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

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  • GusindaGusinda Member Posts: 1,917
    Hi @subtledoctor,

    I installed TnB into a modfile and @Farrescorpio found that the innate familiar spell wasn't showing when using a specialist mage (Enchanter in this instance but I also tried the Conjurer with the same result). After playing around with the install order etc, I found that the conflict was from the component 'Revised Specialists' in TnB. If I install 'Innate Find Familiar' after Revised Specialists, then I get the spell.

    Is this a bug or was it on purpose as part of the revision?

    For the invisibility problem in the linked post, I have updated TnB to the latest version.

    Thanks
    Gus
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  • GusindaGusinda Member Posts: 1,917
    Thanks @subtledoctor, upon further inspection (and I am really guessing here as I am not overly proficient in coding), the 'Revised Specialist' component is simply removing the spell SPCL342 (Beastmaster_Find_Familiar) from their innate spell list. If I let it install normally and add SPLL342 to the innate spell list of the specialist, then it all seems to work fine. If this is the case, then perhaps it could be a check to see is the spell exists (or component installed), then not remove it / or add it back in?

    Another way could be to change the component designator (100) to be set to install be set to install after Specialist (150). It seems to work fine when I will just install everything wanted, then reinstall TnB with just the Innate Familiar component (not yet throughly tested with the changes that occur for the Specialist). Either way, I would hope not to see it disappear...

    Good to know about the spell slots. I shall pass that on.

    Thanks again
    Gus
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  • AquadrizztAquadrizzt Member Posts: 1,069
    edited June 2019
    It seems like Aquadrizzt has that code there for a reason; I am loathe to alter something he did intentionally. I have added a number of things in the 0.8 series, and played around with my own components, and made some alterations elsewhere only to the extent that the original components still do what Aquadrizzt intended them to do. I do not want to make a substantial change to what one of the Aquadrizzt's components actually does.

    Tbh I don't really remember why I did that... it's been a pretty long time. I'd bet money that in my hubris, I also didn't comment my code with the reason for why I was doing something like that.

    If something in one of my old components is producing an annoying behavior, feel free to change it if you think it might solve the problem. Thanks once again for maintaining my mods in my absence, and thank you to everyone who continues to play with them.
  • ArthasArthas Member Posts: 1,091
    Any chance for an addition of Incantatrix and Psion?
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  • GusindaGusinda Member Posts: 1,917
    Thanks @subtledoctor, tried it and the innate familiar spell shows up with normal install...

    Gus
  • BlackTalonsBlackTalons Member Posts: 12
    edited June 2019
    Could it be posible code-wise to introduce new metamagic effects?

    For example, make the enemy have a doom (bad luck) penalty to recieved damage rolls from a certain spell, cast a spell with extra caster levels or add some extra saving roll penalty to the spell, kind of like the empowered and heightened metamagic effects. Maybe some kind of twined/extended spell for friendly spells that creates a contingency with an "effect runs out" trigger that recasts the spell on the target.

    On the other hand, spell trigger/sequencer could be separated into quickened, limited to 1 spell, and twined, cast twice the spell but with a longer casting time. The ability created by the quickened version would have the usual instant cast time while the other could be similar but with a fixed casting speed of around 8, regardless of the spell.
  • ArdulArdul Member Posts: 211
    edited June 2019
    Hi @subtledoctor

    I am a big fan of TnB, especially the revised specialists and innate cantrip components. I have one issue with the specialists component, that I thought you might help me with.

    I do not like, that it removes the item restrictions on wizards/sorcerers (and also the armor restrictions on bards?). Could you point me to the relevant part of the .tpa file, so that I might edit those parts out?

    In the future, I would also recommend having that as a seperate component, or perhaps under the Magus component, which I believe the change is made for? But that's just a suggestion.

    Edit: nevermind, I found the part in the core.tpa file that removed item restrictions. I would still suggest, that such a change would be better placed in another component, e.g. Magus, rather than as a core part of the mod. Still, this works for me now so no worries :)
    Post edited by Ardul on
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  • LoldrupLoldrup Member Posts: 291
    Regarding making Glittterdust remove the mirror images spell:
    Glitterdust is already a powerful spell and wizards are already weak in their tanking ability. Taking away their few mirror images will make them blade fodder very quickly, shortening the fight and thus make it less interesting.

    I guess this is how 'mod metastasis' happens.

    Be careful not to change the game just because "hey this could be fun".

    IMHO
  • OlvynChuruOlvynChuru Member Posts: 3,080
    Loldrup wrote: »
    Regarding making Glittterdust remove the mirror images spell:
    Glitterdust is already a powerful spell and wizards are already weak in their tanking ability. Taking away their few mirror images will make them blade fodder very quickly, shortening the fight and thus make it less interesting.

    I guess this is how 'mod metastasis' happens.

    Be careful not to change the game just because "hey this could be fun".

    IMHO

    That's interesting. I had thought that wizards were extremely good at tanking. They have not only Mirror Image but also Stoneskin and Protection from Magical Weapons. Removing their Mirror Images wouldn't make them completely vulnerable.
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  • LoldrupLoldrup Member Posts: 291
    Glitterdust is notably worse at it, since it needs to be targeted and has a smaller AoE.

    But that's not notably worse is it? How often does one fight more than one Mirror Imaged Wizard at a time, in BG1, without SCS?
  • LoldrupLoldrup Member Posts: 291
    OlvynChuru wrote: »
    They have not only Mirror Image but also Stoneskin and Protection from Magical Weapons.

    In BG1 without SCS? I don't think a single Wizard in BG1 has all those. I don't think a single Wizard in BG1 has both Mirror Image and Stoneskin.
    Perhaps the change to Glitterdust should be made conditioned on SCS being installed?

    Or how making a new spell (at low spell level) that does the trick, but has significant drawbacks such as:

    a. Single target only
    b. Casting time: 9
    c. Save or else

    (these are just suggestions)

  • harticus33harticus33 Member Posts: 23
    edited June 2019
    Hello! I'm currently starting an EET playthrough with quite a few mods, including Tomb and Blood. I had a question if anyone has had a problem with innate cantrips? I used the ability right away to see it and it has not reappeared since. I've rested, saved and loaded, etc. Is there a fix for this? Using TnB .7.

    Edit: Just cheated myself a ton of levels and got the ability back, i selected it and chose a spell, that spell could be cast repeatedly. I think when I originally selected the cantrip ability I did not select a spell and moved my character. Is there a way to reset the cantrip outside of leveling/restarting?
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  • ArthasArthas Member Posts: 1,091
    edited June 2019
    Where can I find an updated readme for Tome and Blood? The readme linked in page 1 is from 2016.

    Edit: IT's here: https://github.com/subtledoctor/TomeAndBlood/releases/tag/0.8.31

    Tome and blood 8.3.1 -> tome and blood > lang > english > setup.tra
    Post edited by Arthas on
  • harticus33harticus33 Member Posts: 23
    edited June 2019
    @subtledoctor
    Thanks! That works if I mess it up! Second question (sorry for all the questions!) I went with your most updated TnB version for my final install, only now the innate familiar spell isn't there. What would the code be to add that? Thanks for your help!

    Also, if you know the ability codes for the TnB arcane crafting? Something I did this time stopped that ability from being added to multi-class fighter/mages.
    Post edited by harticus33 on
  • rainlitrainlit Member Posts: 12
    On the latest version, and while playing a Fighter/Sorcerer (Level 1 fresh out of Candlekeep), when I run out of spells to cast, I gain 15 castings. So I'll use my 2 castings of let's saying Chromatic Orb and then it'll turn into 15 of them available for use.
  • rainlitrainlit Member Posts: 12
    Also, I saw that while testing the magus kit, my sprite is that of a male cleric rather than the female elf I am playing.
  • [Deleted User][Deleted User] Posts: 0
    edited July 2019
    The user and all related content has been deleted.
  • rainlitrainlit Member Posts: 12
    edited July 2019
    rainlit wrote: »
    On the latest version, and while playing a Fighter/Sorcerer (Level 1 fresh out of Candlekeep), when I run out of spells to cast, I gain 15 castings. So I'll use my 2 castings of let's saying Chromatic Orb and then it'll turn into 15 of them available for use.

    Did you install the "Ability Score Bonuses" component?

    EDIT: also, is this an imported or pre-generated character?


    Yes, I do have that component installed I believe. I'll try uninstalling it and see if the problem persists.

    And that is a new character created for BGEE with the incorrect sprite.

    EDIT: After uninstalling that component, I do not get the 15 more castings, but I also do not get back any castings after rest. I've decided to play a ranged Magus instead.
    Post edited by rainlit on
  • LoldrupLoldrup Member Posts: 291
    Bug: when made invisible by someone else, talking to an NPC won't remove invisibility
  • amitlathamitlath Member Posts: 22
    Ok... my mages and sorcerers are not getting spell slots they should. The mighty Level 8 sorcerer has 4, 3, 2 spells at l1, 2, 3 only and the level 9 mage has only 4, 3, 2 spell slots at L1, 2, 3.

    I had to attach weidu.log since it was too long to post directly.

  • amitlathamitlath Member Posts: 22
    amitlath wrote: »
    Ok... my mages and sorcerers are not getting spell slots they should. The mighty Level 8 sorcerer has 4, 3, 2 spells at l1, 2, 3 only and the level 9 mage has only 4, 3, 2 spell slots at L1, 2, 3.

    I had to attach weidu.log since it was too long to post directly.

    No one has anything on this?
  • AquadrizztAquadrizzt Member Posts: 1,069
    @amitlath , a few questions to help me nail down the issue.

    1) What are the ability scores for each of those characters, specifically Charisma for the Sorcerer and Intelligence for the Mage?

    2) Can you go into your override directory and locate the MXSPLWIZ.2da and MXSPLSRC.2da files and post them as an attachment? (If it won't let you attach them, feel free to also email them to me at aquadrizzt@gmail.com).
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