Hello ty for this awesome mod. I made an illusionist however mobs can't find me after i cast improved invisibility and attack them. I tested with other specializations they can target me. I think there is a bug with passive non detection the illusionists have.
Hello, Version 0.8p allows installation of the spell dialog only, the rest of the tp file is excluded by /* There is an issue for the invisibility component.
For those of us who recently spent 2 hours installing all their mods and aren't likely to immediately scrap all that. Could we know what the "something new" is?
Well, I'm curious to at least see what the kit is. Its gonna depend on if its something I will find fun to RP. So I guess I won't know unitl I look at it.
If it helps, this is as I said an experimental beta, and you would be the first person to do a proper playtest with this kit. If that turns you off, forget it.
Not to turn you off. I just don't want to waste your time if you wouldn't be using this anyway.
I might be willing to commit into yet another no reload attempt, but it would be cool to know what exactly is the kit about before spending time on reinstalling everything.
Ok this definitly sounds interesting. Does the cleric/sorcerer casts divine spells spontaneously as well ? How many spells per level total does he know? How does bonus spells from abilities work in there ?
What about the annoying APR multiclass bug that affect non-fighters, is this class hit by it (i am gonna use SOB)?
This one is real bummer. I know from hard-earned experience that the ability to quickly redeploy your defensive spells after dispel is crucial in no-reload runs. Even meager shield+blur (something you would probably never recast in mid combat) proves to be damn effective in sequencer and was regulary saving my ass way up into shadows of amn.
If this is question of balance, please take into account that with all your mod collection and spell revisions I strongly believe that the"meta" has shifted from sorceres to wizards,. The powerful wizard kits (bladesinger, ranger/mage), beefed up specialists ( including spontaneous casting) and bonus spells from INT, plus free metamagic on level up turn sorcerers into arcane casters with inferior spell selection, who are delayed from new spell levels.
I mean take Dynaheir for example - she can prepare all the usefull defensive/utility/breach spells you desire and then convert them into evocation (which she gets all into spellbook for free) on the fly as needed, with bonus damage and penalty to enemy saves.... that is several power levels higher than what we could expect from humble vanilla invoker...
Line 385975: WARNING: no effects altered on scrl9f.itm Line 387318: WARNING: no effects altered on scrl9y.itm Line 388661: WARNING: no effects altered on scrl9x.itm Line 390001: INSTALLED WITH WARNINGS Spell Tweaks: General Rebalancing Line 390004: WARNING: no effects altered on scrl9f.itm Line 390005: WARNING: no effects altered on scrl9y.itm Line 390006: WARNING: no effects altered on scrl9x.itm Line 390007: Spell Tweaks (Tome and Blood) was installed with warnings.
Spells known and spell slots are exactly as per vanilla SRCSPLKN.2DA and MXSPLSRC.2DA. EDIT - maybe I can do something like... - disable 'cast spell' button - add a ton of spell slots - add spells to memorization slots --- I don't think this is possible - apply a huge amount of Wondrous Recall to get things memorized - do a spell sequencer, choose from memorized spells - eliminate spell slots - re-enable the 'cast spell' button
I just can't see how this can be done. Sequencers and contingencies poll your memorized spells, and sorcerers don't have memorized spells. The game devs can carve exceptions into the source code but I obviously can't do that.
While I investigate the possibility of enabling them, what about this: we might be able to add 3E-style metamagic feats. I'm kind of thinking they could just be 1st-level spells. So if you are in a jam, you could, say, cast "Quicken Spell" and then immediately cast a normal spell with 0 casting time. You would end up losing one 1st-level slot, and one slot for the spell you actually cast.
This sounds realy good especialy for meele multiclass with high APR - but perhaps maybe even way too good - i mean quicken spell into timestpo...
Yeah but those are all mod-added things. Not everyone is going to install those. This is a first run at making multiclass sorcerers, so the proper point of comparison is with... sorcerers. Compared to a vanilla sorcerer these versions lose sequencers and contingencies (again, by necessity, not intent), but gain the ability to be multiclassed. For something deemed impossible for 20 years... it's as good as I could do for a first-draft version.
True but most of the things come from this mod.
Perhaps the best solution would be not to spend significant time and effort into how to make sequencers and contingencies work (even if you ll manage to perfect them eventually) and instead focus on new cool stuff that will be easier to implement and will trully put interesting difference between wizards and sorcerers - provided we can figure up something
Okay multiclass sorcerers are working now, in v0.8u.
AND, I think I've got a way to enable sequencers. It has a few problems - it will be hacky and annoying, and my test version does not reduce your spell slots for the spells you put in the sequencer. So for now, no sequencers with these kits. I'll have to put in a bit of work to smooth out some of the rough edges of sequencers before I add them to a release version.
Wow, sorcerers would really need something else to make them a useful class in the future with this mod. A reimagining of the class as a whole is in order, don't you think?
I have an idea - What I'm thinking is have a feat/skill tree for building your sorcerer the same way you would the fighter with the fighter feats and rogues with the thief/bard feats. So you could have melee or ranged combat enhancing feats, e.g. adding elemental or magic damage to your attacks, or feats that let you shapeshift into more and different shapes, feats that give you better and more defenses, enhance your offensive powers, extra spells as abilities etc.
I could do a more elaborate write-up of what I'm thinking, if you're interested.
Comments
I play with scs v31 and Tome and Blood v0.8o.
Version 0.8p allows installation of the spell dialog only, the rest of the tp file is excluded by /*
There is an issue for the invisibility component.
What about the annoying APR multiclass bug that affect non-fighters, is this class hit by it (i am gonna use SOB)?
This one is real bummer. I know from hard-earned experience that the ability to quickly redeploy your defensive spells after dispel is crucial in no-reload runs. Even meager shield+blur (something you would probably never recast in mid combat) proves to be damn effective in sequencer and was regulary saving my ass way up into shadows of amn.
If this is question of balance, please take into account that with all your mod collection and spell revisions I strongly believe that the"meta" has shifted from sorceres to wizards,. The powerful wizard kits (bladesinger, ranger/mage), beefed up specialists ( including spontaneous casting) and bonus spells from INT, plus free metamagic on level up turn sorcerers into arcane casters with inferior spell selection, who are delayed from new spell levels.
I mean take Dynaheir for example - she can prepare all the usefull defensive/utility/breach spells you desire and then convert them into evocation (which she gets all into spellbook for free) on the fly as needed, with bonus damage and penalty to enemy saves.... that is several power levels higher than what we could expect from humble vanilla invoker...
Line 385975: WARNING: no effects altered on scrl9f.itm
Line 387318: WARNING: no effects altered on scrl9y.itm
Line 388661: WARNING: no effects altered on scrl9x.itm
Line 390001: INSTALLED WITH WARNINGS Spell Tweaks: General Rebalancing
Line 390004: WARNING: no effects altered on scrl9f.itm
Line 390005: WARNING: no effects altered on scrl9y.itm
Line 390006: WARNING: no effects altered on scrl9x.itm
Line 390007: Spell Tweaks (Tome and Blood) was installed with warnings.
Perhaps the best solution would be not to spend significant time and effort into how to make sequencers and contingencies work (even if you ll manage to perfect them eventually) and instead focus on new cool stuff that will be easier to implement and will trully put interesting difference between wizards and sorcerers - provided we can figure up something
A reimagining of the class as a whole is in order, don't you think?
I have an idea - What I'm thinking is have a feat/skill tree for building your sorcerer the same way you would the fighter with the fighter feats and rogues with the thief/bard feats.
So you could have melee or ranged combat enhancing feats, e.g. adding elemental or magic damage to your attacks, or feats that let you shapeshift into more and different shapes, feats that give you better and more defenses, enhance your offensive powers, extra spells as abilities etc.
I could do a more elaborate write-up of what I'm thinking, if you're interested.