I have used an older version because of some of the changes in the newer versions. It worked perfectly fine before I upgraded to patch 2.3. I also tried the newest version which had the same problem.
- I use the Beamdog version of the game. - I copied the lines as you wrote them. - I tried to rename UI.unknown to UI.menu. Did not change anything. - (it is in the override folder).
thanks for the feedback kjeron. - I use the Beamdog version of the game. - I copied the lines as you wrote them. - I tried to rename UI.unknown to UI.menu. Did not change anything. - (it is in the override folder).
Okay, the easy possibilities eliminated. To confirm: the only contingency spell that crashes is the innate one, correct? The original sequencer/contingency spells still work, the ones you can learn from scrolls?
What is the primary attribute for the hathran kit? Also not sure it matters but the choose kit ability crashes the game when used by dynaheir. She also doesnt seem to be aquiring cleric spells... command, cure light wounds, etc... is there a quick fix i can utilizeso I don't have to start yet another new game? Thank you
@kjeron Both the sequencers and contingencies are transferred to the innate button after learning them via spell scrolls. The sequencers work as they should and replenish after casts, whereas trying to use contingency from the innate menu crashes the game.
@Ardul Sorry to say I'm at a loss then. I scrubbed my override of everything but the meta-magic component(and the base component it requires) just to make sure nothing else I had in there was enabling.
Can anyone else using this mod confirm whether what I posted works on their install?
ok so with combo spell rev, tome and blood and scales of balance I dont have armor spell. Not in char creation nor when checking in eekeeper. Removing spell rev solves the issue.
I'd like to request a feature to install metamagic and spell battles seperately, if possible.
New bard kits don't get armored casting - how does one set this up to give them this ability? Bards also don't get to summon familiar, is this a feature or a bug?
Hi @Aquadrizzt, how's the work on new version? Is it still on the horizon? Since spellcasting classes are my thing, I'm very interested in the well being of TnB.
Hey @Cahir (and other interested parties), TnB is still in development. I unfortunately have a very limited amount of time for modding right now, but I should be able to get something out pretty soon. Lots of exciting changes forthcoming.
Hey @Cahir (and other interested parties), TnB is still in development. I unfortunately have a very limited amount of time for modding right now, but I should be able to get something out pretty soon. Lots of exciting changes forthcoming.
I'm basically rewriting the mod from scratch. The next release will be a major update in terms of stability and functionality of existing features, as well as introducing a couple new features that I'm excited to share with you guys. The update to the Enhanced Engine 2.0 opened a lot of doors that I am quite keen on exploring, and I hope you guys enjoy the new stuff.
Right now I'm streamlining functionality in Tome and Blood and trying to remove bloat within the code and the mod folder. That involves outsourcing stuff to other mods that do it better. If you want Bladesinger Xan, get it from NPC_EE; if you want Mages wielding more weapons, get it from Tweaks, etc. I'm also working on making it more generally compatible where possible, and removing some of the more troublesome elements.
To keep you guys interested while I take forever to update my mod, here is one of the new features that will be coming in the next update.
ARCANIST: The Arcanist blends the versatility of the Mage with the raw power of the Sorcerer. While many Sorcerers find themselves unable to learn magic from schools, Arcanists can adapt their own innate magical energy through careful study of arcane tomes and reflection upon the nature of magic.
Progresses as a Sorcerer, with the following changes: - May change their prepared spells by expending arcane scrolls. - May cast one fewer spell per day. - Has a permanent -2 casting speed penalty.
I'm basically rewriting the mod from scratch. The next release will be a major update in terms of stability and functionality of existing features, as well as introducing a couple new features that I'm excited to share with you guys. The update to the Enhanced Engine 2.0 opened a lot of doors that I am quite keen on exploring, and I hope you guys enjoy the new stuff.
Right now I'm streamlining functionality in Tome and Blood and trying to remove bloat within the code and the mod folder. That involves outsourcing stuff to other mods that do it better. If you want Bladesinger Xan, get it from NPC_EE; if you want Mages wielding more weapons, get it from Tweaks, etc. I'm also working on making it more generally compatible where possible, and removing some of the more troublesome elements.
To keep you guys interested while I take forever to update my mod, here is one of the new features that will be coming in the next update.
ARCANIST: The Arcanist blends the versatility of the Mage with the raw power of the Sorcerer. While many Sorcerers find themselves unable to learn magic from schools, Arcanists can adapt their own innate magical energy through careful study of arcane tomes and reflection upon the nature of magic.
Progresses as a Sorcerer, with the following changes: - May change their prepared spells by expending arcane scrolls. - May cast one fewer spell per day. - Has a permanent -2 casting speed penalty.
Can you explain a bit more about the outsourcing part?
I've only just discovered this mod/bg2:EE modding in general, and it looks really good so far. Had a few questions though: Since the readme is out of date, is there any info on what the spell tweaks/metamagic/spell battles components actually do? Also, is the mod currently compatible with the most recent updates to BG2:EE, or should I wait for a while for things to be updated? Finally, should this work okay with Spell Revisions and SCS? Sorry if any of those have obvious answers, am still trying to find my way around all this modding stuff.
Metamagic and Spell Battles are actually getting removed in the next update (due to issues with the AI and the new UI introduced in the 2.0 patch). They might make a return later however.
I could all of my mods to be as compatible as possible, especially with major mods like Spell Revisions. SCS is hard to code compatibility for, as it tends to assume that only small changes have been made to systems it uses and it is not written in a way that promotes compatibility with other mods. Thus, stuff like changing spell levels could have significant issues with SCS, but no one has brought any to my attention yet so maybe it works fine.
Is this mod compatible with Siege of Dragonspear? I've heard a few people have difficulty importing a character using one of the kits introduced by TnB.
@Apocrypha , it should be somewhat compatible with Siege of Dragonspear, but I have not updated it since the release of SoD. I am working on a major update that should fix some of the potential issues it may have with SoD in particular.
Furthermore, all kit mods have issues when importing characters between games. The number associated with a specific kit in game files (the kit id) will vary depending on the game, the mods installed for that game, and the installation order of those mods for each game. As such, it is almost impossible to avoid issues when importing characters between games. For standardization, I recommend using EET (when it is released) or EEKeeper in the interim.
Bug: Cannot create a Wild Mage after installing Tome & Blood Core Revisions, due to Nahal's Reckless Dweomer being unavailable for selection or memorization. This is on a completely fresh IWD:EE install with no other mods aside from the Tome & Blood Core Revisions.
Apologies if this has already been reported, I don't see a way to only search the current forum thread.
Comments
I have used an older version because of some of the changes in the newer versions. It worked perfectly fine before I upgraded to patch 2.3. I also tried the newest version which had the same problem.
- I use the Beamdog version of the game.
- I copied the lines as you wrote them.
- I tried to rename UI.unknown to UI.menu. Did not change anything.
- (it is in the override folder).
To confirm: the only contingency spell that crashes is the innate one, correct? The original sequencer/contingency spells still work, the ones you can learn from scrolls?
I scrubbed my override of everything but the meta-magic component(and the base component it requires) just to make sure nothing else I had in there was enabling.
Can anyone else using this mod confirm whether what I posted works on their install?
SPELL TWEAKS (by subtledoctor)
I assume there are but I want to be sure
ok so with combo spell rev, tome and blood and scales of balance I dont have armor spell. Not in char creation nor when checking in eekeeper. Removing spell rev solves the issue.
Indeed it does... Imma go over there to stab myself... ._.
New bard kits don't get armored casting - how does one set this up to give them this ability? Bards also don't get to summon familiar, is this a feature or a bug?
Thanks a lot for a great mod.
Right now I'm streamlining functionality in Tome and Blood and trying to remove bloat within the code and the mod folder. That involves outsourcing stuff to other mods that do it better. If you want Bladesinger Xan, get it from NPC_EE; if you want Mages wielding more weapons, get it from Tweaks, etc. I'm also working on making it more generally compatible where possible, and removing some of the more troublesome elements.
To keep you guys interested while I take forever to update my mod, here is one of the new features that will be coming in the next update.
ARCANIST: The Arcanist blends the versatility of the Mage with the raw power of the Sorcerer. While many Sorcerers find themselves unable to learn magic from schools, Arcanists can adapt their own innate magical energy through careful study of arcane tomes and reflection upon the nature of magic.
Progresses as a Sorcerer, with the following changes:
- May change their prepared spells by expending arcane scrolls.
- May cast one fewer spell per day.
- Has a permanent -2 casting speed penalty.
I could all of my mods to be as compatible as possible, especially with major mods like Spell Revisions. SCS is hard to code compatibility for, as it tends to assume that only small changes have been made to systems it uses and it is not written in a way that promotes compatibility with other mods. Thus, stuff like changing spell levels could have significant issues with SCS, but no one has brought any to my attention yet so maybe it works fine.
Furthermore, all kit mods have issues when importing characters between games. The number associated with a specific kit in game files (the kit id) will vary depending on the game, the mods installed for that game, and the installation order of those mods for each game. As such, it is almost impossible to avoid issues when importing characters between games. For standardization, I recommend using EET (when it is released) or EEKeeper in the interim.
Bug: Cannot create a Wild Mage after installing Tome & Blood Core Revisions, due to Nahal's Reckless Dweomer being unavailable for selection or memorization. This is on a completely fresh IWD:EE install with no other mods aside from the Tome & Blood Core Revisions.
Apologies if this has already been reported, I don't see a way to only search the current forum thread.