Not sure if i am just misunderstanding but to me i would think the mods adds 2 slots instead of 1 per level, which does happen but for some reason going from level 1 which has 4 slots instead of 2 to then level 2 which normally has 3 slots i now have 7 slots. And i am not quite sure i understand how that would make any sense it should be 6 slots at level 3 right?. like overal its not a big deal but i rather wanna find out why its 7 instead of playing more and finding out something bugged
Your are right you should have twice the usual spell slots, but there can be interaction with multiclass, modded classes or subclasses etc...
To be faire I would recommend some up to date mods such as More Spell Choices and Slots - MCM that still rely on Script Extender but do use newer tools that do not rely on hundreds of code lines like my mod.
That's why I do not update it (not that it should need to be update on the first place).
thanks for the reply not sure what would happen i dont really have a mod that adds any of those. only currently use 3 mods. one that lets me get up tp level 20, another that adds a feat every level and now this one, just to make the game feel a bit nicer to play for me. so not sure what would change that. But thanks will try that Mod, i already saw it ebfore but it looked kinda confusing lul. But ye imma try and see about it
If you plan on updating the mod again, a version that only adds enough slots to cap spell levels at 4 would be cool. Makes the spell slot UI look cleaner while being a bit less overpowered. The version I made for myself adds one spell slot per level after the scaling usually stops until they cap at 4. That made the progression feel more even and keeps you limited to two level 6 slots so youre not throwing out chain lightnings in every single encounter.
I do not delete any comment so no other said so here or report anything in the bug section. Only issue was an unsupported mod (expansion) and I did not add any support since I'm not modding nor playing ATM.
Hey, I was poking around unpacked .json file and found that some level such as level 14 etc have spell slot for bonus caster with but not base game caster as they have different uuid. So at level 20 I end with up with 1 level 8 spell slot for base game caster instead of 2, and 5 level 5 spell slot instead of 6 etc, is that intended?
I have it installed and kept it at very end of my load order, at level 20 I have 1 level 8/9 spell slot with this. I am also using expansion mod for level 20 but then this mod should be overwriting it. I tried both ways of keeping this mod above and below it and no difference, at level 20 I have same result. And yes I am leveling full caster such as wizard and sorcerer and its same thing for them.
Oh that's your issue then : I made this mod with Unlock level curve uuids from level 13 to 20. If you use Expansion I guess different uuids are introduced so it simply does not work past level 12.
My mod cannot overwrite expansion since it does not implement lvl 13-20 progressions, it just add/change vanilla and unlock curve progressions
Hello I have tried out a few new classes again. I would be happy if you could arrange for the resources here to be doubled. The following class mods are affected. If there's already one, I'll have to download the latest version:
134 comments
Moreover I've already said this mod has now more recent alternatives.
Your are right you should have twice the usual spell slots, but there can be interaction with multiclass, modded classes or subclasses etc...
To be faire I would recommend some up to date mods such as More Spell Choices and Slots - MCM that still rely on Script Extender but do use newer tools that do not rely on hundreds of code lines like my mod.
That's why I do not update it (not that it should need to be update on the first place).
not sure what would happen i dont really have a mod that adds any of those. only currently use 3 mods. one that lets me get up tp level 20, another that adds a feat every level and now this one, just to make the game feel a bit nicer to play for me. so not sure what would change that.
But thanks will try that Mod, i already saw it ebfore but it looked kinda confusing lul. But ye imma try and see about it
The mod you were looking for couldn't be found
What should I do, please?
There it is script extender
You can also install it from BG3 mod manager
The version I made for myself adds one spell slot per level after the scaling usually stops until they cap at 4. That made the progression feel more even and keeps you limited to two level 6 slots so youre not throwing out chain lightnings in every single encounter.
Only issue was an unsupported mod (expansion) and I did not add any support since I'm not modding nor playing ATM.
As for custom classes I have only double spell slots since their progression is usually different.
Full casters have more than one level 8 spell slots if the mod is installed
If you use Expansion I guess different uuids are introduced so it simply does not work past level 12.
My mod cannot overwrite expansion since it does not implement lvl 13-20 progressions, it just add/change vanilla and unlock curve progressions
I have tried out a few new classes again.
I would be happy if you could arrange for the resources here to be doubled.
The following class mods are affected.
If there's already one, I'll have to download the latest version:
1. https://www.nexusmods.com/baldursgate3/mods/5018?tab=description
(Rogue subclass, resource = Blood Essence)
2. https://www.nexusmods.com/baldursgate3/mods/9118
3. https://www.nexusmods.com/baldursgate3/mods/11599
(All 3 subclasses)
4. https://www.nexusmods.com/baldursgate3/mods/2151?tab=description
(2 subclasses, Ressorce Blood Maledict)
Thank you.
As for the others I won't update until next patch since there will quite some changes mod wise !