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[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Comments

  • ArjukKagrimArjukKagrim Member Posts: 8
    I could install T&B, F&P, Song and Silence, Rogue Rebalancing and M&G on EET! When I tried again with quest and NPC mods (around 20 altogether) I again had the issue with the bard overhaul error. So my conclusion is that one of those are incompatible. But how is this even possible, I thought quests / NPC mods don't change anything that could interfere? :/

  • subtledoctorsubtledoctor Member Posts: 11,207
    Some quest and NPC mods add kits and spells and tweak things. They are sneaky that way. If you post your weidu.log of everything you installed before the failure, I might be able to figure it out.

  • subtledoctorsubtledoctor Member Posts: 11,207
    IWD EE. All component M&G.
    Stumbled on a small problem. After creating a pure thief - i can't equip any weapons other than a staff, a club and a sling. But if i remove the component "new bard" - pure thief is created normal, i can equip weapon. Sniper, Burglar didn't have that problem. What can be done? How can I solve this problem?

    I cannot reproduce this. I just did an "instal everything," and I can equip and use long swords, short swords, katanas, scimitars, clubs, daggers, darts, short bows, light crossbows, leather armor, bucklers... everything seems normal to me, with the possible exception of war hammer and maces. (Can thieves usually use them?)

    Does your character happen to have an unusually low STR score?

  • subtledoctorsubtledoctor Member Posts: 11,207
    @ArjukKagrim I have no idea what those other mods might be doing to the game files handled later by the bard spellcasting system, BUT if it is an issue of having a filename longer than 8 letters, as suggested by your post, then maybe I can get around it without knowing what the actual problem is.

    Try version 4b9.

  • RaduzielRaduziel Member Posts: 4,591
    @subtledoctor Thieves can't use neither mace or warhammer.

  • ArjukKagrimArjukKagrim Member Posts: 8
    @ArjukKagrim I have no idea what those other mods might be doing to the game files handled later by the bard spellcasting system, BUT if it is an issue of having a filename longer than 8 letters, as suggested by your post, then maybe I can get around it without knowing what the actual problem is.

    Try version 4b9.

    Thanks! I just performed the same installation sequence like before and it works, so the fun with multiclass bards can begin :)

    Wise_Grimwald
  • subtledoctorsubtledoctor Member Posts: 11,207
    Fingers crossed, that fix didn't itself break anything.

  • Snatch_a_kissSnatch_a_kiss Member Posts: 32
    edited April 20
    IWD EE. All component M&G.
    Stumbled on a small problem. After creating a pure thief - i can't equip any weapons other than a staff, a club and a sling. But if i remove the component "new bard" - pure thief is created normal, i can equip weapon. Sniper, Burglar didn't have that problem. What can be done? How can I solve this problem?

    I cannot reproduce this. I just did an "instal everything," and I can equip and use long swords, short swords, katanas, scimitars, clubs, daggers, darts, short bows, light crossbows, leather armor, bucklers... everything seems normal to me, with the possible exception of war hammer and maces. (Can thieves usually use them?)

    Does your character happen to have an unusually low STR score?

    Hi @subtledoctor !
    I reinstalled the game, put the last update M&G. The problem has not disappeared. The weapon slot itself is not active, I can not do anything.
    ng0mtuse33iq.png
    64bfhy5sawam.png
    The staff i equipped, but the dagger i cannot, not active weapon slot.


    I have now installed Might & Guile v3.8.17, this problem does not exist. Weapons can equipped.

    Post edited by Snatch_a_kiss on
  • subtledoctorsubtledoctor Member Posts: 11,207
    @Snatch_a_kiss it must be something about your environment, then. Other mods? Weidu.log?

  • subtledoctorsubtledoctor Member Posts: 11,207
    Oops, I found something wrong. Having to do with the not-even-working-properly-anyway Loresinger kit.

    Fixed in 4b10.

  • subtledoctorsubtledoctor Member Posts: 11,207
    edited April 24
    Oh... oh man. I need to try to figure out what's wrong with the Loresinger. If I can fix it, I just thought of an AMAZING thing that might be possible.

    Nothing like the thought of more boundary-breaking awesomeness to light a fire under one's butt...

    EDIT - in other planning news, as I warm to the idea of real 2E-style demibards, I think I am going to change the Herald into a fighter/thief demibard kit. I think that - part warrior, part spy, part entertainer - makes a lot more sense than a fighter/mage.

    Post edited by subtledoctor on
  • Wise_GrimwaldWise_Grimwald Member Posts: 2,415
    edited May 2
    Raduziel wrote: »
    @subtledoctor Thieves can't use neither mace or warhammer.

    It should be either:

    Thieves can use neither mace nor warhammer.

    or

    Thieves can't use either mace or warhammer.

    Yes I know that the English language is stupid. If you did a word for word translation into either Hindi or Nepali, your grammar would be correct.

    Raduziel
  • ThacoBellThacoBell Member Posts: 9,562
    Having a couple of interesting bugs with bard spells. I've hit level 3 mage with my agent, and in addition to getting another cast of level 1 spells, I also get 15 casts of mirror image. Now my spell book shows that I get 1 level 2 spell, but before it was just an interface bug, and I didn't actually get the spell. Well, that changed wiht my last rest.
    As for the second bug. I dimissed Garrick from my party temporarily, and re-recruiting him seems to have completely broken his spell casting. He can't cast any spells anymore, and using the spell preparation ability now does nothing. Before I removed him from the party, his spells worked just fine. In fact, he didn't have the same bug my character seeems to have.

  • subtledoctorsubtledoctor Member Posts: 11,207
    Hmm... here and I was just thinking about how well my current run is going, my Meistersinger and Garrick and Xan all worked extremely well. But, I haven't dropped and re-recruited anyone. The opcode 233 effects might be doubling up. That can probably be dealt with...

    As for having 15 casts... do you actually have 15? As in, can you cast MI 15 times? Or does tge number correct itself after a) casting a spell, or b) waiting a little while, or c) resting?

  • ThacoBellThacoBell Member Posts: 9,562
    edited May 2
    @subtledoctor I actually have 15 casts. Re-resting doesn't change it, and neither does waiting.

  • subtledoctorsubtledoctor Member Posts: 11,207
    That's weird. I'm level 5/5 and encountered no such problem. I'll look into making the casting slot management more robust.

  • subtledoctorsubtledoctor Member Posts: 11,207
    Meantime, I've worked up a Halfling Whistler demibard kit that I think is pretty interesting. It uses the MnG systems, but within that framework it is pretty faithful to the PnP kit. And the Herald will become a fighter/thief. Any other thoughts or requests for non-spellcasters that can use bard songs? I was going to add a Dwarven Chanter, but their description is all about how they help mining and other non-combat activities in dwarven society. It's not terribly appropriate for a game like this.

    Could try to adapt the Gnomish Professor, though it would not be very faithful. Maybe something like:
    - Single-class mage
    - Spontaneous casting, limited to 7th level
    - Can use various bard songs
    - UAI

    Thoughts? I'm not in love with it. (A mage with UAI doesn't seem so great.)

    Any other ideas?

  • ThacoBellThacoBell Member Posts: 9,562
    @subtledoctor Not really related, but could you open up multi-class kits to all races? Whatever you do to create them, they aren't detected by mods that remove class and kit restrictions. I've posted requests on other mod forums but I've never gotten any replies on the issue. I like to do things like Half-Orc or Halfling bards and druids, and I've had to rely on EEKeeper in the past to make it work. Unfortunately, with the new way bard spellcasting works, I can't do that without absolutely ruining bard spell slots.

  • ThacoBellThacoBell Member Posts: 9,562
    It really sucks that there is no way for me to play a Half-Orc bard with this mod now.

  • subtledoctorsubtledoctor Member Posts: 11,207
    edited May 4
    ThacoBell wrote: »
    It really sucks that there is no way for me to play a Half-Orc bard with this mod now.

    Could you before??

    EDIT - before going too far down a rabbit hole, if you can make a half-orc mage/thief or fighter/mage, install NPC_EE and ise the consile to give yourself the "d5_mckit" spell. Presto change-o, half-orc bard.

    ThacoBellStummvonBordwehr
  • subtledoctorsubtledoctor Member Posts: 11,207
    edited May 4
  • ThacoBellThacoBell Member Posts: 9,562
    edited May 4
    @subtledoctor Before, I used EEKeeper to change my race after character creation. The new way that bard spells work makes that impossible if I ever want spells to work.

    I'll give the mod a try. How will the console commands work? Do I just need to have my character selected? Will it give me options on what kit to select?

  • ThacoBellThacoBell Member Posts: 9,562
    The proficiencies are different for the bard kits vs. the generic multiclass. Won't that mess up my proficiencies?

  • subtledoctorsubtledoctor Member Posts: 11,207
    ThacoBell wrote: »
    The proficiencies are different for the bard kits vs. the generic multiclass. Won't that mess up my proficiencies?

    Casting d5_mckit, added by NPC_EE, should zero out your proficiencies and allow you to choose them anew.

    Be aware, NPC_EE currently has a bug in that it gives you extra proficiencies at levels that you get them normally - so, every 4th level for a mage/thief. At least, it is doing this for me with the SoB proficiency system, not sure if it also occurs with the normal system.

    ThacoBell
  • ThacoBellThacoBell Member Posts: 9,562
    The console command isn't doing anything. Do it works exactly as you posted?

  • kjeronkjeron Member Posts: 2,038
    Why does changing the characters race break anything to do with the spellcasting system to begin with?

    Whether EEkeeper/NI/console, changing the race shouldn't have any adverse effects unless the spellcasting system explicitly filtered it's effects by race (in which case it wouldn't matter how you altered your race).

  • ThacoBellThacoBell Member Posts: 9,562
    @kjeron EEKeeper refreshes all spells on all party members when its used, its automatic and you can't stop it. This has the side effect of completely breaking the modded spell system of the new bards.

  • kjeronkjeron Member Posts: 2,038
    Well that's just stupid. I must have an older version that still allows disabling it.

    You can change race in-game through the console with such:
    C:Eval('ChangeRace(Player1,HALFORC)')
    

    ThacoBellStummvonBordwehr
  • subtledoctorsubtledoctor Member Posts: 11,207
    Meantime, what is it, a component of CDTweaks claims to remove racial restrictions, but doesn't really achieve that? I'll see if I can improve that.

    ThacoBell
  • ThacoBellThacoBell Member Posts: 9,562
    Meantime, what is it, a component of CDTweaks claims to remove racial restrictions, but doesn't really achieve that? I'll see if I can improve that.

    Yeah, it doesn't seem to detect the kits added by this mod. I've tried posting in the CDTweaks thread a few times, but never got a response.

    @kjeron You sure it can be turned off? The people I've talked to said it was a side effect of how the program worked, not an intended feature.

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