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Baaleos

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  1. Baaleos
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    Going to lock this thread so we can move to the Forum tab instead - just to keep things tidier.
  2. VonLoewe
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    Hi there! Just wanted to mention that this mod conflicts with Cleric Subclasses due to the Shadow Sorcerer class icon somehow causing all the icons from that mod to not be loaded.
    Most likely the conflict would occur with any custom class icon; it just so happens that the Cleric Subclasses mod is the only other subclass mod that currently offers icons.
    Hopefully there is a way to implement icons in a more compatible way. The author of the Clerics mod mentioned something about loading it through Improved UI:
    1. Baaleos
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      Actually moving the icons won’t help at all. The icons do not overwrite each-other at all- the shadow Sorc icon is uniquely named.
      it is the xaml file that overwrites and unfortunately any class mod that adds a main class or subclass will overwrite the DataTemplates.xaml file.

      If ImprovedUI wants to add the shadow sorcerer subclass nodes to its DataTemplates.xaml- that’s for them to decide. They don’t need the icons- they just need the xaml files to be consolidated to have nodes for the classes or subclasses. However- I don’t know if this will create further issues- eg: if you load up the class selection screen, the UI says there is a Shadow Sorcerer subclass but the mod itself is not installed.
      Would that cause a crash? Dunno.
    2. OnlyaWanderer
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      So your mod and cleric subclasses really aren't compatible?
    3. Baaleos
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      Only the last mod in the load order which edits the DataTemplate.xaml will have their class and class icon showing.
       So if Cleric mod appears last- their class and icon will show, if mine is last, then Shadow Sorcerer will show with icon etc.
      This is just a limitation to how the game works.
    4. VonLoewe
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      Actually, from my testing, the Clerics' icons always loses, even if this mod is deactivated in BG3MM, as along as it is in the Mods folder.
      I don't understand how the ImprovedUI implementation is supposed to work, but it supposedly was meant to circumvent this issue. Certainly it doesn't require adding the icons to ImprovedUI itself. I imagine it exposes some API of its own.
    5. Baaleos
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      It’s the DataTemplate.xaml
      this translates the sub-class ID ‘ShadowMagic’ into the icon file name. 


      There can only be one copy of this file active at any one time.
      If ImprovedUI provides a DataTemplate.xaml that has my class and the cleric ones accounted for - then the icons will show for both.
      The DataTemplate.xaml file is also in the Games/UI portion of Cleric mod pak file and Shadow Sorcerer mod pak- so it is treated like an override - just being present will override game assets- whether it is activated in mod load order or not.
      That is how the game is built and how it treats mods.
    6. VonLoewe
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      You are correct. Looks like modders right now have to make pull requests to Djmr on github. But apparently he is working to change the procedure to make it easier for modders.
  3. ShadsYourDad
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    Hi would it be possible to get a lite version of the mod that doesn't include the umbral form? Its a bit too powerful for my taste, and I think the class manages perfectly fine without it.
    1. kbite
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      Well, this ability is only unlocked at level 11. The only thing that bothers me is that it costs only 4 sorcery points. As for me, it would be better if it cost 6 sorcery points or it would work once per long rest.
    2. Baaleos
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      Cost increased to 6
      Duration lowered from 10 to 6 turns
      Cooldown still left at Once per Battle - In all fairness - the sorcery point cost will help to control the amount of times it can be used per day.
      Eg: if someone wants to sacrifice all their spell slots to get another shot of it in another battle - then thats up to them.
    3. kbite
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      Perfect, thanks:)
    4. belowzeros
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      cost changes make sense to me and it's a good compromise
  4. Atiris12
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    I'm so happy to see that you're continuing to add to this mod. Shadow Sorcerer has opened up so many doors for RP specifically within BG3's storylines, that this mod has been a treasure.

    I have a request - Do you have any aspirations for altering the coloration of certain spells to align with the shadow theme, perhaps as an optional file? I'd love to channel my inner amaterasu and throw out a black fire ball or scorching ray. Perhaps, make a metamagic feature that allows you to change the typing to necrotic or cold and in doing so, changes its coloration. I'd love to also see an implementation of the shadow weave or shadowstuff as well, adding the prowess of illusions into the fold.

    Eitehr way fantastic work. 
  5. Drunkenmoken
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    So after some testing to make sure everything was working, I have found out that if the save you are updating into (from 0.9 to 1.01+) has a Drow in the party the game will crash for the same reasons an already present Shadow Sorc will cause it to crash. I have tested this by loading a save with a high level Shadow Sorc who had respec'ed, mod updated fine. Tested it with a Drow Shadow Sorc who had been respec'ed, the game crashed. I can only assume this is due to the Drow's racial Darkness spell.
    1. Leaferian
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      So being a Half Drow, I won't be able to respec and update to avoid the crash issue? That super sucks... I love this mod and I was totally ready to respec to something else so I could update this properly.
    2. Abel784
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      So is my half drow save gone then?

      EDIT: Never mind its not a mod issue new update broke a lot of saves that are just before act 3. IE Under moon rise area, changing areas to Act 3 and saves in that relative area of the game seem most affected by the new patch.
    3. Baaleos
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      This is possibly what I was seeing during testing. I was a half drow but also had Minthara in my party or in camp and after around level 7 or so- when I changed from 0.7 to 1.0+ the crash would occur.
      Unfortunately the only way to prevent such a crash would have been to continue using the Darkness spell ID that overwrites the in-game versions. Which would have caused more headaches- as it would have affected Drow, Warlock versions of the Darkness spell.
    4. Drunkenmoken
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      Yeah Baaleos that sadly seems to be the case. It all boils down to "Because Drow" in the end. And I'm guessing there isn't a way to fix this is there since the save already registers the changed darkness spell.
    5. kbite
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      And with the old version of the mod, saves are loaded? If so, you could try respeccing all the drow you have in your party, save the game while you're at level 1, and reinstall the mod.
    6. Leaferian
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      @kbite: Sadly, that doesn't seem to work. The only half-Drow in my party is me, and respeccing to Lv 1 Fighter still came up with the same crashes when trying the updated mod. If you reached Level 5 with a Drow character in 0.9 or prior, it seems you can never update the mod past that without it breaking.
  6. NellsRelo
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    Hey, I'm the main dev on the BG3 Community Library mod. With your permission, I'd love to include a reference to this mod in our subclass compatibility progressions! We're working on setting up the subclass-providing progressions with references to multiple subclass mods, to ensure compatibility between multiple mods.

    In the context of this mod, it would look something like this:

    In our Sorcerer Progressions file(Which includes only the Level 1 Progression), we would include a Subclass node pointing to the Shadow Sorcerer's UUID.

    In your Progressions file, you would either: remove the base level 1 Sorcerer Progression, and set the Community Library as a requirement, or direct users who want compatibility to grab the Community Library and load it below your mod.

    Let me know if this is alright with you :)
    1. Baaleos
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      No objection.
      if your mod wants to reference our subclass uuid in the level 1 progression that should be fine- people will either get access via your progression or via ours - as long as the UUID values are the same etc.
    2. NellsRelo
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      Thank you :) I've pushed the update to Community Library in a way that ensures no need for removing the progression, as you've mentioned
  7. andersonvalci
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    please make the mod compatible with the mod UnlockLevelCurve Level 13-20 I PATCH 1 
  8. envelopingICE
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    Currently having an issue with BG3 crashing while loading saved game files. From my testing it seems that loading any save with a lvl 6 shadow sorcerer as a half drow (maybe due to the extra darkness racial spell?) causes the game to crash but it will load games fine up until and including the moment before hitting level 6. Could you please investigate? Would love to use this as my subclass but will have to respec if this problem persists.

    I upgraded your mod from .2 installed the script extender and this was the first time I respecced into shadow sorcerer.

    I don't have Minthara in my party.
    1. abydos992
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      Same here lvl 11 sorc save file tonally useless now after i updated from 0.9 to 1.01 also 1.02 not heling the issue. only way to play the save is to go back to save before i installed the mod and it was lvl 9 :(
    2. envelopingICE
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      I reinstalled all mods and was somehow able to load a game after lvl 6, with minimal loss to playing time. I just hope the issue won't come back since I actually really enjoy this mod and I think the creator did a good job. Apart from the load issues!
    3. envelopingICE
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      @Abydos992 - Oh, I'm sorry that happened to you. That sucks. It is already annoying to loose 1 level worth of game time, let alone 2 ! :/

      I guess that's sometimes the risk we take when we want to be some of the first people to use mods for BG3 -.-
    4. Baaleos
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      Yup - unfortunately this is my first mod for BG3 - So wasn't really aware of all the gotcha's to look out for.

      Unfortunately the earlier versions of the mods were interfering with Drow Racial abilities, Warlock Darkness spells etc.
      I had a choice - either live with the broken drow darkness and warlock darkness spells - which many people were complaining about.
      Or make a hard choice and correctly prefix all my spell ids - so in future the spells would not contaminate or interfere with other classes/ racial abilities.

      I went for the latter choice- this did however result in some crashes on characters who had learnt drow darkness abilities. For me it was around level 6-7 ish : Minthara might also have been causing it too - because she might have had the same darkness ability present.
      I spent the better part of 2+ days looking at ways of making a script of sorts that would fix it for players- but I wasn't able to get one working - because the crash happens as soon as the save game is loaded - its hard to experiment under those circumstances and my BG3 scripting knowledge isn't 'there' yet.

      At this stage all I can say is I am sorry for the inconvenience and it shouldn't happen again. Now that all the spells/passives/boosts are shifted over to be prefixed with 'baa_'  (for baaleos) - there should be no contamination with other racial abilities or other mods etc and there won't be any need for me to make such a drastic breaking change in the future.
    5. envelopingICE
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      Thanks for the work you put it anyway, it is great to have some shadowy vibes with a sorcerer, and this meshes so well with a dark urge playthrough!
  9. Dahnasj
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    He Baaleos, I love you put this awesome class in the game. However the sub-class is not showing up in character creation. Can you direct me in what I am doing wrong?

    I reinstalled the BG3 mod manager latest version (1.0.9.4) and the shadowsorcerer and mastif are the only mods together with full release mod fixer. (I also copied the script extender into the /bin folder, but I read in an earlier thread this has nothing to do with it).
    But every time I load up the game the vanilla 3 sub-classes are he only ones showing up. Am I missing something?
    1. kbite
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      Did you correctly transfer mods from the right column to the left and clicked file/save order in mod manager?
    2. Dahnasj
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      I did, I even deleted all other mods from the mods folder to prevent interference (except for mod fixer)
    3. Baaleos
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      Post your modsettings.lsx and we can have a look.
    4. Dahnasj
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      The mod manager has some strange behaviour. Where with other mods when I drag them to the left and save the order to a file, they stay there and when I close the mod manager and start it up later the last saved order is automatically loaded. Everytime I start the mod manager, the shadow sorcerer files are on the right, unlike the other mods, eventhough I mad a save with them on the active side.

      Here is the modsettings.lsx:

      <?xml version="1.0" encoding="UTF-8"?>
      <save>
          <version major="4" minor="1" revision="0" build="0"/>
          <region id="ModuleSettings">
              <node id="root">
                  <children>
                      <node id="ModOrder"/>
                      <node id="Mods">
                          <children>
                              <node id="ModuleShortDesc">
                                  <attribute id="Folder" type="LSString" value="GustavDev"/>
                                  <attribute id="MD5" type="LSString" value=""/>
                                  <attribute id="Name" type="LSString" value="GustavDev"/>
                                  <attribute id="UUID" type="FixedString" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8"/>
                                  <attribute id="Version64" type="int64" value="36028797018963968"/>
                              </node>
                          </children>
                      </node>
                  </children>
              </node>
          </region>
      </save>


      Here is the mod manager save file from .../Orders/:
      {
        "Order": [
          {
            "UUID": "38291fe1-40a3-4af7-bbbd-c9a55f3e39c0",
            "Name": "BG3ShadowSorcerer"
          },
          {
            "UUID": "0ecbd258-7c0a-4a61-8c17-30b7668a2c37",
            "Name": "BG3ShadowSorcerer_Mastiff_Patch"
          }
        ]
      }

      I only have three files active:
      Overrides:
      - Full Release Mod Fixer with Message Remover

      Active:
      - BG3ShadowSorcerer
      - BG3ShadowSorcerer_Mastiff_Patch
    5. Baaleos
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      It is showing the mod in the load order, but it is not showing the mod in the mods section. 
      It needs to be in both.
      If you cannot get the mod manager to do it - you will have to add the mod element to the mods yourself.
      Check the main page of the mod or the readme.html file inside the zip.

      It has the mod element - copy and paste it inside the Mods section of the modsettings.lsx
    6. Dahnasj
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      Thanks! I got it going, so apparently the mod manager is buggy.
  10. envelopingICE
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    Suggestion to mod creator: Would it be possible to implement a higher level Shadow blade that does not require concentration?  Because I play a dual wielding character and I want one of the blades to be the shadow blade, however that means I can't use any other spell requiring concentration -.- and Larian implemented the concentration costs in many of the cool spells . .

    It could look like

    * Improved Shadow blade,
    "Your increased connection to the shadowfell, allows you to more easily manifest your shadowblade at no concentration cost"
    -Stats same- but doesn't require concentration. (You can only manifest one shadowblade at a time)

    - alternatively an even more higher level spell could be

    * Empowered Shadow blade,
    "
    Your shadowblade requires no concentration, and targets cut by the dark blade are now infused with consuming shadows, preventing them from recovering hit points for one round. Negates any healing for 1 round.
    1. envelopingICE
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      And some feedback: Visual glitch: the shadow blade seem to be occasionally floating to the left of your character in cutscenes for instance when speaking with Jahera in the last light inn, once you reach the shadowlands.

      Attack roll bug: Wrong spellcasting attribute / AC: After some testing it seems that Shadow blade uses Intelligence instead of Charisma (i.e. when multiclassing even if your charisma is 20 and you only dipped 1 level into wizard. This makes it considerable weaker :/

      I tested this in the combat log, stangely when you use the green flame cantrip from 5e Spells Charisma is correctly applied to the attack roll so the incorrect caster attribute is only applied on a standard attack.

      I have better dual wielding installed but this should not influence which spellcasting AC is used for attack rolls with the shadow blade.