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

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  • whileNotZerowhileNotZero Member Posts: 6
    First off, thanks for doing what you do - I love this mod. I had some problems with necromancy and divination being forbidden for my conjurer but I assume the hotfix posted a few days ago would fix that.

    I'm planning to start a new game with Faiths and Powers, Might and Guile, Scales of Balance, and Tome and Blood (along with SCS and others), all in EET using BiG World Setup. Is there any chance Tome and Blood will be compatible with EET any time soon (at least I assume there's some kind of incompatibility since this mod shows up for selection in BG:EE and BG2:EE setups but not for EET)?

    I'm really looking forward to a completely different BG experience and I'd love to have your mod included for it.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @whileNotZero , glad you're enjoying the mod, you might be playing with an old version if Conjuration has two prohibited schools.

    EET compatibility will be addressed soon™; @swit has already spoken to me about getting it set up, and it is on the to-do list. Real life is unfortunately taking priority right now, so I can't make any promises on definitive time lines.
  • whileNotZerowhileNotZero Member Posts: 6
    That's probably it; looking at GitHub there's a 0.7.1 release and I think I was playing on 0.7 downloaded from the head of this thread. Judging from the folder structure I assume I could just download the current source and it would work the same way... I'm totally new at modding though so I'll probably just stick to the latest release.

    Thanks for the heads up, and no worries about the timeline!
  • ArizaelArizael Member Posts: 263
    edited February 2017
    @aquadrizzt I was also experiencing troubles learning spells. Could you please confirm how it should work - that is should every specialist be able to learn everything except necromancy? What about generalist mages and multi-classes, should they be able to learn necromancy?
  • switswit Member, Translator (NDA) Posts: 495

    @whileNotZero , glad you're enjoying the mod, you might be playing with an old version if Conjuration has two prohibited schools.

    EET compatibility will be addressed soon™; @swit has already spoken to me about getting it set up, and it is on the to-do list. Real life is unfortunately taking priority right now, so I can't make any promises on definitive time lines.

    As mentioned I think I can handle whole compatibility code myself and send it via pull request (so that all changes will be listed and ready for review in commit preview). From what I see on your Github files have been updated 4 days ago, but for some reason tp2 is completely missing in the repository, so from this I assume the mod is not ready yet for external commits. Please name drop my nick here or send me a PM once you feel the master branch will be ready for this purpose (no pressure, take your time).
  • ArdulArdul Member Posts: 211
    Hey @Aquadrizzt. Will you be able to look into the compatibility problem with item revisions armored casting for bards?

    My previous post on the issue for reference:
    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.
  • AquadrizztAquadrizzt Member Posts: 1,065
    I don't remember who was having the casting level issue with Sorcerers, but I might have figured out why it wasn't working correctly. The engine might (*grumbles*) only apply the largest bonus from all sources, rather than adding all bonuses together. The casting level bonuses are coded incrementally (e.g. a set of +1s each applied conditionally, rather than one big +X bonus), so they might only work up to +1 level before the engine decides to ignore further +1 bonuses.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    That was me. Oh shucks. I take it there is no fix? It was such an attractive feature.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @rrchristensen, there actually is a fix. I just need time to implement it. No promises on a timeline though; the thesis/job hunt struggle is still ongoing.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    Been there; my deepest sympathies and best wishes.
  • AllbrotherAllbrother Member Posts: 261
    Hi

    Nice mod. However, I've noticed some issues with the Magus. First, when I equip an armor, I still get the "spellcasting disabled" notification. It's not actually disabled, just displays the notification.

    Secondly, armors don't change my character's appearance. They may make some minor coloring alterations but my character still looks like an unarmored dweeb while wearing full plate.

    This was tested on BG2EE black pits with Ankheg Plate and Studded Leather
  • AquadrizztAquadrizzt Member Posts: 1,065
    @Allbrother , first one is an engine limitation and can't be avoided. Can you post a screencap of the paper doll shown on your Magus in the inventory screen? I thought I had animation swapped it but I could be wrong.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @swit, take a look at the code when you have a moment. It should be functional if you download it from the github now.
  • Woolie_WoolWoolie_Wool Member Posts: 153
    edited March 2017
    Would you ever consider having armored casting a wizard feat where you can wear leather and studded leather armors at the cost of casting speed (and possibly sacrifice a cantrip or something)? There are a couple of mods (including YARAS from SoB) that do this, but this would not conflict with the existing armored casting feature for bards and the Magus' armor handling in MnG.
  • swordNboredswordNbored Member Posts: 6
    edited April 2017
    Hey, let me just start by saying I'm glad I found this mod. It addresses a lot of the issues I had when playing casters. One thing I noticed, however: I can't use a chill touch scroll to give my necromancer the innate ability. I do have SoD installed if that has anything to do with it.
    Post edited by swordNbored on
  • swordNboredswordNbored Member Posts: 6

    So, finally this mod is out, much reduced in scope I'd say, but higher in quality. HOWEVER: I cannot access the Necromancer at-will abilities. I can find "find familiar" just fine, but the others not.

    Ahh, this is the same problem I'm having. Any word on if this was hotfixed or what have you?
  • PandemicLegionPandemicLegion Member Posts: 38
    I still cant choose a Abjurer as an Elf.
  • rapsam2003rapsam2003 Member Posts: 1,636
    So, it appears that the Magus class uses the Sorcerer description once in-game. Playing SOD. Patched to latest patch. It doesn't affect any of the features, just the character sheet. The wrong STRREF must be used for the sheet.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Aquadrizzt: I'm currently running an Abjurer/Thief with this mod and I wanted to know exactly how the Spell Shield effect for abjuration spells works. The only extra opcodes I see in EEKeeper and Near Infinity is an opcode 328, Set State, with unknown values.

    How does this work in practice? Does it give any protection against magic attacks? When I have my Abjurer/Thief cast Breach on itself, Breach works normally; there's no Spell Shield effect blocking it.
  • [Deleted User][Deleted User] Posts: 0
    edited May 2017
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    semiticgoddess
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    edited May 2017
    @subtledoctor: I got it! Thank you.

    But I've got a problem with the Enchanter kit. It seems that Enchanters can never go invisible--the moment they disappear, they immediately break invisibility. I think the cause is their -2 save vs. spell aura, which casts a spell (D5_ENC2A) every 3 seconds that presumably breaks invisibility.

    I tried setting the spell's target to "Self" instead of "Any point within range," but no such luck. It still breaks invisibility.

    Also, the D5_ENC2A spell appears to stack, as it grants immunity to some other spell (K1CL418A.spl, which isn't my install for whatever reason) instead of the spell itself. A party of 6 Enchanters could impose a collective -12 penalty to enemy saves vs. spell! Clones should also benefit from the aura, stacking the penalties even further.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    edited May 2017
    Also, I notice that the Transmuter cannot shapeshift using Polymorph Self in BG1 and SoD, because Polymorph Self still uses the Polymorph opcodes for shapeshifting instead of Create Weapon and Animation Change. An updated version of Polymorph Self would need to be added in order for Transmuters to shapeshift in BG1 and SoD.

    And the Conjure Rabbit spell lasts for 100 rounds instead of 5 rounds, and the rabbits sometimes turn hostile.

    Also, the AC bonus from Anticipation stacks and Earthen Grasp offers no saving throw for the movement rate penalty; only the hold effect.
  • The user and all related content has been deleted.
    semiticgoddess
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @subtledoctor: Your code didn't change Polymorph Self. The problem is that Transmuters get immunity to the polymorph opcode, which prevents Transmuters from shapeshifting in BG1 and SoD.

    In BG2EE, they changed Polymorph Self so those shapeshifting abilities worked like Spell Revisions: they create a weapon that grants some bonuses and changes the user's sprite. They don't use the polymorph opcode at all. But BG1EE and SoD still work like in vanilla; they use the polymorph opcode.

    If a Transmuter casts Polymorph Self, they can try to shapeshift into a spider, but they'll only get the spider's weapon. They can poison people, but they'll still be in human form, with their normal APR and with spellcasting enabled.

    The solution would be to either remove the immunity to the polymorph opcode from the Transmuter kit, or bundle Tome and Blood with a revised version of Polymorph Self that worked more like BG2EE or Spell Revisions.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @subtledoctor: I was wrong about the Enchanter aura blocking the invisibility. The problem was my own mod!

    It seems that applying a permanent opcode 346 effect, Save vs. School, has the bizarre side effect of preventing the subject from turning invisible. I don't see why on earth it would cause that problem, but testing found that that was the only effect I needed to remove via EEKeeper in order for invisibility to work properly.
  • [Deleted User][Deleted User] Posts: 0
    edited May 2017
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    Post edited by [Deleted User] on
  • AquadrizztAquadrizzt Member Posts: 1,065
    Maybe an aura of protection from charm?
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Thematically, being able to enchant weapons would fill in a hole in normal BG enchanters, who normally can only enchant living critters. Giving them the ability to craft some special items would be very interesting.

    Alternatively, you could allow enchanters to charm and screw around with critters that are normally immune. Being able to charm undead would also be great fun.

    Or you could simply create some higher-level enchantment spells, since the highest-level enchantment spells in vanilla are level 5.
  • [Deleted User][Deleted User] Posts: 0
    edited May 2017
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited May 2017


    What about some kind of low-level spell sequencer? Allow them to enchant a small item with the essence of a single first-level spell? Would that even be useful? (It would mean an extra spell slot for emergencies, but would require double resting after use, which I find annoying.)

    How about enchanting all those extraneous gems with certain spells? A Lynx Eye Gem, say, suddenly has a huge value to an Enchanter looking to make a one-shot spell like Infravision ... ok, so maybe not, but a one-shot use of the True Strike spell from Spell Revisions could be useful at lower levels, especially if you allow all characters to activate such items, much like potions. The Enchanter could be, well, enchanting items, for his party to use. Single out a type or types of gem for each eligible spell, to encourage players to adventure more thoroughly (it's more fun and role-play-ish to have to slay a xvart village to obtain a specific gem needed to endow a caster-only spell your fighter/thief needs to survive a run-in with Kargh the ogre mage). Keep these spells low-level, like levels 1-3, for balance reasons, ensure that the enchanter has to reach a certain level before being able to endow spells of levels two and three (so that a fifth-level enchanter does not create an infinite stack of Fireball gems), and introduce a HLA allowing for higher-level spells. Essentially you'll be brewing your own potions here but with a different set of graphics.


    Actually that sounds like a great way to improve Necromancers: make copies of all the Enchantment spells, that specifically affect undead rather than living creatures...

    Cool concept!
    ronaldomf2112Illustair
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