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Hellgeist

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hellgeist

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  1. hellgeist
    hellgeist
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    The Witch has been tested and works properly in Patch 7 and Patch 8 with the Script Extender installed from the appropriate version of BG3 Mod Manager. For Patch 7, use 1.0.11.1. For Patch 8, use 1.0.12.2.

    If you are using Patch 7 or later, ensure that you have the latest versions of the required mods for the patch you're running (except for Mod Fixer, which is no longer needed).

    *Note: I will create a console version of this mod when is dependencies are updated (5e Spells WIP, etc).
  2. Siritalis
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    Hi there! I recently started a witch and have been enjoying it so far. I see that the most recent update changed Focused Conjuration to level 6 and removed Sculpt Spells and Portent. From my understanding, 2.0.5 works with Patch 8 as well. Is that correct? Should rolling back to an earlier update with a low level witch cause any issues? Should I respec first, etc? Thanks for any help you can provide!
    1. hellgeist
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      There is no difference between the two versions except for those progression items. If you switch back, they should reappear after a long rest. If not, a respec certainly will re-add them to your character.
    2. Siritalis
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      Thanks for your quick reply and for clarifying! Sorry if I missed it somewhere, but do you happen to still have an image or list of the previous progression?
  3. forceofwiII
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    patch8 available?
    1. hellgeist
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      I initially had some issues getting the latest SE working in Linux, but was able to test today in Patch 8, and the Witch class has no issues, and is working that same as it does in 7.
  4. OutJinxedTaPosition
    OutJinxedTaPosition
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    Does anyone know how to delete this mod without crashing a saved game?

    FYI, I have respected out of it. I have even respected all my companions out of all spell casters completely, and still no dice. 

    I like to download class mods and play for a bit and my My witch, level 4, no longer was having the Spells highlighted on the hotbar for some reason. I respected out of the class and disable the mod. I have had to do this with other mods, so no big deal. Disable the mod, get a fresh save, and reinstall the mod. But this mod doesn't seem to want to let go of my saved game. A new game starts up fine, btw. 

    The Mod was working fine, and I was multiclassing it with wizard, when the hotbar issue hit. 

    I can still play the saved game with the mod installed, but I can't use the class as intended. 

    Anyone have any ideas I can try?
    1. yanagitennen
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      Hm...when I've had this problem before, I usually go into the mods folder under appdata and delete all the mods there (rather than just disable it/remove from load order). Then, I'll re-add the mods I want via BG3MM. I've never had trouble with any saves doing it that way; a missing mod "error" message might pop up asking if you want to continue, but it's safe to do so.

      Otherwise, you can just not select the class after respeccing out of it and continue the game as normal. It shouldn't impact anything.
    2. OutJinxedTaPosition
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      Hmm, I will give that I try. I have done that before, (delete mods in folder) but I never tried to reboot a saved game afterwards. Thought the save game was a loss at that point and just started a new game. Thanks for the suggestion! 
    3. hellgeist
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      This isn't a bug or annoyance, it is a feature of the class itself, which comes with a passive ability that relates to how they do magic. Witches must enter or leave a trance state to cast spells, and this is reflected in the 'Spellcasting' passive you will find in the character's spellbook. It must be dragged to your hotbar to be toggled on or off manually, but it can also be disabled by doing things that interrupt the trance state such as wearing armors that are forbidden to the class.

      This is all described in the mod's Description page, and it comes from the Witch of 2nd Ed, which was a time when DnD was remarkably sophisticated by comparison to todays more 'marvel comics' approach. Becoming a Witch should change what you are; it confers some great powers, but also has drawbacks. Passives don't go away when you change class, so you'd have to start a different character to get rid of it.
    4. isrra20
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      So if I become a witch and then change classes with mordio at camp, his passives won't disappear?
    5. hellgeist
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      The only passive that will remain is the Spellcasting ability. If you make sure to toggle it off before you respec, you can safely ignore it for the rest of the character's lifespan.
  5. isrra20
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    I love the mod but can I play it on the previous version without serious problems? I saw that it was updated and I have it installed in a game. I don't know how safe it is to update it mid-game.
    1. hellgeist
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      There shouldn't be any problem whether you stick with the old version or update. The change was just a correction to one of the spells learned as a Desert Initiate.
  6. isrra20
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    works without Homebrew Spells???
    1. hellgeist
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      Homebrew Spells is a requirement
  7. ChanneltoJupiter
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    Absolutely love this mod, having a ton of fun with it!
    Just wanted to ask if you'd consider to make this mod compatible with mods that add feats to every level up? As someone who plays with those mods every playthrough I am missing it a little bit.
    I understand and am aware this is a bit of a shot in the dark ask but thought i'd try anyway

    Still an amazing mod!!  
  8. Keitsoru
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    Hey, there, hellgeist, great looking mod! I was however curious if you'd be willing to add support for Valkrana's stuff?

    If not then that's fine, I can ask Valkrana, actualsailorcat just needs the UUID and spell list UUIDs.
    1. hellgeist
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      I can't stop anybody doing what they want to do with the game and any mods they have, but I would prefer that the Witch remain a dedicated class, as the entire concept is based on having a very unique approach to magic, and because I feel that 'class' should mean something. Necromancers are a class that does necromancy; Witches (in my mod) are a class that does Witchcraft.
  9. scarletfire12492
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    What is the number of spells known for each level? And are there acid options? If not, could you add them?
    1. hellgeist
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      The spells per level are listed in a table on this mod's main Description tab.
  10. Vivivandort
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    Hi, love this mod very much but I got an issue since patch 7, I can't level up.
    I can select spells etc but can't valid in the end, I got the "Choices pending" in red and that's all. Don't know if it's patch 7 related but would love a solution if anyone has one.
    1. jengem
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      Same issue. Using mod via official mod manager in game. 
    2. hellgeist
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      I'm updating to v7 and will have a look at this. It might be a few days as I get back up to speed, so sorry about the long wait.

      If there is an item in red that normally means you have to make a selection such as a new spell or ability. I've been testing the class in patch 7, and can choose pending items and level up properly. Do you have the current version of the required mods such as Improved UI? Also, if you have been leveling past 12, you will need UnlockLevel Curve - Level 13-20 | Patch 6 (or 7 depending on your current version of the game)
  11. StellarDrinks
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    Great mod