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

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  • AquadrizztAquadrizzt Member Posts: 1,065
    Its in a link in the top post; I recommend using Chrome.
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  • AquadrizztAquadrizzt Member Posts: 1,065
    Oh trust me I wouldn't use Chrome if websites actually supported Opera, but alas, so its feeding Google all the data about my internet usage that it wants...

    The tables/formatting doesn't display properly on some browsers, but I like the 5e style formatting so I used it.


    And yes Magus might need a nerf... probably does in fact. I'll keep that in mind during the next round of updates.
  • Hmm, so the Innate Familiar mod gives every mage and sorcerer the ability to summon a familiar, and it does show up in e.g. Neera's special abilities, but in my game, when I try to use it on anyone else but CHARNAME, I get the usual reply that the spell is limited to CHARNAME. Is this intentional or a bug? I was hoping to get familiars for every arcane caster. The README is ambiguous on this point.
  • Lord_GayLord_Gay Member Posts: 94
    Doesn't like the non-EE version.

    Windows 7 64 bit
    GOG non-EE install
    BWS megamod install

    Only installed Spell Tweaks, and 1st lvl cantrips with warnings.
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  • Lord_GayLord_Gay Member Posts: 94
    edited December 2016

    it looks like it installed successfully.

    The readme was vague on how compliant the mod is with non-EE games, so I wasn't sure what to expect. I assumed the whole mod would install, but most of the components wouldn't.

    I hope I trimmed out the important parts:

    NOT INSTALLED DUE TO ERRORS Revised Specialists

    NOT INSTALLED DUE TO ERRORS Innate Find Familiar

    SUCCESSFULLY INSTALLED Spell Tweaks

    NOT INSTALLED DUE TO ERRORS Metamagic

    NOT INSTALLED DUE TO ERRORS Cantrips -> Innate Cantrips

    INSTALLED WITH WARNINGS Cantrips -> First Level Cantrips

    Revised Specialists
    ERROR locating resource for 'COPY'
    Resource [SPWI122.spl] not found in KEY file:

    SKIPPING: [Revised Dragon Disciples]
    This component is only available for the Enhanced Editions.
    SKIPPING: [Sorcerer: Magus]
    This component is only available for the Enhanced Editions.
    SKIPPING: [Sorcerer: Favoured Soul]
    This component is only available for the Enhanced Editions.
    SKIPPING: [Sorcerer: Sylvan Disciple]
    This component is only available for the Enhanced Editions.
    SKIPPING: [Sorcerer: Revenant Disciple]
    This component is only available for the Enhanced Editions.
    SKIPPING: [Sorcerer: Amorphous Disciple]
    This component is only available for the Enhanced Editions.

    Innate Find Familiar
    ERROR locating resource for 'COPY'
    Resource [clastext.2da] not found in KEY file:

    SKIPPING: [Armored Casting For Bards]
    This component requires the Enhanced Engine v2.0 or later.
    SKIPPING: [Arcane Crafting]
    This component is only available for the Enhanced Editions.

    Install Component [Spell Tweaks]?
    ERROR: Failure("resource [QDMG+ABJ.spl] not found for 'COPY'")

    Skipping [Metamagic]

    Cantrips -> Innate Cantrips
    ERROR locating resource for 'COPY'
    Resource [clastext.2da] not found in KEY file:

    Cantrips -> First Level Cantrips


    I'm still in the middle of the 24 hr installation, so I haven't played yet. It's a shame, as the main reason I'm reinstalling is because I REALLY wanted the cantrips option for my gnome C/M.
  • [Deleted User][Deleted User] Posts: 0
    edited December 2016
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • AquadrizztAquadrizzt Member Posts: 1,065
    @Lord_Gay, it is likely that the components written for non EE games are having an issue with one of the other mods in your BWS. The components that I've made not available for non-EE games (such as the Sorcerer kits) have those restrictions because their functionality is heavily dependent on various features not available in the non-Enhanced Engine.
  • Lord_GayLord_Gay Member Posts: 94
    edited December 2016

    the innate cantrips and level-1 cantrips are exclusive lternatives. It looks like you got one installed, and you cannot install both, so... seems okay.

    BWS had troubles with the mod, so I exited and installed TAB manually. The innate cantrips wouldn't install, which is why I went with the other option.

    For the missing spell, my guess would be that BWS hadn't installed the spell yet. If it's a vanilla spell, then I don't know. Maybe Spell Revisions?

    "whatever error you're getting, would seem to be caused by some other mod."

    Okay. Just wanted to let you guys know in case it wasn't.

    As for my mod choices, I always go with the "max" setting (which doesn't include OP mods, tactical mods, or mods with known issues). BWS has been around for a while so I assume that mod conflict should be negligible, especially as many of the mods in the BWS selection window indicate conflicts, dependencies, and preferred mods for identical effects, and have been pre-selected accordingly.

    If nobody else posts here then it may just be something on my end.

    Happy holidays you two, and thanks for all your work!
  • wyakpawyakpa Member Posts: 62
    Just curious - I seem to remember that previous versions or ideas for this mod had plans/kits for things like Starmetal Adept and Artificier, but they're not in the most recent update. Are there any plans to implement/put those back in again?
  • AquadrizztAquadrizzt Member Posts: 1,065
    There is always room for growth within the mod, but I try to make sure that my kits aren't just random +1 bonuses to various stats. I have some new ideas for artificer, but I haven't had time to explore how exactly I want it to function yet.
  • Generally speaking, there is so much win here it's unbelieveable.

    The specialist wizard kits are very well done. I like how you have made the Diviner a little more of a force to be reckoned with with his new ability and spells reassigned from other schools. An Enchanter is now a force to be reckoned with throughout the Saga with his passive projection of a saving throw penalty vs. spell. Can you tell us, what is the range of that ability, and does the penality apply to all types of enemies, or only those affected by enchantment spells (which would leave out those immune to enchantment such as undead, golems, etc., the bane of the enchanter)?

    Hmm, so the Innate Familiar mod gives every mage and sorcerer the ability to summon a familiar, and it does show up in e.g. Neera's special abilities, but in my game, when I try to use it on anyone else but CHARNAME, I get the usual reply that the spell is limited to CHARNAME. Is this intentional or a bug? I was hoping to get familiars for every arcane caster. The README is ambiguous on this point.

    @Aquadrizzt , I'd very much like to know your views on the above issues. I'm pondering an multi-wizard party with an Enchanter Charname, you see, so confirmation on the above would be very helpful.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @rrchristensen , the Enchanters aura is a penalty to saves vs spells and it is applied to all enemies within 30 feet. I haven't touched how familiars are typically linited to the protagonist; I have simply made them more available.
  • RaduzielRaduziel Member Posts: 4,714
    I've installed the specialist wizard component. Edwin had some Necromancy spells when I first got him (BGEE). Larloch's Minor Drain, Horror and Skeleton Warrior (something like this).

    And Summon Monters II was listed as a lv 4 spell.

    Three mods touches Edwin: T&B, NPC_EE and Spells Revision.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @Raduziel, thank you for letting me know. It looks like the part of the component that removes all Necromancy spells from non-Necromancers got removed in the update. I'll look into this.
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  • RaduzielRaduziel Member Posts: 4,714
    Well, seems like we found the problem :#
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited January 2017
    Dear Aquadrizzt,

    A few suggestions, if I may: Change the Magus' THACO to that of a cleric (as others have discussed), and limit him to chain mail/banded mail. I'd love to play a Magus charname but I am spineless and will take any advantage offered to me; and the current kit seems too powerful in a game where you can find spell-slot boosters and extremely magical plate armor with little effort.

    In case you might find it useful, I've attached part of an article from Dragon Magazine that offers a reasonable discussion of the pros and cons of such a class. This is where my interest in this type of character originated. Simply read wizard as sorcerer. (The article goes too far in the other direction, I think, with only one school of spells available and no weapon specialization, but it WAS made for PnP gaming.)
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  • ArdulArdul Member Posts: 211
    Installing Tome and Blood after Item Revisions and Spell Revisions breaks the "Casting in armor with speed penalties" from Item revisions for bards. Is this intentional?

    When not using the "armored casting for bards" components from Tome and Blood, bards are now unable to cast spells while wearing armor - while they were supposed to be able to cast while wearing up to chainmail.

    If I use the component from TaB Bards can suddenly use all armors up to and including Full Plate and can cast while wearing leather and studded leather. Neither of these options are what I want.

    Is it something you can fix, so that the mod won't break the Item Revisions component?

    Otherwise I really enjoy the mod :) So thank you for that. Oh, and I think nerfing the Magus a bit would be a good idea too.
  • DymeDefDymeDef Member Posts: 66
    Just recently came across an error during a BWS install. I was using Spell Revisions and when it gets to the Spell Tweaks component of your mod it fails after around 4 (I think it was) files being patched and gives back the reasoning being the spell was numbered -1 and it couldn't take that number. Trying without SR4 right now, to verify I installed again without SR4 and its moved along past TnB. Any idea why? I recall running the two together, according to the poster above me they were able to at least get it to run together. I don't have a big problem dropping the spell tweaks component in TnB for SR, though I see on your readme its supposed to play with SR.
  • ALIENALIEN Member Posts: 1,271
    @Aquadrizzt I have the same issue as DymeDef:

    Game: BG1EE
    Weidu log: http://pastebin.com/ZJbZXUuB
    Debug: http://pastebin.com/mAptL1jG
  • DymeDefDymeDef Member Posts: 66
    @ALIEN Thanks, I was actually in the process of redoing it to generate a log, but you beat me to it.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited February 2017
    @subtledoctor @Aquadrizzt
    Further to your excellent discussions (in late December) of the need to incentivize specialist mages to focus on their school of specialization; is it possible to modify effective caster levels based on school? Say, a transmuter casts alteration spells at +2 levels of effect (duration, damage, etc) and all others at -2? The Wild Mage had something similar coded as a random effect, and the Tome-and-Blood Sorcerer can have this effect based on Charisma, so perhaps specialists could get it as a non-random effect? I mean, the +/- 15 learn spell percentage is trivial (in this game, though not in PnP); in most cases, more scrolls can be found. But a permanent, constant difference in spell effectiveness is not-trivial.

    If the above suggestion about increasing effective caster levels in specialist schools is doable, this suggests a way to re-integrate Necromancy into the system. Do away with ALL barred schools (i.e. everyone gets the chance to learn necro spells too), give the necromancer the spellcasting boost/nerf discussed above, and give him 0-2 special abilities like everyone else; like a +2 to saves vs. death and one more: Here's one that mirrors the Abjurer's free casting of Spell Shield when casting any Abjuration spell:

    Baneful Magic: When the Necromancer slays an enemy with a Necromancy spell, an Animate Dead spell will trigger (whether this should be a certainty or have a random % assigned to it, I don't know). This represents the uncontrollable effects of the dreadful energies of necromancy. So you get a few skeletons or something to incentivize necromancers to keep using their special spells. It would be very useful at low levels but very dangerous to trigger. at higher levels the usefulness drops, but the emotional payoff (seeing your dead enemies obeying your every whim is like THE reason to become a necromancer, surely?) remains; and eventually the Animate Dead spell itself improves, doesn't it, and you get Skeletal Warriors, which is nice and competitive for a while. We'll simply overlook the visual discrepancy between slaying a gibberling and getting a human skeleton in return.

    (Or perhaps necromancy is really hard to control and you get a random effect, either the Animate Dead or Spirit Armour. Or you get Spirit Armour AND a HOSTILE Animate Dead cast on you!)

    I have no idea if any of this is possible to implement. You tell me!
    Post edited by Contemplative_Hamster on
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  • Darn.
  • ArdulArdul Member Posts: 211
    @subtledoctor @Aquadrizzt Any comments on the bard armored casting problem?
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