Alright, Iv done some testing. This is what comes to mind. I put this in spoilers since the list is sorta large.
Spoiler:
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On mod page I would change "Choose from one of 37 spells of 5th level and below, upcast to 5th level if below, cast without spell slots" to "Choose from one of 37 spells to cast as a 5th level spell, cast without using a spell slot." - Just because as it is currently, All 37 spells are 5th level and already upcast so you unable to cast below that.
No Spell Description - Could use something like - You call on your deity to intervene on your behalf. Your able to use an action to cast a 5th level divine spell once per long rest.
- Warden of Vitality doesn't add Restore Vitality bonus action
- Can Destructive Wave, Spirit Guardians, Glyph of Warding, and Contagion be put in a container so they don't take up more than 1 slot? (Not sure if you can place a container in a container)
- Maybe implement your other mod (Dispel Evil and Good - Dismissal) into this mod to replace Dispel Evil and Good, or make it a requirement for this mod?
- Compelled Duel in 5e is 10 turns instead of 3 turns (Maybe a future mod for you?)
- I believe Flame Strike should be 4d6 since its not using a spell slot of 6th lvl or higher.
- I would suggest removing Divine Favor(Crusaders Mantle already does this as an Aoe), Heroism, and Protection from Evil and Good (Since they are Lvl 1 spells and don't benefit from Upcast) and replace with another spell.
- Can you change Cure Wounds, Healing Word, Mass Cure Wounds, and Mass Healing Word to the updated UA8 version? There is a mod that implements this already so that healing is significantly better (Shout out to wesslen). https://www.nexusmods.com/baldursgate3/mods/5248
- Not sure if this is possible but for Bane, Bless, and Blind would it be possible to show the Upcast text, Saying "Affect and additional target per level." If not you can change the description parameters, If you search "Target_Bane_5" in multitool it will show you what I'm referring to
- Banishment should let you target 2 creatures at 5th level
Thanks for the feedback! In no particular order: - I like the description change, done - I don't know how to create new text uuids and I don't want to learn, so it's blank - I'll fix the targeting for Banishment - I'll see what's up with Warden of Vitality - I'm working on PHB-ifying more spells, once I do the ones that are in this mod I'll make a second file. I decided getting the mod up first was more important - I can't show upcast text without it actually being upcast - Dispel Evil and Good: Dismissal is compatible with this mod - I couldn't get container in container working, I don't think it's possible - I'll make a patch file for the UA8 healing spells
I don't mind creating the text Uuid for that spell since it will only take a minute. If you want I can do it after you release the update or can message me on discord and I'll do it for you before you release the next update.
Update: Fixed Warden of Vitality, issue was one those baffling Larian spell properties interactions
Re-read your original post and wanted to address another comment: - Heroism adds an additional target per upcast level - Divine Favour was a bit redundant with Crusader's Mantle, I've replaced it with Sanctuary
Responding to the edit, I was also using BH2 and it didn't show up for me, even after checking the shutters. It only started working once I removed the conflicting line.
Oh ok! I also tried adding a container(1) within a container(2), and container(2) shows up in container(1) but doesn't allow you to select the variant, all though it does something weird and adds the spell to my hotbar(This spell works) and it still has the long rest cooldown. The only work around I can think of is creating 2 spells and linking them by creating a Condition I suppose, it would be a stretch and probably not worth the trouble imo. I also added a few spells that you had implemented but had to remove from the overall spell list and my game hasn't crashed, tested Smite and the animations didn't really work out so not quite sure.
Yeah I was getting multiple issues with the smites, them being on the hotbar for no reason was one of them. I implemented all the spells before I realized there was a container size problem, though it could be related to my pc, my test pc is quite low spec.
Been at this for a while and not having the best of luck, But I just tried placing Branding Smite (Because its already in an existing container) in the container and it stays in the container and is usable but the animation is back to being wacky so il have to do some more testing Edit: It works 🙌🏻 Hit me up on discord since there are several changes. - If not on discord I can post all the code here.
Ok So to fix the animation you needed to add to the passive, This might fix the container for you so the game doesn't crash since I have yet to crash and was able to add more spells without issue or maybe its just a PC thing.
Spoiler:
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new entry "DivineIntervention" type "PassiveData" data "DisplayName" "h51a022e5gf3fag46begb1b7g6b4368d90967;1" data "Description" "hc079215ag6369g4f4egbc91g0d08f91c2b20;1" data "Icon" "Action_DivineIntervention_Attack" data "Boosts" "UnlockSpell(Shout_LHB_DivineIntervention,AddChildren,d136c5d9-0ff0-43da-acce-a74a07f8d6bf,,)"
I'm not 100% sure if this helped but I added IsSpell;IsMelee to the Divine Intervention shout SpellFlags
I believe that PowerLevel shows the upcast, if not it might be due it "Using" the origin spell. -- In code below
Both smite codes - I tried (using "Target_Smite_Wrathful_#" but that causes you to learn all spells up to the # level and it shows up on your hotbar also. Someone said you don't need UseCost and HitCost but idk, I know that (data "HitCosts" "BonusActionPoint:1;ActionPoint:1") worked but when done using "UseCost" it shows you need 2 ActionPoints to use the spell - Also since the Smites already use an ActionPoint if you just use BonusActionPoint it will display that you can use both Action or Bonus Action. The thing that fixed it was instead of creating a new spell I had it "using" the base spell, haven't figured out why that is but it works. I used Branding Smite as a reference since it also has a container. I think that's it 🤔 -- Would appreciate a shout out on the mod page if you don't mind
Spoiler:
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new entry "Target_LHB_DI_Smite_Wrathful" type "SpellData" data "SpellType" "Target" using "Target_Smite_Wrathful" data "SpellContainerID" "Shout_LHB_DivineIntervention" data "Cooldown" "OncePerRest" data "HitCosts" "BonusActionPoint:1" data "SpellAnimation" "71369b20-18f1-4d33-89ad-a99b10f0444c,,;b590e52e-a453-470a-882a-13e13b6d1937,,;76578635-47f2-47d3-ab8f-5bd9bca88bf7,,;6748a2ec-fe1e-4aa4-ac27-570aedaba922,,;3b9da8d4-3eff-43bd-9eaa-1c13fba0045e,,;c609adf0-7a55-4094-b395-97e3d53f14cd,,;0b07883a-08b8-43b6-ac18-84dc9e84ff50,,;,,;,," data "SpellFlags" "IsSpell;HasVerbalComponent;IsMelee;IsConcentration;IsHarmful;NoCooldownOnMiss" data "PowerLevel" "5" data "MemoryCost" "0" new entry "Target_LHB_DI_Smite_Searing" type "SpellData" data "SpellType" "Target" using "Target_Smite_Searing" data "SpellContainerID" "Shout_LHB_DivineIntervention" data "SpellSuccess" "DealDamage(MainMeleeWeapon,MainMeleeWeaponDamageType);ExecuteWeaponFunctors(MainHand);DealDamage(5d6,Fire,Magical);ApplyStatus(SEARING_SMITE,100,10)" data "TooltipDamageList" "DealDamage(MainMeleeWeapon,MainMeleeWeaponDamageType);DealDamage(5d6,Fire)" data "Cooldown" "OncePerRest" data "HitCosts" "BonusActionPoint:1" data "SpellAnimation" "71369b20-18f1-4d33-89ad-a99b10f0444c,,;c12054bc-4d96-47c5-8483-989afde03bd4,,;20aaabc2-067d-4355-86a0-40901d3938d8,,;2a3d2709-24d3-4c6d-ae25-546d1fd4ccb2,,;3b9da8d4-3eff-43bd-9eaa-1c13fba0045e,,;4c38bf59-cfbd-4389-954f-81290ca30476,,;0b07883a-08b8-43b6-ac18-84dc9e84ff50,,;,,;,," data "SpellFlags" "IsSpell;HasVerbalComponent;IsMelee;IsConcentration;IsHarmful;NoCooldownOnMiss" data "PowerLevel" "5" data "MemoryCost" "0"
I've been avoiding 'using' the base spell, since with some spells that can create issues of letting you cast the base spell for free as many times as you want if you know it, or prevent upcasting entirely (that happened with the Branding Smite in my Circle of the Land mod, so I had to create a new version of it), or other issues.
IsSpell & IsMelee on the container shouldn't do anything as far as I know but I'll try that too Adding that bit to the UnlockSpell in the passive should only tell the container to use spell slots Messing with HitCosts & UseCosts shouldn't be the answer
Oh, I wasn't aware that 'using' causes issues first iv heard of it. Maybe a work around would be to create you own Base version of the spell and then create an upcasted version and have it 'using' the base spell? I believe if the SpellFlags are marked IsSpell it can be counterspelled, and IsMelee might enable npc to use reactions like shield bash but Im just guessing. Idk about the passive, but when asking around thats what I was told and it worked for to fix the animation which is weird. HitCost and UseCost isn't the fix, just thought id mention it since someone said you don't need both and maybe reduce overall length of the code.
Update: I think I've got it fixed now, will finish testing and hopefully get an upload in tonight. Replacing Protection from Evil and Good & Sanctuary with Searing Smite & Wrathful Smite.
Removing Using "Target_MainHandAttack" seems to have evaporated any container issues with them.
The mod works great :) I added all the spells and it seems to me the the command spells cause my game to crash also. And for the spiritual weapons there isn't temp hp added but since its not added to the container I wouldn't worry about it.
Cleric Subclasses doesn't alter Divine Intervention, so yes. Syrchalis' spell/class rebalance mods don't appear to alter it either, so those should be good too. Load this mod after those & any other cleric mods to be sure.
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On mod page I would change "Choose from one of 37 spells of 5th level and below, upcast to 5th level if below, cast without spell slots" to "Choose from one of 37 spells to cast as a 5th level spell, cast without using a spell slot." - Just because as it is currently, All 37 spells are 5th level and already upcast so you unable to cast below that.
No Spell Description - Could use something like - You call on your deity to intervene on your behalf. Your able to use an action to cast a 5th level divine spell once per long rest.
- Warden of Vitality doesn't add Restore Vitality bonus action
- Can Destructive Wave, Spirit Guardians, Glyph of Warding, and Contagion be put in a container so they don't take up more than 1 slot? (Not sure if you can place a container in a container)
- Maybe implement your other mod (Dispel Evil and Good - Dismissal) into this mod to replace Dispel Evil and Good, or make it a requirement for this mod?
- Compelled Duel in 5e is 10 turns instead of 3 turns (Maybe a future mod for you?)
- I believe Flame Strike should be 4d6 since its not using a spell slot of 6th lvl or higher.
- I would suggest removing Divine Favor(Crusaders Mantle already does this as an Aoe), Heroism, and Protection from Evil and Good (Since they are Lvl 1 spells and don't benefit from Upcast) and replace with another spell.
- Can you change Cure Wounds, Healing Word, Mass Cure Wounds, and Mass Healing Word to the updated UA8 version? There is a mod that implements this already so that healing is significantly better (Shout out to wesslen). https://www.nexusmods.com/baldursgate3/mods/5248
- Not sure if this is possible but for Bane, Bless, and Blind would it be possible to show the Upcast text, Saying "Affect and additional target per level." If not you can change the description parameters, If you search "Target_Bane_5" in multitool it will show you what I'm referring to
- Banishment should let you target 2 creatures at 5th level
- I like the description change, done
- I don't know how to create new text uuids and I don't want to learn, so it's blank
- I'll fix the targeting for Banishment
- I'll see what's up with Warden of Vitality
- I'm working on PHB-ifying more spells, once I do the ones that are in this mod I'll make a second file. I decided getting the mod up first was more important
- I can't show upcast text without it actually being upcast
- Dispel Evil and Good: Dismissal is compatible with this mod
- I couldn't get container in container working, I don't think it's possible
- I'll make a patch file for the UA8 healing spells
I've fixed Banishment, currently trying to figure out why Warden of Vitality isn't cooperating.
Edit: In regards to Warden of Vitality, The cause was Better Hotbar 2, It shows after re-initiating the shutters.
Re-read your original post and wanted to address another comment:
- Heroism adds an additional target per upcast level
- Divine Favour was a bit redundant with Crusader's Mantle, I've replaced it with Sanctuary
Edit: It works 🙌🏻 Hit me up on discord since there are several changes. - If not on discord I can post all the code here.
So to fix the animation you needed to add to the passive, This might fix the container for you so the game doesn't crash since I have yet to crash and was able to add more spells without issue or maybe its just a PC thing.
type "PassiveData"
data "DisplayName" "h51a022e5gf3fag46begb1b7g6b4368d90967;1"
data "Description" "hc079215ag6369g4f4egbc91g0d08f91c2b20;1"
data "Icon" "Action_DivineIntervention_Attack"
data "Boosts" "UnlockSpell(Shout_LHB_DivineIntervention,AddChildren,d136c5d9-0ff0-43da-acce-a74a07f8d6bf,,)"
I'm not 100% sure if this helped but I added IsSpell;IsMelee to the Divine Intervention shout SpellFlags
I believe that PowerLevel shows the upcast, if not it might be due it "Using" the origin spell. -- In code below
Both smite codes - I tried (using "Target_Smite_Wrathful_#" but that causes you to learn all spells up to the # level and it shows up on your hotbar also. Someone said you don't need UseCost and HitCost but idk, I know that (data "HitCosts" "BonusActionPoint:1;ActionPoint:1") worked but when done using "UseCost" it shows you need 2 ActionPoints to use the spell - Also since the Smites already use an ActionPoint if you just use BonusActionPoint it will display that you can use both Action or Bonus Action.
The thing that fixed it was instead of creating a new spell I had it "using" the base spell, haven't figured out why that is but it works. I used Branding Smite as a reference since it also has a container.
I think that's it 🤔 -- Would appreciate a shout out on the mod page if you don't mind
new entry "Target_LHB_DI_Smite_Wrathful"
type "SpellData"
data "SpellType" "Target"
using "Target_Smite_Wrathful"
data "SpellContainerID" "Shout_LHB_DivineIntervention"
data "Cooldown" "OncePerRest"
data "HitCosts" "BonusActionPoint:1"
data "SpellAnimation" "71369b20-18f1-4d33-89ad-a99b10f0444c,,;b590e52e-a453-470a-882a-13e13b6d1937,,;76578635-47f2-47d3-ab8f-5bd9bca88bf7,,;6748a2ec-fe1e-4aa4-ac27-570aedaba922,,;3b9da8d4-3eff-43bd-9eaa-1c13fba0045e,,;c609adf0-7a55-4094-b395-97e3d53f14cd,,;0b07883a-08b8-43b6-ac18-84dc9e84ff50,,;,,;,,"
data "SpellFlags" "IsSpell;HasVerbalComponent;IsMelee;IsConcentration;IsHarmful;NoCooldownOnMiss"
data "PowerLevel" "5"
data "MemoryCost" "0"
new entry "Target_LHB_DI_Smite_Searing"
type "SpellData"
data "SpellType" "Target"
using "Target_Smite_Searing"
data "SpellContainerID" "Shout_LHB_DivineIntervention"
data "SpellSuccess" "DealDamage(MainMeleeWeapon,MainMeleeWeaponDamageType);ExecuteWeaponFunctors(MainHand);DealDamage(5d6,Fire,Magical);ApplyStatus(SEARING_SMITE,100,10)"
data "TooltipDamageList" "DealDamage(MainMeleeWeapon,MainMeleeWeaponDamageType);DealDamage(5d6,Fire)"
data "Cooldown" "OncePerRest"
data "HitCosts" "BonusActionPoint:1"
data "SpellAnimation" "71369b20-18f1-4d33-89ad-a99b10f0444c,,;c12054bc-4d96-47c5-8483-989afde03bd4,,;20aaabc2-067d-4355-86a0-40901d3938d8,,;2a3d2709-24d3-4c6d-ae25-546d1fd4ccb2,,;3b9da8d4-3eff-43bd-9eaa-1c13fba0045e,,;4c38bf59-cfbd-4389-954f-81290ca30476,,;0b07883a-08b8-43b6-ac18-84dc9e84ff50,,;,,;,,"
data "SpellFlags" "IsSpell;HasVerbalComponent;IsMelee;IsConcentration;IsHarmful;NoCooldownOnMiss"
data "PowerLevel" "5"
data "MemoryCost" "0"
IsSpell & IsMelee on the container shouldn't do anything as far as I know but I'll try that too
Adding that bit to the UnlockSpell in the passive should only tell the container to use spell slots
Messing with HitCosts & UseCosts shouldn't be the answer
Removing Using "Target_MainHandAttack" seems to have evaporated any container issues with them.
To answer an earlier comment, IsSpell and the lower-level ones being force-upgraded to 5th level is there for purposes of Counterspell yes
Please let me know if you have any more issues or suggestions :)
I'll work on the PHB-compliant version, shouldn't be too long.
Syrchalis' spell/class rebalance mods don't appear to alter it either, so those should be good too.
Load this mod after those & any other cleric mods to be sure.