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

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  • iavasechuiiavasechui Member Posts: 274
    Hey just curious, now probably not something that you would really do but would it be possible for some of the mage kits to make enchanted items instead of wands? Just a thought it might be fun if charname could enchant her own jewelry and it might give you a reason to keep some of the random necklaces and rings instead of selling them all to the nearest vendor.
  • AquadrizztAquadrizzt Member Posts: 1,069
    Talk to @Grammarsalad about item crafting. He is responsible for all of the arcane crafting components. Up to him.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I'm open to the idea, but it needs to be developed. The don't have time for that at the moment, but the door is open for specific suggestions
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  • iavasechuiiavasechui Member Posts: 274
    So I was looking up magic items and found this which might be neat

    Amulet of Health: This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.

    Obviously the +2 would probably be the way to go for balance, and it might be useful for a mage to make if they are taking the likes of Haer'Dalis and Xan into battle. I'm not sure what would be used to actually make one though. Its listed as costing around 4000 gold for the +2, 16,000 for the +4, and 36,000 for the +6. The spell listed to make it is bear's endurance which might be an issue as that is not in baldur's gate and this is a mod to effect mages and this is listed as being made by clerics, though I suppose the Oracle could craft this one if it came down to it.
  • iavasechuiiavasechui Member Posts: 274
    Also not sure how this would work, maybe a daily charge of zone of sweet air...

    Necklace of Adaptation: This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited September 2015
    The original plan (for consumable items) was to give the option for special ingredients, and also the option to invest experience points into created items. Both would be appropriate for permanent created items, I think. The nice thing about experience point investment is that while xp are a replaceable like gold, they are still a tangible sacrifice. You'll actually be delaying level advancement for these items!

    Rare ingredient requirements would also place a limit on the number of items that one could actually create. Blood vials, and such, could be added as dropables to (eg) dragons, and be required for certain powerful items. There are only so many dragons in the game, however, so that's something.

    Now, something like this would take a long time to do, so there is no chance that it will happen in the next release.

    Anyway, @iavasechui

    For any suggestion, please also add at least one exotic ingredient (more for more powerful items) and an experience point investment cost (higher for more p powerful items)

    Edit: also, specific spells that would be required to create an item.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Also, I like the idea of creating temporary or charged items...
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    I've been thinking lately about incorporating gemstones into item creating process. There is a detailed section in Volo's Guide to All Things Magical about gemstones and it seems that various stones are used for creating different types of magic items.

    Currently gemstones are pretty useless - you can sell them and that's it. Since using gemstones for creation of items that produce permanent effects may be too much (we don't want to spam the game with god knows how many magic items), I think allowing them to be used to concocting various types of potions may be a good idea.
  • iavasechuiiavasechui Member Posts: 274
    Maybe use the cheaper more common gemstones for potions and the rarer more expensive jewels for more powerful artifacts, the beljuril for example there are only two of those in the base game as far as I can remember could be a good one to use as a component as it would cause you to have to think carefully which item you want to make with it. And if you still want to use one to upgrade the horn of valhalla.
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    Frankly the more I think about it the more I'd like to see that kind of thing mimic the Horn of Valhalla - rather than making a sword +3 or amulet of Protection or Constitution (who cares?) it should upgrade an existing item that needs some love. Like the Item Upgrade mod, except more imaginative and less cheesy.

    To be honest, this crafting stuff might be better off in its own mod. Potion brewing (with less-expensive gems!) and scroll writing (with... existing scrolls? maybe you have to *copy* them, not just write them from memory), and wand creation (with... some other material component!) and item upgrading (with very expensive and rare gems!). TnB could have hooks to make use of it, but it would easier to maintain and develop if they weren't tied together. That is, *IF* there was a desire and time and opportunity to expand it in that way. (Unfortunately, time and opportunity being what they are, I don't see something like that happening anytime soon...)

    I don't see it being seperated from TnB, but it might be worth openingthread at some point if I want to develop it further. But yeah, not anytime soon.

    I
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    Yeah - I guess I'm really just saying, the potential prospect of a full-on replacement and expansion of something like Item Upgrade, is a very big conversation. (Which admittedly, I was mostly having with myself :tongue: )

    ... It is tempting, but my hands are full at the moment. Ahhh, but who knows what'll happen in the future

  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    Another idea might be to use the special materials for crafting items like duskwood, mithral or other fancy ones. Each could give slight bonuses to the base stats (like adding +1 to ThaC0/AC/Damage or reducing speed factor or be lighter than usual etc. I have a vague feeling, though, that there is a mod that do such things, if so scrap that idea.
  • Necromanx2Necromanx2 Member Posts: 1,246
    In SoA and ToB could it be made that if this mods specialist classes are applied to NPC that Edwin's amulet is removed? It takes away an item slot for an unneeded amulet if the mod specialist class is applied.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited September 2015
    Cahir said:

    Another idea might be to use the special materials for crafting items like duskwood, mithral or other fancy ones. Each could give slight bonuses to the base stats (like adding +1 to ThaC0/AC/Damage or reducing speed factor or be lighter than usual etc. I have a vague feeling, though, that there is a mod that do such things, if so scrap that idea.

    I have been toying around with an idea for a mod that does stuff like this. If it ever sees the light of day, it will be called something like 'mundane', and it will allow characters to do some things that their characters could do like pick up rocks and throw them at enemies, fletch arrows (creating non magical, but advanced projectiles), modify their weapons a suggested here, and so on. The plan is to add a number of non magical options to the game. It will be a massive item and creature mod that will even (the hope is) give characters the option of playing the game with a minimum of purely magical items (if they choose). But, that mod is both beyond the scope of TnB, and so would be a separate mod, and is very far in the future. The focus now is TnB and FnP.
  • rkocourrkocour Member Posts: 34
    So running into a bug with Hathran on the latest version. I'm running a mod install where the only item installed from this mod is the Dynaheir as Hathran mod. In the readme it doesn't list any dependencies, so i shouldn't need anything else from the mod.

    The weidu doesn't list anything required so the install runs. However, while the kit can be selected in EEKeeper, it is missing resources. Specifically there are no QDPR###.spl files in the mod. Im pretty sure these are needed for the custom added priest spells.

    Also the Dynaheir_hathran.baf may be referencing an old version because it asks for QDELDSOR instead of QDDYNAHE.

    Everything else effect wise with the kit seems to be working. Thanks again for an awesome mod.

    P.S. included my debug file
  • AquadrizztAquadrizzt Member Posts: 1,069
    @rkocour , thanks for the bug report. I'll look into it when I'm updating the Dynaheir component.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Does anybody know what class you would need to play in BGEE to end up with a Magus in BG2EE?

    I know a Magus turns into a Revenant Sorcerer. I was hoping to figure out what turns into a Magus?
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Necromanx2 , the kit identifiers will vary from person to person and game to game depending on what mods have been installed and in what order; thus, while it might be Magus to Revenant Sorcerer for you, it might be Magus to Duskblade for another.

    I would encourage you to use EEKeeper or Trilogy if you want to maintain continuity with your characters.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Thank you Aquadrizzt!
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited October 2015
    Hi

    I have been playing the Oracle. I notice that whenever I cast a spell I get a bunch of talking to Jaheria dialogs in the communication window. Has no impact on casting the spell, but wanted to mention it. Also, I specialized in warhammer and notice I do not get the extra 1/2 attack even though the Oracle description says I should (I selected Tempus Oracle).

    One more thing. When I select Oracle of Ohgma (knowledge or LORE) it shows as Oracle of life. I get the Ohgma bonuses but the descriptions are wrong.

    Thanks for the great work!!
    Post edited by Necromanx2 on
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Necromanx2 , I have no idea what causes the Jaheira dialog thing but I'm not positive its TnB. I also believe that the readme is slightly outdated now. I wound up removing the Tempus Oracle specialization bonus attack (I think, the recoding was a while ago) because it made them better priests basically...

    And I know that Lore and Life are swapped right now. The next release has this fixed. Thanks for all of the reports. Keep 'em coming.

  • KalindorKalindor Member Posts: 51
    edited November 2015
    Just as an FYI, my friend and I are playing a BG2EE multiplayer game with a modest number of mods in addition to Tome and Blood. He is playing as a Dragon Disciple. There are two bugs that we have encountered:

    1) The "claws" items that the DD receive have a nonsense string set as their name. I looked in Near Infinity and this can be rectified by setting the "Claws" string as their "identified description." Right now it just sets it for the "unidentified description."
    2) Once the DD obtained their claws, transferring ownership of the character in the character arbitration screen causes them to revert to the normal "Fist" attack. It does not appear that they are recoverable after this point.
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  • AquadrizztAquadrizzt Member Posts: 1,069
    @Kalindor , most text string issues should be fixed in the next release. I basically recoded all text string references and there should few to no errors remaining.
  • ALIENALIEN Member Posts: 1,271
    So...where I can download newest version 0.6?
  • AquadrizztAquadrizzt Member Posts: 1,069
    Still in development. It is basically done, but I don't have my main computer right now and I wasn't able to get it completely ready for release over the summer (read: on my "about to post this version" install, it caused a game crash on load error; never got around to finding it before school started). If my winter break is as mellow as anticipated, TnB 0.6 might come in early to mid January.
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