Baldur's Gate 3
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Great Old One Bob

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GreatOldOneBob

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38 comments

  1. 486451
    486451
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    I could not load it,and when I use it the items under Great Old One would be blank.
  2. TanksBlaze
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    Is there a specific load order for this? I really want to use this mod but it is not working for me. All my other class mods work except this one. Maybe its because i have the plus classes and subclasses mod?
    1. GreatOldOneBob
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      Are you using Compatibility Framework and Script Extender?  Make sure you have those, but also it looks like the mod author Raizan of the plus series of mods says 
      If a subclass is not supported just pick Wretch at level 1 and pick the new subclass you added at the proper level.
      So I would also give that a try.  Additionally, Raizan also says (emphasis mine)
      Load Order:
      After downloading both files in the "Main" category (Base and Previewer):

      • Assets and Base will be an override mod that you have no need to touch in BG3MM.
      • Place Previewer AFTER or BELOW every supported custom subclass in the load order.
      • Any optional mod downloaded here goes AFTER the Previewer.
      So you can also try moving my subclass after previewer in the load order.  If none of those works let me know and I'll try and get it figured out with Raizan.
    2. TanksBlaze
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      I have all the required mods. I tried a lot of different load orders. It honestly does not show up. I made sure all mods are up to date. I tried only using your class mod as well.
    3. GreatOldOneBob
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      Confirm that you're using version 1.0.1.26 - I just retested this one, and confirmed it's working.  It's also the version I'm using in my own playthrough as well.
    4. TanksBlaze
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      Yes I am
  3. babyscid
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    Some feedback

    I seem to have the GOO first level passive Mortal Reminder

    And the "gain 1 lightning charge at start of combat" is not showing up?

    Not sure if this is just me or not. 💁‍♀️
    1. GreatOldOneBob
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      My BG3 is currently broken, but I'll see what I can manage without being able to test.  
    2. GreatOldOneBob
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      The newest version should correct this!
    3. babyscid
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      Thank you☺️☺️☺️
    4. babyscid
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      It looks like the GOO mortal reminder is gone but when combat starts I still don't see a lightning charge showing up? Not a big deal but I know it's a feature so wanted to bring it up. It's fun so far though!
    5. GreatOldOneBob
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      Yeah I just got Wyll (whoo I'm using this on) and I don't see it either.  I'll look into it.
    6. GreatOldOneBob
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      Okay I don't have time to test it right now, but I think I solved the problem.  Give it a s#*! and see if the passive lightning charge shows up now.
  4. babyscid
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    Have not tried this in game yet but looks cool! Do you have a list of expanded spells for the subclass? I'm assuming lightning based ones?
    1. GreatOldOneBob
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      Oh! I absolutely do!  I didn't realize I missed them in the description, thanks for asking.  (Posted here again for your convenience) Spell List
      Level 0 Jolt, lightning lure, Shocking Grasp - the first two come from other mods but are on the list for my personal use.
      Level 1 Longstrider, Gust of Wind
      Level 2 Protection from Missiles, Blur
      Level 3 Call Lightning, Haste, Lightning Bolt, Lightning Arrow
      Level 4 Freedom of Movement, Otiluke's Resilient Sphere
      Level 5 Chain Lightning, Heal
    2. babyscid
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      Awesome!! Thank you
    3. RandoRuda
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      Level 0 Jolt, lightning lure, Shocking Grasp - the first two come from other mods but are on the list for my personal use.
      Level 1 Longstrider, Gust of Wind
      Level 2 Protection from Missiles, Blur
      Level 3 Call Lightning, Haste, Lightning Bolt, Lightning Arrow
      Level 4 Freedom of Movement, Otiluke's Resilient Sphere
      Level 5 Chain Lightning, Heal
      I know it can be hard to make the choice, but generally speaking, a Warlock patron will only get 2 spells added per spell level. I know the class isn't perfectly balanced, but do you think you could make a choice for the level 3 spells? I'm inclined to lean towards Haste and Lightning Bolt.

      Edit:
      Just having a look at the 5e spells and there might be a few of interest.
      Level 1: Zephyr Strike
      You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
      Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

      Level 2: Warding Wind.
      A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

      The wind has the following effects:

      • It deafens you and other creatures in its area.
      • It extinguishes unprotected flames in its area that are torch-sized or smaller.
      • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
      • The area is difficult terrain for creatures other than you.
      • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

      Level 3: Thunder Step.
      You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

      You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

      At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

      Level 5: Far Step.
      You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

      Level 5: Steel Wind Strike.
      You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

      You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.


      Additionally, we could also make a variant of Wall of Fire that is lightning instead.
    4. GreatOldOneBob
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      I realize it was more than the normal addition of spells; however, I find having all three doesn't really change the power level since they are semi-redundant, but they do fit different styles of gameplay.
    5. GreatOldOneBob
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      Oh, I don't use 5e spells at all hence why we don't see those options.
  5. RandoRuda
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    Howdy Bob,

    Did you want me to add this patron to the list of supported mods for OneDnD Warlock Patron Spells & OneDnD Warlock Spell List Additions?

    Also, I see you've added in a CompatibilityFrameworkConfig.json - it might be worth also listing the Compatibility Framework (and by extension the Community Library) to the list of requirements so people know it's supported.

    Regards,
    Rando
    1. GreatOldOneBob
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      You can definitely add it, and I'll make sure to update the dependencies!
  6. KingTylenol
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    Sorry it's not working but the idea looks pretty sick and I hope you get it working. A small tidbit I thought of would be if the different pacts augmented how the power is used but that may be neither here nor there on release but hopefully you figure it out
    1. GreatOldOneBob
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      Yeah that would be an interesting way to make it have a wider skillset but more focused gameplay.  It's certainly an idea I am interested in mulling over at the very least.  Once I get this one working properly, I am thinking I might make a Lantern Class and having a subclass for each part of the spectrum.  Or maybe more element variants for warlock subclasses.  I dunno, I have to figure out how to fix this one first lol.
    2. KingTylenol
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      Big brain beyond! Much better than my idea lol and happy to see you making progress on the mod
  7. jackyevening
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    I have look into your file and I have gotta say the mistake that you make is obvious. So obvious that I think it is more fun for you if you try to find out yourself.
    But I am going to give you a tip: How many subclass do you think there should be in the warlock class if I installed this mod?
    I tried coming up with some more subtle tips but....... This just show how obvious the mistake it.
    1. RealDonStefan
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      LOOOOOOOOL

      I am awesome
    2. jackyevening
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      Well, I think part of the fun of modding the game is to figure stuff out yourself and taking fruition of your fantasy. I am open to giving the answer out right if he still cannot figure that out being honest, simply try to give him the chance. Nice riddle though^^
    3. GreatOldOneBob
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      On one hand, I appreciate anyone taking a look and responding with what help they can offer, but I get why RealDonStefan took offense, as sometimes it's frustrating to have someone who knows an answer dangle it in front of you.  It might have been better to give your hint, but then spoiler out the actual solution.  Either way, you're the only help I've gotten so I'm not going to look a gift horse in the mouth.

      So anyway, I think I saw what you were referring to, as I had three subclass entries, not four.  That did not, however, solve the issue of the mod not appearing.
    4. jackyevening
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      OK, this problem is less obvious and I can only guess this is the case.
      There are actually two kind of "level one" in this game. One that you create your character with and another one that you multiclass into. Therefore you would also need to have two "level one" in the mod for that. The Warlock class itself already has two level one so just copy both of them as there may be some difference.
      It is also a common practice that the subclass selection level is the only level you copy over from the main class. The more you copy, the more likely you conflict with the game if there is any update that changes things.
      After all that, I run the game and it still does not come up. Script extender shows that a mod is "non-existance" which means your mod may still be lacking some files that should be needed. Likely the merge file and may be GUI file.
    5. GreatOldOneBob
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      Looking at another subclass I think I found that part, but still to no avail
    6. jackyevening
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      Are you sure you upload the right zip as I find less files in the zip then before. There are also no changes to the file as well.
    7. jackyevening
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      Finally get this working. Try moving around with the load order and see if the game can load the mod. Sometimes it is simply not connecting well. Also, I was using the second update instead of the last one. So I am not sure if the last one work as well but it should.
    8. GreatOldOneBob
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       Also, I was using the second update instead of the last one

      The 1.0.0.14? Were you running it with no other mods, or just some or what?
    9. GreatOldOneBob
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      Nevermind, got it loading!
  8. HelloItsMeGoku
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    Hell yeah it works! So excited to try it out.
    1. GreatOldOneBob
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      well it loads anyway lol.  About to do some testing myself!
  9. eldriel
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    im prety sure you already did that but, you used scrip extender and mod fixer together with your own mod? those are usually required for any mod class so may have to do with whatever file your modifying, i dont know about moding but i know that, but you probably already tryed that, good luck anyways i hope you can fix it!
    1. GreatOldOneBob
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      Luckily nothing I have here requires script extender, and mod fixer (if it's even needed) just has to be in one mod total in the mod manager, so those should both be fine.  Good thoughts though for sure.