I also want to reiterate that I used atweaks scribe scroll component as a springboard. Created by @AlexT (formerly known add aVENGER) and @wisp. This awesome mod can be found here:
btw, would installing a mod that removes race/class restrictions affect this mod in anyway? I want to make an Elf (Drow) White Necromancer but unsure if removing race restrictions would break it in anyway. If so, I'll just use EEKeeper to manually change the race
btw, would installing a mod that removes race/class restrictions affect this mod in anyway? I want to make an Elf (Drow) White Necromancer but unsure if removing race restrictions would break it in anyway. If so, I'll just use EEKeeper to manually change the race
Wow I completely forgot to do that. If you download the version I just posted in the top thread, humans, elves and half-elves should be able to become any Specialist Mage (except Diviners) if the Core component is installed. Enjoy.
btw, would installing a mod that removes race/class restrictions affect this mod in anyway? I want to make an Elf (Drow) White Necromancer but unsure if removing race restrictions would break it in anyway. If so, I'll just use EEKeeper to manually change the race
Wow I completely forgot to do that. If you download the version I just posted in the top thread, humans, elves and half-elves should be able to become any Specialist Mage (except Diviners) if the Core component is installed. Enjoy.
You just keep making this mod better and better! Thanks again! I owe you my life now for this amazing work! So. Yeh.
Hello Aquadrizzt, let me point your attention towards the last comment in the "Wild Mage Additions" topic, we need more wild magic love
I'll look into it. I generally want to refrain from working with someone else's stuff, but I'll inquire with moderators, etc. as to how I should proceed should I desire to update the mod for the EEs.
Also, don't expect this (or any other major update to Tome and Blood) for at least several months; my semester just started and I'm going to be busy for the foreseeable future.
In other news, I have a working version of the xp drain variant for scribe scroll. I'll be holding off on doing the same for brew potion and craft wand as I want to add a few wands and scrolls first. I'm also adding a few spells to fill out some of the 'thin' levels for each school.
Spell requests are welcome.
Edit: the sooner the better as I will probably turn into a pumpkin next week when my class start
@Aquadrizzt Hello, I would like to know if BP Series Party AI mod has any incompatibility issue with this mod or not. Should I install the AI script mod after this one?
@Aquadrizzt Hello, I would like to know if BP Series Party AI mod has any incompatibility issue with this mod or not. Should I install the AI script mod after this one?
There are minor issues, if any. The only thing that this mod does to NPCs is change the ones who are Diviners into true mages. When I have time, I'll look into it more fully.
Is there a specific component of either mod that you were particularly concerned about compatibility issues?
@Aquadrizzt Hello, I would like to know if BP Series Party AI mod has any incompatibility issue with this mod or not. Should I install the AI script mod after this one?
There are minor issues, if any. The only thing that this mod does to NPCs is change the ones who are Diviners into true mages. When I have time, I'll look into it more fully.
Is there a specific component of either mod that you were particularly concerned about compatibility issues?
Not at all. But I have encounter a bug that sometimes I have the conversation with NPC or companions the kit description of Sorcerer replaced the original conversation. This is weird. I posted my Weidu log as below for your reference.
I've found the error. I will fix it sometime this week or so... Thank you bringing it to my attention, @franco8737 .
You are welcome. BTW, is the Magus suppose to be able to use bow and arrow? My PC is having a problem that I can equip the bow but not the arrows. You may also look into this too.
I've found the error. I will fix it sometime this week or so... Thank you bringing it to my attention, @franco8737 .
You are welcome. BTW, is the Magus suppose to be able to use bow and arrow? My PC is having a problem that I can equip the bow but not the arrows. You may also look into this too.
Ah, I forgot to update ammo as well. This is the actually second time that I've forgotten to do that... I'll fix that with the next patch.
I've found the error. I will fix it sometime this week or so... Thank you bringing it to my attention, @franco8737 .
You are welcome. BTW, is the Magus suppose to be able to use bow and arrow? My PC is having a problem that I can equip the bow but not the arrows. You may also look into this too.
Ah, I forgot to update ammo as well. This is the actually second time that I've forgotten to do that... I'll fix that with the next patch.
Thanks @Aquadrizzt . Will the Alchemist and Artificer be available in the next version too?
I've found the error. I will fix it sometime this week or so... Thank you bringing it to my attention, @franco8737 .
You are welcome. BTW, is the Magus suppose to be able to use bow and arrow? My PC is having a problem that I can equip the bow but not the arrows. You may also look into this too.
Ah, I forgot to update ammo as well. This is the actually second time that I've forgotten to do that... I'll fix that with the next patch.
Thanks @Aquadrizzt . Will the Alchemist and Artificer be available in the next version too?
I should answer that...and the answer is: probably, but only because the next version won't be out for a while I have the classes worked out in the abstract, but I'm a little short on specifics, especially for the artificer.
I would love to hear any ideas you have for artificer gadgets. As many as you can think of; as much detail as possible
Hm, in AD&D the Artificer kit can create various kinds of "boomsticks": namely Belt Pistols, Starwheel Pistols, Dagger-Pistols and Blunderbuss Pistols. At 5th and 9th level the chances of misfire drops for each of these pistols since they undergoe various upgrades (wheel-locks become snaplocks and finally matchlocks at 9th level).
As for additional gadgets... how about telescopes? They could function similar to a gimped version of the Farsight or Wizard Eye spells. Let's say an Artificer could then create upgraded telescopes with a farther sight every couple of levels gained for additional Gold/EXP cost. Furthermore, each telescope could weight 1d4+1 lbs. per upgrade or something.
But other than that? Difficult to say... Golemcrafting seems a bit over-the-top. And creating homunculi seems more like a practice fit for Alchemists than anything.
Hm crafting gadgets (brainstorm unleashed): - Force-field (protection -> AC, Resistance etc.) Maybe different kinds of force-fields - Stealth Clock (invisible) - Laser Beam Crystal something (Damage Spell-like) - Grenades (ok, we have the grenade like potions already) - Special Traps (so many possibility, Gas, poison,spikes, explosive, holding, electric, ...) - Rifle like weapons / Crossbow with special effects / rapid fire crossbow - Electric dynamo (Storm-shield / Lightning related stuff) - Reactive Armor (damage on hit device thing / armor coating) - Craft Unique Weapons and equipment (level dependent, craft stuff like Jansen has) - Craft Golem/creatures things - Vision Goggles -> See invisible things - Craft special arrows -> Elemental arrows? - Portal device / blink device (hop the battlefield) - Force blast device (like the ring that knocks people out and away) - positive energy device (damage undead, heal living) - concussion grenade (area knockdown) - phase shifting device (ethereal - damage immunity, but can not attack) - Power Armor (like IWD spell iron body like) change to Golem - Death Ray (High level killing device) - Image projector (Mirror Image etc.) / Holographic ... - Ironman
Oh! Oh! Can we have like science necromancy? Like creating a flesh golem or something? I love the reanimator alchemist from pathfinder because I'm absolutely obsessed with necromancy.
Could make a Dr. Frankenstein themed character or something
Necromancer, White Necromancer, Pale Master and Revenant Sorcerer... Don't we already have enough necro kits at the moment?
That being said, "science necromancy" sounds a lot like "flesh grafting" to me. Having something like the Fleshwarper PrC from Lords of Madness would be indeed sweet to have. Not to mention allowing for brand new roleplaying styles in Irenicus' dungeon. Then again, the whole procedure of replacing your own body parts with that of Aberrations might be rather tricky (if not downright insane) to work out within the Infinity Engine.
Necromancer, White Necromancer, Pale Master and Revenant Sorcerer... Don't we already have enough necro kits at the moment?
That being said, "science necromancy" sounds a lot like "flesh grafting" to me. Having something like the Fleshwarper PrC from Lords of Madness would be indeed sweet to have. Not to mention allowing for brand new roleplaying styles in Irenicus' dungeon. Then again, the whole procedure of replacing your own body parts with that of Aberrations might be rather tricky (if not downright insane) to work out within the Infinity Engine.
Too. . .too much necromancy? I don't understand.
It sounds to me like that's equal to saying one can have too many Faeries! This is false as the amount of adorability in one's life is directly increased by the number of Faeries in their vicinity!
What if. . .
WHAT IF WE HAD UNDEAD FAERIES!? They would be like tiny adorable hellions of doom!
Hm. . . My Fae sorceress and White necromancer PCs will speak of these matters later.
Back on the subject of talking as a relatively normal person would, my two favorite things in fantasy are Faeries and Necromancy and so when this mod has the Sylvan Sorcerer (Fae magic!) and three different variants of necromancer, I instantly fell in love with it. It's the only mod I run atm in my Infinity Engine games. Well, I use the improved NPCs mod for BG:EE but aside from that this is the only mod I use.
I also do like the idea of a fleshshaper sort of alchemist person. Maybe uses potions for minor buffs that gives them monsterous abilities. . .? Kind of crossing into Dr. Jekyll and Mr. Hyde but maybe RP-wise it takes a bit of the creatures flesh to create the potion. /shrugs, just throwing ideas around. I know nothing of the difficulties that is modding the infinity engine.
Something where you got certain items in certain equipment slots (representing augmented limbs, etc.) could work. Instead of using conventional magic items, you could say, equip Minotaur or Dragon Horns in your helmet slot, replace your feet with a Werewolf's, etc. Weapons are various creatures "natural" weapons, although you could augment them with magic (the most gruesome arcane crafting component ever!)
Obviously you would have massive penalties to Charisma, and the only way to remove these items would be to destroy them permanently and equip new ones.
We could also make use of the required level of items to prevent a character from equipping items "too powerful" for them.
It would be very Planescape-y I think (the Intestines bracelet and the various Eyes come to mind...) so I'm absolutely down for this.
Why bother with Gauntlets of Ogre Strength when you could have Ogre Arms of Ogre Strength?
Comments
http://www.shsforums.net/forum/598-atweaks/
aVENGER is @AlexT these days.
Thanks again! I owe you my life now for this amazing work!
So.
Yeh.
Also, don't expect this (or any other major update to Tome and Blood) for at least several months; my semester just started and I'm going to be busy for the foreseeable future.
That said, @funkave, the spell component of that mod (with the suggested fix to allow install) should be compatible with this mod.
Spell requests are welcome.
Edit: the sooner the better as I will probably turn into a pumpkin next week when my class start
Is there a specific component of either mod that you were particularly concerned about compatibility issues?
Thank you bringing it to my attention, @franco8737 .
I would love to hear any ideas you have for artificer gadgets. As many as you can think of; as much detail as possible
Edit: autocorrect and clarity
As for additional gadgets... how about telescopes? They could function similar to a gimped version of the Farsight or Wizard Eye spells. Let's say an Artificer could then create upgraded telescopes with a farther sight every couple of levels gained for additional Gold/EXP cost. Furthermore, each telescope could weight 1d4+1 lbs. per upgrade or something.
But other than that? Difficult to say... Golemcrafting seems a bit over-the-top. And creating homunculi seems more like a practice fit for Alchemists than anything.
- Force-field (protection -> AC, Resistance etc.) Maybe different kinds of force-fields
- Stealth Clock (invisible)
- Laser Beam Crystal something (Damage Spell-like)
- Grenades (ok, we have the grenade like potions already)
- Special Traps (so many possibility, Gas, poison,spikes, explosive, holding, electric, ...)
- Rifle like weapons / Crossbow with special effects / rapid fire crossbow
- Electric dynamo (Storm-shield / Lightning related stuff)
- Reactive Armor (damage on hit device thing / armor coating)
- Craft Unique Weapons and equipment (level dependent, craft stuff like Jansen has)
- Craft Golem/creatures things
- Vision Goggles -> See invisible things
- Craft special arrows -> Elemental arrows?
- Portal device / blink device (hop the battlefield)
- Force blast device (like the ring that knocks people out and away)
- positive energy device (damage undead, heal living)
- concussion grenade (area knockdown)
- phase shifting device (ethereal - damage immunity, but can not attack)
- Power Armor (like IWD spell iron body like) change to Golem
- Death Ray (High level killing device)
- Image projector (Mirror Image etc.) / Holographic ...
- Ironman
Could make a Dr. Frankenstein themed character or something
And necromancy.
There is science necromancy.
That being said, "science necromancy" sounds a lot like "flesh grafting" to me. Having something like the Fleshwarper PrC from Lords of Madness would be indeed sweet to have. Not to mention allowing for brand new roleplaying styles in Irenicus' dungeon. Then again, the whole procedure of replacing your own body parts with that of Aberrations might be rather tricky (if not downright insane) to work out within the Infinity Engine.
It sounds to me like that's equal to saying one can have too many Faeries! This is false as the amount of adorability in one's life is directly increased by the number of Faeries in their vicinity!
What if. . .
WHAT IF WE HAD UNDEAD FAERIES!? They would be like tiny adorable hellions of doom!
Hm. . . My Fae sorceress and White necromancer PCs will speak of these matters later.
Back on the subject of talking as a relatively normal person would, my two favorite things in fantasy are Faeries and Necromancy and so when this mod has the Sylvan Sorcerer (Fae magic!) and three different variants of necromancer, I instantly fell in love with it. It's the only mod I run atm in my Infinity Engine games. Well, I use the improved NPCs mod for BG:EE but aside from that this is the only mod I use.
I also do like the idea of a fleshshaper sort of alchemist person. Maybe uses potions for minor buffs that gives them monsterous abilities. . .? Kind of crossing into Dr. Jekyll and Mr. Hyde but maybe RP-wise it takes a bit of the creatures flesh to create the potion. /shrugs, just throwing ideas around. I know nothing of the difficulties that is modding the infinity engine.
Obviously you would have massive penalties to Charisma, and the only way to remove these items would be to destroy them permanently and equip new ones.
We could also make use of the required level of items to prevent a character from equipping items "too powerful" for them.
It would be very Planescape-y I think (the Intestines bracelet and the various Eyes come to mind...) so I'm absolutely down for this.
Why bother with Gauntlets of Ogre Strength when you could have Ogre Arms of Ogre Strength?
Opinions, @Vallmyr , @Grammarsalad , @Kamigoroshi , @Darkersun .