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[MOD] Shadow Magic v0.9.4

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Comments

  • Necromanx2Necromanx2 Member Posts: 442
    Question: I have gone in to each character in my party and turned their AI script to none. Then I keep the Party AI turned on all the time. Is this ok or is a script needed for characters when the AI is turned on for some things in this mod to work properly?
  • Artemius_IArtemius_I Member Posts: 2,004
    @Necromanx2

    No, there's no specific AI script needed for the kit. It's only when your PC changes Wisdom when you need to briefly enable AI so that the script can apply the updated Wisdom bonus/penalties.

    There's also a 9th level spell that keeps a counter which relies on the AI being active, but you should be able to keep the AI disabled until you reach the conditions, enable the AI to get the bonus, then turn it back off again without any issues.
  • Necromanx2Necromanx2 Member Posts: 442
    edited June 19
    Thanks! I'll keep all my scripts on none (I micro manage anyway) and keep the AI on so I don't forget.

    P.S. The more I play the kit, the more I like it. I am 8th level now and like the Shadow summons. I find this kit almost addicting.

    In fact, I am so into this, I am considering digging through my books for the one that had the Shadow Adept in there for what I think was the first time (between the 2.0 and 3.0 releases they came out with some updates). Then I can post some suggestions from it.


    Overall, I think this kit is pretty balanced. Sure you are quite strong against non-undead and non-cold immune enemies, but you are specialized and lack the diversity of a mage or specialist mage. I had to add a 5th character to my party to get the buffs and support spells the SA doesn't have.
  • Necromanx2Necromanx2 Member Posts: 442
    edited June 20
    I really like how the Shadow Skin (the stone skin spell) looks! I feel like a Shadowvar when the spell is active.
    Zaghoul
  • ZaghoulZaghoul Member Posts: 1,695
    @Necromanx2 It really does give new flavor to arcane use, and as you have noticed, makes on look up different approaches to old solutions. Course we still have all wand use. I think Viccy is a nice pair or a SA as well,since they both revere Shar, so a little more undead help here as well.
    And yeah, the shadows are just plain wreckers.

    Be nice to add a special dagger or staff, Shadow Weave related like the Night Club in BG was. Maybe just a little power added SA specific and SA use only of course.

    I could imagine some serious stronghold ideas as well, I mean just a plain little planar sphere just doesn't seem to stand up to this guys awesomeness. Needs someplace cool, maybe in the plane of Shadow, requiring shadow step to gain entrance.

    Ragardless though, quite refreshing. :) B)
  • Necromanx2Necromanx2 Member Posts: 442
    edited June 21
    The summon Shadow spell (4th level) description says that it lasts for 8hrs and summons Shadow fiends at 9th level. I am 8th level and I am summoning Shadow Fiends. Also, I summoned, fought a battle, and rested and I still have them with me. So the spell is lasting longer than 8hrs.

    Note that I really like what was done. The casting animation, the spell looks (the hold spell and stone skin versions are cool).

    Great work!
  • Necromanx2Necromanx2 Member Posts: 442
    @Artemius_I I have run into a game breaking bug.

    I installed this on BG2EE and started a new game. After Irenicus leaves in the openning scene and Imoen comes to open my cage, she loses her path and goes the wrong way and gets stuck. The game is stuck with her trying to get to my cage and she never opens the cage to start her dialog with me. I tried to start a few new games all with the same result. When I uninstall this mod all is well and she comes and opens the cage with no issues.
  • Artemius_IArtemius_I Member Posts: 2,004
    @Necromanx2

    Yeah, can reproduce. It's the invisible creature which initiates the spell selection dialog. I'll have a fix for it up soon.
  • Necromanx2Necromanx2 Member Posts: 442
    I wanted to give a comment on the 7th level spell Shadow Gate. It seems pretty weak compared to equivalent wizard and cleric summons. I think the 4th level Summon Shadow is better as you know what you will get and they last 8hrs and not 1 turn. If the summons only last a turn, it would be better if they were more powerfull. The idea of using a 7th level slot and maybe get 8 shadow fiends (or less) that are all gone by the 18th round bothers me.
  • Artemius_IArtemius_I Member Posts: 2,004
    edited June 24
    @Necromanx2

    I have shifted the Shadow Gate summon probabilities to the following:
    • 40% Shadow Fiend
    • 40% Wraith
    • 10% Devil Shade
    • 5% Nightwalker
    • 5% Nothing
    I think I'm comfortable with these new odds given that compared to Summon Shadow, this spell:
    • Summons creatures without needing you to take an action
    • Summons 2.66x the amount of creatures
    • Has a chance to summon an HLA creature
    • Can use the portal to draw aggro
    The update will be ready in a bit.
  • Artemius_IArtemius_I Member Posts: 2,004
    Updated to v0.7.
    • Added a custom biography
    • Shadow Gate's summoning probabilities changed in favor of stronger creatures
    • Game-breaking bug for SoA starts fixed
    • Shapeshift: Shadow Dragon Scion HLA nerfed: strength and dexterity reduced, no longer uses two-handed sword (+++++) proficiency
  • Necromanx2Necromanx2 Member Posts: 442
    edited June 24
    OK, Imoen talks to me, but I don't get shadow magic. I keep the mage spells I selected at character creation.

    Edit: OK, if I don't immediately pause when Imoen is done talking it works. Pausing and saving seems to break the setup of shadow magic. Oh well, I will break my habit of pausing and saving.

    Thanks for this great mod!
  • ZaghoulZaghoul Member Posts: 1,695
    Nice bio Arte. New classes always look better with that extra bit of attention. :)
  • Artemius_IArtemius_I Member Posts: 2,004
    Updated, kinda. This time I didn't touch the original mod. But I took my old Shadow Monk kit and reworked it to make use of the stuff I had here, so it's now an optional component of the Shadow Magic mod as a whole.
  • ZaghoulZaghoul Member Posts: 1,695
    Looks like a MUCH better version of the Order of the Dark Moon monks that serve Shar exclusively, especially given the idea that they tap into the Shadow Weave. I was starting to think they need limitations on use of SW magic, but given they are a special order of Shar's church, the round it takes to cast it, a monk's self discipline and devotion, plus the fact that you mentioned they are channeling it, fits well enough to not have the same issues the SA does.
    Nice. B)
  • Necromanx2Necromanx2 Member Posts: 442
    edited June 26
    @Artemius_I , Wanted to let you know that the Summon Shadows spells come like so:
    7th - Shadows
    8th - Shadow Fiends
    11th - Wraiths
    14th - Devil Shade + Wraiths

    So they summons are coming earlier then the spell description says.
  • Artemius_IArtemius_I Member Posts: 2,004
    @Necromanx2

    Cannot reproduce. The game files have the summon tiers set to the correct levels as far as I can tell. It's possible you have some sort of effect on your PC that is boosting their effective caster level.
  • Artemius_IArtemius_I Member Posts: 2,004
    edited June 26
    @Necromanx2

    Just want to clarify - is your Wisdom stat higher than 18? There is a passive bonus to caster level for 19+ Wisdom. This is probably my fault for not making it clear but the bonuses are as the following:
    1 WIS = -5 casting time penalty, -50% spell duration
    2 WIS = -5 casting time penalty, -45% spell duration
    3 WIS = -4 casting time penalty, -40% spell duration
    4 WIS = -4 casting time penalty, -35% spell duration
    5 WIS = -3 casting time penalty, -30% spell duration
    6 WIS = -3 casting time penalty, -20% spell duration
    7 WIS = -2 casting time penalty, -10% spell duration
    8 WIS = -1 casting time penalty, -10% spell duration
    9-16 WIS = nothing
    17 WIS = +5% spell duration
    18 WIS = +10% spell duration
    19 WIS = +1 caster level, +10% spell duration
    20 WIS = +1 caster level, +15% spell duration
    21 WIS = +2 caster level, +15% spell duration
    22 WIS = +2 caster level, +20% spell duration
    23 WIS = +3 caster level, +20% spell duration
    24 WIS = +3 caster level, +25% spell duration
    25 WIS = +4 caster level, +25% spell duration
  • Necromanx2Necromanx2 Member Posts: 442
    Thought I would provide more feedback.

    In BG2EE
    14th level

    I don't find the kit to be over powered. Especially since I may only cast 2 spells every 3 rounds given the temp con reduction (I don't have max con and even if I did you can still only get two 7th level spells off and you take a big HP hit in addition to having to wait for con to recover). May I add that this is a great touch!

    So some individual spells are quite powerful, the overall variety of spells are less (I find I need another Mage type for BGEE and BG2EE to have all the spells I feel I need). Add the lack of XP for scribing spells and all the power does come at quite a cost.

    Great work!
  • Necromanx2Necromanx2 Member Posts: 442
    @Artemius_I , I wanted to ask you a question. I know this is not related to this mod, but maybe you know how to address this.

    Is it possible to make the Summon Shadows creatures immune to web, entangle, and poison? It seems so weird that non-corporeal undead are affected by those types of effects.
    Zaghoul
  • Artemius_IArtemius_I Member Posts: 2,004

    @Artemius_I , I wanted to ask you a question. I know this is not related to this mod, but maybe you know how to address this.

    Is it possible to make the Summon Shadows creatures immune to web, entangle, and poison? It seems so weird that non-corporeal undead are affected by those types of effects.

    I based the shadows off vanilla creature files, so it's original behavior... that said it's a bit weird that they're vulnerable to those effects. I might consider adding some immunities because I agree it doesn't make sense.
  • Artemius_IArtemius_I Member Posts: 2,004
    edited June 27
    A couple things getting changed in the next update (I was going to update just now but a few issues came up that I don't have the time to fix):
    • I managed to make the Shadeskin effect vanish once all skins are depleted. So that 10% persistent damage resistance is gone. It now provides a small amount of elemental resistance so long as the skins are up and, for dual and multi-classes, grants a +50% bonus to stealth. It also looks a lot nicer now.
    • An item is added to the game which will add the kit to a generalist mage who uses it, so you can have a dual-class shadow adept that advances as a shadow adept, or a multi-class shadow adept (though there's the HLA issue which I'm working around)
    • Adding three new spells:
    • Mesmerize (1st level): Inflicts a medium-duration feeblemind on the target, save vs. spells at -4, breaks upon being hit.
    • Cursed Earth (3rd level): Creates a grease-like effect in an area, slowing movement rate and dealing poison damage to targets standing in it.
    • Void Blast (5th level): Deals magic damage to a single target. On a failed save vs. spells at -2, target is banished (mazed) for a short duration and briefly stunned when they return.
  • Necromanx2Necromanx2 Member Posts: 442
    The updates are great! Just wondering for the item that adds the SA kit to a mage, how will the extra spell per level work? Some mods that add kits have issues with the bonus spell.
  • subtledoctorsubtledoctor Member Posts: 7,846

    The updates are great! Just wondering for the item that adds the SA kit to a mage, how will the extra spell per level work? Some mods that add kits have issues with the bonus spell.

    If you mean, kitted multiclasses get bonus spells when they're not supposed to, I don't think there's a way around it. (Depending on how this mod is coded, there's a danger of multiclass Shadow Adepts getting too many bonus spells... @Artemius_I if you have bonus spells added in the clab table, you might want to run them through an .eff targeting single-class wizards...)

    If you mean, sometimes you don't get bonus spells when you are supposed to, I think that only happens when you use EEKeeper to change kits. In-game kit switches use the "AddKit" script action which, unless I'm mistaken, gives you all appropriate bonuses and penalties from the new kit.
  • Necromanx2Necromanx2 Member Posts: 442
    Thanks for clarifying subtledoctor!
  • Necromanx2Necromanx2 Member Posts: 442
    I notice I cannot dual class from the Shadow Adept. I used EEkeeper to set all my stats to 19. I am human, but no option to dual-class (at 8th level).
  • Artemius_IArtemius_I Member Posts: 2,004
    @Necomanx2

    Will be fixed in the imminent update
  • ZaghoulZaghoul Member Posts: 1,695
    SHOULD SAdepts be able to dual class? I am just asking as all classes are not allowed to dual, usually ones that are particularly devoted to a first class. If a SA was trying to dual to something antithetical to the strong focus it takes to use the Shadow Weave, divide their time and attention to another class (which is part of the dual class idea) and have the permission/connection to Shar, seems like that maybe they might not aught to be able to dual.

    Arte, you may have different views so this is just me putting my thoughts in and asking the question. B)

    One thing I find fascinating about this class is that it does not operate like all the rest, requires different solutions to particular situations, and has a mage like connection to a deity restricted sphere of magic(well, as I see it anyway)
  • Artemius_IArtemius_I Member Posts: 2,004
    @Zaghoul

    There is a reason why the shadow adept requires two (three before I removed Constitution) stats as a prerequisite for dual-class. I think it should be possible because it makes character builds more interesting. But I also think it shouldn't be easy.
    Zaghoul
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