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

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  • ArdulArdul Member Posts: 211
    edited June 2016
    @subtledoctor Nope. Still crashes, I'm afraid.

    Edit: I am going to check same mod setup and hot fix on BG2:EE, to see if the problem perseveres.
  • ArdulArdul Member Posts: 211
    I just checked in the newest version of BG2:EE. It also crashes the game there.
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  • RatatoskrRatatoskr Member Posts: 726
    Question/potential bug:

    When I start a regular Dragon Disciple (in vers. 1.3), I can cast 2 spells per day. But when I choose an ancestor, I'm then able to cast 0 spells per day even though the description only says 1 less spell per day. Am I missing something where that would be intentional because picking a bloodline isn't causing me to lose any spells at all?

    Also, speaking of bugs. I am getting the same additional spells in 1st level, Black Blade and such that other people have mentioned. The extra 7 or so spell slots that go along with that do seem to disappear on level up for some characters but not others (Neera as a sorcerer seems to have kept them all).

    Finally, the additional spells granted by choosing the Celestial bloodline are not appearing at all, although the other three are working for me.
  • noctem93noctem93 Member Posts: 63
    @Aquadrizzt - I can't figure out the specialist kits. Are those BG2ee only? I'm playing BGee and they aren't options at character creation, and they aren't showing up as a special ability during game play (the way that bloodline sorcs and DDs do). I did install the Specialist Overhaul and Core components.
  • [Deleted User][Deleted User] Posts: 0
    edited June 2016
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  • AquadrizztAquadrizzt Member Posts: 1,069
    @noctem93 , specialist kits were something I had included and then took out again. The readme is unfortunately super outdated because I haven't had time to work on TnB, much less update its documentation.
  • zelurkerzelurker Member Posts: 168
    For info I tested "spell tweaks" option in bgee, and sometimes it makes wonders !
    I used bg1npc to have Eldoth near the beginning of the game, he is a level 3 bard, fairly low.
    When I meet him with this option installed, he has 9 level 1 spells memorized and 1 more free slot available for another spell ! + these are not basic spells at all, "symbol fear", a spell about a dark sword of something which makes an overpowerfull sword with a save vs death on each hit not to be desintegrated !
    Sometimes the spells memorized are on the book, sometimes not (I get the messsage in the console "Eldoth avoided the effect of Eldoth", and then the book has only the 3 normal basic spells of level 1, but he still has the 9 spells memorized !

    I think I'll stay away from this option then... !
    Also the option to have Dynaheir as a Hathran looks nice, except there is no installable hathran kit anymore ? The option can be installed though so maybe it works anyway, I didn't assault the gnoll fortress to check this yet !
  • zelurkerzelurker Member Posts: 168
    also cantrips is probably too powerfull at least in bg1 because it gives a way to interrupt ennemy wizards all the time ! (well every 6s, good luck to cast a spell between 2 interruptions !), + the AI of the game doesn't know about this so won't be able to do anything to defend.
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  • zelurkerzelurker Member Posts: 168
    ok thanks ! :)
  • zelurkerzelurker Member Posts: 168
    Xan as a bladesinger doesn't seem to work, he still has his normal class when I meet him (enchanter).
    I have the "multiclass kits" components from might and guile, correctly recognized by the installation of "xan: baldesinger" from this mod, but it doesn't work... ! Apparently it can be done with EEKeeper, 1st set the class to warrior / mage, then the kit to bladesinger, then proficiencies for short sword at least and something else (4 points available).
    Anyway bladesinger is probably a good idea for him because of his moonblade, even if the constitution of 7 is still a great problem there !

    Now another problem : he arrives with 4 spells memorised over 10 available spell slots for level 1 ! That's like a level 15 mage, which makes him quite scary ! Which part of this mod does this, the specialist mages overhaul ?

    Oh well... !!!
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  • zelurkerzelurker Member Posts: 168
    1) npc_ee ? So it doesn't work with this mod alone then ? Ok, so that means :
    1) make him join
    2) take eekeeper to change his class to fighter/mage since the class can't be changed with npc_ee
    3) he should hopefully get the choose kit ability, use this to set bladesinger !

    Ok, I'll try... but being obliged to use eekeeper here breaks the fun.

    For the spell tweaks I didn't reinstall them yet, that's why I asked. At least he has only normal level 1 spells, except his book has already a lot of spells at almost all the levels, it probably comes from the specialists overhaul, but the 10 slots is really scary... Needs to level up except that in normal game it will take a looooong time !

    While I am at it, I found with eekeeper that the kit for hathrans is indeed installed, but we can't play it since it's reserved for females from the same country as Dynaheir... that's a kit of sorcerers right ? So I need to change her to sorcerer 1st with eekeeper, adjust the list of memorized spells, then use npc_ee... ! what a mess...
    At least the idea of changing these 2 was good, except the process is not so easy...
    But I'll try anyway !
  • zelurkerzelurker Member Posts: 168
    ... or use npc_ee to change the base class of these characters except that apparently it must be done before starting a new game !
    Too bad...
    Oh well I'll think about all that for now I give up !
  • AquadrizztAquadrizzt Member Posts: 1,069
    @zelurker , did you see if Dynaheir has the hathran kit on her? Xan not working is something I am aware of, but I haven't heard complaints about Dynaheir I don't think. I also have not updated this mod since 2.0 launched, so it might not be working perfectly as a result of the engine changes.
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  • zelurkerzelurker Member Posts: 168
    Yeah the mess comes also from the fact that apparently the game stores all the joinable npcs in the savegame from the beginning of the game, met or not. So if you install something to change a class, it's just ignored if you don't start a new game apparently !
    I tested this quite extensively after that, installing npc_ee as you adviced, and using the console to summon Xan and Dynaheir to check they had the right class. Works for both (for Xan I have to change him through npc_ee but it works).

    Now after checking them at the beginning of a game I decided that Xan would still probably be too hard to play with his bladesinger kit (8 or 9 points of life, no armor ! you can give him an armor but in this case he can't cast, even if using the "cast in armor" from this mod. It's quite a suicide mission for him, perfectly in line with his mood, even if it makies more sense than his original kit.
    So I went for Dynaheir in this game (I swear I won't restart another game before long, I restarted too many times in a few days !). The surprise is when you get her in the gnoll fortress she first appears as a sorcerer in the information screen and then as a Hathran... but she lost the "slow posion" power she normally has, plus for info if you try to use the "change kit" power from npc_ee on her, it crashes the game !

    Oh well I guess it should work anyway, she will maybe get her slow poison power back at the next level change, or maybe I could put it back using eekeeper, but anyway it's not super important, it was more a curiosity in the normal game (but it's very well explained by the bg1npc mod).
    Maybe you should put somewhere that these class changes require a new game then... (I am not even sure it's the case for bg2).
  • AquadrizztAquadrizzt Member Posts: 1,069
    @zelurker , the reason I don't include a warning about restarting your game whenever you install mods is because that is basically assumed. That might not be clear to people who are just starting to mod, but after a bit, you learn (if you are not explicitly told) that you should always start a new game whenever you change your mod installation. Otherwise, you may experience errors that are impossible for modders to combat.

    Dynaheir's Slow Poison ability is taken away because she gains slow poison as a 2nd level mage spell. Not sure if I included that in the documentation but I will in future releases.
  • zelurkerzelurker Member Posts: 168
    Yeah I confirm she got it back at 2nd level.
    Well for the mod it heavily depends on the kind of mod, I played lot of bg2 games where I added mods during the game without any problem, but then there was no mod to change any class !
  • ArdulArdul Member Posts: 211
    @subtledoctor Hi Subtle. Not trying to rush you, but I was wondering if you found out what the problem with contingency was?
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  • kjeronkjeron Member Posts: 2,368
    Ardul said:

    @subtledoctor Hi Subtle. Not trying to rush you, but I was wondering if you found out what the problem with contingency was?

    If you want a quick do-it-yourself fix:[spoiler]
    Extract "UI.menu" to the override folder with Near Infinity, if its not already.
    Open it with a text editor and Search for this:

    mageBookStrings = {
    SPWI908 = {tip = 24615, title = 'CHAIN_CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI617 = {tip = 24615, title = 'CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI809 = {tip = 24617, title = 'SPELL_TRIGGER_TITLE', action = "ADD_SPELLS_TRIGGER_LABEL"},
    SPWI710 = {tip = 24616, title = 'SPELL_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"},
    SPWI420 = {tip = 24616, title = 'MINOR_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"},
    }
    Add a line it to as follows:

    mageBookStrings = {
    D5_CONTI = {tip = 24615, title = 'CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI908 = {tip = 24615, title = 'CHAIN_CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI617 = {tip = 24615, title = 'CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI809 = {tip = 24617, title = 'SPELL_TRIGGER_TITLE', action = "ADD_SPELLS_TRIGGER_LABEL"},
    SPWI710 = {tip = 24616, title = 'SPELL_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"},
    SPWI420 = {tip = 24616, title = 'MINOR_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"},
    }
    [/spoiler]
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    Whaaaat, Contingency and Sequencer need UI.menu to work??? And of course it is not moddable by Weidu. What a disaster.

    Finally I have reason to complain about a change in 2.0 that is *actually* terrible. (@Dee)

    There is probably a good reason for it that we don't 'get'. Also, I'm assuming that weidu will eventually be updated for this...
  • ArdulArdul Member Posts: 211
    kjeron said:

    Ardul said:

    @subtledoctor Hi Subtle. Not trying to rush you, but I was wondering if you found out what the problem with contingency was?

    If you want a quick do-it-yourself fix:[spoiler]
    Extract "UI.menu" to the override folder with Near Infinity, if its not already.
    Open it with a text editor and Search for this:

    mageBookStrings = {
    SPWI908 = {tip = 24615, title = 'CHAIN_CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI617 = {tip = 24615, title = 'CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI809 = {tip = 24617, title = 'SPELL_TRIGGER_TITLE', action = "ADD_SPELLS_TRIGGER_LABEL"},
    SPWI710 = {tip = 24616, title = 'SPELL_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"},
    SPWI420 = {tip = 24616, title = 'MINOR_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"},
    }
    Add a line it to as follows:

    mageBookStrings = {
    D5_CONTI = {tip = 24615, title = 'CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI908 = {tip = 24615, title = 'CHAIN_CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI617 = {tip = 24615, title = 'CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"},
    SPWI809 = {tip = 24617, title = 'SPELL_TRIGGER_TITLE', action = "ADD_SPELLS_TRIGGER_LABEL"},
    SPWI710 = {tip = 24616, title = 'SPELL_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"},
    SPWI420 = {tip = 24616, title = 'MINOR_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"},
    }
    [/spoiler]
    Thank you @kjeron :) Could you also tell me where I should extract the UI.menu from? I can't seem to find it.. I have Near Infinity and I believe I have to find it in one of the folders on the left side of the Near Infinity menu system?
  • BillyYankBillyYank Member Posts: 2,768
    Ardul said:

    Thank you @kjeron :) Could you also tell me where I should extract the UI.menu from? I can't seem to find it.. I have Near Infinity and I believe I have to find it in one of the folders on the left side of the Near Infinity menu system?

    In the newest versions, it's under "Menu" type files. If you still have an older version, it's under "Unknown" type files.
  • ArdulArdul Member Posts: 211
    BillyYank said:

    Ardul said:

    Thank you @kjeron :) Could you also tell me where I should extract the UI.menu from? I can't seem to find it.. I have Near Infinity and I believe I have to find it in one of the folders on the left side of the Near Infinity menu system?

    In the newest versions, it's under "Menu" type files. If you still have an older version, it's under "Unknown" type files.
    BillyYank said:

    Ardul said:

    Thank you @kjeron :) Could you also tell me where I should extract the UI.menu from? I can't seem to find it.. I have Near Infinity and I believe I have to find it in one of the folders on the left side of the Near Infinity menu system?

    In the newest versions, it's under "Menu" type files. If you still have an older version, it's under "Unknown" type files.
    Thank you for the help. Found a UI.unknown file where I also found the entries mentioned above. Adding the line did not solve the problem however. I also tried a relatively clean install with just spell revisions and the mage component of an earlier version of SoB (which used to work before the patch). It did not work under this very simple install either.
  • kjeronkjeron Member Posts: 2,368
    Ardul said:

    Thank you for the help. Found a UI.unknown file where I also found the entries mentioned above. Adding the line did not solve the problem however. I also tried a relatively clean install with just spell revisions and the mage component of an earlier version of SoB (which used to work before the patch). It did not work under this very simple install either.

    That one line should be all you need, but I only have the standalone Beamdog version to check.

    I wouldn't try it with an older version of the Mod, the filename for the contingency may have changed since then, in which case it wouldn't work anyway.

    - Is this a GoG/Steam SoD game? I don't know if the DLC b.s. can interfere with it.
    - Are you sure you typed the line correctly? Copy/Paste what I posted just in case.
    - Make sure to rename UI.unknown to UI.menu if that's how it was extracted, and make sure its in the override folder.
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