I'm confused now. Doesn't the Paladin get his class bonus anymore? Isn't that a downgrade for the class? Granted, they need high CHA anyway, but if anyone can get it, on top of the luck bonus...
Subtledoctor, are the luck bonuses for high charisma cumulative with luck-boosting spells and items?
Edit: especially IR and SR luck spells and items.
Edit: one more question: when I use CHA boosting items, like the nymph cloak, it doesn't seem to improve my saves or luck bonuses as it should. Is the CHA boost a one time effect?
Have you had a chance to take a look at the MRO component? It doesn't seem to be working, as I said, in bgee, but I'm excited to try it out once I get to bg2ee.
Hi!, Quick question, is Tome & Blood and Might and Guile compatible? Specially if one plays a Fighter/Mage Bladesinger? I just created a bladesinger but I can't find the ability.
Besides that, I would love to try the mod it seems to be pretty cool.
You'll need to find an item that allows you to become a Bladesinger. It's in either the Temple of Oghma, Pomab's Emporium or the scroll vendor in Athkala's Market Square.
You'll need to find an item that allows you to become a Bladesinger. It's in either the Temple of Oghma, Pomab's Emporium or the scroll vendor in Athkala's Market Square.
You'll need to find an item that allows you to become a Bladesinger. It's in either the Temple of Oghma, Pomab's Emporium or the scroll vendor in Athkala's Market Square.
I'm playing again and I'm noticing that the Tome doesn't appear on the Temple of Oghma, also, I already picked the kit when I was creating the character. It seems that a not long ago it was made available to choose the kit under the Fighter / Mage multiclass option at the character creating screen.
I also suppose that the ability comes with the character from the beginning, I still don't have it though, but it might be a mod compatibility issue I'm having I guess.
You'll need to find an item that allows you to become a Bladesinger. It's in either the Temple of Oghma, Pomab's Emporium or the scroll vendor in Athkala's Market Square.
Thanks for the answer, I'm playing the game again (BGEE) but I can't find the Tome in the Temple of Oghma, also, I chose the Bladesinger kit at the character creation screen. It seems that not long ago it was made available to pick the multi-class kits directly at the beginning.
I still don't have the Bladesong ability at the start of the game so I guess that I'm having some compatibility issues with other mods. I'll se what I can do.
You'll need to find an item that allows you to become a Bladesinger. It's in either the Temple of Oghma, Pomab's Emporium or the scroll vendor in Athkala's Market Square.
I'm playing again and I'm noticing that the Tome doesn't appear on the Temple of Oghma, also, I already picked the kit when I was creating the character. It seems that a not long ago it was made available to choose the kit under the Fighter / Mage multiclass option at the character creating screen.
I also suppose that the ability comes with the character from the beginning, I still don't have it though, but it might be a mod compatibility issue I'm having I guess.
@subtledoctor I ve managed to run into localization mismatch after installing SoB 5.1.8. Some of the weapon proficiencies are getting wrong text strings for their names and descriptions. For example instead of Two-hand Style" I am getting "A seven-legged spider, you say." . I suspect the collapse weap prof component, but it is weird. The right references are assigned In weapprof.2da according to near infinity. I've used SoB in pre SoD version somewhere around February with nearly identical mods and components settings without any major issues.
The game version is 2.3.67.2, got it at GoG, language is English. My WeiDU. log is attached. Any ideas how to fix this ?
After clean reinstall, applying modmerge.exe and than installing just SoB (skipping components 102, 103 and 123), the result is this I am honestly out of ideas what might be causing this.
Fixed it. Either modmerge isn't still executing correctly for GoG version or I was being dumbass and was selecting wrong language version for SoB. Anyway thanks a lot again subtledoctor, finaly I am ready to play .
This version includes a few bug-fixes, and a couple updates to components, for instance the "Weapon Category Collapse" component of the WPO now merges clubs and maces into a single "club/mace" proficiency.
Not sure if I should mention it here or on the YARAS post, but there is a way that you can differentiate between priest and wizard spells such that even cleric/mages will see the bigger penalty with their mage spells without giving them a bonus to cast their mage spells: modify the spells themselves. Rather than give priests a -2 casting speed bonus, give priest spells a -2 (or lower, of course) bonus...
I'm tried SoB 5.2.0 on clear BGEE+SOD (2.3.67.2, GOG) installation (after modmerge of course).
Problems:
1. After character created looks like saving throw bonuses applied in strange way. I.e. anyone with 17 charisma have -4 saving throws. Anyone with 16 charisma have -1 saving throws. And 15 char doesn't give any saving throws. When character created with 17+ charisma in EEKeeper in effects i'm see entries which looks duplicated (resistances, and bonuses). How to fix this? For single classes it is looks like work sometimes as expected, but for for Elf Mage/Thief it is works incorrect (at 18 CHA): two pairs effects added: one -2 savings throws, and one +1 luck. That gives total -4 savings throws and probably +2 Luck. On other side - Elf Fighter with 18 CHA gives -2 savings throws and only +1 Luck, and Half-Elf Fighter with 19 CHA gives -2 savings throws and +2 Luck (without duplicating effects entries). Fighter/Mage/Thief gives -6 savings throws and has 3x effects of cumulative luck bonus modifier +2. Looks like that effects obtained for each character class. 2. Cleric/Mage in proficiencies has "..." with "Club" description and "Club / Mace" proficiency. Mage/Thief has "..." (Club) proficiency. 3. YARAS: Looks very interesting for me, especially that i'm try start run with three multi-mages (MC+MT+FM). This meas that magic armor will work actually as it is described - no weight - no dex penalties. But has some problems... (3a) all armor miss understandable descriptions/effects. I.e. Full Plate Armor (AC1) has standard description and inflicts -7 DEX penalty. (3b) Enchanted? Plate Armor (AC1) has standard name "Full Plate Armor" without +1 postfix or special "Enchanted" prefix (but some armor has this prefix), so distinguish only by icons. Then description gives to us: AC1, DR31%, dexterity penalty -3, arcane casting speed +5 (better include penalty word), Weapon Attack Speed - +4 penalty. But, unlike to description it is actually causes -6 dexterity penalty (what's is matched to read me rules). 4. Not sure which component cause this - all armor now recolored on wearer? In candlekeep watchers are in pink-colored armor, this is... funny, but not thematic. And Shadow Armor should has blackish tones, if it is possible. 5. Attempt to install it on BG2EE (2.3.67.2, GOG) failed:
ERROR: problem parsing TP file [SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2]: Failure("No rule to identify SOD")
FATAL ERROR: Failure("No rule to identify SOD")
but 5.1.8 installs fine.
For me most annoying is (#1) - how to properly create characters? I'm can edit / remove something in EEKeeper. Thanks for any help!
Will try new changes. Looks like I'm finally complete my setup with preferred mods (some not downloadable now, but it is generally ok, i'm prefer some minor tweaks, scs almost all enabled and sob). What's the ufo-like tooling...
Anyway it is still not installs on BG2EE because 124_wpo_4.tpa and 125_wpo_5.tpa still contains "bgee sod" rules. Should be easy to fix.
Some of them lack of new descriptions. Classical "robe of good archimage" shows standard stuff (AC5, elemental resist, etc), but actually now it is AC4 with DR. And now it is pretty unclear how it is robe affects on casting time: it is possible to see anywhere current casting time modifier?
Mage Robe of Cold Resistance description looks updated. But it is now AC3 (all mages now happy?), but +1 casting speed penalty.
At same time Traveler's Robe - does not have updated description. And it is AC4. Probably with casting penalty. It is great for easily-early-available stuff. Robe of Good Archimage in that case doesn't look good (but depends from casting penalties of course).
So opened questions: 1. Which AC's/DEX's robes should have? 2. Casting time penalty for robes? 3. Updated descriptions.
There is also exists some unique robes thru game (aligned archimage, vecna, and, afaik, some new in SOD), and they probably should be better than regular robes (which in vanilla doesn't have any AC). At least they should be different, and hard-reachable/costly items should give better stats (or less penalties).
I'm not sure that you already care about robes, or if you care about - then i'm probably misunderstand concept.
UPD:
Now items looks: BG1 Robe of Good Archimage: AC4, DEX: -1
BG2 Robe of Good Archimage: AC2, DEX -4 (vs standard AC5) Robe of Vecna: AC2, DEX -4 (vs standard AC5) Robe of Apprenti: AC5, DEX -3 (vs standard AC3)
I'm did not found how items modified directly by mod, from my understanding it is somehow depends directly on items. Currently can't download any tool for this, but eekeeper can't look so deep. May be it is somehow interfer with my not clear setup for bg2, but i'm doesn't think. Looks like just some inconsistency between item internals.
I'll have to code in exceptions for anything that it in the armor category but is not actually armor. Sorry...
Meantime, if you are not using any other mods that modify mage robes, you can just find them in your /override folder (CLCK09 through CLCK19, and CLCK29.itm) and just remove them from that folder.
No have idea why. But on clean install with ARAS only it modifies robes. I.e. robe of good archimage now is AC4, DEX-1. Yes, removing files can help, but not a good solution...
Comments
Edit: especially IR and SR luck spells and items.
Edit: one more question: when I use CHA boosting items, like the nymph cloak, it doesn't seem to improve my saves or luck bonuses as it should. Is the CHA boost a one time effect?
Besides that, I would love to try the mod it seems to be pretty cool.
I also suppose that the ability comes with the character from the beginning, I still don't have it though, but it might be a mod compatibility issue I'm having I guess.
I still don't have the Bladesong ability at the start of the game so I guess that I'm having some compatibility issues with other mods. I'll se what I can do.
I also suppose that the ability comes with the character from the beginning, I still don't have it though, but it might be a mod compatibility issue I'm having I guess.
I ve managed to run into localization mismatch after installing SoB 5.1.8. Some of the weapon proficiencies are getting wrong text strings for their names and descriptions. For example instead of Two-hand Style" I am getting "A seven-legged spider, you say." . I suspect the collapse weap prof component, but it is weird. The right references are assigned In weapprof.2da according to near infinity. I've used SoB in pre SoD version somewhere around February with nearly identical mods and components settings without any major issues.
The game version is 2.3.67.2, got it at GoG, language is English. My WeiDU. log is attached.
Any ideas how to fix this ?
After clean reinstall, applying modmerge.exe and than installing just SoB (skipping components 102, 103 and 123), the result is this
I am honestly out of ideas what might be causing this.
I'm tried SoB 5.2.0 on clear BGEE+SOD (2.3.67.2, GOG) installation (after modmerge of course).
Problems:
1. After character created looks like saving throw bonuses applied in strange way. I.e. anyone with 17 charisma have -4 saving throws. Anyone with 16 charisma have -1 saving throws. And 15 char doesn't give any saving throws. When character created with 17+ charisma in EEKeeper in effects i'm see entries which looks duplicated (resistances, and bonuses). How to fix this? For single classes it is looks like work sometimes as expected, but for for Elf Mage/Thief it is works incorrect (at 18 CHA): two pairs effects added: one -2 savings throws, and one +1 luck. That gives total -4 savings throws and probably +2 Luck. On other side - Elf Fighter with 18 CHA gives -2 savings throws and only +1 Luck, and Half-Elf Fighter with 19 CHA gives -2 savings throws and +2 Luck (without duplicating effects entries). Fighter/Mage/Thief gives -6 savings throws and has 3x effects of cumulative luck bonus modifier +2. Looks like that effects obtained for each character class.
2. Cleric/Mage in proficiencies has "..." with "Club" description and "Club / Mace" proficiency. Mage/Thief has "..." (Club) proficiency.
3. YARAS: Looks very interesting for me, especially that i'm try start run with three multi-mages (MC+MT+FM). This meas that magic armor will work actually as it is described - no weight - no dex penalties. But has some problems... (3a) all armor miss understandable descriptions/effects. I.e. Full Plate Armor (AC1) has standard description and inflicts -7 DEX penalty. (3b) Enchanted? Plate Armor (AC1) has standard name "Full Plate Armor" without +1 postfix or special "Enchanted" prefix (but some armor has this prefix), so distinguish only by icons. Then description gives to us: AC1, DR31%, dexterity penalty -3, arcane casting speed +5 (better include penalty word), Weapon Attack Speed - +4 penalty. But, unlike to description it is actually causes -6 dexterity penalty (what's is matched to read me rules).
4. Not sure which component cause this - all armor now recolored on wearer? In candlekeep watchers are in pink-colored armor, this is... funny, but not thematic. And Shadow Armor should has blackish tones, if it is possible.
5. Attempt to install it on BG2EE (2.3.67.2, GOG) failed:
FATAL ERROR: Failure("No rule to identify SOD")
For me most annoying is (#1) - how to properly create characters? I'm can edit / remove something in EEKeeper. Thanks for any help!
EDIT: Add some more description in (#1).
Anyway it is still not installs on BG2EE because 124_wpo_4.tpa and 125_wpo_5.tpa still contains "bgee sod" rules. Should be easy to fix.
Some of them lack of new descriptions. Classical "robe of good archimage" shows standard stuff (AC5, elemental resist, etc), but actually now it is AC4 with DR. And now it is pretty unclear how it is robe affects on casting time: it is possible to see anywhere current casting time modifier?
Mage Robe of Cold Resistance description looks updated. But it is now AC3 (all mages now happy?), but +1 casting speed penalty.
At same time Traveler's Robe - does not have updated description. And it is AC4. Probably with casting penalty. It is great for easily-early-available stuff. Robe of Good Archimage in that case doesn't look good (but depends from casting penalties of course).
So opened questions:
1. Which AC's/DEX's robes should have?
2. Casting time penalty for robes?
3. Updated descriptions.
There is also exists some unique robes thru game (aligned archimage, vecna, and, afaik, some new in SOD), and they probably should be better than regular robes (which in vanilla doesn't have any AC). At least they should be different, and hard-reachable/costly items should give better stats (or less penalties).
I'm not sure that you already care about robes, or if you care about - then i'm probably misunderstand concept.
UPD:
Now items looks:
BG1
Robe of Good Archimage: AC4, DEX: -1
BG2
Robe of Good Archimage: AC2, DEX -4 (vs standard AC5)
Robe of Vecna: AC2, DEX -4 (vs standard AC5)
Robe of Apprenti: AC5, DEX -3 (vs standard AC3)
I'm did not found how items modified directly by mod, from my understanding it is somehow depends directly on items. Currently can't download any tool for this, but eekeeper can't look so deep. May be it is somehow interfer with my not clear setup for bg2, but i'm doesn't think. Looks like just some inconsistency between item internals.