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EnvyForNow

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11 comments

  1. Ryujin24
    Ryujin24
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    I started writing and realized I had written a novel of my experience with this mod so I scrapped it to summarize it like this:

    Your mod doesn't work. I thought I could give it a try and inspect the PAK and look at your coding. I spent 5 hours non-stop experimenting different ways to get your code to work and I was stumped. After the 5th hour, I was about to give up and then I realized, other modders have done this successfully, so I copied your code over into this mod and at long last, I was able to get it to work.  It wasn't your coding (kinda but I'll bring that up later) it was how you structured your mod. you are missing something. What exactly I have no idea. Feel free to download that guy's mod to compare what he has versus yours.

    Now...about your coding....did you mean to nerf it along with making it a bonus action? Because Searing Smite is now a Bonus action and Spell Slot but the first level only does 1-6 damage. The reason I ask is that it is SUPER not worth expending a Spell Slot for just 1-6 damage. If this is not intentional, I know where the problem is. Here is your code minus the notes.
    new entry "Target_Smite_Searing"
    type "SpellData"
    data "SpellType" "Target"
    using "Target_Smite_Searing"
    data "SpellSuccess" "DealDamage(1d6, Fire,Magical); ApplyStatus(SEARING_SMITE, 100, 10)"
    data "UseCosts" ""
    data "TooltipDamageList" "DealDamage(1d6, Fire)"

    According to the HexDataBrowser, the in-game code for Searing Smite is as follows:
    UUID Target_Smite_Searing
    Name    Target_Smite_Searing
    Type    SpellData
    SpellSuccess    DealDamage(MainMeleeWeapon, MainMeleeWeaponDamageType); ExecuteWeaponFunctors(MainHand); DealDamage(1d6, Fire,Magical); ApplyStatus(SEARING_SMITE, 100, 10)
    TooltipDamageList DealDamage(MainMeleeWeapon, MainMeleeWeaponDamageType);DealDamage(1d6,Fire)
    UseCosts    ActionPoint:1
    For the sake of brevity, I cut a long of the actual code so that this post doesn't seem obnoxiously long. But in any event, as you can see the original data includes the Main Melee Weapon as PART of the Fire Damage. 

    So if you correct it by leaving the in-game data in there then it should.......wait........hold on a second.....

    UPDATE: Yeah, you can just omit those lines from your code and it will resolve itself. So theoretically all you need is
    new entry "Target_Smite_Searing"
    type "SpellData"
    data "SpellType" "Target"
    using "Target_Smite_Searing"
    data "UseCosts" ""
    And that will get you the effect you wanted.  everything else is left alone the only thing changing is the Action Point.  And yes, Karlach is ALSO affected by this.  But there is a way around it. Plus it could be a good to balance out the mod anyway.  Karlach's Searing Smite specifically receives it's mechanics from Target_Smite_Searing_2. So if you just delete all the other levels of Searing Smite but keep JUST level 1 to a Bonus action, it could get you what you want and leaves Karlach's Searing Smite alone.  So that theory was a bust. Turns out if you reduce your coding to just those 5 lines, it will still remove the ActionPoint cost on ALL levels of Searing Smite.  So to leave Karlach's SS alone, you would need to keep SS Level 2 in your coding like this.
    new entry "Target_Smite_Searing_2"
    type "SpellData"
    data "SpellType" "Target"
    using "Target_Smite_Searing_2"
    data "UseCosts" "ActionPoint:1"
    data "HitCosts" "BonusActionPoint:1;SpellSlotsGroup:1:1:2"
    If you don't particularly care about the fact it affects Karlach's Searing Smite, then you could make it an Optional File with the Disclaimer to "choose 1 not both"

    Now if you feel like Searing Smite needs to be stronger to justify using 3 resources, then keep Level 3 and higher but increase the Die Size from D6 to D8 or D10. Whatever you feel you want it at.
    1. EnvyForNow
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      That's a lot of reading, I skimmed through because the mod does what it wants for me and my needs and was the main reason I made it.
      Now...about your coding....did you mean to nerf it along with making it a bonus action? Because Searing Smite is now a Bonus action and Spell
      Slot but the first level only does 1-6 damage. The reason I ask is that
      it is SUPER not worth expending a Spell Slot for just 1-6 damage. If
      this is not intentional, I know where the problem is. Here is your code
      minus the notes.
      I didn't nerf it, it was meant to pair with your melee hit just as it does normally in 5e instead of doing double physical damage as it would do normally in BG3 if I only removed the action from it.

      I play a Swords Bard and my build is Searing Smite -> Blade Flourish (but can also work as Searing Smite -> Battlemaster Manuever), which was the whole point of this mod.

      As I've written in the description, I'm not gonna mess with the code, gonna keep it as is.
      As I've also written in the description under permissions, you may do whatever you wish with it and post the updated and fixed version of yours. I am extremely lazy, not a coder and I barely had any idea what I was doing in the first place, so I don't really want to mess things up further.
      
      So no offense and it's nothing against you, I actually respect you for caring this much about my dumb little frustration project, but this mod gonna stay as is on this mod page.
    2. Ryujin24
      Ryujin24
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    3. realprometheusx
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      is it possible to just make this a reaction like divine smite that still consumes bonus action and action 
  2. Ryujin24
    Ryujin24
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    I feel you. I thought the smites eating up both actions just kinda killed it for me when I played the Paladin and then I realized that maybe it's a balancing thing?  Smites are supposed to be REALLY strong. so to justify its power, they set it up with both actions.  But tying it to a Spell slot with a Bonus action i think keeps the balance of it actually. So that's a good idea.

    And yes, if people have any Spell modifications, they would have to have your mod lower on the Load order so that your mod activates last and keeps its effect.
    1. But tying it to a Spell slot with a Bonus action i think keeps the balance of it actually. So that's a good idea.

      Searing Smite always used a spell slot, as they're a spell.
    2. Ryujin24
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      Not always. Karlach's Searing Smite and Branding Smite don't use a spell slot.
    3. EnvyForNow
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      That's because it's an innate ability. It shouldn't technically use a spellslot as it's a part of their race traits.
    4. Ryujin24
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      Exactly. Therefore....not always.
  3. I have no idea how it works with Karlach's Searing Smite because I don't have Karlach in my party.

    It applies to the Zariel Tiefling racial smites as well, because Target_Smite_Searing_ZarielTiefling refers to the regular Searing Smite for its basic functions.
    1. Ryujin24
      Ryujin24
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      I'm going to install this mod for this comment alone.