Porbably not from this mod I bet, but has anyone seen issues where if you have a spell meta-ized with more than 1 combo of options, the game screws up and doesn't list the spell in the cast UI and marks all the instances of the spell as having the same combination of meta options even though they had different options?
Like if I try to do more than 1 version of magic missile say bolster+normal and bolster+normal+extended The game screws up and shows both versions of the spell as "bolster+normal+extended" and lists it in the book at the wrong level and in the main UI doesn't even list either version...
it's really annoying plus I have to quick save and reload repeated to clear these spells once this happens to a spell :(
Hi, I just want to report that Completely Normal Spell cannot be applied on the Elemental Bloodline unique spells - Burning Hands (Acid/Lightning/Cold versions) and Scorching Ray (Acid/Lightning/Cold versions).
EDIT: Actually, also a bunch of others like Selective Spell, Persistent Spell, and Bolstered Spell also.
This is slightly off-topic, but you mention in the desc. that Worldwound 'fixes' persistent metamagic. I can't find any mentiond of that in their changelog, could you elaborate? I'm trying to find a mod that enables 'Favourite Metamagic: Persistent Spells', please.
It makes it so that you can apply the persistent metamagic to any spell that has a saving throw component, which is what the persistent metamagic is for in the first place. Owlcat screwed up all the metamagics to some degree or another.
Not anytime soon. I won't have access to my computer for another month, so I wouldn't be able to compile the mod, even if I downloaded my repo and added it.
Please consider adding Quicken to spells with a Swift casting time. Spontaneous casters applying other metamagic feats to such a spell will have the casting time increased to Full Round unless Quicken is also applied (this is the case for Standard casting time spells), but the game system does not allow us to apply Quicken.
/shrug. This mod deals with metamagic options. I don't know enough about pnp pathfinder to even know if reached touch spells *should* work with ranged spellstrike.
This mod deals with the metamagic that can be applied to spells. Fixing ranged spellstrike is a worthy goal, but I'm already busy enough that I haven't had time to devote to furthering this mod's development along the lines of its stated purpose. I might look into it if/when I finish the rules for metamagic application and start looking into fixing how metamagic actually works, but I can't promise anything.
Would this mod cover L10 spell metamagic stuff? For example, with Bolster and Favorite Metamagic Bolster, Bolster is reduced to 0 cost and should (as far as I understand it) be able to be applied to various Lich/Angel L10 spells but can't.
Not yet. It has nothing to do with spell level of the resulting spell, the game just won't let metamagic be applied to level 10 spells, and I haven't figured out where that logic is, yet, to change it.
I've been at my job pretty much non-stop for a couple weeks now, I should have more time to look into it once November rolls around. Halloween is a terrible time of the year for my profession.
When you are inside the game you can use alt-b to bring up the bug report functionally. It may be better to use that than going through the hassle of a bug-fix mod.
Do not mistake me I appreciate the effort you put into fixing a problem, and as a Skyrim/Bugstheda player I can understand why somebody would fix a bug themselves rather than report it and wait for a fix than may come sooner or later (if at all).
You've been posting this same spiel on so many bugfix mods it's getting really weird, dude. What makes you think these things are exclusive actions? People can report it and make a bugfix since it's going to take owlcat a while to do anything about it anyway.
I actually made this mod because I had googled the issue and saw that several people had already reported the bug, months before I even googled it. I didn't feel the need to take an action that had already been taken, but I also didn't feel like continuing to play the game when some aspect of it annoyed me and I could do something about it. (I mean, I wouldn't have stopped playing if the game wasn't moddable, but since it is, I saw no reason to let myself continue to be annoyed by something I could fix.)
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The screenshot and banner image show that those metamagic cost 0 - that is from a different mod. This mod doesn't change metamagic costs.
"Aid" can't be Empowered/Maximized even with the mod. (the only missing one I found)
but has anyone seen issues where if you have a spell meta-ized with more than 1 combo of options, the game screws up and doesn't list the spell in the cast UI and marks all the instances of the spell as having the same combination of meta options even though they had different options?
Like if I try to do more than 1 version of magic missile say bolster+normal and bolster+normal+extended
The game screws up and shows both versions of the spell as "bolster+normal+extended" and lists it in the book at the wrong level and in the main UI doesn't even list either version...
it's really annoying plus I have to quick save and reload repeated to clear these spells once this happens to a spell :(
EDIT: Actually, also a bunch of others like Selective Spell, Persistent Spell, and Bolstered Spell also.
Yes, it should. Ranged Spellstrike applies to any spell with a ranged touch attack, and reach'ed touch spells require a ranged touch attack.
I've been at my job pretty much non-stop for a couple weeks now, I should have more time to look into it once November rolls around. Halloween is a terrible time of the year for my profession.
Do not mistake me I appreciate the effort you put into fixing a problem, and as a Skyrim/Bugstheda player I can understand why somebody would
fix a bug themselves rather than report it and wait for a fix than may come sooner or later (if at all).