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

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  • XzanahXzanah Member Posts: 145

    @Xzanah, I believe there are mods that do something similar to that. Eventually I'm hoping to incorporate other Armored Casting systems into Tome and Blood, but for now its just my 5th edition version...

    It's just something to consider. Me personally, id never touch such things - im a cheatsy sucker. Id love casting spells with armor and no penalties, but since I didn't see such suggestions, I thought id say it cause its bound to be asked anyways. Good luck and safe modding!
  • Shade91Shade91 Member Posts: 10
    I just downloaded these mods (all but the Xan one installed, no other mods on my game) because I love Sorcerer class and wanted to try new takes on it, and I noticed ALL the necromancy spells have been removed from the level 1 spell selections at char creation. Was this intentional and I didn't read that part?
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  • iavasechuiiavasechui Member Posts: 274
    ... that's fine for wizards since they learn magic at schools but sorcerers learn it innately so I don't think it should be barred from them.
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  • Shade91Shade91 Member Posts: 10

    Shade91 said:

    ALL the necromancy spells have been removed from the level 1 spell selections at char creation. Was this intentional and I didn't read that part?

    Yes - one of the optional components does that, the specialist overhaul I believe. It eliminates opposition schools, lets anyone cast any spells, but separates necromancy magic out as a "forbidden school" of magic. Only proper necromancers can use necromantic magic.
    ok, thank you I couldn't figure out which component it was. Normally I'd agree with you about Necromancy, however I like to rp necromancy oriented DD/Sorc so I'll remove that part. Thank you again
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Shade91, there is the Revenant Sorcerer kit that allows Sorcerers to get some necromancy bonus spells at creation. Also, unless I'm mistaken, the Spell Selection Dialog should allow Sorcerers to learn Necromancy spells, because the dialog itself has been abstracted from the specialist spells system. I know that the dialog is a hassle, but it offers some benefits that can't be replicated without it (such as acknowledging bonus spells, custom spell lists by kit, and not having to deal with spell kit flags.)
  • Shade91Shade91 Member Posts: 10
    I uninstalled specialist overhaul, and I've run into one other interesting thing. When I went to cast Larloch's Minor Drain it cast and hit the target (one of the assassin's in prologue) as normal then proceeded to create a firestorm centered on him killing my PC as well.
  • Shade91Shade91 Member Posts: 10

    @Shade91, there is the Revenant Sorcerer kit that allows Sorcerers to get some necromancy bonus spells at creation. Also, unless I'm mistaken, the Spell Selection Dialog should allow Sorcerers to learn Necromancy spells, because the dialog itself has been abstracted from the specialist spells system. I know that the dialog is a hassle, but it offers some benefits that can't be replicated without it (such as acknowledging bonus spells, custom spell lists by kit, and not having to deal with spell kit flags.)

    I actually chose that kit in the above scenario, although I chose Larloch's at creation because I was originally going to go the fiend route, so I'm guessing I actually wasted a spell pick on that one.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Shade91, that sounds like a wild surge, but there shouldn't have been a wild surge on a sorcerer... Did you mess with console commands or something like that? I know one of them toggles various wild surges...
  • Shade91Shade91 Member Posts: 10
    Negative, I don't have any of the commands enabled. I just tried it again on a fresh run and same thing, it created a firestorm.
  • AquadrizztAquadrizzt Member Posts: 1,069
    Can you post and/or send me your WeiDu log?
  • Shade91Shade91 Member Posts: 10
    Also, the Quasit Familiar summoned from the special ability button doesn't cast horror, I'm not sure what spell he is casting it doesn't seem to do anything.
  • Shade91Shade91 Member Posts: 10
    // 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]
    ~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 #11 // New Kits: Bloodline Sorcerers: 0.6
    ~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

  • Shade91Shade91 Member Posts: 10
    ok that's just the mods, how do I access the actual log?
  • AquadrizztAquadrizzt Member Posts: 1,069
    Is Tome and Blood the only mod you have installed? Because I can't think of a reason why Larloch's Minor Drain would have an associated firestorm by itself...

    Also I didn't touch familiars beyond changing how they're obtained...
  • Shade91Shade91 Member Posts: 10
    yes Tome and Blood is the only mod I've installed I generally refrain from heavily modded games
  • noctem93noctem93 Member Posts: 63
    @Aquadrizzt - the fist damage appears to be working correctly now. Maybe 2.0 fixed it? I thought I was already using the latest patch, but maybe not...
    Now if only Xan would actually be a bladesinger!!! I renamed the file to "bladsinger" as recommended earlier, and the mod appeared to install correctly, but when I recruit him he's still an Enchanter. I tried manually changing him to a Bladesinger using EEKeeper and that just turns him into a generalist.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @noctem93, try reloading the character with functional fist damage, I think you'll find that it reverted again. (Fun fact: the engine doesn't retain the item equipped in the unarmed slot for any character except Monks.) I have a solution that I'll include in the next update to the mod.

    And yeah the Bladesinger thing behaves weirdly. I'm actually working on something that will make multiclass kits easier to implement, and I'll be sure to fix Bladesinger when I update the mod.

    Thanks for all the feedback! Let me know if you encounter any more errors.
  • noctem93noctem93 Member Posts: 63
    edited June 2016
    @Aquadrizzt Well I'm glad to hear that DD isn't actually fixed, because I'm enjoying the hell out of a F/M run that I'm doing (I made my first mod -- Zak'kon's Derth Blade for BGee hahaha) and I was afraid that a working DD would pull me right out of that game.
  • noctem93noctem93 Member Posts: 63
    Hey @Aquadrizzt - is the d/l on the 1st page of this thread the most up-to-date version of T&B or is that somewhere else within the thread? I ask because I'm doing a fresh BGEE install of v 2.1 and I want to make sure I'm using the right version of T&B. Otherwise, without your mod, what's the point of playing BG? I'm addicted to it. I can't imagine this game without it.
  • ArthasArthas Member Posts: 1,091
    Any chance to add an option to become lich ? :)
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    edited June 2016
    Some strange things happened with my game after installing the mod. Now my mages (1 lvl) can memorize 9 first level spells. When I level them up, all get's back to normal. What's more, they have memorized spells like Black Blade (which is of 9th lvl) and... they are available as 1st lvl spells... not sure how that's possible, but yep - 9th lvl spell can me memorized on 1st lvl.

    Also during the installation, I got some warnings:

    WARNING: no effects altered on scrl71.itm
    WARNING: no effects altered on scrla2.itm
    WARNING: no effects altered on scrl93.itm

    There's also a typo in Xan: Bladesinger - in some places there's "bladsinger" instead of "bladesinger"
    - I fixed it locally.

    Installed mods (Verr'Sza is my in progress NPC, I can assure you it has nothing to do with spell changes etc):



    // 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]
    ~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.5
    ~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.5
    ~MSFM/MSFM.TP2~ #0 #12 // Add Wand Case: v1.5
    ~MSFM/MSFM.TP2~ #0 #13 // Add robe tweaks -> Add robes with original colorsets: v1.5
    ~MSFM/MSFM.TP2~ #0 #16 // Add Customizable Familiars: v1.5
    ~MSFM/MSFM.TP2~ #0 #19 // Add Custom Names for Familiar (this option will override preset names) -> Add Three Names: v1.5
    ~MSFM/MSFM.TP2~ #0 #20 // Add Familiars for NPC Mages: v1.5
    ~MSFM/MSFM.TP2~ #0 #21 // Add Lim-Lim Walk Sound Fix: v1.5
    ~MSFM/MSFM.TP2~ #0 #22 // Add Resized Skull Animation: v1.5
    ~MSFM/MSFM.TP2~ #0 #23 // Add More scrolls of Find Familiar in shops: v1.5
    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Sarevok's Diary Adjustments -> Sarevok's Diary Date Changes only: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.3_20160416
    ~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 #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
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for BG:EE
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #1 // Alternate Portrait (BG2 style) by Isandir
    ~VERRSZA/VERRSZA.TP2~ #0 #0 // Verr'Sza - the rakshasa NPC for BG1EE

  • AquadrizztAquadrizzt Member Posts: 1,069
    Thanks @LavaDelVortel ! I'll be sure to look into all of these issues when I update TnB next. I believe that the installation warnings on the scrolls are nothing to be worried about. I've heard about the Bladesinger typo. I'll look into the other one some more.
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  • Dark_AnsemDark_Ansem Member Posts: 992

    Thanks @LavaDelVortel ! I'll be sure to look into all of these issues when I update TnB next. I believe that the installation warnings on the scrolls are nothing to be worried about. I've heard about the Bladesinger typo. I'll look into the other one some more.

    when, when will this happen?
  • ArdulArdul Member Posts: 211
    edited June 2016
    Using innate contingency crashes game (same happens with the contingency from the older versions of SoB now). Tested it on latest BG:EE patch with following setup.

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 11
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 11
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 11
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 11
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 11
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Spell Deflection blocks AoE spells: v4 Beta 11
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #70 // Update Spellbooks of Joinable NPCs: v4 Beta 11
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Core Revisions: 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 #20 // Specialist Mages Overhaul: 0.6
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16


    Edit: also happens without SR.
  • [Deleted User][Deleted User] Posts: 0
    edited June 2016
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • ArdulArdul Member Posts: 211
    @subtledoctor Hi Subtle :) yeah it's the latest version of BG:EE for PC. I am fairly sure it has to do with the triggers as well, but I am not quite sure how to edit those with NI (I am just starting out learning to use it).

    A hotfix would be very much appreciated! This sounds like it will remove the option to select "nearest enemy" as target instead of "myself" for contingency?
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