Skip to content

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

1161719212254

Comments

  • AquadrizztAquadrizzt Member Posts: 1,069
    That could work. Spell name was only selected because it was what I used when I hardcoded it originally.
  • Necromanx2Necromanx2 Member Posts: 1,246
    I am seeing my Magus at 1st level has 2 magic missiles that fire on each casting. Have I done something wrong? I uninstalled the mod before re-installing the updated version.

    Also, even with the two files .tpa file above, I still cannot select the specialist wizard classes.

    Below is my log.


    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v1.3
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v1.3
    ~SARADAS_REVISIONED_SHAPESHIFTER/SARADAS_REVISIONED_SHAPESHIFTER.TP2~ #0 #0 // Saradas_Revisioned_Shapeshifter
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters (BETA) -> Arcane & Divine Magic: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
    ~MSFM.TP2~ #0 #1 // Add circlets: v1.42
    ~MSFM.TP2~ #0 #3 // Add inventory animation to circlets: v1.42
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Core Revisions: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Allow Gnome Sorcerers: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #2 // Allow Elves and Half-Elves to Specialize in Any School: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Allow Mages and Sorcerers to Become Proficient in Clubs and Crossbows: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Armored Casting: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Spell Tweaks (by Subtledoctor): 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #7 // Metamagic and Spell Battles (by Subtledoctor): 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #8 // Cantrips (by Subtledoctor): 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // New Class: Magus: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #11 // New Kits: Bloodline Sorcerers: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // New Kits: Dragon Disciples: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #20 // Specialist Mages Overhaul: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #30 // Xan: Bladesinger: 0.6
    // Recently Uninstalled: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #31 // Dynaheir: Hathran: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Core Revisions: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Allow Gnome Sorcerers: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #2 // Allow Elves and Half-Elves to Specialize in Any School: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Allow Mages and Sorcerers to Become Proficient in Clubs and Crossbows: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Armored Casting: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Spell Tweaks (by Subtledoctor): 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #7 // Metamagic and Spell Battles (by Subtledoctor): 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #8 // Cantrips (by Subtledoctor): 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // New Class: Magus: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #11 // New Kits: Bloodline Sorcerers: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // New Kits: Dragon Disciples: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #20 // Specialist Mages Overhaul: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #30 // Xan: Bladesinger: 0.6
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #31 // Dynaheir: Hathran: 0.6
  • [Deleted User][Deleted User] Posts: 0
    edited February 2016
    The user and all related content has been deleted.
  • ArizaelArizael Member Posts: 263
    This mod looks interesting, but I sadly can't make myself play without Spell revisions. Any chance you are planning a compatability ? :P
  • [Deleted User][Deleted User] Posts: 0
    edited February 2016
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Arizael, this mod is, to the best of my knowledge, compatible with Spell Revisions. It was specifically coded with SRv4 in mind.
  • ArizaelArizael Member Posts: 263
    Well dang, I totaly didn't expect beta have so polished compatability. Since subtledoctor is involved i expect that it should work with M&G and SoB as well. How well the mod works with following:
    BG2 Tweaks
    Item revisions
    BG1NPC project
    and most importantly SCS
  • The user and all related content has been deleted.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Item revisions is compatible with item creation assuming tnb is installed after ir
  • UtopolystUtopolyst Member Posts: 29
    Reporting an incompability between "More Style for Mages" and "Tome of Blood". With a "Minimal" selection of mods and "More Style for Mages" as well as "Tome of Blood" Circlets won't work anymore for mages....
  • The user and all related content has been deleted.
  • UtopolystUtopolyst Member Posts: 29
    edited February 2016
    @subtledoctor No, it doesn't. Minimal BWS only includes the BWS fixes on top. Nothing else. No IR, no Wandcase, nada. The only other two mods were ToB and More Styles. I explicitly added a vanilla folder for the problen narrowing. Deleting it, copying the vanilla backup over, and installing again bws... Ughh! I really wish WeiDU would be faster... But then again, better to have WeiDU and BWS then not.
  • UtopolystUtopolyst Member Posts: 29
    I believe the problem is that the circlets are listed as helmets...
  • The user and all related content has been deleted.
  • [Deleted User][Deleted User] Posts: 0
    edited February 2016
    Question: Were any significant changes made to @subtledoctor 's specialist mage component when it was ported over, or can we use the old SoB readme to get descriptions on what those entail?
  • The user and all related content has been deleted.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @agb1 @dady977 @Swifty_Magee @subtledoctor @Utopolyst @Necromanx2

    A new version of Tome and Blood (v0.61) has been posted for download in the top post. It should fix the various issues that you have all encountered. Please let me know if you are still encountering these issues.

    See the changelog in the top post for details.
  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited February 2016
    Currently playing Icewind Dale EE and downloaded Tome and Blood v0.61, and I'm encountering problems when trying to create a Wild Mage. The bugs occur during character creation.

    The first bug is when choosing what spells to learn, the level 1 Wild Mage spell "Nahal's Reckless Dweomer" isn't listed as it normally is. You can still choose up to three spells to learn, however.

    The second bug is that on the next step of character creation - choosing two out of three spells to memorize - the game will only let you choose one spell. Whenever you try to click on a second spell, the spell will not be highlighted. The game will not let you continue creating your character (the "Next" button will stay grayed out).

    The weirdness starts when I tried troubleshooting the problem. I started by uninstalling the component I thought was the issue, which was "Specialist Mages Overhaul". After uninstalling that, I was able to select two memorized spells and finish creating the character. Nahal's Reckless Dweomer was still missing from the list of available spells to learn, though.

    I kept uninstalling components to see if anything else was causing the bugs; I next uninstalled "[Spell Tweaks (by Subtledoctor)]", and the memorization spell error came back. I was again unable to complete the character creation process.

    When I first encountered these bugs, I had the following mods installed in this order:
    1. Minor NPC Portraits
    2. More Style for Mages
    3. BG2 Tweaks (didn't install several components because of Tome and Blood, Might and Guile, and Scales of Balance)
    4. Tome and Blood (left out "Allow Mages and Sorcerers to Become Proficient in Clubs and Crossbows" component due to Scales of Balance component #122)
    5. Faith and Powers beta
    6. Might and Guile
    7. Scales of Balance

    To be sure it wasn't an issue of a different mod being incompatible with Tome and Blood, I uninstalled every mod and made sure my override folder was empty. I then installed Tome and Blood alone, and was still encountering the Wild Mage bugs.

    It seems like if you install every component of Tome and Blood EXCEPT "Specialist Mages Overhaul", you'll be able to learn three spells, memorize two learned spells, and complete the character creation process. However, out of the list of spells you can learn, Nahal's Reckless Dweomer won't be among them.

    The only way to get Nahal's Reckless Dweomer through character creation and still complete character creation is to not install the "Core Revisions" component. This leaves out everything in the mod except the components "Allow Gnome Sorcerers", "Allow Elves and Half-Elves to Specialize in Any School", and "Allow Mages and Sorcerers to Become Proficient in Clubs and Crossbows". So you'll have a very gimped version of Tome and Blood, but you'll be able to create a Wild Mage.
    Post edited by Swifty_Magee on
  • [Deleted User][Deleted User] Posts: 0
    edited February 2016
    The user and all related content has been deleted.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I've always thought that NRD should be a once a day special, or something.

    Anyway, you can also have Neera scribe it, and learn it that way
  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited February 2016
    @subtledoctor no, I wasn't able to click on the same spell to memorize it twice. I could only choose one spell to memorize, thus keeping me from finishing the character.

    Not being able to get NRD through character creation isn't a game-stopping bug. I'm playing Icewind Dale EE right now, so there aren't any quests that give the spell, but I could always use EEKeeper to assign the Wild Mage spells for the character.

    So it's not a severe bug, but it is a bug. A bug that basically eliminates one of the classes for the player. Like I said, if you install all the components of Tome and Blood, you effectively cancel out any Wild Mages from your party unless a party member NPC is assigned that class by the game. Until it gets fixed, you can always create a basic Mage and turn them into a Wild Mage via EEKeeper, but when you have to use a 3rd party program to enable a basic feature...better to try to fix the bug.

    EDIT: Also, yes, I did change the mage spell tables when installing Tomb and Blood. I've installed all the components before on a clean install and still received the Wild Mage creation errors. The only way I've created a Wild Mage successfully with all their default spells available is by installing only three components: "Allow Gnome Sorcerers", "Allow Elves and Half-Elves to Specialize in Any School", and "Allow Mages and Sorcerers to Become Proficient in Clubs and Crossbows". Every other component requires the base feature "Core Revisions", which causes the bugs to pop up.
  • GrammarsaladGrammarsalad Member Posts: 2,582

    @subtledoctor no, I wasn't able to click on the same spell to memorize it twice. I could only choose one spell to memorize, thus keeping me from finishing the character.

    Not being able to get NRD through character creation isn't a game-stopping bug. I'm playing Icewind Dale EE right now, so there aren't any quests that give the spell, but I could always use EEKeeper to assign the Wild Mage spells for the character.

    So it's not a severe bug, but it is a bug. A bug that basically eliminates one of the classes for the player. Like I said, if you install all the components of Tome and Blood, you effectively cancel out any Wild Mages from your party unless a party member NPC is assigned that class by the game. Until it gets fixed, you can always create a basic Mage and turn them into a Wild Mage via EEKeeper, but when you have to use a 3rd party program to enable a basic feature...better to try to fix the bug.

    You are definitely right. This is a bug., and it'll be fixed at some point.

    I'm almost positive there was talk about making the spell automatically known ...
  • Swifty_MageeSwifty_Magee Member Posts: 229
    @grammarsalad Well, I know the Wild Mage spells Chaos Shield and Improved Chaos Shield are gained automatically in the vanilla game when you hit the appropriate levels. What would be cool is if Nahal's Reckless Dweomer was made into a special ability gained at level 1. That way it could free up a slot for level 1 spells, making better use of that extra spell slot the class gets, and the Wild Mage would always have something to fall back on. Kind of like a special class-only cantrip. A potentially costly cantrip, mind, but it would still be something.
  • kjeronkjeron Member Posts: 2,368
    @Aquadrizzt @Swifty_Magee @subtledoctor
    So long as there exists a spell "SPWI[Level][01-50]" flagged Exclude[Generalist] or Spell School[Wild Mage], the game will force a wild mage to memorize at least one spell of that level of its spell school at creation.

    An easy way around this is to make a copy of NRD, give it another name, like "SPWM124", and flag the original to allow Generalists and change its spell school to "none", but keep it on "HIDESPL" list. The game will give Wild Mages the new spell, since it is flagged as a Wild Mage spell, but will not require you to select or memorize it because it is not within the required naming for spell selection.

    Neera will not have the new spell, but she will retain the old one, which would have no functional difference unless further modified.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited February 2016

    @grammarsalad Well, I know the Wild Mage spells Chaos Shield and Improved Chaos Shield are gained automatically in the vanilla game when you hit the appropriate levels. What would be cool is if Nahal's Reckless Dweomer was made into a special ability gained at level 1. That way it could free up a slot for level 1 spells, making better use of that extra spell slot the class gets, and the Wild Mage would always have something to fall back on. Kind of like a special class-only cantrip. A potentially costly cantrip, mind, but it would still be something.

    I wouldn't want to make it an actual cantrip, with the whole, 'cast as many times as you like'thing...

    Maybe a cantrip that just caused a wild surge, however...

    Edit: but yeah, I like it as a special ability
  • The user and all related content has been deleted.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited February 2016

    So it's not a severe bug, but it is a bug. A bug that basically eliminates one of the classes for the player. Like I said, if you install all the components of Tome and Blood, you effectively cancel out any Wild Mages from your party unless a party member NPC is assigned that class by the game. Until it gets fixed, you can always create a basic Mage and turn them into a Wild Mage via EEKeeper, but when you have to use a 3rd party program to enable a basic feature...better to try to fix the bug.

    Ya I know, I'm asking these questions so that we can track down and fix the bug... we need more information from you.

    Looks like Kjeron probably identified it. @Aquadrizzt, what probably needs to happen is NRD's flags need to be manually set back to normal at the end of the Spell Tweaks component. (And maybe also at the end of the Specialist Mages component, for good measure... no harm running the same patch twice on the same file.

    I agree NRD should be added to hidespl.2da... I don't know if the game will give it automatically, but if not, it can just be given in the CLAB.

    @Grammarsalad for an NRD, do you mean just cause a wild surge? You don't pick a spell, you don't get any benefits from Chaos Shield effects? Because I like that idea.

    Talking wild mages, here's an idea to fix the stupid game-breaking NRD: make it immune to Chaos Shield effects. So those spells and items help you with normal casting, but NRD can never be made less "wild" - being uncontrollable is part and parcel of the concept of that spell, so the player shouldn't be able to eliminate that core of its concept.
    @subtledoctor

    The idea is somewhat independent of what happens with NRD. That could be a spell as normal, or a once per day.

    But yes, that's the basic idea: create a wild surge, but no spell selection.

    And, I like that proposed fix to NRD...

    That really makes it feel reckless...

    Edit: thinking about it, more reckless may not be more fun for some players, so I think it should be an optional component.

    In any case, I now have an idea for a wild mage cantrip. I still need one more however.

    Also, I'm reminded that i should start compiling a list is wild mage spells...

    And weren't we going to do a 'chaos priest' or something like that? Maybe it could be a subclass of the alienist... Sorry, belongs in another topic, but it's kinda relevant
    Post edited by Grammarsalad on
  • Swifty_MageeSwifty_Magee Member Posts: 229
    @subtledoctor My apologies if the tone of my post was a bit harsh or forward, but I was trying to be as informative as possible with a bug I encountered. I realize you need the most information possible, which is why I wrote the long post about the bug and how it can be reproduced. I just felt when you wrote "Not having NRD in the spell choice menu isn't the end of the world" was almost like saying "Well, it's a bug, but you can live with it". Like you weren't trying to stomp out the bug, just find some workaround for the player.

    My bad for looking too negatively into that sentence. At the end of the day, I'm just trying to help make the mod the best it can be. If I can supply any more info on the bug, just tell me.

    @Grammarsalad Yeah, NRD shouldn't be a normal cantrip. I forgot those could be cast constantly. I do like the idea of making it a special ability that you can cast once per rest. I never thought it was a game-breaking skill, but I never used it that much either.

    If you did make NRD some sort of special ability, would you make Chaos Shield and Improved Chaos Shield special abilities as well? I'd just be nice to shake up the Wild Mage class, as long as most of the other classes are getting huge changes between all your mods.
  • GrammarsaladGrammarsalad Member Posts: 2,582

    @subtledoctor My apologies if the tone of my post was a bit harsh or forward, but I was trying to be as informative as possible with a bug I encountered. I realize you need the most information possible, which is why I wrote the long post about the bug and how it can be reproduced. I just felt when you wrote "Not having NRD in the spell choice menu isn't the end of the world" was almost like saying "Well, it's a bug, but you can live with it". Like you weren't trying to stomp out the bug, just find some workaround for the player.

    My bad for looking too negatively into that sentence. At the end of the day, I'm just trying to help make the mod the best it can be. If I can supply any more info on the bug, just tell me.

    @Grammarsalad Yeah, NRD shouldn't be a normal cantrip. I forgot those could be cast constantly. I do like the idea of making it a special ability that you can cast once per rest. I never thought it was a game-breaking skill, but I never used it that much either.

    If you did make NRD some sort of special ability, would you make Chaos Shield and Improved Chaos Shield special abilities as well? I'd just be nice to shake up the Wild Mage class, as long as most of the other classes are getting huge changes between all your mods.

    I like the idea of making all three per day, specials, yes. But, I'm not completely sure about aqua's plans for the class
  • The user and all related content has been deleted.
Sign In or Register to comment.