Version 1.11 changes the mod file identifiers to work with the new integrated mod manager. This means that BG3 Mod Manager can't recognize the new files as updates, and complains that the old versions are missing. Just proceed as if you installed a new mod. The new version will work fine with old savegames.
Still works fine here, both the base tome as well as in combination with Book of Ancient secrets. Even tested with Hexblade.
Maybe another mod that changes Pact of the Tome is lower in the load list? Also, in case you're multiclassing: when you get over 4 spell slots, the UI will switch to showing just the number of unused slots.
The blue jay? That's a great idea. I just needed to change the ruleset to the one used by wildshape, so it can interact. It's tiny so it fits through small burrows, there still might be even smaller holes that require gaseous form. "Downside" is that this will also make the blue jay able to attack.
The dire raven could interact already, but its the same size category as a gnome, so that would be more effort to change, but hey, it's either becoming a cool beefy bird that can blind its foes or a cute tiny one that can squeeze through tiny holes.
I cant for the life of me make this mod work, dunno what i'm doing wrong.
I've been installing every mod manually, editing the .lsx file if needed and then activating them in the game's mod manager without a problem. With this one, though, it's not working. I can't activate any of the modules inside the game, the boxes just wont tick, and trying to use BG3 Mod Manager didnt work either (I imagine that BG3MM and the ingame manager dont mix well).
I'm sure i'm just being dumb, just dont know how lol
Same here. I had uninstalled this mod and a few others because they could not be check-marked in the official Mod manager, and was very happy to see this had updated. But no luck activating.
This is about to get a bit embarrassing... I haven't updated to Patch 7 yet, but I have an idea what might be happening: Like some other (older) mods I use plain text for the mod's UUID in the installation metadata, first simply because words are easier to handle and crosscheck than hex numbers, and now it's just a bad habit. That works fine with the game and the BG3Mod Manager, but the new integrated mod manager might very well require a proper UUID that is a hex notation of a 128 bit number.
I've uploaded a new version of the optional "Archfey Warlock shapeshifts into Dire Raven" file. Could you download that and check if it can be installed and activated? If that works I'll update the rest of the files, otherwise I first need to update to Patch 7...
Did a quick testing here, and the new dire raven file worked. I was able to successfully check-mark it in the ingame mod manager.
Editing for the sake of clarity: my vanilla archfey warlock is only level 4, so I couldn't see if the shapechanger ability appeared ingame, if it even functions without the main module, that is.
Thanks for testing, I'm getting started then. In my defense (and those I learned that bad habit from): the attribute named "UUID" in the metadata has the type "FixedString", and not "guid" like in the actual game data where I wouldn't even dream of using a string for the identifier.
I'm loving this mod. I definitely found warlocks (especially pact of the tome) to be underwhelming.
I also have a suggestion for a pact of the chain buff. I'm thinking at level 7 or 8 1. +20 HP to familiars 2. familiar attacks proc hex (similar to blood scent on rangers)
Thank you so much for this mod! Very reasonable changes that don't upset the balance while incentivizing a full level 12 warlock.
As a request, would it be possible to change the shapechanger polymorph to the dire raven? Similar to the Corvid Token amulet since my Durge seems a bit out of place changing into a blue jay. Not sure how complex that is but would appreciate the option.
Sounds very feylike to adopt the broken discarded husk of Bhaal's ex-chosen and grant them the ability to turn into a pretty litle bird :) I'll have a look, but I want this to be a mobility tool, not an offensive polymorph, so attack and blinding would have to go.
Very true. I also realized the corvid token's ability was once per long rest and was undetectable by enemies which might mess with balance and make it impractical to change too much. Agreed on it being a mobility tool, was very handy traversing grymforge and the underdark! Either way thanks for considering it.
Sure, why not. I've added it as another variant of the Tome Spell Slots mod. You don't need Pact of the Tome for this to work, I'm just too lazy to make a complete new mod with new GUID, folder name and stuff.
The tome spell slots are added to spell slots from other classes. This won't make your warlock levels count as spellcaster levels.
The main reason to go pact of the tome is if you want to play a caster warlock but don't want to multiclass. It's rather weak in vanilla BG3 compared to tabletop, where you can chose your spells and also get to copy your wizard buddy's ritual spells.
Is there any way we can get Pact of the Tome with selectable cantrips like in the PHB? Currently editing the Passive.txt file to edit the spells it gives me, and I noticed in "BookofAncientSecrets" for Ray of sickness, the Spell ID is {Projectile_RayOfSickness_BookOfAnceintSecrets).
And I was curious if that misspelling of Ancient is intentional due to that being the vanilla entry for the spell or not. Would you have the answer?
[As an aside, thorn whip in my game is a bonus action playing with syrchalis' Rebalance - Cantrips and being able to perform vicious mockery and thorn whip on the same turn to a hexed target is busted at level 3 and I am desperate to change that.]
The misspelling is vanilla, at some point I also doublechecked if I somehow messed it up.
The spells not being selectable seems to be an engine limitation: You can add a spell selection at a fixed point in the leveling process, like Magical Secrets for the bard does, but not dynamically when you select a passive. A passive does its thing everytime you load a savegame, so a selection would pop up on each reload.
Adding new Books of Ancient Secrets with different spell selections to the list of invocations would work, a spell selection would need some shenanigans like adding a feat similar to magic initiate or adding the Book of Ancient secrets as a sub-sub class.
Back in early access the mod Expanded Warlock got around this by giving three one-time use page items in your inventory that would bring out a menu with all cantrips. Once used, you gained the cantrip of your choice and the page would disappear from your inventory. I deleted a saved copy of the mod thinking it was gonna be updated but sadly, once the game released, the mod was hidden and never updated.
Is there a way for the Pact of the Tome changes to only give one 1st lvl slot and the second level slot, but not double with Book of Ancient Secrets? This actually is more in line with the Unearthed Arcana 7 changes tested last September.
True, it's clunky, but its a decent workaround. Some of the cantrips chosen by Larian are questionable when they're available with items. Thanks for the optional file.
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Maybe another mod that changes Pact of the Tome is lower in the load list?
Also, in case you're multiclassing: when you get over 4 spell slots, the UI will switch to showing just the number of unused slots.
Thanks for mod, btw.
The dire raven could interact already, but its the same size category as a gnome, so that would be more effort to change, but hey, it's either becoming a cool beefy bird that can blind its foes or a cute tiny one that can squeeze through tiny holes.
I've been installing every mod manually, editing the .lsx file if needed and then activating them in the game's mod manager without a problem. With this one, though, it's not working. I can't activate any of the modules inside the game, the boxes just wont tick, and trying to use BG3 Mod Manager didnt work either (I imagine that BG3MM and the ingame manager dont mix well).
I'm sure i'm just being dumb, just dont know how lol
Like some other (older) mods I use plain text for the mod's UUID in the installation metadata, first simply because words are easier to handle and crosscheck than hex numbers, and now it's just a bad habit. That works fine with the game and the BG3Mod Manager, but the new integrated mod manager might very well require a proper UUID that is a hex notation of a 128 bit number.
I've uploaded a new version of the optional "Archfey Warlock shapeshifts into Dire Raven" file. Could you download that and check if it can be installed and activated? If that works I'll update the rest of the files, otherwise I first need to update to Patch 7...
Editing for the sake of clarity: my vanilla archfey warlock is only level 4, so I couldn't see if the shapechanger ability appeared ingame, if it even functions without the main module, that is.
Though my Fey Warlock had a moment the first time transforming, immediately losing concentration, but second time it worked fine
I also have a suggestion for a pact of the chain buff. I'm thinking at level 7 or 8
1. +20 HP to familiars
2. familiar attacks proc hex (similar to blood scent on rangers)
As a request, would it be possible to change the shapechanger polymorph to the dire raven? Similar to the Corvid Token amulet since my Durge seems a bit out of place changing into a blue jay. Not sure how complex that is but would appreciate the option.
I'll have a look, but I want this to be a mobility tool, not an offensive polymorph, so attack and blinding would have to go.
I've added it as another variant of the Tome Spell Slots mod. You don't need Pact of the Tome for this to work, I'm just too lazy to make a complete new mod with new GUID, folder name and stuff.
Or would it just be like every other multiclassing?
I'm trying to find a reason to go pact of tome, but honestly it's really hard to find any reason to go for it.
The main reason to go pact of the tome is if you want to play a caster warlock but don't want to multiclass. It's rather weak in vanilla BG3 compared to tabletop, where you can chose your spells and also get to copy your wizard buddy's ritual spells.
Again thank you for the mod.
Is there any way we can get Pact of the Tome with selectable cantrips like in the PHB?
Currently editing the Passive.txt file to edit the spells it gives me, and I noticed in "BookofAncientSecrets" for Ray of sickness, the Spell ID is {Projectile_RayOfSickness_BookOfAnceintSecrets).And I was curious if that misspelling of Ancient is intentional due to that being the vanilla entry for the spell or not. Would you have the answer?
[As an aside, thorn whip in my game is a bonus action playing with syrchalis' Rebalance - Cantrips and being able to perform vicious
mockery and thorn whip on the same turn to a hexed target is busted at level 3 and I am desperate to change that.]
The spells not being selectable seems to be an engine limitation: You can add a spell selection at a fixed point in the leveling process, like Magical Secrets for the bard does, but not dynamically when you select a passive. A passive does its thing everytime you load a savegame, so a selection would pop up on each reload.
Adding new Books of Ancient Secrets with different spell selections to the list of invocations would work, a spell selection would need some shenanigans like adding a feat similar to magic initiate or adding the Book of Ancient secrets as a sub-sub class.
Is there a way for the Pact of the Tome changes to only give one 1st lvl slot and the second level slot, but not double with Book of Ancient Secrets? This actually is more in line with the Unearthed Arcana 7 changes tested last September.
Adding items in the leveling process seems a bit clunky in practice, although yeah, the tome is actually supposed to be a physical item.