Baldur's Gate 3
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havsglimt

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  1. havsglimt
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    GRAVITURGY 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 reportβ€”thanks! 😊
  2. havsglimt
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    🌌 FAQ πŸŒŒ

    ο»ΏIs this mod compatible with other mods?
    Yes. Unless it changes the Wizards 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. 



    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.
    ο»Ώ
    Will you make the Dunamancy spells available for all Wizards?
    ο»ΏNo.ο»Ώ



    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. 



    Can you make a version where everything is unlocked by the time you reach level 12?
    No.



    Will you make a custom class icon? I demand a custom subclass icon/I can't stand seeing a skull icon.
    I have no such plans at the moment. We'll see if I have the time and energy to spare in the future.
    The skull icon is a mod conflict. Read about those above and please do not bother writing a comment before you've read it.
  3. SteveTheBandit84
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    im really liking the mod and wanted to make a small suggestion if it is possible ... with the spell to increase or decrease density it would be nice to make the affected object easier/more difficult to throw as it would open up some interesting interactions and make sense logically .... dunno if it actually works when an actor is affected but i just tried it on a couple of world objects (like rocks and stuff like that) and it didnt
    1. havsglimt
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      It already changes the weight class of the object/character you cast it on. While it's not possible to actually change the weight per se (at least not half or double it, like the 5e version does), some objects will still be heavy enough that you still won't be able to move them even if their weight class changes, based on your Strength stat of course. You can double-check this by inspecting something/someone (press 'T' while hovering over them) before and after you cast Increase/Decrease Density, and you'll see that the weight changes. I hope that helps! 
    2. SteveTheBandit84
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      thank you very much ... you are right ... guess even wizards have to go to gym sometimes lol
  4. masterofdharma
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    does this mod work in tandom with chronurgy magic wizard subclass and if so how? could someone explain what i need to do to make sure it does?
    1. havsglimt
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      Download all the required mods and go through the FAQ and you should be all set! 
  5. Elarayan
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    Hello there,
    I'm very new to editing mods so I don't really know how to proceed with this, and apologies if this is a dumb question.
    But, I was wondering if you could explain me a bit on how to edit this mod to allow the dunemancy spells to be learned by another subclass (Bladesinger mod)?. I use vortex for managing the mods, but I don't see a way to do it from there.
    Thank you in advance!!
    1. havsglimt
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      You need to remove the Dunamancy requirement from all Dunamancy spells in the game files. So unpack the mod, open the .txt files of the spells you want to edit, remove the requirement (should be at the bottom of each spell entry), then repack the mod! 
    2. Apokalyps117
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      How do I unpack .pak files? Everywhere I've looked says that 7zip or WinRAR can open them but neither seem to work.
    3. havsglimt
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      You need a tool like the Multitool for that!
    4. itbesjaime
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      I'm also totally new to editing mods and was attempting to do the same thing OP has done to recreate one of my dnd characters (She's a bladesinger but uses dunamancy spells after giving up her favorite evocation spells because trauma.) 

      Needless to say, this is my first attempt at editing mods and I was hoping that the spells would be available to learn for other wizards. I've opened the txt files, unpacked them, deleted the requirement at the bottom and repacked - but the spells still don't show up as an option to learn. 

      I am in awe because I had no idea modding was this complex and it's opened my eyes in appreciation for modders. Any suggestions on how I can get these spells added to generic 5e wizard spell list? (I also use the 5e spell list mod)

      If not, that's totally okay because I know you didn't want to create them outside of this subclass. Either way, I appreciate your work a ton! Thanks!
    5. havsglimt
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      All you need to do is remove the requirement at the end of every spell just like you did, and then add the spells to the vanilla spell list for Wizards, since the one I'm using is a modified one. If you're using 5e Spells, you can just unpack that mod and add the Dunamancy spells to the Wizard spell list from 5e Spells. That way it'll be unlocked together with the rest of the spells from 5e Spells. If you want to add it to the vanilla Wizard spell list, you'll have to unpack the vanilla game files and modify the Wizard spell list in there.

      It is complex, and takes a lot of work to make sure everything works perfectly! I wish I could see how many hours of work I put into each of my mods just for fun, but it does take up a significant amount of time. 😬
  6. KyokoNightstorm
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    I wanted to do something as thanks for your amazing subclasses, but I have little in the way of spare funds. So instead, I tried my hand at making a class icon out of components from the existing class icons, so you would not have to take time to do so.

    I have Chronurgy and Graviturgy complete, and the Circles of Wildfire and Stormchasers are in the works. I don't know how easy it would be to make it an in-game icon, but please feel free to use it.

    Graviturgy was made to invoke the idea of seeing the effects of gravity as a celestial body spins through space.
      
    1. havsglimt
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      Thank you for your support! And don't worry about not bieng able to support in terms of donations, it's in no way something I expect haha. Introducing custom class icons means they would be overwritten by literally any other mod that alters the same file. This is why I don't include them in my own mods, since it's only really viable when someone uses that one mod and no other subclass mod so it ends up being a waste of time and effort. I'll keep it in mind though if I decide to add actual class icons for my subclasses 😊Thanks! 
    2. RisenPhoenix69
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      since 99% of class mods are now created to work with compatibility frame work. are you going to update your mods with icons as well?
    3. havsglimt
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      So Compatibility Framework has solved the issue of only one icon being possible to use? 
    4. necromanzee
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      I don't know if I know what you mean by only one icon being possible to use, but I can say that Improved UI added dynamic support for custom class/subclass icons last year. πŸ˜ƒ By which I mean, as long as you add the icon to your mod at the expected filepath (and with the expected name), then ImprovedUI will show it automatically, and there is no need for a pull request to ImprovedUI to add the code, because no UI file is edited at all. :) IUI will "see" the icon dynamically and display it instead of the fallback skull icon.

      (That's how mods like this one that add "non-OEM" [so to speak] icons to class/subclass mods work without needing to edit the mod itself, nor duplicate the modfile, nor even alert/ask the original author if they don't want to.)

      Anyway - Let me know if you have any questions or if you'd like any help, havsglimt! I'm genuinely happy to do so. πŸ™‡β€β™€οΈ (Also I've been repeatedly requested to publish/share the icons I made for myself for your classes, but I've been like "nope, not without havsglimt's permission" so πŸ™ˆ I'd truly love to help resolve this haha)
    5. havsglimt
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      Oh, had no idea about that actually. You're welcome to send me a DM and I'll take a look! 
  7. BaconGod512
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    I've noticed that when I put graviturgy below chronurgy in the load order I can't select chronurgy in game. This also happens vice versa. Why might this be?
    1. havsglimt
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      Compatibility and/or load order issues. Make sure to download all required files (including Compatibility Framework) and update them to their latest versions, and make sure to follow the instructions on the mod pages as to where they should be located in the load order. 
  8. Lilinynore
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    Is it possible to take dunamancy spells and add them to another subclass's spell list? I want to add them to the Aberrant Mind subclass because they feel thematically alien, but I don't know how to begin to attempt that.
    1. havsglimt
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      It is possible, yes, since you can just add the spells and the Dunamancy tag to whatever class you want by editing the files. I won't be doing that however, so if you want to do that for your own personal use you're welcome to do so! 
    2. broeder
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      Tried doing exactly that, gave the class the Dunamancy tag and added spells to spell list but the spells were still greyed out. Do I need to add/change something else?
    3. havsglimt
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      I'm assuming you have the Graviturgy/Chronurgy mod active at the same time and that you're using the same tag, or have created a tag of your own placed in the Tags folder? You also need to add the tag to the corresponding ClassDescriptions.lsx, after the UUID entry, like so:
                          <children>
                              <node id="Tags">
                                  <attribute id="Object" type="guid" value="0e024d5d-b371-41ab-8036-8192852c7e9a"/>
                              </node>
                          </children>
    4. broeder
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      I did not add to the ClassDescription...thank you!
    5. broeder
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      Ok,  I added the Wielder of Dunamis passive, added the tag in the ClassDescriptions.lsx and added the spells to the spell list. The spells appear but are unusable/greyed out still. Any ideas?
    6. havsglimt
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      Can you include a screenshot of the grayed out spells?
    7. broeder
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       I can't seem to upload images, I'll send you the pics on discord. Thanks for taking a look!
  9. DagothMordeth
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    This might be a really silly question, but I don't see this or any other wizard mod in the character creation screen. Am I being silly and not understanding that it's not available at level 1?
    1. TheSchroedingercat
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      its chosen as a wizard subclass. wizard subclasses open up at level 2 - not too long to wait :)
    2. KyleDL101
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      I just spent the last 2 hours of my life trying to figure out why Chrono and Gravity Magic mods weren't showing up on character creation.
  10. FoolTheRoyal
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    Despite having the compatibility framework, I've realized this mod doesnt work with 2espells. Is it possibel to add comnpatibility for 2espells in the future?
    1. havsglimt
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      I won't be making such a mod myself, but anyone who wants to is free to do so.
  11. chnnn
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    Is there a way to make spells from 2e spells show up in the progression?
    1. havsglimt
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      There is an optional mod listed in the Required Files section that allows you to combine it with 5e Spells.
    2. WrenchingStar
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      I believe they're referring to this mod (PF2E Spells), not 5e Spells.
      I have been wondering about the chance of a patch for that mod as well as potentially one for this one (made by the creator of 5e Spells)
    3. havsglimt
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      I won't be making any patches of my own, I'm afraid. You're welcome to tackle it yourself though! 
  12. Tuncud
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    Is is just me or is the option not showing up for Gale once he levels up, do i have to go to withers to get this on him?