So I'm testing again and I just realized that you don't actually get the spells from 5e Spells, only from your Spells Extra library. However, this also means that you don't receive level 7-9 spells from 5e Spells and AdvancedTabletopSpells. I'm not familiar at all with how merging progressions and CF works. Is there any way to merge the spells from 5e Spells and ATTSpells into the subclass, or would I have to manually add all the spells from those mods into SpellLists.lsx in your Spells Extra mod?
Not familiar with editing class progressions at all; how would I add Moonbeam to the Divine Arcana feature? Wanted a mid-level Radiant option, and while Spirit Guardians is an extremely good spell, it's perhaps not as suitable for a squishy ranged blaster.
Tried just adding Target_Moonbeam to the list of spells under "Hierophant Spell Scroll List" in SpellLists.lsx, but that didn't do the trick. Adding selectable (not automatically granted) spells seems to be the part that confuses me - for the other entires in SpellLists.lsx, I can map their UUIDs to the respective levels they're granted in Progressions.lsx, but can't figure out where "Hierophant Spell Scroll List" feeds into.
Scroll list is only used to learn scrolls, in this case it only matters for mods that add non-basegame scrolls. Moonbeam didn't make the list since this is cleric-wizard themed and moonbeam is a druid spell.
Totally get why Moonbeam isn't included, was just trying to make a short-stop to fill in that gap even if it's not ideal. Did figure out eventually that the actual spell list is located in your Spells Extra mod!
On another note, it looks like no icon for Erudite Remedy? Tried looking into adding action resource icons but couldn't find any tutorials for non-toolkit mods. I tried unpacking an existing mod I had that added an action resource but that had the icon in like 5 separate locations within the folder so couldn't figure out how that worked haha. Any idea if it's an easy fix to add an icon? I was thinking I could just use a pre-existing icon like Cure Wounds to avoid having to generate a new icon.
Hii just downloaded ur mod, i like it so much. but 1 thingh, if i heal a teammate with seal wounds, it supposed to can be tergeted by divine guardian right? But after i heal it with seal wounds, divine guardian say to me "invalid target", any ideda why?
Thank so much for putting this mod together, but its conflicting with the Wizard - War Magic Tradition mod. I have community library at the top and compatibility framework at the bottom but only the most recent mod in the load order between the two will show up. Do you have any idea on why that is or if theres anything I can do to fix it? Cheers
No bother at all, you could always try using the Wizard Alternate module from my Subclass Compatch, which supports both War Magic & Divine Guardian. You will also have to install the other subclasses listed in it, though it should have no conflicts with CF if you load CF last.
Wanted to drop a quick comment, I like this mod. Its nice and plain (in a good way) and doesn't feel overpowered or packed to the gills with extra junk like some class mods, just a lovely little Cleric-Wizard. Enjoy the 6th level spells to "convert" damage types from fire-radiant and poison-necrotic. My single gripe, I had to use the replacer version as with the main mod the subclass wasn't showing up with my other wizard schools, I don't have anything that alters wizards so I'm not sure why. Otherwise, wonderful work.
That's normal, if you're not using Compatibility Framework/my Subclass Compatch/another alternative, you can only have one extra subclass per class (whichever is loaded last) since they all overwrite the same file (in this case, Wizard progression level 2).
I am using the compatibility framework, and as I mentioned though, I have no wizard mods installed so there shouldn't be any competition with any others. Either way, it works. Although I've noticed something else, Gale (who I'm using the subclass with) has no voice lines at all outside of manually engaging in conversation. No spell voice lines, no random dialogue among party members. That is by no means game breaking but it is a bit jarring and breaks the immersion somewhat. Do you have any thoughts as to how I might fix that?
That's weird, I didn't have any sound issues when I tested this, no idea how that could have happened. I don't use CF and this mod doesn't support it, should have mentioned that. Though since this is your only Wizard mod, that shouldn't matter.
Oh well. I appreciate you being forthcoming and prompt with the replies. I may just try moving things around in the load order and potentially try the main mod again to see if maybe there's something I'm doing wrong. I'll try messing around with load order, are there any specifications on that? Out of 80 mods I have this one kind of high up
OOOOOOHH ok so it was a load order issue. I moved the MAIN mod 2nd to last and it is appearing with the other wizard schools AND my voice lines are working now.
Well I'm glad it's working, though that's wild that load order could do that. I tested it with 112 other mods and had no issues, but I did have it last in the order.
Tell me about it, load order is insane sometimes with some things that work and some that don't. Like my mod for tutorial chest summoning, depending on if I have that before or after a subclass mod, the subclass won't get access to it. And I constantly have trouble with the mod for feats every 2 levels not working. Its like playing Jenga getting everything to work in harmony and sometimes you just have to decide what you can live without
Oh yeah the more feats mods are a lot of progression edits, I can see how that would be fun to juggle around lol. Enjoy and please let me know if there are any more issues :)
Will do, and thank you again for the assistance! BTW in case it matters or someone else has a similar issue, using the replacer version allows the feats every 2 levels mod to work alongside your mod.
Makes sense, since that mod would very likely alter Wizard progression level 2. I expect all subclasses without a CF-only version would have this issue.
Illusion, not Divination. If you're like me and think Illusion is a worthless subclass I guess, idk. I just made it for me really, decided to throw it in.
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Tried just adding Target_Moonbeam to the list of spells under "Hierophant Spell Scroll List" in SpellLists.lsx, but that didn't do the trick. Adding selectable (not automatically granted) spells seems to be the part that confuses me - for the other entires in SpellLists.lsx, I can map their UUIDs to the respective levels they're granted in Progressions.lsx, but can't figure out where "Hierophant Spell Scroll List" feeds into.
On another note, it looks like no icon for Erudite Remedy? Tried looking into adding action resource icons but couldn't find any tutorials for non-toolkit mods. I tried unpacking an existing mod I had that added an action resource but that had the icon in like 5 separate locations within the folder so couldn't figure out how that worked haha. Any idea if it's an easy fix to add an icon? I was thinking I could just use a pre-existing icon like Cure Wounds to avoid having to generate a new icon.
But after i heal it with seal wounds, divine guardian say to me "invalid target", any ideda why?
https://github.com/BG3-Community-Library-Team/BG3-Compatibility-Framework/wiki/Adding-a-Subclass-to-the-Compatibility-Framework
sorry to be a bother, I'm hesitant to use the replacer cause I actually like illusion :')
I did find a work around by adding the the subclass that was conflicting with divine guardian to divine guardians progression.lsx file!
I followed tac0609s tutorial in the Tal'Dorei Blood Magic's comment section if anyone else is having a similar problem :)