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

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  • AquadrizztAquadrizzt Member Posts: 1,069
    Alternatively, we could give Enchanters the power to rnthrall certain monsters, making them function similar to Familiars...
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited May 2017
    Oooooh! That's a cool idea!
    Post edited by Contemplative_Hamster on
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  • JarinexJarinex Member Posts: 46
    edited June 2017
    So I have this mod along with scales, m&g and f&p, and so far it's working well. I just had one question about crafting potions. I click the ability and then choose a tier, but once I go there it is completely blank (besides the choose a different tier option). I have the money, so do I need something else to make them?

    Sorry if it's a dumb question or has been answered, just want to make sure I'm not missing anything

    EDIT: So it turns out I wasn't paying attention when it says in the readme that you have to have the spell memorized. Is there a list of the potions that we can make?
    Post edited by Jarinex on
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited June 2017
    Jarinex said:

    So I have this mod along with scales, m&g and f&p, and so far it's working well. I just had one question about crafting potions. I click the ability and then choose a tier, but once I go there it is completely blank (besides the choose a different tier option). I have the money, so do I need something else to make them?

    Sorry if it's a dumb question or has been answered, just want to make sure I'm not missing anything

    EDIT: So it turns out I wasn't paying attention when it says in the readme that you have to have the spell memorized. Is there a list of the potions that we can make?

    Yeah, I have been extremely lax with the readme stuff (here and elsewhere). If I recall correctly, you can make all or most of the potions in the game that a wizard might be reasonably expected to be able to make.

    I will be expanding the list, creating new potions sometime in the future (as well as giving brew potion to cleric types in fnp)

    Edit; Looking this over, I should probably rebalance this at some point...

    Here is a quick and dirty:

    Tier 1 (75 gold)

    The spell INFRAVISION gets you the potion of infravision
    The spell PROTECTION_FROM_PETRIFICATION gets you the potion of mirrored eyes


    Tier 2 (300 gold)
    The spell STRENGTH gets you the potion of strength
    The spell INVISIBILITY gets you the potion of invisibility
    The spell Cats Grace gets you the potion of agility (IWDEE only for now- you may get this potion from a random spell if you have a lot of second level custom spell from some mod or other)

    Tier 3 (400 gold)
    The spell PROTECTION_FROM_FIRE gets you the potion of fire resistance
    The spell FIREBALL gets you the oil of fiery burning
    The spell PROTECTION_FROM_COLD gets you the potion of cold resistance
    The spell HASTE gets you the oil of speed

    Tier 4 (500 gold)
    The spell SPIRIT_ARMOR gets you the potion of defense
    The spell PROTECTION_FROM_ELECTRICITY gets you the potion of insulation
    The spell STONE_SKIN gets you the potion of stone form


    Tier 5 (1000 gold)
    The spell PROTECTION_FROM_NORMAL_WEAPONS gets you the potion of invulnerability
    The spell Shroud of Flame gets you the potion of fire breath (IWDEE only for now)

    Tier 6 (1500 gold)
    The spell GLOBE_OF_INVULNERABILITY gets you the potion of magic blocking
    The spell PROTECTION_FROM_MAGIC_ENERGY gets you the potion of magic protection
    The spell TENSERS_TRANSFORMATION gets you the potion of Potion of Heroism

  • MasterChefMasterChef Member Posts: 43
    Just wanted to ask - is the abjurer's spell shield working properly? Installed the mod (and spell revisions) but it looks like when my abjurer casts minor globe of invulnerability no spell shield comes up.
  • RaduzielRaduziel Member Posts: 4,714
    The specialist wizard component seems to vanish in SoD.

    Edwin was allowed to learn Necromancy spells and couldn't do the same for Divination.

    Speeching of Edwin, at his spellbook Monster Summoning II is at the fourth circle spells page. Another one is at the second circle page.

    I'm using Spells Revision, BTW.


  • [Deleted User][Deleted User] Posts: 0
    edited June 2017
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  • AasimAasim Member Posts: 591
    Would this work on EET?
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  • AquadrizztAquadrizzt Member Posts: 1,069
    I'll try to do a pass updating everything for EET at some point, no promises when.
  • AasimAasim Member Posts: 591

    I'll try to do a pass updating everything for EET at some point, no promises when.

    Ok. Given that this takes SR into account and should be installed after it, could you please mark Transmuters to have protection from spwi604 & spwi604d? These are spell names of SR-petrification. I've just hot-wired this to EET, mage kits work, sorcerers don't (no sub-menu for choosing kits, even if installs correctly); magus wouldn't install for some reason.
  • [Deleted User][Deleted User] Posts: 0
    edited June 2017
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  • AasimAasim Member Posts: 591

    I have a fork of this going with several fixes included. If I have time at some point I can run through it and add the lines for EET compatibility, and then do another pull request to add it back to the main trunk. (Unless Aquadrizzt has objections, of course.) @Aasim if you're hotwiring things you might want to play around with my version.

    Btw, transmuters' immunity to spwi604 is already there... is that enough, or does it need immunity to the subspell as well?

    Also btw, I'm thinking about juicing up these revised specialist kits... the Shadow Adept kit mod by @Artemius_I kind puts mine to shame - good ol' mages need to keep up! I might follow his example of adding a couple innate abilities, in addition to the benefits specialists already get. (Of course he is only designing one kit, it is quite a bit of effort to try to boost eight different kits to match it... so don't expect this anytime soon.)

    Will check :)
  • [Deleted User][Deleted User] Posts: 0
    edited June 2017
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  • AquadrizztAquadrizzt Member Posts: 1,069
    Okay so I've done a quick pass that incorporates all of @subtledoctor 's fixes/changes to some of his components. In addition, I believe that I have added EET compatibility to all components that need it.
  • SmilymilkmanSmilymilkman Member Posts: 1
    Hello! i encountered a small problem with the mod. When playing as an enchanter i still can't learn or use evocation spells, same goes with every other class. I wonder if im installing the mod wrong or if there is some kind of bug. I have tried uninstalling and reinstalling the game but with little success.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Smilymilkman , can you post your weidu log here (between spoiler tags), or message/email me your WeiDu log so I can look at it?
  • SereverusSereverus Member Posts: 70
    i have quite the bug, the weidu installer crashes at startup, for all my games from IWD:EE to BGII:EE
  • Aegonek98Aegonek98 Member Posts: 7
    I have found a bug, fighter/mages do not get ability bonuses from high int.
  • AquadrizztAquadrizzt Member Posts: 1,069
    edited June 2017
    @Aegonek98, I'll look into it. It doesn't surprise me at all that multiclasses are acting up.
  • AquadrizztAquadrizzt Member Posts: 1,069
    I need some feedback on a totally hypothetical idea that will certainly not be coming soon and is definitely not basically done except for a few layers of polish and edge cases.

    Say... completely hypothetically... that I had managed to code a Mage kit that was able to spontaneously cast spells (up to their daily maximum of each level). What method of spell acquisition would people like? The Sorcerer spell selection on levelup interface isn't available, so the options are scribing scrolls, fixed spell list granted at level up, or a dialog menu.

    Which of these options for this hypothetical feature would people prefer?
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  • AquadrizztAquadrizzt Member Posts: 1,069
    I don't think you can actually limit the number of spells known if you can learn via scribing. I'm pretty sure the limit in INTBON.2da didn't actually do anything last time I tested it.

    The way I'm balancing it right now is that you can know any number of spells (via scribing) but you must choose some limited number (currently capping out at around 4) that you can cast in any combination up to 4 times per day.
  • PaulaMigratePaulaMigrate Member Posts: 1,201
    Maybe it's mentioned in here but hard to find with beamdog not having a search function in topics...

    Is the mod compatible with EET?
    Found this hint http://gibberlings3.net/forums/index.php?showtopic=27741&page=45#entry254310
  • AquadrizztAquadrizzt Member Posts: 1,069
    @PaulaMigrate , I've attempted to make it EET compatible, although I haven't fully tested it out yet.
  • PaulaMigratePaulaMigrate Member Posts: 1,201

    @PaulaMigrate , I've attempted to make it EET compatible, although I haven't fully tested it out yet.

    I can imagine it takes some time to fully test such a mod out. But that's why it's beta.
    Thank you for the answer.
  • BillyYankBillyYank Member Posts: 2,768

    Maybe it's mentioned in here but hard to find with beamdog not having a search function in topics...

    Go to Google and put "site:forums.beamdog.com" before your search terms.
  • GawainBSGawainBS Member Posts: 523
    Not sure how up to date the readme is, or that the answer is buried within the previous 32 pages, so please forgive me if this has already been answered: how do the bonus spells from high ability scores interact with Scales of Balance revised ability scores? Is it a simple matter of choosing one over the other?

    Also: going to start a new playthrough with M&G, SoB, ToB & F&P installed. Is there a preferred install order? I assume that they should come after Tweak & Fixes?
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