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  1. havsglimt
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    CHRONURGY MAGIC IS NOW LIVE!

    This mod should be compatible with other mods as long as they don't modify the progression table for 2nd level Wizards.

    If you encounter any issues or bugs, please make a bug report rather than a comment so I don't have to move it manually. Also, please make sure you read the Potential Issues/Disclaimers section of the mod description
     before making a report—thanks! 😊
  2. havsglimt
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    🕰️ FAQ 🕰️

    Is this mod compatible with other mods?

    Yes. Unless it changes the Wizard progression table for level 2, it should be compatible. If another mod does change the progression table, i.e. it's another Wizard related mod, I recommend using Compatibility Framework, which allows compatibility between subclasses. Any issues related to that mod should be directed to its comments section. This mod features innate support for that mod, and requires Script Extender to function.



    Why doesn't the subclass show up in character creation?
    You probably either:
    1) Didn't install it properly. Take a look at the installation guide at the end of the mod description.
    or
    2) Haven't updated all your mods. Make sure that ImprovedUI and Script Extender in particular are up-to-date.
    or
    3) Have other mods that overwrite it. Please place Community Library at the very top of your load order, and Compatibility Framework at the very bottom. If that doesn't work, try placing this mod further down in the load order. If the problem still persists, disable all other addons except the ones required by this mod, enable your mods one by one, and see which one is causing the issue.



    Will you make the Dunamancy spells available for all Wizards?
    No.



    X happens when I do Y, even though it shouldn't. Why?
    Your other mods are most likely causing a conflict. The first thing you would need to do is to update each and every single one of your other mods to make sure they're not the ones causing the problem. If you've done that and the issue persists, try respeccing out of this subclass (to be safe you can do so before updating the mod too), then respec back. If that doesn't help, disable all mods apart from the required ones and enable your them one by one to see which one is causing problems. Once you've done that and the issue still persists, you can open a bug report.

    My mods are designed to be as non-dependent on other mods as possible, and I'm not responsible for issues appearing when playing with multiple mods. I will not go out of my way to accommodate or implement workarounds to make it compatible with mods other than the ones listed in the Required files section. If the authors of other mods that cause conflicts wish to do so, they may. 



    Will you implement features up to level 20?
    I have no such plans at the moment.



    Will you make a custom class icon? I demand a custom subclass icon/I can't stand seeing blank space.
    The blank space in place of an icon is because I haven't included a custom one. I have no plans to do so at the moment. We'll see if I have the time and energy to spare in the future.
  3. havsglimt
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    I know Patch 8 makes the new subclasses not show up. CompatibilityForOfficialClass works wonders in the meantime, so use that one if you want to keep using my mods and have the new subclasses show up too.
  4. Sammy12366
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    Does this mod work for patch 8? Also it would be just the tits if you could put this over on mod io, as I know you're doing with several other of your mods. Been keeping an eye on this for a very long time, wanting to dive into a heavily modded playthrough, and this would be one of the last mods I'd need updated! I am sad to see no plans to scale this to 20, but it is understandable given the amount of mods you work on.
  5. astorytellersoul
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    Is there a possible way to make this mod compatible with in game mod manager?
  6. GUNZGA10RE
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    This continues to be one of my favorite mods for BG3. I'm up to about a dozen playthroughs with it now, about half of them multiplayer. The technical limitations around Abeyance (using scroll DC instead of caster's, not being tradeable to / usable by a familiar, etc.) and the absence of Convergent Future do noticeably nerf the class compared to its tabletop version, but that's arguably not a terrible thing when the tabletop version is so widely considered to be OP anyway.

    One potential QOL suggestion: an alternate reaction trigger for Chronal Shift. It's one of those abilities that can clog combat with reaction spam on every incoming hit or missed swing, especially in multiplayer. A while back my playgroups ended up installing the following tweak (now quite old, as I look at it...) when they played divination wizards, which run into a similar hassle with their portent dice:

    https://www.nexusmods.com/baldursgate3/mods/1633?tab=description

    It simply adds an alternative reaction that only prompts usage on incoming or outgoing critical hits/misses. That way in mook fights you can turn off the full reaction and still reroll the most important stuff without bogging down combat, and then turn on the full reaction again for boss fights or whatever. I think there used to be a similar tweak for lore bards too...

    I have no idea how feasible something like that is here, but it could be handy. Lately I've ended up just turning off Chronal Shift completely in mook fights because everyone would rather eat a crit 5% of the time than suffer the mosquito bites of constant reaction spam, lol. Maybe I'll even try adding it in myself.

    Anyway, just food for thought. Still a 10/10 mod as is--and for the dozens of hours of gameplay I've gotten out of it, you've more than earned my kofi support, lol. Thanks again.
    1. havsglimt
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      I wish I could make it exactly like the 5e version, but sadly the game engine poses quite a few limitations. I can definitely look into how that mod handles Portent and see if I can do something similar though. I'm glad you've gotten so much mileage out of it though regardless of its inherent flaws, so thank you so much for your support! ✨
  7. ginnygirl1997
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    now we just need the artifact to be reskinned as a Luxon beacon...
    1. Willow0Whisp
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      A new hand touches the beacon
  8. Rainyerror
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    Dear moder, thanks for your great work, I was wondering will you update your mod to patch 7?
  9. Sonofbrocksamson
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    Are you thinking about adding this mod to the Official BG3 in-game mod support?
  10. indisable
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    Is there any possible way to "multiclass" Chronurgy wizard AND Graviturgy Wizard? I'm attempting to do a space/time related build and these classes would be awesome for it but as they're both Wizard subclasses I'm unsure how I can use them together.
  11. CheezyBallz
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    Really want to use this but needs level 20 for my game. Here's a mod that implements exhaustion in a good way: https://www.nexusmods.com/baldursgate3/mods/11185
  12. iyafee
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    Love the update I knew I wasn’t going crazy with Gift of Alacrity and the inconsistency I was seeing I wasn’t sure if it was working haha. I personally changed it to +3 to initiative a while back to make it be less “overpowered” since BG3 uses a dice roll 4 for initiative instead of 5e’s 20.

    Also was wondering do you have any plans to implement Clockwork Soul Sorcerer mod to the game?  
    1. havsglimt
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      Figured since several vanilla spells related to Initiative gave flat increases, I'd do the same! And since other Initiative bonuses give 5e equivalent increases, I'd do the same for this one even though the die is a d4. 😬 

      It's coming! 
  13. Slifer135
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    So the 5e patch for this is no longer applying the full 5e Spells list for both Chronurgy or Graviturgy spell lists on both your mods. Sadly I do not believe the mod maker will continue to make updates to that since everytime 5e will update they will be adding 7th to 9th level spells now. Anyway for you to get these supported on Spell List Combiner to make this easier since I would really like the spell lists updated to the current 5e Spells updates.

    Edit: I have learned it's because you don't have progressions on this mod for anything past level 12. It would require patches for you on your mods for the spell list to work past that point. Learn something new everyday.
    1. GUNZGA10RE
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      Late followup but I was able to fix this by manually looking up the UUIDs for 5e Spells magic lists (for 7th-9th level spells) and then modifying the ChronurgyMagic.pak to reference those UUIDs in the progressions past level 12. It's a little cumbersome but took me maybe half an hour to figure it all out having never edited a mod before in my life, so definitely not impossible--basically just some copying+pasting.
    2. havsglimt
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      The reason why Spell List Combiner doesn't work is because the spell list I'm using for this mod is different from the vanilla spell list. As for the issue with the patch, I really can't help with mods by other mod authors. Sounds like GUNZGA10RE managed to make it work though! 
    3. GUNZGA10RE
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      If you did add support for 5e spells that'd be really cool, as I imagine pretty much anyone using this + a level uncapper will also be using 5e spells (7th through 9th level magic is kind of the only thing casters get out of the uncapper right now lol, most subclass features have yet to be implemented). The main barriers like Slifer135 said is that a) this mod uses a different spell list than the vanilla one and b) there's no spell progression in this mod for levels 13-20.

      a) isn't easily fixed--there's the 5e spells compatibility patch by kocus that makes a decent effort, but it hasn't been updated in 6 months and is badly out of date. We can at least address b) manually; for anyone interested, you can unpack and open ChronurgyMagic.pak in notepad++ or any editor, ctrl+F for "Progression" (or look under Progressions.lsx), and for each level from 13 through 20 replace the .... string in value="SelectSpells(....) with the following: dff7917a-0abc-4671-b68f-c03e56212549 (this is for 7th level--you can look up the other strings by unpacking the 5e spells mod and checking the SpellLists.lsx).

      Doing this adds progression for levels 13-20 using the 5e spells list so you can pick up 7th-9th magic along with any of the lower level 5e spells magic you missed along the way. It'll also prevent you from getting any of the Dunamancy spells at those levels since we're no longer using this mod's spell list, but since the highest level dunamancy spell added by this mod right now is Temporal Shunt (5th level spell = character level 9), you can pick up all those Dunamancy spells while leveling up earlier and then use the 5e spell list for the rest of your playthrough without missing out on anything.

      You can even replace the spell progression for levels 11-20 if you want using this method instead of just 13-20, which will let you access 5e spells magic a little earlier. Just make sure to pick up Temporal Shunt at level 9 (and any other Dunamancy spells you want along the way) as it'll be your one and only chance to do so.

      It's sloppy and far from a perfect solution, but it's the simplest thing I've found to get both Dunamancy magic and (updated) 5e spells magic on the Chronurgy class short of creating and maintaining a fully merged spell list patch like kocus tried to do--and it only takes a few minutes of copying and pasting.
    4. GrandBreaker
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      I'd point out that the 5e Spells mod dev basically has the same mindset and won't actively seek anyone else out in relation to making their mods compatible, so the issue here is that BOTH mods dev's are just refusing to start the conversation. @havsglimt you really should just contact DiZ91891 and see how hard it would be to collaborate and make your mods compatible. Personally, my favorite character I've ever played in D&D was a Kobold Chronomancy Wizard, and the only thing that prevents me from doing that in BG3 now... Is that your mod isn't updated. Not gonna lie, it's just kind of annoying when I see so many modders just refuse to talk to each other and have such a stick up their asses, but at the end of the day, I guess you're responsible for your mod, so I can't really place any blame on Diz here. If you can't or won't, can you give others permission to work on the mod themselves? GUNZA apparently did it, or something like it. If he did, he could probably already provide the update.

      Dunno what else to say my dude. Only other game I've seen so much drama from modders was Vampire the Masquerade.
    5. havsglimt
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      I'd point out that the 5e Spells mod dev basically has the same mindset and won't actively seek anyone else out in relation to making their mods compatible, so the issue here is that BOTH mods dev's are just refusing to start the conversation. @havsglimt you really should just contact DiZ91891 and see how hard it would be to collaborate and make your mods compatible. Personally, my favorite character I've ever played in D&D was a Kobold Chronomancy Wizard, and the only thing that prevents me from doing that in BG3 now... Is that your mod isn't updated. Not gonna lie, it's just kind of annoying when I see so many modders just refuse to talk to each other and have such a stick up their asses, but at the end of the day, I guess you're responsible for your mod, so I can't really place any blame on Diz here. If you can't or won't, can you give others permission to work on the mod themselves? GUNZA apparently did it, or something like it. If he did, he could probably already provide the update.

      Dunno what else to say my dude. Only other game I've seen so much drama from modders was Vampire the Masquerade.

      Me and DiZ keep close contact with one another—in fact, he asked me to take over the Dunamancy spells which were originally included in 5e Spells and include them in my mods instead, because of people like you who act like entitled brats who think they can force modders to do their bidding whenever they demand it. To claim that modders have sticks up their asses because they won't cater to your every whim is probably the most asinine comment I've read this year. I honestly couldn't care less about your favorite D&D character when you're giving me and other modders attitude, and am even less inclined to even attempt to provide a solution when you won't even have the decency to speak to modders like we're not doing all of this for free just because we think modding's fun.

      If you spent three seconds reading the original post you'd understand that I already gave permission to someone else for creating a spell list patch. Someone wanted to see the compatibility issue resolved, and they learned how to make one such mod. So instead of whining like a self-centered child about the work of other modders, you could learn how to make a working alternative yourself if you want one, like a normal person would. The only thing that prevents you from creating your "favorite character you've ever played" isn't another modder—it's you. 
    6. GUNZGA10RE
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      For anyone coming to this thread late, pls ignore my big clunky writeup above and just use this compatibility patch by xarara:

      https://www.nexusmods.com/baldursgate3/mods/7054

      They did what I did but way more elegantly and are keeping it updated with every new patch of 5e spells (at least for now). @havsglimt you might consider replacing the "OPTIONAL" link to the old compatibility patch (by kocus) in your required files list with this one, since that one's been abandoned, and people should probably stop DLing that old one and start DLing xarara's new one instead.
    7. havsglimt
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      Changed it up, thanks for letting me know!