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Lumaterian

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  1. Lumaterian
    Lumaterian
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    If anyone has any questions or suggestions please don't hesitate to add them :)

    Mod index available here
  2. highkeymeta
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    Hello, really enjoying the mod so far. I'm not sure if I'm mistaken or not, but it appears that Empowered Spell is applying its effect to cantrips instead of just leveled spells. Is this on purpose?
    1. Lumaterian
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      I wrote the description in that way because I couldn't make it apply to cantrips due to how they scale damage as you level up, per 5E rules it is meant to be all spells, levelled or not. Perhaps patch 8 has fixed the issue? If so, neat.
    2. highkeymeta
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      Sorry for the late and kinda random follow-up, but after doing more testing on my sorcerer run, it looks like cantrips definitely receive the benefit from empowered spell, but are not highlighted in the UI when the metamagic is enabled, and also do not consume a sorcery point when used.
    3. Lumaterian
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      No worries, I'll definitely need to take a look at that
  3. TheLambofDeth
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    Hey, is this mod compataible with "Metamagic for (Almost) All Casters"? When I level up m y wizard by lv 10, I only learn two metamagic.
    1. Lumaterian
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      It should be compatible in that my options will be added to the lists, but classes other than Sorcerer will get whatever that mod gives them.
    2. TheLambofDeth
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      thanks for the swift reply.
  4. AlphaHydri
    AlphaHydri
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    Would you be willing to make an optional file (or update to the main mod) to have Careful Spell function like it does in PHB2024, i.e. allies that save against a damaging spell take no damage? As it stands now, Careful Spell really only sees use when casting AOE control spells, but adding this feature would allow them to throw Fireballs and shoot Lightning Bolts without hurting allies. This may step on the toes of Evocation Wizards a tiny bit, but at least they get the feature as an always-on passive; Sorcerers still need to spend resources to achieve the same effect, and it would only apply to a single spell.
    1. Lumaterian
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      I did plan to make a 5R version but since Careful Spell & Twinned Spell would likely require SE to work properly I decided to just stick with my enhanced version and a 5E version.
  5. faceplug
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    Heads up: Metamagic Extended recently pushed out an update (v5.0, the changelog says they did structural changes for patch 7) and now the Synergetic patch 4 no longer works. (The additional options of Seeking Spell and Transmuted Spell from that mod no longer appear when the mod order is: 1-Extended v5.0, 2-Enhanced, 3-Synergetic Patch v4.)
    1. Lumaterian
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      Yep I saw that, working on my own update for this that should hopefully no longer require a patch for full compatibility.
  6. xxxSYNNxxxx
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    just noticed after taking the feat while playing as sorc that witch bolt is now able to cast on 2 targets without having it upcast or using twinned spell, or even having no sorc points.  it also doesnt show in the highlight now when choosing twinned spell toggle, it did before.  this is a good bug i guess but just FYI.  i dont have any other mods for sorcery points or replacement of that spell, and it worked correctly until i took the feat added in this mod at lvl 4.  it also upcasts to an additional target for 3 bolts at spell lvl 2  like normal.  thx for mod and have good day
    1. Lumaterian
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      I'll look into that, thanks
    2. xxxSYNNxxxx
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      ty
    3. xxxSYNNxxxx
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      i found the issue,  https://www.nexusmods.com/baldursgate3/mods/13779

      i was sure this was working at first, so i went looking and this mod changes witch bolt itself,  i tried putting this mod below but it doesnt change witch bolt directly so that mods witch bolt is still in effect, so ill ask over there, ty and sorry for bother of user error
    4. Lumaterian
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      No worries, its good to know what the problem was. I haven't used that one, it didn't exist when I made this mod lol
    5. xxxSYNNxxxx
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      i was able to fix by using the unpacking tool, taking out the witch bolt txt file , so all good now, ty
  7. hazzzgame
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    Guys, do you know if I made the right order for these mods to work together correctly?


    
    Thanks (sorry I couldn't make the image smaller)
    1. Lumaterian
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      Yep that'll work, though you don't need the Quickened2SP file, my mod does that too.
    2. hazzzgame
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      Thanks a lot 
  8. BadMouthedCrab
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    Amazing mod, thanks.
    Would it be possible to add a version without the feat? Many other feat mods add their own take on metamagic adept and it conflicts.
    1. Lumaterian
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      It won't conflict, you'll just have 2 of the feat in the list
  9. PinocchioTeeHee
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    Wrong description for this metamagic: distant spell, missing number. https://imgur.com/a/zoU4iBk
    1. Lumaterian
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      Interesting, I'll check that
    2. Lumaterian
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      Should be fixed now, thanks!
  10. mariana2amoeba
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    does this work from lv1 to lv12 without the lv20 mod? like, if I only want level cap of the team to be 12?
    1. Lumaterian
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      Yep!
    2. mariana2amoeba
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      thnx :D
  11. X3CVIPER
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    Hey, thanks for the mods, I've been using this as part of my 5e Overhaul Collection. As expected Patch 7 broke a lot of things and I'm trying to track down what mods may have issues.
    As part of this Im just enabling mods one or two at a time, but when I enabled Metamgic Raw (and Enhanced) along with darkcharl's Metamagic Extended, my game just hangs at 100% on the main loading screen. 

    Is this happening for anyone else, or does this seem to be working standalone? trying to figure out if there is a bug here from the patch, or if I have some odd mod conflict to hunt down
    1. Lumaterian
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      I haven't tried this with P7 yet, have you tried just with Metamagic Enhanced or RAW?
    2. X3CVIPER
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      Seems to be working, standalone... I've run into this a few times now (rarely), but some mods wont work if I enable them after I already have a bunch of mods installed, But then if I purge everything, run the game once with the specific troublesome mod standalone, then re-enable the other mods, everything then loads properly again....

      Happened, with WildMagicD100 (after I fixed it), TaverBrawler RAW - No Overwrite), and I think one other mod as well
      Will note if reenabling the other mods causes any issues, of if it all just seems to work again. Seems to be working
    3. Lumaterian
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      Yeah I've had some similar experiences, it just be like that sometimes