Use Respec Spell. This is what I recommend. It's a very simple script that always works after SE updates.
Appearance Edit Enhanced.
Enter Osi.StartRespec(GetHostCharacter()) into the console.
Questions about respeccing will be ignored. It's in like 6 different places.
Do I need Script Extender?
Yes. You can use the mod without, but Annulment, Disruptive Touch, and various patches will not function.
Will you make a level 12 version?
No. Cramming all the 13+ features into 12 levels would be wildly unbalanced as well as a huge hassle to me. It's not something I'm interested in doing. The class is perfectly playable at level 12 just as Paladin is perfectly playable at level 12.
There is however an optional file to add the level 20 skills to level 12. These were meant to be high level skills so it's probably not balanced.
Do not use the level 12 conversionby dbzmaster12. It's several versions out of date and will not work with any versions of the mod past 3.11. The version of the mod it was made for is ancient and has been archived as it is not compatible with the current game version. It will not be supported unless it is updated to the current version.
If you're having issues with crashing, class not showing up, whatever:
Make sure you have all the requirements, and the requirements of the requirements.
Make sure everything is up to date.
Try not to use ancient mods, they often have issues. Always check bug reports and comments on old mods before installing.
Check your Script Extender log for errors and resolve them if possible.
Outdated UI mods are often the culprit of crashes and level up issues.
Most issues can be solved by just reading mod descriptions.
I found a bug:
Please make sure it is actually an issue with this mod.
Do not make bug reports for things already listed in Known Issues. I already know.
If neither of the above apply, please make a bug report with detail.
Why so many requirements?
It's a big mod. There's a lot to it.
These are required for VFX: 5e Spells, Vlad's Grimoire, VFX Library, VFX Vault
Required for level 20: Expansion (recommended) or Unlock Level Curve, but you can use without.
All things listed as optional are things I have natively supported, namely new spell mods. You do not have to have all of them installed, my mod will detect what you do have installed and patch spell lists accordingly. I patched spells relevant to the class, so most are buff/debuff type spells or Necrotic.
Will this be added to mod.io or Larian's in-game mod manager?
No. This would be a tremendous task, and several things require script extender. I'm not interested in maintaining two versions of the mod and I'd rather spend that time doing other things.
Known Issues:
Combat log sometimes incorrectly shows Wall of Gloom as Wall of Fire in the combat log.
Weapon/armor proficiencies not showing on class selection. I genuinely don't know how to make this work. It doesn't work on most custom classes. Proficiencies are the same as Paladin.
Aura of Death VFX persisting out of combat. I haven't figured out why yet. It's disabled for now.
Shadow Meld toggle is finicky. If you're obscured and it isn't letting you teleport, just toggle it off and on.
Class icons look fuzzy. This seems to be a bug in patch 8; the game isn't handling mipmaps in .dds files correctly. Since this is most likely a bug I'm not re-saving everything. You'll have to deal with fuzz for a while.
Whatever the hell is going on with Protective Penumbra
Big update (kind of)! Make sure you grab the library file needed for 4.9. I moved a lot of things around to make the release of my spellbook smooth, consolidate resources shared between my mods, and just generally reduce the time it takes to pack the mods. I tried to be meticulous but it's a whole lot of files and I'm sure there's something I missed somewhere, so let me know if I broke anything.
I'm also told you get a notification every time I upload a file even if it's hidden so sorry for the spam lmao.
Big update (kind of)! Make sure you grab the library file needed for 4.9. I moved a lot of things around to make the release of my spellbook smooth, consolidate resources shared between my mods, and just generally reduce the time it takes to pack the mods. I tried to be meticulous but it's a whole lot of files and I'm sure there's something I missed somewhere, so let me know if I broke anything.I'm also told you get a notification every time I upload a file even if it's hidden so sorry for the spam lmao.
Giving some of my old mods a facelift/improving them. The big ones I have left to do are Hexcraft and Shadow Sorcery, as well as some little improvements to my Clerics.
Finishing up some old projects I've had sitting around, namely subclasses. I've got about 4(?) to finish.
Migrating things to my library
Polishing up old spells for my spellbook
What I'm working on for Blackguard:
Polishing/fixing things as I replay the game. Expect periodic updates for random stuff.
New subclass (Death Knight, about 30% done; class abilities and icons are done, working on spells). I know yall have been waiting ages on this but I don't have a release date, sorry. It will be done when it's done but I'm actively working on it now.
Rework of Blood Knight. I have literally never been satisfied with this class and I'm going to rework it at some point.
Actually making starting gear. I'm stupid when it comes to items/dealing with roottemplates but I'll get around to it.
Item compatibility (mostly for smites, e.g. Helmet of Smiting and Fade's gear).
MCM to eliminate all/most of the patches
Selectable class tags Done! You no longer have to worry if you're tagged Oathbreaker or not. This should be easier for collection authors as well.
Improvements to class features.
Custom VFX. This is more approachable with the toolkit so I want to try this in the future.
When all of the above is done, I'll make Hell Knight, which will probably be the final subclass. I've got a solid outline for it and a bitchin class icon already.
Maybe some cool, unique gear for the class and something for reading Necromancy of Thay/using the Shadow Weave circle (sorry Gale).
Hey! Great mod, loved this prestige class back in 3.5, never felt that oathbreaker really captured the same vibe.
Just two quick things I've noticed. The toggle doesn't work to turn off the VFX, not sure if I'm doing something wrong. (I respec'd Minthara to Blackguard after I recruited her). Also, Profane Smite doesn't have an action cost for me, just a spell slot cost, is that intended?
The most recent version of this mod is not compatible with multiplayer in my experience. Same version, same load order, insta-kicked every attempt. Took me a while to scour through my mods and finally figured out that this one was the culprit. Not sure why but figured I'd give a heads up
I might be missing something, but I used the acidic smite on a non resistant target and for some reason the acid did zero damage? Could you tell me if there is some sort of interaction I might be missing, or if maybe something could cause it to be bugged? (load order, what have you)
Blackguards Control Undead seems to be different some way from the Oathbreakers Control Undead, and so Valkranas Control Undead Complete isnt adding the controlled undead as a follower and its just functioning as normal Control Undead.
I dont know if youre interested in fixing this or not, but I figured id bring it to your attention.
Thats strange because I have used a few other mods with control undead like abilities, even named differently such as the Cultists Cthonian Rapport, and they all work with it. From the ones ive tested it seems to only be Blackguard not working.
Edit: reading this i see that it might come across as rude, so I want to be clear im not trying to be sarcastic or anything. I believe you if you say that its not on your end it just seemed odd to me.
I am really looking forward to the next subclass, ofc not trying to rush you but I LOVE undead so this is perfect :D also looking forward to the cosmic sorcery update, much to look forward to, thank you for your work :D
Has anyone else noticed that Crimson Lash animation bugs out since a few patches ago? I am not 100 % sure when it started but when I cast it, there is a delay before the dmg and the pull happens, makes it look kinda weird. Maybe it is on my end if no one else has noticed it.
and the icon doesn't change tho. Weird, i've tried to uninstall the mod and download again then reinstall multiple times. It's still stay the same. Can you recheck your upload for me pls
890 comments
Do I need Script Extender?
Will you make a level 12 version?
If you're having issues with crashing, class not showing up, whatever:
I found a bug:
- Please make sure it is actually an issue with this mod.
- Do not make bug reports for things already listed in Known Issues. I already know.
- If neither of the above apply, please make a bug report with detail.
Why so many requirements?Will you add regular Paladin spells?
Can you make a patch for something?
[x] spells aren't showing up.
Will you un-archive a file?
- 7b9992cd-1fca-471d-bb34-a55a707acee5
Will this be added to mod.io or Larian's in-game mod manager?Known Issues:
- Combat log sometimes incorrectly shows Wall of Gloom as Wall of Fire in the combat log.
- Weapon/armor proficiencies not showing on class selection. I genuinely don't know how to make this work. It doesn't work on most custom classes. Proficiencies are the same as Paladin.
- Aura of Death VFX persisting out of combat. I haven't figured out why yet. It's disabled for now.
- Shadow Meld toggle is finicky. If you're obscured and it isn't letting you teleport, just toggle it off and on.
- Class icons look fuzzy. This seems to be a bug in patch 8; the game isn't handling mipmaps in .dds files correctly. Since this is most likely a bug I'm not re-saving everything. You'll have to deal with fuzz for a while.
- Whatever the hell is going on with Protective Penumbra
- Some weirdness with level 18 auras
If you have requests for patches please leave the requests here.I will forget them otherwise!
I tried to be meticulous but it's a whole lot of files and I'm sure there's something I missed somewhere, so let me know if I broke anything.
You can grab my Spellbook that makes these spells playable for all classes here (and adds some new ones)!
Big update (kind of)! Make sure you grab the library file needed for 4.9. I moved a lot of things around to make the release of my spellbook smooth, consolidate resources shared between my mods, and just generally reduce the time it takes to pack the mods.
I tried to be meticulous but it's a whole lot of files and I'm sure there's something I missed somewhere, so let me know if I broke anything.I'm also told you get a notification every time I upload a file even if it's hidden so sorry for the spam lmao.
You can grab my Spellbook that makes these spells playable for all classes here (and adds some new ones)!
What I'm working on:
- Giving some of my old mods a facelift/improving them. The big ones I have left to do are Hexcraft and Shadow Sorcery, as well as some little improvements to my Clerics.
- Finishing up some old projects I've had sitting around, namely subclasses. I've got about 4(?) to finish.
- Migrating things to my library
- Polishing up old spells for my spellbook
What I'm working on for Blackguard:Selectable class tagsDone! You no longer have to worry if you're tagged Oathbreaker or not. This should be easier for collection authors as well.Just two quick things I've noticed. The toggle doesn't work to turn off the VFX, not sure if I'm doing something wrong. (I respec'd Minthara to Blackguard after I recruited her). Also, Profane Smite doesn't have an action cost for me, just a spell slot cost, is that intended?
Regardless, amazing work, thank you!
Appreciate the work you've done with this.
https://www.nexusmods.com/baldursgate3/mods/17470
I dont know if youre interested in fixing this or not, but I figured id bring it to your attention.
Edit: reading this i see that it might come across as rude, so I want to be clear im not trying to be sarcastic or anything. I believe you if you say that its not on your end it just seemed odd to me.
PS. every update my heart lose a beat
Thought I'd post it just in case it is a bug :)
https://www.nexusmods.com/baldursgate3/mods/4311