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  1. GraphicFade
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    Throwing this idea out there for a more "balanced" experience: Have ranged divine smite cost a spell slot regardless of whether the spell misses or not. This will still add variety to the paladin's abilities but keep them focused on melee combat, and for Improved Divine Smite, have it affect ranged weapon attacks? Feel free to comment about this and let me know :)

    All past updates are now located below

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    Update 2.0.0

    • Reworked the entire mod. It will no longer have all in one version, now when leveling up to level 2, you will select which damage type variant you want, this will decide your divine smite, divine smite reactions, and improved divine smite along with adding the ranged divine smite damage type.
    • Going forward after update 2.0.0 the mod has a new UUID - So don't update if you have an old save on patch 6 using the previous version.
    Update 1.80

    • Changed impact vfx for melee Necrotic and Thunder
    Update 1.75

    • New Version Available: AIO Selectable - Allows you to choose ONE Melee and ONE Ranged damage type
    Update 1.70

    • Updated everything to use Compatibility Framework, Allowing for compatibility between several mods now.
    • Fixed Psychic Reaction Level 2, wasn't appearing in reactions
    Update 1.60

    • Fixed Divine Smite reaction - It was allowing you to cast Divine Smite again on Non-Crit
    • Chaos and Force Optional files were missing new melee VFX and SFX from update 1.5, They are now correctly updated 
    • Fixed upcast level 6 for a few optional files
    • Cleaned up code
    Update 1.56

    • Fixed Radiant Divine Strike: Ranged impact VFX activating before hitting target
    • Updated AIO (No War or Chaos) - now properly displaying no Warmaster and Chaos ranged versions implemented
    Update 1.55

    • Fixed Warmaster Divine Smite: Ranged overwriting Unarmed Strike
    Update 1.5

    • NEW - Adds a ranged version of Divine Smite for all versions
    • Fixed Warmaster Divine Smite showing on the Hotbar and All in One selection
    • Changed Chaoversion SFX and VFX
    • Changed Force impact VFX
    • Changed levels 4+ showing they benefit from upcast when they don't
    Update 1.45

    • Reduced Warmaster overall damage by 1d8 to help balance it, helps compete with the other smites that have to use Spell Slots
    • Created an All In One version without Warmaster or Chaofor a more balanced playthrough or for those tempted to use the spells
    Update 1.4

    • New variant: Warmaster Divine Smite - This uses your equipped weapon damage type (Slashing, Bludgeoning, Piercing) - Only uses an Action Point due to it not dealing magic damage, to somewhat balance it, this ability can only be used Once Per Turn
    • Added Warmaster Divine Smite to All In One
    • Added Warmaster Smite as an Optional Individual Divine Smite (For Improved Divine Smite the weapon damage type could not be the same as equipped weapon damage type so it is set to Bludgeoning
    • This is also in 'Beta', Feedback is welcome still debating on if Warmaster is balanced enough, Custom VFX coming soon
    Update 1.30

    • Divine Smite - All In One fix: Now compatible with Modded Subclasses
    Update 1.25

    • Added Radiant damage type to Divine Smite - All In One (Does NOT use base game Divine Smite due to it causing all Reactions to be added to the Container - As stated above "Any mods changing the base game version of Divine Smite will not effect this mod")
    Update 1.2

    • Beyond Divine Smite - All In One now showing individual spells correctly with upcast (Still need to add radiant variant)
    • Fixed upcast tooltip description for Divine Smite - Chaos
    Update 1.1

    • Fixed "Not Found" for all variants
    • All Individual Divine Smites have been moved to Optional
    • Added Beyond Divine Smite - All In One (Beta) - Please take note this is in beta, I'm currently unable to find a way for the divine smites to be upcasted in the spell container. This leads to all divine smite spell levels to be separate and not be show like upcast (Fixed). Please take note - Improved Divine Smite and the Divine Smite reactions are set back to Radiant damage in AIO version.
    Update 1.0

    • New Divine Smite Variant - Chaos (Not intended to be balanced, to somewhat help balance it out there is a chance of Chaos Magic Backfire were you will take damage also, the chance of backfire is 25%-40% depending on the level slot used. )
    • Added Icons to every variant
    • Renamed all Divine Smite variants


  2. SnegusNegus
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    this could just be user error, but when running this mod and the mod "lightbringer" i have access to the smite variants (no problem there) but the way the smites work in the "Lightbringer- A Paladin Overhaul" don't seem to register the variants as "Divine Smites" (i assume they're just coded to work with base divine smite)

    "Smite Spell Rework"

    Underwent a complete revision. Now called Judgments, these bonus action ritual spells empower your next Divine Smite to deal additional damage and apply an additional effect. Upcasting these spells increases the bonus damage and causes the effects to apply in a 3m area of effect when cast at 2nd level, and a 6m area of effect when cast at 3rd level. You may only have one Judgment active at a time. The idea behind these was to solve the inherent action economy/damage output conflict of Divine Smite and Smite spells, while also creating a healthier implementation of "smite-stacking."

    If possible would you be able to add compatibility between these two mods?
    1. GraphicFade
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      No, that mod is apparently dead. It doesn't work with the new subclass. Also, the interrupts were removed. Adding all variants to be checked for judgment would be a lot of time and work also which I currently don't have much of.
    2. SnegusNegus
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      damn i didnt know it was dead, i appreciate your reply though!
  3. dlusionist19
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    Hey, just asking, I encountered a mod editing Paladin lv2 which would conflict with this mod called Double Subclass. I really want to have those two mods working together, how can I merge the edits done by this mod and that one?
    1. GraphicFade
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      That would be a question to ask in the Larian discord server, there are too many steps to describe on here.
  4. Ja300son
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    Has anyone else had the issue where this doesn't work? I think it may be the feats on even levels of that may be messing it up but I'm not sure
    On console btw
    1. GraphicFade
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      It doesn't work with extra feats mod as stated in the description, you need a feats mod that is given through script extender which is for PC only, unfortunately there isn't a fix for this on console unless you stop using the extra feats mod.
    2. Ja300son
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      I actually found a way around it, as long as you take the feats mod after you get the smite you want and keep your oath or remain an oathbreaker, you get to have both mods! You have to give up your level 2 feat, but I'm glad I found a way around it.
      Just no respec for me lol I have to know what I'm doing before I start
  5. Zolgia108
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    Hi there! so sad that it's impossible to make it a reaction when ranged! (there is another mod around but it has the opposite problem: when i use the ranged divine smite it asks me for the reaction effectively doing double smite lol)

    anyway:

    Can i please have the UUID to add the spell? thanks a lot
    1. GraphicFade
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      You can unpack the mod to look up the rest of the ID's if you want the reaction and ranged spells.
      Target_Smite_Divine_Acid
      Target_Smite_Divine_Cold
      Target_Smite_Divine_Chaos
      Target_Smite_Divine_Fire
      Target_Smite_Divine_Force
      Target_Smite_Divine_Lightning
      Target_Smite_Divine_Necro
      Target_Smite_Divine_Poison
      Target_Smite_Divine_Psychic
      Target_Smite_Divine_Thunder
      Target_Smite_Divine_War
  6. Phantasys
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    This mod doesn't seem to work when I take Paladin as a secondary class, taking 2 levels in pally as a Duskblade [modded class] just sticks me with the regular radiant smite.
    1. GraphicFade
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      Might be an issue with the class mod. I tested using Blackguard and it worked fine.
    2. Phantasys
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      I'll try a different class and get back to you.
  7. OddFreq161
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    So I know that your mod won't be fully compatible with this mod Blackguard since both have changes to Paladin lvl2. I went ahead and load both anyway, now at my lvl2 Blackguard I still gain all of its features from the mod, but the smite variants selection tab from yours didn't show up, instead now I just have all of the variants available to use. The only downside is that now I can't swap out spell from the prepared spell tab since all the smite variant icons screwed up that tab, the initial spell choices from lvl up are pretty much locked in for good. So I guess that's okay for me to use both then?   
  8. marcobirdy
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    Could you make a version that allows non-paladins to get it via a feat?
    1. GraphicFade
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      No
  9. cexley3
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    You make by far my favorite mods for BG3, one question I have is that when I am using Warmaster with a slashing weapon it is dowin ~700 damage (crit and vulnerability) per smite and the actual damage roll is about 135-145 on average, is there a known bug that is causing this issue? It seems to only be the warmaster version that does this for me.
    1. GraphicFade
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      What spell Level was this cast at? It only does Melee weapon damage die + 2d8 (The 2d8 scales +1d8 per upcast). So Vulnerability doubles damage, and if you crit it doubles it again. Take into consideration if you are attacking a Fiend of Undead like normal divine smite, the damage is increased by another +1d8. I did notice while looking that it looks like upcast level 4+ deals weapon damage twice.
    2. DeeplyCrimson
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      I may have seen the same bug, it was silently adding the damage of the original hit to the smite, if that applied here then after the vulnerability the original attacks damage might have been doubled by vulnerability twice.
  10. DeeplyCrimson
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    Possible bug just caused me to hit a smite for 64 damage.
    The damage seemed to also add the damage from main attack that proced the reaction smite which increased the damage from 34 that shows on the calculation of damage to the 64 that actually displays on the log.
    Warmaster crit lvl 1 smite on reaction, I was lvl 3 fighting the tutorial cambions.
  11. strifezza
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    Hey master... I have a question about your mod
    How could I implement it for other classes that have the divine smite mechanic?
    I'm trying to make some changes to a mod class, and I wanted it to have the options of Beyond Divine Smite... so that I could make the smite with a certain type of elemental damage, but I don't know how to do that...

    I tried to add the levels at which she gains her smite ability, within the progressions file of Beyond, but I can't even make the pack for your mod XDXD

    Could you give me some advice?
    Btw, I don't intend to post this class here, because I don't intend to become a modder and I also don't intend to take over someone else's creation in an undue manner... All credit goes to you for this amazing mod and to the creator of the mod class in question

    Thank you for your attention and for the excellent work XD
    1. GraphicFade
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      If you have this mod installed, you would only need to add <attribute id="Selectors" type="LSString" value="SelectPassives(45b2a518-d2cc-4576-9dde-d70f5de20d8d,1,BeyondDivineSmite)"/>
      Which will allow you to select 1 passive which unlocks the spell. You can place this at any level in progressions.