As of Patch 8, this mod causes the Paladin to trigger their Divine Smite Reaction on anything that targets them.
For example, if an ally buffs the Paladin with Enhanced Leap, the Reaction is triggered cause the castered of Enhanced Leap to take damage. If the Paladin buffs themselves, or heals themselves, they will trigger the Divine Smite Reaction.
Yes, this is the only mod installed. I had deleted AppData from the Larian Studios folder in the Hidden Directory and full re-installed the game.
Edit- Nevermind, troubleshooting has revealed that it must be another mod doing it. False alarm! Seems 5e Spells is having a similar issue regarding Sneak Attack.
I uninstalled the mod but the effects of it are still present in my game (certain modded spells not being able to target other characters because they count as objects), any idea how to fix?
That's not possible. Mods don't keep working after you uninstall them.
This mod doesn't block spells from targeting any random characters. It only affects characters that specifically use it, which are an Echo Knight's Echo, the UA6 Invoke Duplicity duplicate, and a Mystic's Psychic Double.
If spells from a certain mod are not working, then there's a problem with that spell mod.
I have got the latest version of this due to trying out UA6 Invoke Duplicity mod, does your part of the mod breaks something of the targeting of attackable targets? Did I perhaps loaded something incorrectly here? Any attackable targets comes up with an invalid target, even with objects and enemies.
Nevermind fount the culprit mod of this problem, thought it was logical since it might directly cause the above with Object Character mod, but it was another mod entirely.
I've been trying to debug a problem with leveling up Gale crashing my game, and I noticed this in the SE console. I don't believe it is what is causing my crash at all (since Gale is a wizard), but I thought I should let you know about it:
DEchoKnight: Patched 474/11751 spells DEchoKnight: Object Character Support module is loaded - patching Echo status immunities Error while dispatching event StatsLoaded: [string "SubclassCompatibilityFramework/API/ListApi.lu..."]:3: bad argument #1 to 'for iterator' (table expected, got nil) stack traceback: [C++ Code]: in function 'next' SubclassCompatibilityFramework/API/ListApi.lua:3: in field 'InsertToList' GenieWarlock/InitCompatibilityFramework.lua:15: in function <GenieWarlock/InitCompatibilityFramework.lua:11> [C++ Code]: in function 'xpcall' builtin://Libs/Event.lua:129: in method 'Throw' builtin://Libs/Event.lua:184: in function <builtin://Libs/Event.lua:183> SpellListCombiner: Checking cache file at SpellListCombiner/Cache.lsj SpellListCombiner: Using lsj Spell Lists file at SpellListCombiner/Cache.lsj SpellListCombiner: Finished updating 884 Spell Lists. SpellListCombiner (Client) took 24 ms [WARN]: Validation Failure: Mod isn't loaded. Expected UUID: d213482c-2d43-4f78-9ed4-d86f577b6017 [WARN]: Validation Failure: Mod isn't loaded. Expected UUID: d213482c-2d43-4f78-9ed4-d86f577b6017
I don't know if that is a problem with DEchoKnight, with Object Character Support, or if they were the last successful mod loads before the error. From the error statement, it could also potentially be a problem with Compatibility Framework.
This mod is ruining many of my reactions spells, such as Illrigger Class seals or riposte and hellish rebuke, I don't exactly know why I disabled it for now, kinda sad as I loved the echo knight
Hey! I was just wondering about these lines in the description:
In general, the rules state that objects are immune to poison and psychic damage, and this mod further assumes but does not provide immunity to the SG_Poisoned status group. It's also assumed that the IgnoreLeaveAttackRange() boost is used, as objects don't provoke opportunity attacks.
If immunity to SG_Poisoned isn't provided, what do you mean by the mod assumes it? Do you mean to say you're assuming we will apply immunity to SG_Poisoned and IgnoreLeaveAttackRange() ourselves? And as it says "further assumes but does not provide" would that mean immunity to poison and psychic damage are provided?
Edit: I don't think I'm actually going to end up needing it for my mod, but I'd still like to understand better for future reference.
The character's own stats should include IgnoreLeaveAttackRange() and immunity to SG_Poisoned, Poison, and Psychic.
OCS doesn't touch damage immunities, and since IgnoreLeaveAttackRange() exists, I don't want to add unnecessary logic to opportunity attack conditions.
I don't have a strong reason not to provide SG_Poisoned, just that it's trivial for mods to do and makes them less reliant on OCS, in case it's not installed or broken by an update or something.
Hey dude, wasn't sure where to post this, but I've been following your mods for a bit now, and I wanted to ask how hard you think it would be to make reaction spells (a.k.a. Counterspell), Counterspell-able?
Being able to Counterspell enemy Counterspells is one of the coolest interactions in 5e, and I'm wondering how difficult that would be?
Hi, well... it's certainly not related to this mod, but that's ok :)
I've actually thought of it a couple of times while playing, but never remembered it long enough to look into it. I did now, and unfortunately it seems pretty much impossible.
While the Counterspell reaction does cast a spell, and that spell could be made to be Counterspell-able, it wouldn't matter. The spell is only there to carry the VFX. The actual mechanics are handled by a special case functor used by the reaction, so it's the reaction that would need to be countered, not the spell... and there's no support for interrupting reactions.
As far as I can tell it can't be done. Too bad. I agree Counterspelling Counterspell is very cool.
Much obliged my dude, I appreciate hearing the explanation from someone who knows a good deal.
That said, if someone were to attempt this, they would have to essentially write an entirely new function that rewrites/creates the "physics" for these reaction spells to be actual spells that is specially called in the case of Counterspell, and that also allows for the regular game's interactions?
It might be easier to just create a special case that handles Counterspell interactions rather than all reaction spells, but it would need to be able to handle multiple reaction Counterspells interrupt eachother when you have multiple spellcasters in the same fight like the final encounter. ...Sorry just spitballing, still have to delve into the code myself.
It's highly unlikely to matter. As long as OCS is before Echo Knight / UA6 Invoke Duplicity, and Echo Knight is before Compatibility Framework, you should be good.
Now please edit your post to remove that giant list!
37 comments
For example, if an ally buffs the Paladin with Enhanced Leap, the Reaction is triggered cause the castered of Enhanced Leap to take damage. If the Paladin buffs themselves, or heals themselves, they will trigger the Divine Smite Reaction.
Yes, this is the only mod installed. I had deleted AppData from the Larian Studios folder in the Hidden Directory and full re-installed the game.
Looks like they've added some rogue semicolons to the conditions in Patch 8, which is messing with the patching.
Working on it...
If spells from a certain mod are not working, then there's a problem with that spell mod.
https://postimg.cc/MXy7G2RL
I've been trying to debug a problem with leveling up Gale crashing my game, and I noticed this in the SE console. I don't believe it is what is causing my crash at all (since Gale is a wizard), but I thought I should let you know about it:
DEchoKnight: Patched 474/11751 spells
DEchoKnight: Object Character Support module is loaded - patching Echo status immunities
Error while dispatching event StatsLoaded: [string "SubclassCompatibilityFramework/API/ListApi.lu..."]:3: bad argument #1 to 'for iterator' (table expected, got nil)
stack traceback:
[C++ Code]: in function 'next'
SubclassCompatibilityFramework/API/ListApi.lua:3: in field 'InsertToList'
GenieWarlock/InitCompatibilityFramework.lua:15: in function <GenieWarlock/InitCompatibilityFramework.lua:11>
[C++ Code]: in function 'xpcall'
builtin://Libs/Event.lua:129: in method 'Throw'
builtin://Libs/Event.lua:184: in function <builtin://Libs/Event.lua:183>
SpellListCombiner: Checking cache file at SpellListCombiner/Cache.lsj
SpellListCombiner: Using lsj Spell Lists file at SpellListCombiner/Cache.lsj
SpellListCombiner: Finished updating 884 Spell Lists.
SpellListCombiner (Client) took 24 ms
[WARN]: Validation Failure: Mod isn't loaded. Expected UUID: d213482c-2d43-4f78-9ed4-d86f577b6017
[WARN]: Validation Failure: Mod isn't loaded. Expected UUID: d213482c-2d43-4f78-9ed4-d86f577b6017
I don't know if that is a problem with DEchoKnight, with Object Character Support, or if they were the last successful mod loads before the error. From the error statement, it could also potentially be a problem with Compatibility Framework.
The error is unrelated and pointing at Genie Warlock's use of Compatibility Framework.
It was fixed 2 months ago. Update your mods!
If immunity to SG_Poisoned isn't provided, what do you mean by the mod assumes it? Do you mean to say you're assuming we will apply immunity to SG_Poisoned and IgnoreLeaveAttackRange() ourselves? And as it says "further assumes but does not provide" would that mean immunity to poison and psychic damage are provided?
Edit: I don't think I'm actually going to end up needing it for my mod, but I'd still like to understand better for future reference.
OCS doesn't touch damage immunities, and since IgnoreLeaveAttackRange() exists, I don't want to add unnecessary logic to opportunity attack conditions.
I don't have a strong reason not to provide SG_Poisoned, just that it's trivial for mods to do and makes them less reliant on OCS, in case it's not installed or broken by an update or something.
Being able to Counterspell enemy Counterspells is one of the coolest interactions in 5e, and I'm wondering how difficult that would be?
I've actually thought of it a couple of times while playing, but never remembered it long enough to look into it. I did now, and unfortunately it seems pretty much impossible.
While the Counterspell reaction does cast a spell, and that spell could be made to be Counterspell-able, it wouldn't matter. The spell is only there to carry the VFX. The actual mechanics are handled by a special case functor used by the reaction, so it's the reaction that would need to be countered, not the spell... and there's no support for interrupting reactions.
As far as I can tell it can't be done.
Too bad. I agree Counterspelling Counterspell is very cool.
That said, if someone were to attempt this, they would have to essentially write an entirely new function that rewrites/creates the "physics" for these reaction spells to be actual spells that is specially called in the case of Counterspell, and that also allows for the regular game's interactions?
It might be easier to just create a special case that handles Counterspell interactions rather than all reaction spells, but it would need to be able to handle multiple reaction Counterspells interrupt eachother when you have multiple spellcasters in the same fight like the final encounter. ...Sorry just spitballing, still have to delve into the code myself.
Will this mess up any other classes if i put this above just echo class or should i lower this and echo class to bottom of my list () around 174 spot:Now please edit your post to remove that giant list!