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Loktide

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  1. loktide
    loktide
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    AUG 25th Update to Patch #1 Fixes this bug in Vanilla and this mod is no longer needed. 

    If you installed this mod previously:  if your current save game has a summon effected by Improved Pact of the Chain then the game will crash if this mod is uninstalled.  You must load your game with this mod, unsummon your familiar, save, then uninstall the mod.
  2. Gearknot
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    I'm finding the extra attack on these summons only works the first time the summon attacks each time you enter combat, feel like it shouldn't work this way, was hoping this mod would fix it but after clicking on this mod i see its no longer even uploaded.

    Edit: This is actually working correctly with find familiar, but not flock of familiars from the 5e spells mod.
    1. Gearknot
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      I managed to fix this problem by using another mod and replacing some lines of code, posting this fix here for anyone with this problem.

      First download Spells Enhanced - Flock of Familiars https://www.nexusmods.com/baldursgate3/mods/4890
      Alternatively you can find the same files in the 5e spells mod and make these same changes in that mod as well, I was just having a hard time finding the file i needed.

      1 Using the bg3 multitool unpack the mod
      2 Open the Spells Enhanced - Flock Of Familiars.txt (or the alternative file for 5e spells) with note pad ++
      3 Find lines- EXTRA_ATTACK_THIRSTING_BLADE
      and replace all with- EXTRA_ATTACK_THIRSTING_BLADE_TECHNICAL
      4 Save the file with notepad++ repack with the bg3 multi tool and install the mod below 5e spells. (or replace 5e spells if using that mod)
  3. DrFlexo
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    Has this bug returned somehow?? I have exactly the same problem, the Imp only attacks twice the first time after it is summoned.
  4. professorxandre
    professorxandre
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    This has been fixed in Patch 1, according to the notes
    1. Baldamundo
      Baldamundo
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      Yeah, although FWIW trying to disable the mod seems to break my existing save
    2. cyberhawk94
      cyberhawk94
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      Does leaving it active do anything weird with familiars? 
    3. loktide
      loktide
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      UNINSTALLATION
      Load game with mod installed. 
      Unsummon your summons. 
      Save. 
      Remove mod. 
      Load game. 
      Create save without mod.
  5. creeten
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    Thanks a lot for this!

    Currently can't try it (Can't close the game right, otherwise my safe won't load because they revertet hotfix 4 for now), but will as soon as I can close my game again. This has bugged me a looot, really happy to finally make deepend pact work.
    1. loktide
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      I'm working on updating this today.  I discovered, playing yesterday, that I'm still losing my extra attack on a full rest.
    2. TKTaKo
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      i feel like the ideal fix is just making a copy of each of the familiars and give said copies the extra attack feature and changing the summon spell to summon summon those if a level 5+ PotC warlock

      i might do this for my mod today
    3. loktide
      loktide
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      I've got it working with the newest update to this mod.  The reason I didn't change it the way you suggested is because I felt this was more compatible with other mods.  The way you suggest would break compatibility with any mod that attempts to alter or add familiars.
    4. TKTaKo
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      would you mind if i integrate this into my mod if you'd rather i direct people here instead that's fine too
    5. loktide
      loktide
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      Not at all, go for it.
    6. Fencerzinho
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      Version 1.1 is still not working as intended, I don´t know if I did something wrong, but I still have the extra attack only after the summoning of the imp, after the first attack, the buff disappears.
    7. loktide
      loktide
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      The mod is still working fine for me.  Double check your installation.  Mod Troubleshooting
  6. TKTaKo
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    how hard would it be to, beyond this bugfix, buff them further without just directly changing their base stats? i.e make their HP go up at specific levels, add the summoner's proficiency bonus to their AC/Saves/Attack/Dmg

    i've been looking into how beast master does it in the files but cant quite figure it out
    1. loktide
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      Well the way the game handles it already with better summons coming in at lvl5 for the Pact of the Chain or Rangers, etc.  Is they make a separate summon then alter the summon spell so it summons a variant of the ex. wolf based on the summoner's level.  This is the summon data for the Ranger's companion Wolf:

      data "SpellProperties" "GROUND:IF(not CharacterLevelGreaterThan(4)):Summon(9beee5c9-279e-49d8-a4a8-18f9ee0b1519,Permanent,,,'CombatSummonStack',UNSUMMON_ABLE,RANGERS_COMPANION_WOLF,SHADOWCURSE_SUMMON_CHECK);GROUND:IF(CharacterLevelGreaterThan(4) and not CharacterLevelGreaterThan(6)):Summon(b428c4e0-d3ca-449c-a5c5-9e0fb310081a,Permanent,,,'CombatSummonStack',UNSUMMON_ABLE,RANGERS_COMPANION_WOLF,SHADOWCURSE_SUMMON_CHECK)"

      With the UUID's ex(9beee5c9-279e-49d8-a4a8-18f9ee0b1519) referring to different character data.

      If you wanted to do something that changes the stat of EVERY summon without going and altering each individually,  I don't think it's directly possible but you could set up an Aura around your character that buffs summons within it.
    2. TKTaKo
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      so the answer would be manually creating new copies of the warlock summons with tweaked stats and altering the find familiar spell they get to summon these new ones at specific levels... sigh that's gonna be some work

      edit: getting it done, slowly... gonna make it small boosts every odd level after 5, hopefully just putting all the entries in the same merged.lsf works fine after doing the basic txt file stuff

      edit 2: it is made, not sure if will be uploaded