyStatus(ñBURNING_HOLY,100,2¢ ò
):RegainHitPoints(context.{÷.MaxHP/4,Guaranteed> j7c ŸSELF,1d12V ; R
!
Ä ö 0Fai1ùConditionB 0PSelf(6>6 •Count" "1‹’Trajector õ47ac1e9a-3b62-4010-bde9-0dc602edd114< @Icon• ñ
assiveFeature_ImprovedFlaØ „ DisplayNamÈ öh44c77584g5d98g40bbgb97dg9685757e5572;¦ pDescripä > ø3165ffcg6549g47feg8da2g4f2ca6d5dd8> [ExtraC ÿ50aa7dabg4d90g4d06gb35cgf1da2e354f3a PParamjrTooltip„0Lisb•');- Y,);õ÷1,ad727a13-c6f0-4b5b-aefd-aac79c6ed46³– C0Savx
[Ä ”Ÿ1" " §A ‚cSound"à_ _ö_Ice_RayOfFrost_L® & qTextEve› U ycµ ßHEnemGDeadëpUseCostŸ Ac/2:J. PAnima ðA" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;cd5e5d4a-38e1-4d4d-b346-3fbc1e4c3c9* ò<141f48d9-9615-496a-8737-9240f0dba60d,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178x òeadedcce-d01b-4fbb-a1ae-d218f13aa5d6¢ %,,:’VerbalIntV‡ @Flag)!Is á;HasHighGround*ðExtension;IgnoreSilence* SoB±cComponent;1 ' Vb
ü calThreshold;IsHarmfulÔŠ#ÿ<d30d2b40-c45a-45bd-94d7-9b2baaf0f77b,,;a601b33c-5320-455d-b4d4-74d6dc35b757ŠgÀPrepareEffec:°ee97e6e4-90‘ú181-b7fa-f6fe8b2af2d>: ðf3d3763c-1cbb-4d7aÐa-d9f703b7d67W
y õbb817069-1b71-4b63-959c-b85e03a492ebB §y õ2ef28b19-d0cc-4260-8dc5-b1905c116add: ´< õddc1430f-4a0d-42c3-9ac8-ec4c3deaed35< EBeam: ÷94cab8bc-58f3-450d-8138-c1852ce28ee7pI
this is in the pak file but i dont understand how to read it really but it does mention the lar highlighted in red is where i edit and how do i put that info in
Only problem is that, this spell become healing potion for my party when out of conbat; a more tone-down version for my suggestion -
"Only In Combat" status requirement for the spell to be active would play a really nice touch with this, thanks for the mod. - I don't mind changing it myself if you're busy :D
please make it removable.
thanks a lot!!!!!!
thanks!!!!!
I'm also quite busy at the moment and really can't prioritize making this spell removable. So apologies again.
Patch 5 has also introduced a bug where a save missing any mods will not load. So removing mods isn't viable in general at the moment.
ill keep waiting
thanks a lot!!!