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

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Comments

  • subtledoctorsubtledoctor Member Posts: 11,378
    gwaihir wrote: »
    as soon as i turned the AI on the spells were gone.

    whaaaaat

    That makes no sense to my poor brain...

  • ThacoBellThacoBell Member Posts: 9,731
    @IvanKaramazov @gwaihir Maybe you guys have a conflict somewhere, as this hasn't been my experience.

    Also @gwaihir , I've noticed that when you select a kit and back out, when you go back, the kit is still highlighted, but the game is actually selecting the base multiclass. Clicking on the kit again should fix it, if this is the reasone for your issue. The character creation screen should give you the name of the kit before you finalize.

  • IvanKaramazovIvanKaramazov Member Posts: 14
    @ThacoBell That could be, but I just tried a fresh install of IWDEE, and installed MnG 4b14 with no other mods, and can confirm the same issue. The inherent spells simply don't appear in the spellcasting window when memorized, even though all other spells do.

    ThacoBell
  • ThacoBellThacoBell Member Posts: 9,731
    @IvanKaramazov Maybe its something with IWD specifically?

  • subtledoctorsubtledoctor Member Posts: 11,378
    ThacoBell wrote: »
    @IvanKaramazov Maybe its something with IWD specifically?

    No I reproduced it in BG2EE. But I can't for the life of me guess why that would be. There are wizard spells, they appear in your wizard spellbook, you can memorize them... but they aren't there when you press the "cast spell" button. I wonder if it's some new weirdness with the UI - more of Beamdog trying to be "helpful" by hiding things they don't think should appear. Maybe because they aren't in spell.ids? I'm grasping at straws here...

    Sorry in advance, but I'm going to tag @kjeron in case he has any ideas...

    ThacoBell
  • gwaihirgwaihir Member Posts: 9
    ThacoBell wrote: »
    Clicking on the kit again should fix it, if this is the reasone for your issue. The character creation screen should give you the name of the kit before you finalize.

    No matter how many times and in what order i click the buttons, the herald always becomes vanilla fighter/mage. Even first-clicking everything, same result.
    gwaihir wrote: »
    as soon as i turned the AI on the spells were gone.

    whaaaaat

    That makes no sense to my poor brain...

    :D :D :D

    I'm very sorry, that's how i experienced the issue the first time, i rested, clicked on cast spells, and they were there, then exited, turned on AI, and the next time they were not there. Now I see that the AI has nothing to do with it. The issue seems to be with the sorcerer-like spell system: right after resting, the spells are shown as if memorized by a regular mage, but after that they 'get converted' to spontaneous casting, and in this process the divine spells disappear.

    example: I created a skald and gave it xp until lv 5, she has 5 lv 1 spell slots when i click 'daily memorization'. I put a different spell in each slot, including remove fear. Right after rest, the 'cast spell' menu looks like this: armor, blindness, charm person, remove fear, shield; each spell has ONE use only. If i try to cast a spell, any spell, nothing happens. Then che cast spell menu appears to have all the mage spells (without remove fear) with 5 uses, and i can cast them like a normal sorcerer.

    ThacoBell
  • ThacoBellThacoBell Member Posts: 9,731
    @gwaihir Did you use EEkeeper by chance?

  • gwaihirgwaihir Member Posts: 9
    @ThacoBell never used EEkeeper :)

    also, found a couple more things.. the Bladesong doesn't work. While it's active, spellcasting is disabled, which is kinda the opposite of what it's supposed to do.. the APR reduction is there, though. Even worse, after using it one time the button disappears from the special ability menu.

    secondly, the emanation: interference is not in the special abilities, instead it shows up in the spellbook among the lv 1 spells, without an icon. I can also put it in a slot, but of course doesn't appear in the cast spells menu. This happens with at least a few kits, for example gallant and skald, and the true MnG bard.

    I'm beginning to think that i should reinstall everything XD

  • ThacoBellThacoBell Member Posts: 9,731
    @gwaihir I ask because EEkeeper does this thing where it completely borks the bard casting system whenever a save is opened in it.

    Wise_Grimwald
  • ThacoBellThacoBell Member Posts: 9,731
    @subtledoctor So, I'm having the same problem as @gwaihir is with bard kit spells. My meistersinger does not have access to any of the bonus cleric spells. I can set them, but they don't appear on the cast bar. I didn't have this issue in my last run of BG1, but its not working in BG2 for some reason.

  • subtledoctorsubtledoctor Member Posts: 11,378
    ThacoBell wrote: »
    @subtledoctor So, I'm having the same problem as @gwaihir is with bard kit spells. My meistersinger does not have access to any of the bonus cleric spells. I can set them, but they don't appear on the cast bar. I didn't have this issue in my last run of BG1, but its not working in BG2 for some reason.

    Out of curiosity, do you guys remember this stuff working in a previous version of the mod? (Maybe 4b10? That one seemed pretty stable, I think...?)

    Just in case some bug snuck in, it would give me a quicker path to finding it and reverting to working code.

  • ThacoBellThacoBell Member Posts: 9,731
    @subtledoctor My previous BG run was 1 or 2 versions back. Meistersinger and gallant bonus spells definitely worked.

  • subtledoctorsubtledoctor Member Posts: 11,378
    Yeah I played through all of BG1 and part of SoD with a Meistersinger and the spells worked fine... unfortunately I nuked that install when SoD started corrupting my savegames :rage: so I don’t know which version that was.

    Oh well, I’ll poke around when I get the chance.

  • IvanKaramazovIvanKaramazov Member Posts: 14
    @subtledoctor My last playthrough was before the current bard spellcasting system, so I'm afraid I can't be much help there. Also, I hesitate to mention this for fear of piling on, but the Kensai also appears to not receive their weapon focus innate ability. I checked that also on a clean install with only MnG.

  • gwaihirgwaihir Member Posts: 9
    @subtledoctor this is my first modded install ever, so i can't say much.. I'm using version 4b13. There was an error while installing MnG for a wrong reference in kitlist.2da that i fixed as i said previously in this thread, and then quite a few warnings; also while installing SCS one component failed for some typos, but you fixed that already in 4b14.

    I should also point out that until now i've only been testing the kits at the start of BG1, with the EET launcher.

  • chimpchimp Member Posts: 2
    gwaihir wrote: »
    @subtledoctor this is my first modded install ever, so i can't say much.. I'm using version 4b13. There was an error while installing MnG for a wrong reference in kitlist.2da that i fixed as i said previously in this thread, and then quite a few warnings; also while installing SCS one component failed for some typos, but you fixed that already in 4b14.

    I should also point out that until now i've only been testing the kits at the start of BG1, with the EET launcher.

    Just to mention: I also have the problem of getting the "fighter/mage" class when selecting the herald kit.

  • subtledoctorsubtledoctor Member Posts: 11,378
    edited October 30
    bard kit automatically gained spells (i.e. Flame Blade, Draw Upon Holy Might, etc. for Skalds; Armor of Faith for Gallants, etc.) don't seem to be usable. They are in the spellbook and can be memorized after doing daily spell preparation, but after sleeping those spells never appear for spellcasting.
    ThacoBell wrote: »
    I'm having the same problem ... My meistersinger does not have access to any of the bonus cleric spells. I can set them, but they don't appear on the cast bar.
    gwaihir wrote: »
    the herald always becomes vanilla fighter/mage.

    the Bladesong doesn't work. While it's active, spellcasting is disabled, which is kinda the opposite of what it's supposed to do.. the APR reduction is there, though.

    secondly, the emanation: interference is not in the special abilities, instead it shows up in the spellbook among the lv 1 spells,

    Those bugs are all fixed in v4.3

    EDIT - whoops, this is fixed as well, in 4.3.2:
    gwaihir wrote: »
    the Bladesong ... Even worse, after using it one time the button disappears from the special ability menu.

    Also, by the way...
    gwaihir wrote: »
    Right after rest, the 'cast spell' menu looks like this: armor, blindness, charm person, remove fear, shield; each spell has ONE use only. If i try to cast a spell, any spell, nothing happens. Then che cast spell menu appears to have all spells with 5 uses, and i can cast them like a normal sorcerer.

    This is normal. It's the best I could do - your castable spells take a couple seconds to update and enable the sorcerer-style casting, as the script recognizes that you've just woken up from a rest. If you pay attention you can see the "cast spell" button go dim, and then be re-enabled after a split second. So just have a little bit of patience when you wake up. Think of it as your character's coffee kicking in...

    Wise_GrimwaldThacoBell
  • ThacoBellThacoBell Member Posts: 9,731
    Alright! TIme to re-re-re-do my mod install. :D

  • gwaihirgwaihir Member Posts: 9
    Those bugs are all fixed in v4.3

    This is normal. It's the best I could do


    Awsome! Please don't get me wrong, I think you're doing an amazing job and don't mind that behaviour at all, I just thought that it was tied to the divine spells bug.

    Going to do a full reinstall this weekend, can't wait to start my first EET run ever as a gallant :)

    Thank you so much.

    Wise_Grimwaldsubtledoctor
  • subtledoctorsubtledoctor Member Posts: 11,378
    I just saw that SR4b17 is out. Please note, anything any of my mods have to do with SR are built with 4b1 through 4b16 in mind. I have to comb through and find all references to SR, and do a substantial amount of work to support 4b17. If you want to use any of my mods with SR, you should use SR4b16 until I say otherwise.

    Arthas
  • EndarireEndarire Member Posts: 158
    In the EET installer, why is Might and Guile called out as incompatible with itself? The Feat System, Multiclass Bards, and Revised Archery components show the most conflicts.

  • subtledoctorsubtledoctor Member Posts: 11,378
    Endarire wrote: »
    In the EET installer, why is Might and Guile called out as incompatible with itself?

    :lol:

  • ArthasArthas Member Posts: 1,091
    Subtledoctor, do you use spell revision in every playthrough?

  • subtledoctorsubtledoctor Member Posts: 11,378
    Arthas wrote: »
    Subtledoctor, do you use spell revision in every playthrough?

    Ya.

  • ArthasArthas Member Posts: 1,091
    edited November 10
    So you think it's a must. Interesting. I will think about trying it someday.

    I' m only scared it turns mage stronger while leaving the other casting classes weaker. I read the regeneration spell on the SR forum and the stuff related to the goldberries and I realized that due to the desire of differentiating magic and druid and clerical spells the non mage classes get the short end of the stick

    Post edited by Arthas on
  • subtledoctorsubtledoctor Member Posts: 11,378
    Arthas wrote: »
    I' m only scared it turns mage stronger while leaving the other casting classes weaker.

    If anything it has the opposite effect.

    StummvonBordwehrArdul
  • ArthasArthas Member Posts: 1,091
    Great thanks. I saw sr being revised a lot. Do you know if IR has a v4 version or it is still in the ethereal realm. ?

  • Mantis37Mantis37 Member Posts: 1,009
    Look on the G3 forums, you'll find it and even a revised version of it.

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