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?
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 So I would also give that a try. Additionally, Raizan also says (emphasis mine)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.
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.
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.
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!
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
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
Level 2: Warding Wind.
Level 3: Thunder Step.
Level 5: Far Step.
Level 5: Steel Wind Strike.
Additionally, we could also make a variant of Wall of Fire that is lightning instead.
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.
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.
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
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.
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.
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^^
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.
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.
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.
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!
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.
38 comments
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. 💁♀️
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
Edit:
Just having a look at the 5e spells and there might be a few of interest.
Level 1: Zephyr Strike
Level 2: Warding Wind.
Level 3: Thunder Step.
Level 5: Far Step.
Level 5: Steel Wind Strike.
Additionally, we could also make a variant of Wall of Fire that is lightning instead.
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
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.
I am awesome
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.
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.
The 1.0.0.14? Were you running it with no other mods, or just some or what?