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  1. havsglimt
    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 report—thanks! 😊
  2. havsglimt
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    🌌 FAQ 🌌

    Is 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.
    
    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. 



    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. JPPlayer2000
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    Please make a mod where you do not need to have the graviturgy/chronoturgy class to utilise the spells pretty please!
  4. Fobos2310
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    Thanks for the mod! I just wanted to ask if it is posible to make a patch or something for mystras spells. I think that since this class has its owns spells, it only takes the vanilla ones and the ones included.
  5. LMAv99
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    is there anyway to add these spells through console command
  6. Xseede
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    Hi. I have some bugs.
    1: Source icons are missing from hotbar (it could be compatibility problems with Better Hotbar 2 mod).
    2: I could not multiclass from "any" class to your wizard subclasses. 
  7. EnielasSong
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    Hey,

    the spell scrolls of your mod are in my Immersive Tutorial chest as “Not found”.Is there anything that can be done about it?
  8. triptochip
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    could you possibly add sapping sting for death domain cleric, they are the only other subclass able to get it.
  9. Torilan
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    I have a possibly odd question. Is this mod viable for the mod.io support Larian is planning, and if so, would you reupload it that way? I've just had a devil of a time getting this mod to work on my own, so if waiting a while to have all your wonderful subclasses as options accessible to me and my less modding-proficient friends, I'd greatly appreciate the advanced warning, and if not, I shall continue to struggle against this digital wall I've run myself into.
  10. 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
  11. 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! 
  12. 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. 😬