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

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  • kjeronkjeron Member Posts: 2,367
    edited February 2018

    Could you just check for any kits in kitlist that bit-match the specialist IDS values? So if someone (*ahem*) created a cleric/mage kit and set its IDS value to 0x000044xx, the illusionist restrictions would apply to that kit.

    That wouldn't work:
    In general, because IDS values must run in sequence, so unless you had 1024 kits (not likely with the 256 limit), you won't reach 0x4400. The specialists, wildmage, and Barbarian only get away with not running in sequence because they are mostly still hardcoded.
    For my mod, because it applies its restrictions through the CLAB file by kit ID, so even if it used the right CLAB (and I don't think it would), it still wouldn't match the kit ID through opcode 177. It only matches exact ID's.

    It would be a lot simpler for me to just identify specific modkits and add to them as necessary. I needed to let you know about the issue with Baravar, because you put the class in the KITLABEL, so I suspect the new one will something like (B_CM_BARAVAR or B_MC_BARAVAR).
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  • kjeronkjeron Member Posts: 2,367

    There's no telling where it will install, so let's say it goes in as 4030. I would patch this value in kitlist.2da and in kit.ids to become 4430. Then, the next mod kit to to be installed would presumably become 4030, and the next one 4031, etc., in sequence as usual.

    Chargen works in weird ways.
    After the K_X_X.2da file specifies a row of KITLIST.2da, the creature is set to the KITIDS column of that row. Then, it takes (KITIDS - 0x4000) and applies the kit in that row of KITLIST.2da to the creature, except this time ignoring the last column(KITIDS).

    If the KITIDS in Kitlist is 0x4430, it will apply kit 0x4430, and look to row 1072 of KITLIST.2da for that kits information. This is only at chargen though, AFAIK the kit would otherwise work normally if it were assigned in-game through AddKit().
  • Kilrod2893Kilrod2893 Member Posts: 2

    I have some questions...
    first: Is the sorcerer based on Char and int after this mod or only in char?
    Second (or two, idk i don't speak english u_u ): is the magus based on int? what THAC0 he get? same as mage?
    Third: Can someone say me the spheres of the favored soul? I open the pdf manual in Chrome, mozilla and even internet explorer and can't see the spheres for some weird bug...

    Still waiting for answer :persevere:
  • [Deleted User][Deleted User] Posts: 0
    edited February 2018
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • The Favoured Soul gains 7-10 cleric/druid spells or so; at least one per spell level, sometimes two, all of which are otherwise unavailable to wizards/sorcerers. I don't recall the exact bundles.. Install the kit and see for yourself. Some of them are rather unbalanced; Resurrection as a lvl 7 wizard spell, for instance. But the concept is cool.
  • MasterChefMasterChef Member Posts: 43
    There was some mention earlier in this thread about a new version of the mod (with spontaneous specialists). Will this release anytime soon, or is the team waiting for the new patch to come out first?
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  • ApocryphaApocrypha Member Posts: 105
    edited February 2018
    So I'm having the same problem @Contemplative_Hamster was having a few months back, where Spell Tweaks won't install. It's the exact same message, too:

    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 0 Installed ~Revised Specialists~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 1 Installed ~Revised Dragon Disciples~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 3 Installed ~Sorcerer: Favoured Soul~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 4 Installed ~Sorcerer: Sylvan Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 5 Installed ~Sorcerer: Revenant Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 6 Installed ~Sorcerer: Amorphous Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 9 Installed ~Arcane Crafting~
    ERROR: Failure("Invalid spell number: -1")
    PLEASE email the file SETUP-TOMEANDBLOOD.DEBUG to aquadrizzt@gmail.com
    Using Language [English]
    [English] has 1 top-level TRA files
    [TomeAndBlood/lang/english/setup.tra] has 582 translation strings

    I tried the proposed solution of installing just that, then everything else, but it's still not installing. Anyone got any ideas?
  • Apocrypha said:

    So I'm having the same problem @Contemplative_Hamster was having a few months back, where Spell Tweaks won't install. It's the exact same message, too:

    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 0 Installed ~Revised Specialists~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 1 Installed ~Revised Dragon Disciples~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 3 Installed ~Sorcerer: Favoured Soul~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 4 Installed ~Sorcerer: Sylvan Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 5 Installed ~Sorcerer: Revenant Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 6 Installed ~Sorcerer: Amorphous Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 9 Installed ~Arcane Crafting~
    ERROR: Failure("Invalid spell number: -1")
    PLEASE email the file SETUP-TOMEANDBLOOD.DEBUG to aquadrizzt@gmail.com
    Using Language [English]
    [English] has 1 top-level TRA files
    [TomeAndBlood/lang/english/setup.tra] has 582 translation strings

    I tried the proposed solution of installing just that, then everything else, but it's still not installing. Anyone got any ideas?

    Delete the entire install, start from scratch, see if that solves the problem - sometimes it does. Make backups of the game folder at various points to save yrself some hassle if you have many mods.
  • ApocryphaApocrypha Member Posts: 105
    edited February 2018

    Apocrypha said:

    So I'm having the same problem @Contemplative_Hamster was having a few months back, where Spell Tweaks won't install. It's the exact same message, too:

    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 0 Installed ~Revised Specialists~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 1 Installed ~Revised Dragon Disciples~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 3 Installed ~Sorcerer: Favoured Soul~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 4 Installed ~Sorcerer: Sylvan Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 5 Installed ~Sorcerer: Revenant Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 6 Installed ~Sorcerer: Amorphous Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 9 Installed ~Arcane Crafting~
    ERROR: Failure("Invalid spell number: -1")
    PLEASE email the file SETUP-TOMEANDBLOOD.DEBUG to aquadrizzt@gmail.com
    Using Language [English]
    [English] has 1 top-level TRA files
    [TomeAndBlood/lang/english/setup.tra] has 582 translation strings

    I tried the proposed solution of installing just that, then everything else, but it's still not installing. Anyone got any ideas?

    Delete the entire install, start from scratch, see if that solves the problem - sometimes it does. Make backups of the game folder at various points to save yrself some hassle if you have many mods.
    EDIT: Whelp, I was wrong. Still errors. I'll give that a try now, thanks.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited February 2018
    Apocrypha said:

    Apocrypha said:

    So I'm having the same problem @Contemplative_Hamster was having a few months back, where Spell Tweaks won't install. It's the exact same message, too:

    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 0 Installed ~Revised Specialists~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 1 Installed ~Revised Dragon Disciples~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 3 Installed ~Sorcerer: Favoured Soul~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 4 Installed ~Sorcerer: Sylvan Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 5 Installed ~Sorcerer: Revenant Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 6 Installed ~Sorcerer: Amorphous Disciple~
    TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2 0 9 Installed ~Arcane Crafting~
    ERROR: Failure("Invalid spell number: -1")
    PLEASE email the file SETUP-TOMEANDBLOOD.DEBUG to aquadrizzt@gmail.com
    Using Language [English]
    [English] has 1 top-level TRA files
    [TomeAndBlood/lang/english/setup.tra] has 582 translation strings

    I tried the proposed solution of installing just that, then everything else, but it's still not installing. Anyone got any ideas?

    Delete the entire install, start from scratch, see if that solves the problem - sometimes it does. Make backups of the game folder at various points to save yrself some hassle if you have many mods.
    I was about to try that when, on a whim, I decided to try one more time, but use "Install all at once" instead of "Ask about each one". That did it. Huh.

    Thanks anyway!
    Cool! And then uninstall anything you don't want, and press on. To Infinity (Engine), And Beyond!

    Edit to reflect @Apocrypha 's edit: Oh dear.
  • ApocryphaApocrypha Member Posts: 105
    Let this be a lesson about a) jumping the gun and b) not paying attention to your messages. Don't do what I did and get half-way through uninstalling your log, then realize @subtledoctor sent you a message with the new beta as a proposed fix.

    Once I re-installed my log, I used the new beta, started a new test game, and found that it all works! All's well that end's well. Thanks @Contemplative_Hamster for also trying to help!
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited February 2018
    Dear @Aquadrizzt

    (@kjeron , too, as this affects your fantastic mod)

    A bug report re: Revised Specialists:

    Apparently, a Conjurer's reduced-level special Monster Summoning spells are not technically Conjuration spells. This means that Kjeron's mod does not recognize them as Conjurations, which rather limits Edwin's usefulness at low levels - his spell slots are reserved for less-fantastic Conjuration spells such as Armour, Conjure Rabbit, and Dimension Jump. Check the screenshot to see what I mean.

    This is in a heavily modded game of BG1ee:SOD v. 2.3 with Tome of Blood (incl. Spell Tweaks), Spell Revisions, Kjeron's spell slot restrictions for specialists, SCS, etc.

    Your (handsome) Readme states that:



    So I am guessing that these spells are not coded in such a way that Kjeron's mod recognizes them as Conjuration spells?

    For reference, this is my Weidu log:

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15
    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v23
    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15.1
    ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
    ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.91
    ~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55
    ~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
    ~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55
    ~MSFM/MSFM.TP2~ #0 #12 // Add Wizard's Hat: v1.55
    ~MSFM/MSFM.TP2~ #0 #13 // Add Wand Case: v1.55
    ~MSFM/MSFM.TP2~ #0 #16 // Add robe tweaks -> Add robes with no colorsets: v1.55
    ~MSFM/MSFM.TP2~ #0 #17 // Add Robes of Archimagi with colorsets from Mr. Pennyway's Cosmetic Changes mod: v1.55
    ~MSFM/MSFM.TP2~ #0 #18 // Add Customizable Familiars: v1.55
    ~MSFM/MSFM.TP2~ #0 #22 // Add Familiars for NPC Mages: v1.55
    ~MSFM/MSFM.TP2~ #0 #23 // Add Resized Skull Animation: v1.55
    ~MSFM/MSFM.TP2~ #0 #24 // Add More scrolls of Find Familiar in shops: v1.55
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Revised Specialists: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #9 // Arcane Crafting: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #11 // Metamagic: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #13 // Cantrips -> First Level Cantrips: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #14 // Ability Score Bonuses: 0.7
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #0 // Golem Construction Ability for Spellcasters: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #20 // Golems for enemy spellcasters: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #25 // Greater variety of enemy golem types: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #35 // Make golems vulnerable to specific spell effects: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #40 // Reduce weapon immunities and resistances for constructed golems: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #45 // Identify all mod items: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #50 // Add "Teleport" ability to golems: 5.3
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> all the new kits and the sphere system: 0.74r
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.7.3
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3081 // Increase Ammo Stack Size -> Stacks of 40: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize automatic save names -> Use scheme: 000000000-Protagonist-Save-Name: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v4
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6033 // Smarter Mages -> Mages in BG1 cast short-duration spells instantly at start of combat; mages in BG2 only do so if they are created in sight of the PC: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP Fix
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #124 // WPO - Fighting Style Changes: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.8.5
    ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #3 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells, excluding empty spell levels: 1.0
    ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
    ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
    ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v3.1.1
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2000 // Transparent Sidebars: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2020 // Feedback Message Box Re-sizers -> Adul's Message Box Resize Button: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2030 // Adul's Better Quick Loot: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2080 // elminster's Easier Area Cheats: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #3030 // lefreut's Customize All Characters: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #3040 // Mr2150's Auto-Identify Items -> No charge to identify items: 2.6
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #1 // Install Hidden Gameplay Options -> Selected options: 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #10 // Add in-game option "Enable Debug Mode": 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #14 // Add in-game option "Show trigger icons on tab": 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #19 // Add in-game option "Show extra combat info": 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #24 // Add in-game option "Enable Fog": 1.3



    Screenshots as documentation:





    Post edited by Contemplative_Hamster on
  • kjeronkjeron Member Posts: 2,367
    @Contemplative_Hamster
    I have uploaded a fix for the (no slots for empty spell levels) components to accept spells of any filename (rather than just the spwi### format), so as long as they are setup as conjuration spells they should be detected now. However, they will not be considered when checking if that spell level has any valid spells, so the slot may not be enforced if no other spells of that school exist at that level, as there is no guaranteed way to distinguish learnable spells from hidden/sub spells unless they follow the SPWI### format.
  • Wow
    kjeron said:

    @Contemplative_Hamster
    I have uploaded a fix for the (no slots for empty spell levels) components to accept spells of any filename (rather than just the spwi### format), so as long as they are setup as conjuration spells they should be detected now. However, they will not be considered when checking if that spell level has any valid spells, so the slot may not be enforced if no other spells of that school exist at that level, as there is no guaranteed way to distinguish learnable spells from hidden/sub spells unless they follow the SPWI### format.

    Wow, that was quick! Thank you! I'll test it tomorrow and report back to you.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited March 2018
    @Aquadrizzt

    Bug report:

    There is one, well, interesting synergy between the Revised Specialist component and the Metamagic component (I think this is it, though I've been wrong before):

    Dynaheir gains Contingency and Chain Contingency as innate abilities automatically from level 1. See attached screenshot. This is BGEE:SOD and applies to both the BG and SOD parts of the install. This does not apply to an NPC Invoker.

    (However, it appears that every specialist wizard, PC or NPC, gains an icon on their portrait and a note about an active spell effect: Spell Sequencer Active on their character sheet. Is this just a side effect of the Revised Specialists component?)

    This is BGEE:SOD with a bunch of mods, to wit:


    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15
    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v23
    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15.1
    ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
    ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.91
    ~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55
    ~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
    ~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55
    ~MSFM/MSFM.TP2~ #0 #12 // Add Wizard's Hat: v1.55
    ~MSFM/MSFM.TP2~ #0 #13 // Add Wand Case: v1.55
    ~MSFM/MSFM.TP2~ #0 #16 // Add robe tweaks -> Add robes with no colorsets: v1.55
    ~MSFM/MSFM.TP2~ #0 #17 // Add Robes of Archimagi with colorsets from Mr. Pennyway's Cosmetic Changes mod: v1.55
    ~MSFM/MSFM.TP2~ #0 #18 // Add Customizable Familiars: v1.55
    ~MSFM/MSFM.TP2~ #0 #22 // Add Familiars for NPC Mages: v1.55
    ~MSFM/MSFM.TP2~ #0 #23 // Add Resized Skull Animation: v1.55
    ~MSFM/MSFM.TP2~ #0 #24 // Add More scrolls of Find Familiar in shops: v1.55
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Revised Specialists: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #9 // Arcane Crafting: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #11 // Metamagic: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #13 // Cantrips -> First Level Cantrips: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #14 // Ability Score Bonuses: 0.7
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #0 // Golem Construction Ability for Spellcasters: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #20 // Golems for enemy spellcasters: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #25 // Greater variety of enemy golem types: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #35 // Make golems vulnerable to specific spell effects: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #40 // Reduce weapon immunities and resistances for constructed golems: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #45 // Identify all mod items: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #50 // Add "Teleport" ability to golems: 5.3
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> all the new kits and the sphere system: 0.74r
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.7.3
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3081 // Increase Ammo Stack Size -> Stacks of 40: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize automatic save names -> Use scheme: 000000000-Protagonist-Save-Name: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v4
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6033 // Smarter Mages -> Mages in BG1 cast short-duration spells instantly at start of combat; mages in BG2 only do so if they are created in sight of the PC: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP Fix
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #124 // WPO - Fighting Style Changes: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.8.5
    ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0
    ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
    ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
    ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v3.1.1
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2000 // Transparent Sidebars: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2020 // Feedback Message Box Re-sizers -> Adul's Message Box Resize Button: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2030 // Adul's Better Quick Loot: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2080 // elminster's Easier Area Cheats: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #3030 // lefreut's Customize All Characters: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #3040 // Mr2150's Auto-Identify Items -> No charge to identify items: 2.6
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #1 // Install Hidden Gameplay Options -> Selected options: 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #10 // Add in-game option "Enable Debug Mode": 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #19 // Add in-game option "Show extra combat info": 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #24 // Add in-game option "Enable Fog": 1.3
    ~FNP74_NPC_HOTFIX/FNP74_NPC_HOTFIX.TP2~ #0 #0 // NPC innate abilities hotfix




    Post edited by Contemplative_Hamster on
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  • AquadrizztAquadrizzt Member Posts: 1,065
    @subtledoctor , also like... Bards aren't sitting in their towers in the middle of a wasteland poring over eldritch tomes of how to summon creatures from another dimension. They're sitting in a tavern being the life of the party. Tbh I think Familiars should be redesigned from the ground-up. (5E only lets Wizards and some Warlocks have Familiars, and they don't give any massive HP boost when the bond is formed. You just get an animal companion that follows you around and can't die.)
  • [Deleted User][Deleted User] Posts: 0
    edited April 2018
    The user and all related content has been deleted.
  • AquadrizztAquadrizzt Member Posts: 1,065
    I mean, alternatively, first time you cast Find Familiar, you get a Familiar. Whenever you cast Find Familiar after that, it resummons your Familiar (even if it had previously "died" by being reduced to 0 HP).
  • [Deleted User][Deleted User] Posts: 0
    edited April 2018
    The user and all related content has been deleted.
  • ThacoBellThacoBell Member Posts: 12,235
    I would love to be able to choose a familiar and have it actually be able to pull off a little utility.
  • JarinexJarinex Member Posts: 46
    I would also love something fun like that. My familiars just end up going into the bag so they don’t die.
  • BlackTalonsBlackTalons Member Posts: 12
    edited April 2018
    I too would like to see actually useful familiars integrated into the mod. I found this link that could hold some inspiration.

    @subtledoctor Can I try the latest (private?) version of the mod? The current version is showing me some bugs when combined with the latest SR v4 beta 14 in BGIIEE.

    - Dragon disciples don't get their bonus AC from charisma
    - Necromancers don't get their bonus chill touch/shocking grasp/ghoul touch, posibly because of changes in the spells by SR.
    - The same issue could be the cause of many spells not automatically added to specializations. Cojurers in particular recieve 2 copies of the summon monster spells in adjacent levels at some times, and none on others.
    - Sorcerers are missing some spells from their creation/level up table. Haven't checked on shamans though.
    - Necromancers are getting access to wild mage exclusive spells to choose on creation, posibly because of the engine limitations mentioned in the "Necromancy x" spells that show at creation.
    - Many scrolls of new or moded spells cant be learnt even by speciallists of their school.

    Anyone knows if v0.7 or the newest one is compatible with EET?
  • KronoKenisisKronoKenisis Member Posts: 15
    I have a question, and apologize if it was answered somewhere earlier in the thread and I didn't find it - what is the purpose of the bonus that specialist wizards get to learning spells of their school? As far as I can tell it does absolutely nothing??? The Abjurer, for instance, reads:

    "Abjuration Specialty. The Abjurer has a +15% chance to learn any spell of the Abjuration school and a -15% penalty to their chance to learn any spell from a school other than Abjuration. The Abjurer also receives a +2 bonus on Saving Throws to resist Abjuration spells, and targets of the Abjurer's Abjuration spells receive a -2 penalty to Saving Throws to resist them."

    The saving throw bonus/penalty makes sense to me - the bonus to learning spells of your school, and by extension the related penalty (you already can't use an entire school of magic anyway) does not, because of the line that comes right after it.

    "Abjuration Spells. The Abjurer starts with all Abjuration spells already in their spellbook."

    So if they already know all spells of their chosen school... why give a bonus to learning spells of their school? There won't be any more left to actually learn, so it's just a -15% penalty on learning from outside your school, on top of the prohibited school for being a specialist. Am I missing something here?

    If this is intended behavior and the "Specialty" of each specialist class is just meant to make it harder to learn spells period (besides the obviously useful and flavorful save adjustments), I would recommend removing the "+15% chance to learn" part entirely as it makes the kit seem like it has more advantages than it actually does.

    Personally, I would prefer to simply NOT have all spells of a school, maybe just all the Lv1 spells only of a school, if only to make scrolls of your school more exciting and fun to find and use/more valuable to spend gold on - but that's just my two cents.

    Unrelated note, I've seen some other people commenting on the same thing - the PDF readme is really polished and nice looking, but it seems as if all the tables included (like the "Favored Soul: Spheres" table and the "Costs and Associated Spells for Arcane Crafting" table) are almost completely cut off, only allowing me to see the first line of each table. I've tried in all browsers I have available as well as a PDF viewer, anyone know how to see the full table?
  • kjeronkjeron Member Posts: 2,367

    If this is intended behavior and the "Specialty" of each specialist class is just meant to make it harder to learn spells period (besides the obviously useful and flavorful save adjustments), I would recommend removing the "+15% chance to learn" part entirely as it makes the kit seem like it has more advantages than it actually does.

    The +/-15% is hardcoded, it cannot be altered or removed.
    You are still subject to a maximum number of spells per level, so you can erase an Abjuration spell from your book to make room for others, and still have that +15% if you try to relearn the erased spell again later.
  • KronoKenisisKronoKenisis Member Posts: 15
    Ah, I didn't think of that. At any rate, looks like a good mod, I look forward to trying it - just wish I knew what I was doing wrong with the tables in the readme
  • AquadrizztAquadrizzt Member Posts: 1,065
    @KronoKenisis , i believe it is an issue with homebrewery (the site i use for the formatting... I'll try to get a better setup for my readme at some point).
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