Steps To Follow Before Reporting A Bug 1. If you are experiencing a bug after a recent update, make sure you follow the safe update instructions:
A) Respec your Vanguard into another class and save. B) Update to the latest mod files. C) Load your save and respec back into Vanguard. Then check to see if you still have any issues.
2. Sometimes issues can happen because a mod is improperly set up to clean up statuses/boosts. Those elements get left behind on your character after a mod update, and bugs start appearing. To help make sure this isn't a factor, always try creating a new character after an update to see if your issue is also happening on a new character.
3. Oftentimes, conflicts with other mods may cause your behavior. The best thing we can do at that point is to try and isolate which mod is causing an issue. So try to test your character by removing as many mods as possible to see if the issue is still happening. If you are able to isolate the problematic mods, file a bug (or find an existing bug on the same issue) and include your list of mods and the order they are in. Note: if you have a crazy number of mods and aren't able to pare that number down, your mod list report won't be useful.
How To Report On Bugs Go to the Bugs tab and first check to see if your issue has already been reported. If yes, then go ahead and contribute any information you think would be useful in the existing bug. If not, feel free to create a new bug and enter your details there.
If you report a bug in this comments section, I will eventually move it over into the bugs section for better tracking. If you don't see your post anymore in the comments section, check the Bugs tab.
Useful Information To Include In Bugs 1. Include precise details. What you did and what order you did them in to produce the error. 2. Include any relevant info about your mod list and load order.
Common Sense Still Applies If your bug doesn't seem related to any of the above I've written, feel free to just file a simple bug with your details. Examples: subclass icons being sized incorrect, feature text having typos, etc.
Load Order Here's a guide on how to stack your mod load order, from top to bottom.
-5e Spells (You usually want this at the top of your mod order) -UnlockLevelCurve (This needs to be before any classes in your mod list) -UnlockLevelCurve_Patch_5eSpells -VanguardClass (This is the only Vanguard Class required file) -VanguardClass_Compressed -VanguardClass_ScribeScroll_Addon or VanguardClass_Deity_Addon (cannot be used with each other or any mods lower on this list) -VanguardClass_CHA_Addon or VanguardClass_WIS_Addon (cannot be used with each other) -VanguardClass_CHA_Deity_Addon or VanguardClass_WIS_Deity_Addon (cannot be used with each other) -VangaurdClass_HexbladeFix (place anywhere below Vanguard files. Make sure it is also below Hexblade files).
Don't forget that you will also need to have Script Extender and Improved UI + Improved UI Assets installed. They just work differently and don't impact your load order when used.
How High/Low should I place my block of Vanguard mod files? My class modifies every attack cantrip in the base game and in 5e Spells, so if another mod also modifies those cantrips, you'll likely have a conflict. My class also modifies a large number of spells that vangaurds can cast on themselves. All of these changes are meant to keep their original function when cast normally and only behave differently when used with Vanguard-specific features (Arcane Strike, Arcane Bite, Share Spells). Placing Vanguard as low as you can is the best way to avoid issues.
This mod also adjusts the basic throw attack with similar intent: no visible changes when used normally, but with tweaks that allow Vanguard features like Blade Dish to work.
I'm currently investigating issues related to class features not working when combined with other mods. If you have run into problems and have useful information to share after reading the sticked "BUGS FAQ," please do share.
If you report a bug in this comments section, I will eventually move it over into the bugs section for better tracking. If you don't see your post anymore in the comments section, check the Bugs tab.
Not sure if it's just me, but when playing as a Shadow Adept, I don't receive the free necrotic damage on my melee attacks when obscured at level 3+. Not sure why this is as I made sure that my weapons were bonded and all, and everything else works perfectly. So I'm just confused.
My favorite homebrew class mod, thanks very much for this! The Eldritch Knight wishes it were this cool.
For the next update, I wondered if you would consider tweaking how the elemental smites work for the Elementalist subclass?
Rather than having certain elements like the ice smite require 5th level spell slots to unlock, I wonder if you could have it so that the player can simply select 2-3 elemental smites of their choice and then use them with any level spell slot (similar to how Divine Smite scales for Paladin). This is mostly for flavor reasons, as I am currently running an Ice-themed character and it would be cool to be able to select a corresponding smite from earlier on rather than waiting for 5th level spell slots.
So one of the problems with a change like what you're suggesting is that the status effects caused by each elemental smite increases in power, so making each element variant scale with your spell slots poses a balancing issue.
Totally get what you're going for, but I think doing this kind of change the right way means that Elemental Smite would have to have a heavy redesign.
So I have gotten to Act 2 with the Blink Dog subclass and i must say this has been my favorite class in all of Bg3. All the different class mechanics flow so well together, combat feels varied, I feel strong and the dog is so much fun!
Just thank you so much for your hardwork on making this amazing mod!
Yeah, mods that modify cantrips will conflict with how I'm making Arcane Strike work. If you don't want to remove those mods, you can try using my Vanguard Cantrip Fix mod. You want to place that as low as possible in your mod order. If that doesn't work, you may have to just remove the conflicting mods.
There's a good chance that the bonus action cantrips won't ever work even with the fix file, since the spell data may use completely separate definitions that don't reference the base spell data at all. But this is just speculation.
What level are you and what abilities do you find yourself wanting to use but are unable to?
If you aren't engaging with it, please try to play using Arcane Fervor. You gain stacks each time you alternate melee and spell attacks. When you hit 4 stacks, all features that use up Eldritch Points are reduced by 1.
This means you can Arcane Strike for free, and also do certain things at low level for free (like summon your Blink Dog).
421 comments
Steps To Follow Before Reporting A Bug
1. If you are experiencing a bug after a recent update, make sure you follow the safe update instructions:
A) Respec your Vanguard into another class and save. B) Update to the latest mod files. C) Load your save and respec back into Vanguard. Then check to see if you still have any issues.
2. Sometimes issues can happen because a mod is improperly set up to clean up statuses/boosts. Those elements get left behind on your character after a mod update, and bugs start appearing. To help make sure this isn't a factor, always try creating a new character after an update to see if your issue is also happening on a new character.
3. Oftentimes, conflicts with other mods may cause your behavior. The best thing we can do at that point is to try and isolate which mod is causing an issue. So try to test your character by removing as many mods as possible to see if the issue is still happening. If you are able to isolate the problematic mods, file a bug (or find an existing bug on the same issue) and include your list of mods and the order they are in. Note: if you have a crazy number of mods and aren't able to pare that number down, your mod list report won't be useful.
How To Report On Bugs
Go to the Bugs tab and first check to see if your issue has already been reported. If yes, then go ahead and contribute any information you think would be useful in the existing bug. If not, feel free to create a new bug and enter your details there.
If you report a bug in this comments section, I will eventually move it over into the bugs section for better tracking. If you don't see your post anymore in the comments section, check the Bugs tab.
Useful Information To Include In Bugs
1. Include precise details. What you did and what order you did them in to produce the error.
2. Include any relevant info about your mod list and load order.
Common Sense Still Applies
If your bug doesn't seem related to any of the above I've written, feel free to just file a simple bug with your details. Examples: subclass icons being sized incorrect, feature text having typos, etc.
Load Order
Here's a guide on how to stack your mod load order, from top to bottom.
-5e Spells (You usually want this at the top of your mod order)
-UnlockLevelCurve (This needs to be before any classes in your mod list)
-UnlockLevelCurve_Patch_5eSpells
-VanguardClass (This is the only Vanguard Class required file)
-VanguardClass_Compressed
-VanguardClass_ScribeScroll_Addon or VanguardClass_Deity_Addon (cannot be used with each other or any mods lower on this list)
-VanguardClass_CHA_Addon or VanguardClass_WIS_Addon (cannot be used with each other)
-VanguardClass_CHA_Deity_Addon or VanguardClass_WIS_Deity_Addon (cannot be used with each other)
-VangaurdClass_HexbladeFix (place anywhere below Vanguard files. Make sure it is also below Hexblade files).
Don't forget that you will also need to have Script Extender and Improved UI + Improved UI Assets installed. They just work differently and don't impact your load order when used.
How High/Low should I place my block of Vanguard mod files?
My class modifies every attack cantrip in the base game and in 5e Spells, so if another mod also modifies those cantrips, you'll likely have a conflict. My class also modifies a large number of spells that vangaurds can cast on themselves. All of these changes are meant to keep their original function when cast normally and only behave differently when used with Vanguard-specific features (Arcane Strike, Arcane Bite, Share Spells). Placing Vanguard as low as you can is the best way to avoid issues.
This mod also adjusts the basic throw attack with similar intent: no visible changes when used normally, but with tweaks that allow Vanguard features like Blade Dish to work.
I'm currently investigating issues related to class features not working when combined with other mods. If you have run into problems and have useful information to share after reading the sticked "BUGS FAQ," please do share.
For the next update, I wondered if you would consider tweaking how the elemental smites work for the Elementalist subclass?
Rather than having certain elements like the ice smite require 5th level spell slots to unlock, I wonder if you could have it so that the player can simply select 2-3 elemental smites of their choice and then use them with any level spell slot (similar to how Divine Smite scales for Paladin). This is mostly for flavor reasons, as I am currently running an Ice-themed character and it would be cool to be able to select a corresponding smite from earlier on rather than waiting for 5th level spell slots.
In any case, thanks again for this gish class.
So one of the problems with a change like what you're suggesting is that the status effects caused by each elemental smite increases in power, so making each element variant scale with your spell slots poses a balancing issue.
Totally get what you're going for, but I think doing this kind of change the right way means that Elemental Smite would have to have a heavy redesign.
All the different class mechanics flow so well together, combat feels varied, I feel strong and the dog is so much fun!
Just thank you so much for your hardwork on making this amazing mod!
I'm assuming it's because I have mods which make cantrips bonus actions or maybe the enhanced version of cantrips?
love the class by the way
Yeah, mods that modify cantrips will conflict with how I'm making Arcane Strike work. If you don't want to remove those mods, you can try using my Vanguard Cantrip Fix mod. You want to place that as low as possible in your mod order. If that doesn't work, you may have to just remove the conflicting mods.
cheers Lord Vanguard!
If you aren't engaging with it, please try to play using Arcane Fervor. You gain stacks each time you alternate melee and spell attacks. When you hit 4 stacks, all features that use up Eldritch Points are reduced by 1.
This means you can Arcane Strike for free, and also do certain things at low level for free (like summon your Blink Dog).