@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).
Charisma of sorcerer is 12. Intelligence for mage is 17. I've packed the two files you asked for in a zip and attached. Let me know if you would still like me to email them to you.
If I remember a post by @subtledoctor correctly, the revised stats from T&B and the altered spell tables from Tweaks Anthology play funny. I believe he mentioned T&B raises base spells per level by 2 or something and then subtracts one for the stat bonuses where appropriate. Since Tweaks Anthology is replacing the already replaced T&B spell tables, it mucks things up.
- I manually installed the kit components (sorcerers, specialists), skiping anything else, and quit Weidu. Then I started again, skipped the kits and installed the familiar, cantrip, metamagic and crafting components. This makes everything finally work together without issues. I think moving the Revised Specialists component up in the list along the sorcerer kits could solve this issue once and for all.
- As noted in other posts, chill touch, ghoul touch and vampiric touch are unavailable for learning by anyone but a Necromancer. This includes the sorcerer kits, and most notably, the Revenant Disciple, who should be able to pick those as well. Magus and mage or sorcerer multiclasses could have some use for those spells as well, so they could actually return to the general selection I think.
- The conjurer Monster Summon at a level lower feature with SR extends only up to MS VII (available at lvl 6). MS VIII is automatically known at 8th lvl, MS IX is not auto known at all.
Regarding spell tables: I think I have a pull request submitted to CDTweaks to make them work together. It's just waiting for someone to accept it and update CDTweaks. In the meantime, for now you should install that CDTweaks component (just that one) before TnB.
- I manually installed the kit components (sorcerers, specialists), skiping anything else, and quit Weidu. Then I started again, skipped the kits and installed the familiar, cantrip, metamagic and crafting components. This makes everything finally work together without issues. I think moving the Revised Specialists component up in the list along the sorcerer kits could solve this issue once and for all.
You don't actually say what the issue is...
Component order in v0.8, to a fair degree, has been carefully arranged. I take no responsibility if, in moving things around, you break things.
That said, we're happy to discuss further refinement in this respect. Feel free to propose changes - if you're prepared to get into the nitty-gritty details.
I have seen it in a few posts, and had this issue myself so I thought it was well known by now. It happens when the revised kits and innate ability components are installed in the stablished order that specialist mages end up lacking such abilities, like the innate familiars, magic item crafting or cantrips. I believe the familiars component was recently moved down the line precisely to avoid this? It's what gave me the idea anyway.
- As noted in other posts, chill touch, ghoul touch and vampiric touch are unavailable for learning by anyone but a Necromancer. This includes the sorcerer kits, and most notably, the Revenant Disciple, who should be able to pick those as well. Magus and mage or sorcerer multiclasses could have some use for those spells as well, so they could actually return to the general selection I think.
As I think I mentioned elsewhere, this is not a bug, but the intended design of the mod. Those spells are improved, and get some undead-specific side-effects. They are special toys for necromancers only. (You make a good point that Revenant Disciples should be able to use them too, though.)
I find it a little bit redundant that necromancers may use those spells as a bonus feature, since they should be able to anyway by using the spell conversion ability (though I understand they carry over from before that feature existed). On top of that, necromancers have even less interest in fighting at melee range than other pure mage kits, they should be raising cannon fodder and tearing down the enemy with their instant death attacks and AoE magic bombs. Other hybrid classes can benefit more from melee oriented spells like those touch spells.
Regarding spell tables: I think I have a pull request submitted to CDTweaks to make them work together. It's just waiting for someone to accept it and update CDTweaks. In the meantime, for now you should install that CDTweaks component (just that one) before TnB.
I had a bad feeling when installing spell tables from Tweaks... should've listened. I suppose there's no getting around this without a reinstall?
Regarding spell tables: I think I have a pull request submitted to CDTweaks to make them work together. It's just waiting for someone to accept it and update CDTweaks. In the meantime, for now you should install that CDTweaks component (just that one) before TnB.
I had a bad feeling when installing spell tables from Tweaks... should've listened. I suppose there's no getting around this without a reinstall?
You can manually exit those .2da files in a text editor, just increase every value by 2. (Except 0, leave that as 0.) Then you'll need to level up for the values to get fixed for a character.
That seems to have worked, thanks! I have done it with mage, bard and sorc 2da's.
@subtledoctor I reported a bug awhile ago that npc mages weren't spawning with cantrip wands when the wand component is installed. Well, for some reason, Dynaheir still doesn't get a cantrip wand. All other mages come with one.
@Aquadrizzt I'm trying to install the mod, but the component "Ability Score Bonuses" is not getting installed. According to the instructions in the setup, I've added the debug file to this post. I'll be glad if you could help.
Hello, @Aquadrizzt !
I'm a newcomer to BG2:EE and I must say that your mod inspired me to pick up a Necromancer Mage. All the features and options your mod provides are awesome, and I installed most of them for future PCs.
That being said, there's an issue I've been having that is preventing me from enjoying my Necro: I can't create my character past the "Memorize Spells" section, as illustrated by the image below.
Is there any known fix to this? I must say that this is also the first mod I've ever downloaded, so I apologize for any noob mistakes.
Any help is appreciated.
@Aquadrizzt I'm trying to install the mod, but the component "Ability Score Bonuses" is not getting installed. According to the instructions in the setup, I've added the debug file to this post. I'll be glad if you could help.
How would I go about making a copy of the Magus class for personal use? I would like to add +1 to hit and damage to ranged weapons every 4 or so levels/banning the use of melee weapons, to create a Magus that is more of an archer.
I need to ask...why did this mod like get rid of ALL the cool mage specialist kits from v.4 to back to the very dull specialist mages with their schools?! I would rather of had the ones like red wizard, harper mage, etc that was in v.4 than still use the damn school ones. I dont ever use them cause having limitations to schools is asinine. Why i only do regular mage to get ALL schools. Is there a way we can have this back please. I was hoping to use these but apparently you guys took the good ones out.
@gohanf22 , mostly just balance sensibilities. I (and @subtledoctor and @Grammarsalad) have gotten much better about modding mages in general, and we made a lot of cool tech for the specialist rework. Also, the specialists in the current version only lose access to Necromancy (as opposed to potentially more useful schools like Evocation or Abjuration), and should generally feel much better to play than vanilla specialists.
@gohanf22 , mostly just balance sensibilities. I (and @subtledoctor and @Grammarsalad) have gotten much better about modding mages in general, and we made a lot of cool tech for the specialist rework. Also, the specialists in the current version only lose access to Necromancy (as opposed to potentially more useful schools like Evocation or Abjuration), and should generally feel much better to play than vanilla specialists.
Oh ok. Well I guess that makes playing specialist mages not SO bad then. Still miss those cool kits for mages though.
Thanks a lot for the mod. I an re playing IWD with an Frost sorcerer and an enjoying the experience. Is this mod compatible with mods who adds more spells?
@gohanf22 , mostly just balance sensibilities. I (and @subtledoctor and @Grammarsalad) have gotten much better about modding mages in general, and we made a lot of cool tech for the specialist rework. Also, the specialists in the current version only lose access to Necromancy
Actually, in the recent v0.8 series, specialists do not lose access to Necromancy. Everyone can cast everything... they are defined by their extra abilities - by what they can do, instead of what they cannot do.
(The exception is the Chilling/Ghoul/Vampiric Touch series of spells, which are improved and reserved for Necromancers only.)
Question about EE Mod Setup Tool and install order.
I know that some mods need to be installed in particularly order.
I would like to install Tome and Blood with it but unfortinately it doesent show the actual mod version that will be downloaded wit the tool.
My question is can i savely install all Mods that i want first, and then download the newest version of Tome and blood form here -> https://github.com/subtledoctor/TomeAndBlood
I get this on install with EE Mod Setup Tool.
-> Spell corruption: stratagems (component 5900) is conflicting with TomeAndBlood (component 150). <-
On Revised Specialists.
Comments
Charisma of sorcerer is 12. Intelligence for mage is 17. I've packed the two files you asked for in a zip and attached. Let me know if you would still like me to email them to you.
Thanks!
Found the post. it is Tweaks & the stat component conflicting: https://forums.beamdog.com/discussion/comment/1074832/#Comment_1074832
- I manually installed the kit components (sorcerers, specialists), skiping anything else, and quit Weidu. Then I started again, skipped the kits and installed the familiar, cantrip, metamagic and crafting components. This makes everything finally work together without issues. I think moving the Revised Specialists component up in the list along the sorcerer kits could solve this issue once and for all.
- As noted in other posts, chill touch, ghoul touch and vampiric touch are unavailable for learning by anyone but a Necromancer. This includes the sorcerer kits, and most notably, the Revenant Disciple, who should be able to pick those as well. Magus and mage or sorcerer multiclasses could have some use for those spells as well, so they could actually return to the general selection I think.
- The conjurer Monster Summon at a level lower feature with SR extends only up to MS VII (available at lvl 6). MS VIII is automatically known at 8th lvl, MS IX is not auto known at all.
I have seen it in a few posts, and had this issue myself so I thought it was well known by now. It happens when the revised kits and innate ability components are installed in the stablished order that specialist mages end up lacking such abilities, like the innate familiars, magic item crafting or cantrips. I believe the familiars component was recently moved down the line precisely to avoid this? It's what gave me the idea anyway.
I find it a little bit redundant that necromancers may use those spells as a bonus feature, since they should be able to anyway by using the spell conversion ability (though I understand they carry over from before that feature existed). On top of that, necromancers have even less interest in fighting at melee range than other pure mage kits, they should be raising cannon fodder and tearing down the enemy with their instant death attacks and AoE magic bombs. Other hybrid classes can benefit more from melee oriented spells like those touch spells.
That seems to have worked, thanks! I have done it with mage, bard and sorc 2da's.
I'm a newcomer to BG2:EE and I must say that your mod inspired me to pick up a Necromancer Mage. All the features and options your mod provides are awesome, and I installed most of them for future PCs.
That being said, there's an issue I've been having that is preventing me from enjoying my Necro: I can't create my character past the "Memorize Spells" section, as illustrated by the image below.
Is there any known fix to this? I must say that this is also the first mod I've ever downloaded, so I apologize for any noob mistakes.
Any help is appreciated.
Thanks a lot @subtledoctor. That worked perfectly. Also thanks for the multi-class sorcerer. That was something I needed in my life.
Whenever I hit something with "Stiffen Bones" the target says a line from a shopkeeper.
This is all part of a BGT installation, so it's possible that I've installed it with a mod that's not 100% compatible.
Oh ok. Well I guess that makes playing specialist mages not SO bad then. Still miss those cool kits for mages though.
@subtledoctor Where can I access the v0.8 version?
Edit: Nevermind. Found it here
https://github.com/subtledoctor/TomeAndBlood
posting for the next guy.
I know that some mods need to be installed in particularly order.
I would like to install Tome and Blood with it but unfortinately it doesent show the actual mod version that will be downloaded wit the tool.
My question is can i savely install all Mods that i want first, and then download the newest version of Tome and blood form here -> https://github.com/subtledoctor/TomeAndBlood
and install it manually?
Nope. It will destroy proper install order. This rule is universal when you are installing lot of mods which need specific install order.
-> Spell corruption: stratagems (component 5900) is conflicting with TomeAndBlood (component 150). <-
On Revised Specialists.