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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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  • AquadrizztAquadrizzt Member Posts: 1,069
    edited March 2015
    @ALIEN , all right then, I'll fill the form out. (As an aside, what do you mean by checking the replacement of strings?) Also, can the download link be to this forum?
  • ALIENALIEN Member Posts: 1,271
    edited March 2015
    @Aquadrizzt I mean that 'checking the replacement of anything inside BG files' can be successful or not, depends if there are some other mods that completely altered the content which you want to replace, thus cause some hard-to-debug errors. I remember some BG modding guide which says 'write some code to check if you code do what you actually want to do'.

    As for the link, I'm sorry but no. Every time when you will upload new version of you mod, BWS will stop working. Manually updating download links were possible in the past but now we have 600+ mods and it was one of the reason that dabus quit updating BWS. You can use free SHSForums.net Download section or even better, learn & use GitHub.com
  • ALIENALIEN Member Posts: 1,271
    @Aquadrizzt You new version 0.5 has some files inside 'backup' folder. This isn't intended, right?
  • AquadrizztAquadrizzt Member Posts: 1,069
    @ALIEN , yeah I just noticed that as I was setting up GitHub on my current computer. It should be fixed now.
  • ALIENALIEN Member Posts: 1,271
    @Aquadrizzt If you are going to use GitHub(it's wonderfull), please create such directory structure like for eg this one: https://github.com/AstroBryGuy/bg1ub

    So without some 'extra' ToB directory etc. This will be very userfull for BWS.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @ALIEN, here is the GitHub release. Let me know if I have done this correctly.

    https://github.com/aquadrizzt/TomeAndBlood/releases/
  • ALIENALIEN Member Posts: 1,271
    @Aquadrizzt It is great, thanks!

    If you don't want to worry about editing/correcting you mod download link, you can use this, permanent link (BWS will use it): https://github.com/aquadrizzt/TomeAndBlood/archive/master.zip
    and it will actually download an zip with all you commits, so if you commit some fixes you don't have to worry about new releases, edit links etc.
  • AquadrizztAquadrizzt Member Posts: 1,069
    Excellent, thanks. I'll send that template to you shortly.
  • AquadrizztAquadrizzt Member Posts: 1,069
    Here's an idea about opposed schools. What if there was some level cut off (4 or 5) that separated "Lesser" and "Greater" spells from each school. Specialists, regardless of opposed schools, would be able to learn and cast any Lesser spell from any school, but would be unable to cast Greater spells from some number (between 0 and 2, depending on which component was installed).
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,459
    BWS? I've never heard of this. What is it?

    Also, that reminds me of the Cleric sphere system.

    I think that could definitely work. Sort of reminds me of how in Pathfinder to cast from your banned school it requires 2 spell slots instead of one.

    I think that fits well with the idea of you learn the basics, and then specialize.
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  • AquadrizztAquadrizzt Member Posts: 1,069
    @Vallmyr , yeah that was my moment of inspiration about this. Divine magic has major/minor spheres, why not have greater and lesser schools.

    @subtledoctor , oh absolutely. I'm working on designing a component that has a bunch of options (vanilla, 2nd edition, TnB [2 schools], TnB [1 school], none and some greater/lesser mechanism). I'm trying to make sure that it is possible to have kits like your Elven High Mage and Song and Silence's Gypsy where specific schools are prohibited.
  • AquadrizztAquadrizzt Member Posts: 1,069
    edited March 2015
    All right so I just cranked out 5 options for opposed schools. All of these block all arcane spells from the Diviner (in order to allow for the Oracle). The five options are:
    1) Vanilla (as happens in game, except with the removal of the Diviner)
    2) TnB 2 Opposed Schools (as currently happens in the Core Revisions component)
    3) TnB 1 Opposed School
    4) PnP (based on the PH.2E)
    5) No Opposed Schools (no opposed schools at all).

    I should have a release at some point soon, once I finish updating the various parts of the mod that depend on opposed schools.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @subtledoctor , how do you want to handle compatibility between your Updated Spell Schools component and my Opposed Schools component? It looks like it might generate a lot of trouble for you...
  • [Deleted User][Deleted User] Posts: 0
    edited March 2015
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  • AquadrizztAquadrizzt Member Posts: 1,069
    The Diviner is eliminated in the Core Component and by all 5 subcomponents of the Opposed Schools component. Vanilla only uses 1 opposed school per specialization, whereas 2E actually has 2 listed. I'm also planning on dropping references to the opposed schools for the Specialist Kits.
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  • VhaluusVhaluus Member Posts: 10
    couldn't get the core to install, here's attached .debug (file type just changed because it wouldnt let me download)
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  • AquadrizztAquadrizzt Member Posts: 1,069
    I'm definitely in the process of splitting the various "core components" and trying to figure out an order where everything can be installed separately with no issues. I doubt it will done before the summer though.
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  • VhaluusVhaluus Member Posts: 10
    After some investigation I worked out the issue I was having: I had not installed the mage staffs from MSFM. So you may wish to include some sort of check on that part of the install. For now I've just enabled mage staffs even though I don't intend to use them.
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,459
    So I did a fresh install of IWD:EE, Installed a Frosty Journey mod and then Tome and Blood. I appear to have run into.

    I made a female gnome oracle but it's using the male gnome inventory doll and male gnome model in game. >_> Odd.
  • QwynnQwynn Member Posts: 13
    Hm.

    I'm doing a playthrough of BG:EE right now, and while I installed the component to change Dynaheir into a Hathran sorcerer, the kit doesn't seem to be correctly applying.

    Currently she's an Eldritch Sorcerer. Xan and Edwin were both correctly changed (into Bladesinger and Red Wizard) respectivly. While I was going to bypass the issue by changing Dynaheir's kit in EE Keeper to Hathran, a new issue cropped up: the Hathran kit doesn't appear in the dropdown for EE Keeper. Actually, neither does Xan's Bladesinger.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Qwynn , can you post (or send me) your DEBUG file (either as an attachment or in a collapsible tag). I can't commit any time to resolving these issues for at least a month, but I'll definitely look into them over the summer.

    @Vallmyr , I'd ask @Grammarsalad about this. The animation changing stuff is his.
  • AquadrizztAquadrizzt Member Posts: 1,069
    edited April 2015
    @Vhaluus , I suspect I probably had an incorrect check for the presence of MSFM; I'll look into it in a month or so.
  • lunarlunar Member Posts: 3,460
    edited May 2015
    Found a little bug. Stormblood sorcerer kit uses a different opcode for gaining spells, 147 (learn spell) instead of 171 (give innate ability, used by all other kits), hence it fails while trying to learn the kit spells upon declaring kit. (based on int)
    Also, their movement speed bonus uses an unknown opcode (176 instead of 126) and I think it fails. I may be wrong on this with my limited coding, though. Man you really ripped off stormborn sorcs lol

    Other than that, fantastic mod! Now that I can edit dialog.tlk on my Ipad without a jailbreak I enjoy toying with kits ^^ thank you so very much!

    Is there an easy way to edit some of the opposition schools? I would love to play a white necromancer, but opposing both conjuration AND abjuration is too much IMHO. It blocks out nearly half of the spells in some spell levels. And abjuration is really the most needed spell school, imho. I think conjuration&enchantment would be better suited for opposition of necromancy. Conjuration sumons living things, and enchantment works on living minds, hence directly opposed to necromancy. A necromancer would use a lot of abjuration and protection for embalming corpses, etc. or warding off spirits, etc. Lore and rp wise abjuration suits them better than enchantment!
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