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Magnetuning

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magnetuning

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  1. magnetuning
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    It's patch day! Please be patient as modders test and update their mods. You can see my progress wrt my own mods here.

    This mod is working with Patch 7! No update needed.
  2. unpers0ned
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    So, um... I did a thing. I opened up your file with the multitool, and edited the value in the progressions.lsx file. Where it said Charisma/Intelligence/Wisdom, I just left it blank, and now it seems to just use whatever the spell modifier for my class is.

    Granted, I haven't yet left the nautiloid with this, but my Tav is using charisma for firebolt, as a Paladin, and Shadowheart's is using Wisdom, because Cleric.



    I guess what I want to ask is if there was a reason you didn't just do that? Does it break something, maybe? It seems easier than swapping around three different files when I want my companion to have a different one, but admittedly I am very smooth brained to know for sure.
    1. magnetuning
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      Oh have you tested it with a non-spellcasting class? The high elf cantrips are available for all characters, even if their class isn't normally a spellcasting one. I actually didn't realize leaving it blank was an option, but I do worry that it might break the cantrip for characters without an existing spellcasting ability? If you could test that I'd appreciate it a lot, thank you!!!
    2. unpers0ned
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      I tried some quick and dirty testing.

      First, barbarian with -1 INT, -1 WIS, -1 CHA. Used CHA.


      Second, fighter with -1 INT, +1 WIS, -1 CHA. Used INT.


      It's consistent with the class spell modifiers, and not just the highest value. We're not used to barbarians and fighters having a spellcasting modifier, but they actually do. Every class does.

      For the record, going by the wiki:

    3. magnetuning
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      Oh gosh, sorry for the late response, but that's really interesting!!!! I can make a version with the change you suggested! I'll be honest, it might be a bit hard for me personally to keep track of the stats that way, but it sounds like a good option to provide for other people. Thank you so much for letting me know, and for testing that!!
  3. Faedelity
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    I would like to use this with the Racial Cantrip Modifier mod. What order should I put them in so I get the unlocked cantrips from your mod, but the casting stat from RCM? I am thinking RCM lower, but I wanted to check. Also, a version of yours that includes the RCM behavior would ROCK, but thank you for making the versions you did- It is very much appreciated!
    1. magnetuning
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      I'm not actually sure—I've not tested with RCM before, and I'm worried they may not be compatible. I won't have much time to test it myself over the next couple weeks, but my guess would also be that loading RCM after would help!! If not, try putting my mod second, but if it still doesn't work, let me know and I can look into ways I can try and make mine compatible! I wouldn't want to copy the RCM mod, but I may be able to make a compatible version of mine; let me know if you're able to get it working as-is, though!!
    2. MuParadigm
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      I've been thinking about a similar problem that maybe has an easier to implement solution. Cantrips are used by all classes and all races. Why should their casting stat be tied to the primary stat of any specific casting class, or any class and/or race whatsoever? Instead, it would make more sense to view cantrips as an expression of will or willpower, which would explain why cantrips don't require rituals or casting gestures or spell slots.

      All of which, though, is just a roundabout way of justifying what I originally came here to ask: Can we get a version of this mod that uses Constitution as the stat for casting cantrips?

      After all, at the end of day, Constitution is also the same stat all casters use to roll for saves on concentration spells.

      And since almost everyone class wants a reasonable Con, it would create a cantrip-casting version that's equally good for Int-casters, Wis-casters, Cha-casters, and even Rogue and Martial characters. Plus, it might obviate the need for RCM, if one decided they were happy with using Const as a general cantrip-casting stat instead.
  4. JTSpender
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    These mods are a great idea! I did run into a little weirdness though--my High Elf and Half-Elf High Elf characters seem to have a Speed of 18 m (60 ft) when this mod is active. Is it possible that your adjustments to the racial Progression are being applied in addition to what is in the base game one instead of overwriting it?

    I'm wondering if removing the "Boosts" lines will fix it. I may give that a shot tomorrow.
    1. JTSpender
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      Ok, I did a little more testing today. Interestingly, the movement speed change applies to all High Elf characters, even pre-existing ones on other save files, as long as the mod is active. I would have assumed the Progression actions were just applied once (during character creation or the appropriate level-up). Buuuut I guess doing it this way makes more sense since it means they can make updates to these values and have them apply to existing save files, whereas you can't *really* do that for stuff like the cantrips which requires decision at level up.

      Random musings aside, I removed the "Boosts" lines from the two progression entries in your mod that contain the movement speed adjustment and it seemed to fix the issue. Specifically these:
      <attribute id="Boosts" type="LSString" value="Ability(Intelligence,1);ActionResource(Movement,9,0)"/>

      <attribute id="Boosts" type="LSString" value="ActionResource(Movement,9,0)"/>
      I'm guessing if the racial ability scores weren't deprecated we also would have seen those duplicated.
    2. magnetuning
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      oh gosh, thank you so much!!! i've been just, Incredibly busy lately and haven't really had time to update/play the game since i released this mod (i just wrapped up a semester in grad school), and i was really worried coming back seeing people have this issue. it's really a relief to have a solution already—again, thank you!!! i'll incorporate the fix + release it as an update after some testing of my own, if not tonight then tomorrow.
    3. magnetuning
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      Updated the mod to implement the fix! Once again, thank you so much!!
    4. JTSpender
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      Awesome! Glad I could help.
  5. ArunnyE
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    An important question here is whether all the cantrips still use Intelligence or not, because the game doesn't actually tell you.
    1. magnetuning
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      They do all still use Intelligence! I'll make a note of that in the mod description. What I just realized while testing, though, is that the game does actually show what stat's being used for the spellcasting ability—as long as your character's class doesn't already use Intelligence as their spellcasting ability.

      To give a couple examples, I've got a Warlock in the character creator here, where each of the High Elf cantrips has a note showing that it uses Intelligence as the spellcasting ability.

      


      Switching that same character's class to "Wizard" removes the note about it using Intelligence.



      This carries over into the game itself—including on a barbarian with 8 Intelligence I gave Vicious Mockery, for some reason. Oof.



      I might actually look into whether it's possible to prevent it from removing that note on their High Elf cantrip just, because it's kinda frustrating not being able to tell at a glance, but I can confirm all the cantrips still use Intelligence as their spellcasting ability. It just may not show up depending on your character's class!
    2. GreatOldOneBob
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      Is there a way to have this NOT use INT for all of them?
    3. magnetuning
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      I believe it would require changing all the cantrips to a different spellcasting ability stat, because the spellcasting ability applies to the entire High/Half-Elf cantrip progression tables, but I can make versions changing the spellcasting ability for all of them! I was already considering doing that, actually. I won't be able to update for Hotfix 16 for a little bit, but hopefully by the start of next week I'll be able to work on that.
    4. GreatOldOneBob
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      Awesome thanks so much for the reply!
    5. magnetuning
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      Hey! Sorry for the wait (i'm currently in grad school and haven't had the time to update or play the game for a while 😭) but there are now two new versions of the mod to change the spellcasting ability for High Elf cantrips. They won't apply to saves retroactively, unfortunately, unless there's a companion you haven't recruited yet (it seems like once the cantrip is added to a character the spellcasting ability is set permanently, but the cantrip isn't added to companions until you recruit them). You can now choose from Charisma, Intelligence, or Wisdom for the spellcasting ability for new saves/newly recruited companions, though!
  6. ViktoriaLanders
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    (posted in the wrong mod page)
  7. prjnzessin
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    Just downloaded, thx <3