I don't know how no one noticed that before, but the spell is bugged from Lvl10 onward. It gives too much damage for Melee attacks (1d6+2d6+2d6) and too little for Ranged (only 1d6).
Here's the fix, which you can easily do yourself by using the BG3 Modders Multitool to unpack/repack the mod:
There are two small errors in UA8_TrueStrike\Public\UA8_TrueStrike\Stats\Generated\Data\TrueStrike.txt
1. "TRUE_STRIKE_OWNER_RANGED" --> "Boosts": There are two instances of "IsMeleeAttack()" that should be "IsRangedAttack()". This is why Melee attacks get the 2d6 twice.
2. "TRUE_STRIKE_OWNER_RANGED" and "TRUE_STRIKE_OWNER_MELEE" --> "Boosts": You have the following check regarding damage: IF(CL_CharacterLevelEqualOrGreaterThan(5) and IsMeleeAttack() and IsWeaponAttack()):CharacterWeaponDamage(1d6,Radiant); IF(CL_CharacterLevelEqualOrGreaterThan(10) and IsMeleeAttack() and IsWeaponAttack()):CharacterWeaponDamage(2d6,Radiant); IF(CL_CharacterLevelEqualOrGreaterThan(17) and IsMeleeAttack() and IsWeaponAttack()):CharacterWeaponDamage(3d6,Radiant)
At Lvl10, for example, the first two statements will be true, which is what leads to the "1d6+2d6" (forgetting the extra 2d6 because of the typo). I've never modded BG3 and "CL_CharacterLevelSmallerThan" doesn't seem to exist, but I simply changed those 2d6 / 3d6 to 1d6. It's not the prettiest in game, but it works.
Since the original modder hasn't fixed this, you should just consider publishing your own standalone version. The in-game mod manager versions of this are still fraught with bugs and compromises.
Idk that this cantrip implementation accounted for damage from the weapon skill "tenacity." The desc says it will do the strength modifier amount for damage (min 1 damage). I don't think it necessarily needs to do the caster modifier amount for damage based on the way the desc is worded, however when I used it, it did no physical damage at all.
Wonder if it's something like: -switches to a caster modifier for hitting. -tenacity looks for strength modifier and doesn't find anything. -so it does no damage.
It's a very minor thing overall and can probably just be avoided but figured I'd at least point it out since it didn't even do the minimum 1 damage.
The easiest fix is probably just to make this a separate cantrip rather than overwriting the base game cantrip. Unfortunately that would screw over anyone mid game but it is probably the best fix for compatibility. The one added by this mod could just be named "True Strike (2024)" or "True Strike (OneDnD)." The other option is to actually change the magic effect on weapons like the Watcher's Guide, to be the same as the spell. Use a spell casting modifier to hit based on the classes associated, but allow for using strength instead if that modifier is higher. Similar to how finesse weapons allow using DEX instead of STR, if DEX is higher. This is a way more complicated solution though.
For the sake of anyone already using this mod, you could just keep this mod the same and add a different file on the download page maybe.
Also jc, but why no option to do the radiant damage instead of the weapon damage? Too difficult to code?
I actually had another thought. If you decided to go the route of modifying any weapons for this, you could just remove the base game effect of the Watcher's Guide and have it add the True Strike spell to the users actions. Similar to how there are plenty of magic items in this game that add spells to the user while they are equipped.
If do something like this though you just might want to put a note on the desc page that it also modifies that weapon so people are aware of compatibility.
The 1d6 extra Radiant damage part seems to be triggering since level 1 for me, though I'm not sure if it's a conflict with any of my other mods. Also, does this scale up once more at level 17 if we have a level 20 mod installed? Thanks for the mod btw!
It was totally my fault. I have no idea how I missed that. I don't have access to my rig to test it but it should be fixed. I also moved the level 11 scaling to 10 to keep it in line with Larian ones. And added the scaling for 17. Enjoy!
11 comments
Here's the fix, which you can easily do yourself by using the BG3 Modders Multitool to unpack/repack the mod:
There are two small errors in UA8_TrueStrike\Public\UA8_TrueStrike\Stats\Generated\Data\TrueStrike.txt
1. "TRUE_STRIKE_OWNER_RANGED" --> "Boosts":
There are two instances of "IsMeleeAttack()" that should be "IsRangedAttack()". This is why Melee attacks get the 2d6 twice.
2. "TRUE_STRIKE_OWNER_RANGED" and "TRUE_STRIKE_OWNER_MELEE" --> "Boosts":
You have the following check regarding damage:
IF(CL_CharacterLevelEqualOrGreaterThan(5) and IsMeleeAttack() and IsWeaponAttack()):CharacterWeaponDamage(1d6,Radiant);
IF(CL_CharacterLevelEqualOrGreaterThan(10) and IsMeleeAttack() and IsWeaponAttack()):CharacterWeaponDamage(2d6,Radiant);
IF(CL_CharacterLevelEqualOrGreaterThan(17) and IsMeleeAttack() and IsWeaponAttack()):CharacterWeaponDamage(3d6,Radiant)
At Lvl10, for example, the first two statements will be true, which is what leads to the "1d6+2d6" (forgetting the extra 2d6 because of the typo). I've never modded BG3 and "CL_CharacterLevelSmallerThan" doesn't seem to exist, but I simply changed those 2d6 / 3d6 to 1d6. It's not the prettiest in game, but it works.
Wonder if it's something like:
-switches to a caster modifier for hitting.
-tenacity looks for strength modifier and doesn't find anything.
-so it does no damage.
It's a very minor thing overall and can probably just be avoided but figured I'd at least point it out since it didn't even do the minimum 1 damage.
The other option is to actually change the magic effect on weapons like the Watcher's Guide, to be the same as the spell. Use a spell casting modifier to hit based on the classes associated, but allow for using strength instead if that modifier is higher. Similar to how finesse weapons allow using DEX instead of STR, if DEX is higher. This is a way more complicated solution though.
For the sake of anyone already using this mod, you could just keep this mod the same and add a different file on the download page maybe.
Also jc, but why no option to do the radiant damage instead of the weapon damage? Too difficult to code?
If do something like this though you just might want to put a note on the desc page that it also modifies that weapon so people are aware of compatibility.
Works fine with mod extender, I have a mod that modify True Strike to work like in One&D and this mod worked fine with it too.
Great job.
Also, does this scale up once more at level 17 if we have a level 20 mod installed? Thanks for the mod btw!
I also moved the level 11 scaling to 10 to keep it in line with Larian ones.
And added the scaling for 17. Enjoy!