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

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  • ALIENALIEN Member Posts: 1,271
    Now, BWS is dead. The future is Zeitgeist and/or Project Infinity, and Roxanne's BWS clone is actively maintained. So I'm no longer restraining myself from improving my mods' structure.

    If the "EET Install Tool" is Roxanne's zombie BWS, then Roxanne will have to add support for the Multi Sorcerers component. I think Project Infinity and Zeitgeist will handle it automatically.
    True. Also True.
  • casublettcasublett Member Posts: 3
    edited March 2019
    Couple questions for this excellent mod. :)

    Innate find familiar: Regardless of making a single or multi-class mage, it never shows up in the innate powers. Does this happen at a particular level?

    Bonus spells from high intelligence: How does it work with the modded spell progression tables from Tweaks anthology?

    Arcane crafting: How does it play out with levels and such? Start with scribe scrolls. What about recharging and the other crafting options? They don't appear even at level 20.

    Innate cantrips: Again, they don't show up for me. Single or multi-class mages. They should be in the innate powers from the start, yes?

    I've tried EEKeeper to add experience to then manually level up. Also added stat tomes to see if the bonus spells show up.
    Post edited by casublett on
  • IcezeraIcezera Member Posts: 20
    Multiclass sorcerers can now be installed in EET install tool. Thanks.
    Just a question, how does Tome and Blood work with SCS? Does the Revised Specialists, the multiclass sorcerer, or spell select dialog change how SCS handles AI? I was thinking that spell select dialog and multiclass sorcerers might not be accounted for in SCS's party AI and that revised specialists might affect enemy ai
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  • southfla79southfla79 Member Posts: 214
    edited March 2019
    Playing around with the multi-sorcs. A Sorc/Cleric is crashing to desktop as soon as I click on the "necklace" to pick spells. clean install, bg2ee. started in ToB in case that makes a difference.

    Edit1: Adding to this. Uninstalled than reinstalled the mod, but this time just the Sorc component and all was well. Prior install had (if I remember correctly), magus, favor soul, , #5 from the meta magic component, innate cantrips, revised specialists. Not sure if I also did ability score bonuses

    Edit2: did a re-install of just meta magic #5 and multi sorcs. Crash on on F/S and C/S when using the necklace
    Post edited by southfla79 on
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  • kjeronkjeron Member Posts: 2,368
    The metamagic component was written (or at least envisioned) a bit before I had a working release for the Spell Selection Tool. I'll write something up to run both through the same function so they play nice together. Will take a day though, busy day.
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  • kjeronkjeron Member Posts: 2,368
    @subtledoctor
    Remove M_d5meta.lua.
    Keep these two replaces:
    COPY_EXISTING ~UI.MENU~ ~override~
        REPLACE_TEXTUALLY ~mageScreen:SequenceSpell( bookSpells\[currentBookSpell\].resref, bookSpells\[currentBookSpell\].masterResref )~ ~mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref, 'DEFAULT' )~
        REPLACE_TEXTUALLY ~mageScreen:UnSequenceSpell( bottomSpells\[currentBottomSpell\].resref, bottomSpells\[currentBottomSpell\].masterResref )~ ~mageScreen:UnSequenceSpell( bottomSpells[currentBottomSpell].resref, 'DEFAULT' )~
    
    Add this below it:
    	INCLUDE	~TomeAndBlood/lib/SEQUENCER_MENU.TPA~
    	OUTER_SPRINT	resref ~DEFAULT~
    	OUTER_SPRINT custom ~~~~~
    	function()
    		local out = {}
    		if characters[id].mageSpells ~= nil and characters[id].mageSpells[currentSpellLevel] ~= nil then
    			for k,v in pairs(characters[id].mageSpells[currentSpellLevel]) do
    				if mageScreen:SpellAllowedForContingency(v.level, v.resref) then
    					tableInsert(out, v)
    				end
    			end
    		end
    		if characters[id].priestSpells ~= nil and characters[id].priestSpells[currentSpellLevel] ~= nil then
    			for k,v in pairs(characters[id].priestSpells[currentSpellLevel]) do
    				if v.castableCount > 0 and mageScreen:SpellAllowedForContingency(v.level, v.resref) then
    					tableInsert(out, v)
    				end
    			end
    		end
    		bookSpells = out
    	end~~~~~
    	LAF	CREATE_SEQUENCER_MENU	STR_VAR	resref custom	END
    
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  • kjeronkjeron Member Posts: 2,368
    @kjeron Thanks for that! Only weird thing is, when I click on a spell's icon to learn it, it does not appear in the box below. However, the 'memorize' button gets greyed out, and the 'cancel' button changes to 'done,' and when I finish and check my spellbook I do have the spell and I can cast. So everything works, it's just a bit of a visual glitch.

    (That's on BG2EE 2.5.16.)
    I'll take a look - I normally test in BGEE/SoD.
  • kjeronkjeron Member Posts: 2,368
    Found a few errors (Still not certain about the icons missing yet).
    I also needed to make a slight adjustment to SEQUENCER_MENU.tpa (something I had disabled, fixed, but not re-enabled), (v.56)
    	COPY_EXISTING ~UI.MENU~ ~override~
    	    REPLACE_TEXTUALLY ~mageScreen:SequenceSpell( bookSpells\[currentBookSpell\].resref, bookSpells\[currentBookSpell\].masterResref )~ ~mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref, 'DEFAULT' )~
    	    REPLACE_TEXTUALLY ~mageScreen:UnSequenceSpell( bottomSpells\[currentBottomSpell\].resref, bottomSpells\[currentBottomSpell\].masterResref )~ ~mageScreen:UnSequenceSpell( bottomSpells[currentBottomSpell].resref, 'DEFAULT' )~
    	OUTER_SPRINT	resref ~DEFAULT~
    	OUTER_SPRINT custom ~~~~~
    	function()
    		local out = {}
    		if characters[id].mageSpells ~= nil and characters[id].mageSpells[currentSpellLevel] ~= nil then
    			for k,v in pairs(characters[id].mageSpells[currentSpellLevel]) do
    				if mageScreen:SpellAllowedForContingency(v.level, v.resref) then
    					if mageScreen:SpellSwappedInContingency(v.resref) then
    						for key,value in pairs(contingencySwapTable) do
    							value.castableCount = v.castableCount
    							value.level = v.level
    							table.insert(out, value)
    						end
    					else
    						table.insert(out, v)
    					end
    				end
    			end
    		end
    		if characters[id].priestSpells ~= nil and characters[id].priestSpells[currentSpellLevel] ~= nil then
    			for k,v in pairs(characters[id].priestSpells[currentSpellLevel]) do
    				if mageScreen:SpellAllowedForContingency(v.level, v.resref) then
    					if mageScreen:SpellSwappedInContingency(v.resref) then
    						for key,value in pairs(contingencySwapTable) do
    							value.castableCount = v.castableCount
    							value.level = v.level
    							table.insert(out, value)
    						end
    					else
    						table.insert(out, v)
    					end
    				end
    			end
    		end
    		bookSpells = out
    	end~~~~~
    		LAF	CREATE_SEQUENCER_MENU	STR_VAR	resref = ~~ custom = ~nil~	END
    		APPEND	~M_SQTOOL.LUA~	~~~~~SequencerMenu['%resref%'] = %WNL%%custom%~~~~~
    
  • kjeronkjeron Member Posts: 2,368
    Okay, Missing Icons - SPWI101M.SPL (and similar) don't have any icon specified at 0x3a (spellbook icon).
    Since these are the spells actually getting sequenced, their Icon is the one that get's displayed below.
  • kjeronkjeron Member Posts: 2,368
    Something else:
    The dialog selection component in TnB is zero-ing out SPLSRCKN.2DA before the multi-class sorcerer component gets to run, but not telling it to use the copied version "QD_SPLSRCKN.2da".
    Add this to the function call:
    spelltable = ~QD_SPLSRCKN~
    
    Or, for better compatibility, make another copy of SPLSRCKN for the tool at the same time:
    ACTION_IF NOT FILE_EXISTS_IN_GAME ~SPLSRCKN_BACKUP.2DA~	BEGIN
    	COPY_EXISTING ~SPLSRCKN.2DA~	~override/~SPLSRCKN_BACKUP.2DA~
    END
    
    (or are these two components not meant to be installed together?)

    (If I'm misunderstanding or overthinking this I apologize - I'm having trouble focusing right now).
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  • AquadrizztAquadrizzt Member Posts: 1,069
    Fantastic work @subtledoctor . Thanks for supporting my mod through my rough times in grad school.
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  • greentoiletgreentoilet Member Posts: 15
    This mod has the most beautiful and organized readme I've ever seen.
    Got all my questions answered very quikly, well done.
  • IcezeraIcezera Member Posts: 20
    Actually the readme is horribly out of date.

    @subtledoctor Will you be creating a readme for your version of the mod?
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  • TyrionBeanTyrionBean Member Posts: 15
    edited May 2019
    Hey there,

    I installed Tome & Blood and it's working great so far in BG2 2.5, but I came across something that I can't find reference too very easily: I made a Sorcerer/Cleric and my Quick Spell slots are grayed out. They just don't work at all, as if I don't have access to spells via those buttons. All my spells work fine (for Priest and Sorcerer), but I also noticed that my character won't cast sorcerer spells on his own. He'll cast priest spells with the AI on, but not any sorcerer ones. I have to do that manually each time. Yes, I have made sure that using special abilities is checked, and he does use other special ability powers, but none of the sorcerer spells are getting used. So I'm wondering if it's because of the sorcerer multiclass hack? Just curious.

    Sorry if it's been asked, but I really couldn't find anything on it.
    Post edited by TyrionBean on
  • StormfinStormfin Member Posts: 28
    edited May 2019
    Hello,

    Experiencing compatibility issue between TnB 0.8.32 and SCS 32 beta 10. It only appears when I have TnB installed.

    Edit: This appear in "Initailise AI" component of SCS

    SFO: Cloning SPL file(s) SPWI807=>dw#sumfi and applying patch(es)...
    Copying and patching 1 file ...
    [./override/SPWI807.SPL] loaded, 1490 bytes
    FAILURE:
    is not an integer, but one was expected

    ERROR: Failure(" is not an integer, but one was expected") in apply_standard_function: inputs were func=parameter1, arguments=
    ERROR: [SPWI807.SPL] -> [override/dw#sumfi.SPL] Patching Failed (COPY) (Failure(" is not an integer, but one was expected"))
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    ERROR: [.../stratagems-inline/fiend_spl_table_sr] -> [weidu_external/workspace] Patching Failed (COPY) (Failure(" is not an integer, but one was expected"))
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    ERROR Installing [Initialise AI components (required for all tactical and AI components)], rolling back to previous state
    Unable to Unlink [weidu_external/backup/stratagems/5900/OTHER.5900]: Unix.Unix_error(1, "unlink", "weidu_external/backup/stratagems/5900/OTHER.5900")
    Will uninstall 5235 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 5900.
    Restoring backed-up [weidu_external/backup/stratagems/5900/spell.ids]
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  • Necromanx2Necromanx2 Member Posts: 1,246
    If I install mods that add kits for mages (Alchemist) and Sorcerers (Chaos Sorcerer and Palemaster), what install order should I use? Would TaB come first or last in install order for the kits?
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  • StormfinStormfin Member Posts: 28
    @Necromanx2 I have installed chaos sorcerer before TnB with no issues.
  • ArthasArthas Member Posts: 1,091
    edited May 2019
    Icezera wrote: »
    Hi Subtle. Just wanted to let you know the EET install tool does not show the option for multiclass sorcerers when choosing mods to install. Would this be an issue on your end or theirs?

    Depends on how you look at it. I spent a LONG time refusing to change the component structure of my various mods, because new components would not be available to BWS and nobody was maintaining BWS to adjust it to my mod changes.

    Now, BWS is dead. The future is Zeitgeist and/or Project Infinity, and Roxanne's BWS clone is actively maintained. So I'm no longer restraining myself from improving my mods' structure.

    If the "EET Install Tool" is Roxanne's zombie BWS, then Roxanne will have to add support for the Multi Sorcerers component. I think Project Infinity and Zeitgeist will handle it automatically.

    What is the "Zeitgeist" you refer to?
    Post edited by Arthas on
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