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AionZ wrote: »
Still cannot reproduce either issue. The Show Details button is just a perma-TAB, I have no idea what relation it would have to anything script-related. Mazzy is fine after the sequence. This is very likely a mod compatibility issue. It looks like Mazzy has some sort of F/C kit which I don't have installed which may have something to do with that problem.
Skitia wrote: »
This is another mod on the to-try (Or at least, to look at list). It's also one I'm considering to use for an alternate class for Vienxay for BG:2, so long as the thief multi-class can be maintained, in some future update.
Snow_Revol wrote: »
the problem was I changed my spells (and innated the hell outa my chars cause im lazy) and somehow that broke the menu until I had fewer then it expected and could learn up to the listed maxium for level. not sure if the scrolls or the pop menu is the part that's the beta, but if you get more shadowspells then expected thru eekeeper and maybe other mods or sources it will glitch out till you only have the standard. the scrolls might currently work because they use a different system(and the menu doesn't even recognize they were used, but it does remove the spell(s) learned from the possible options) so they don't directly conflict even if they also don't communicate.
kjeron wrote: »
The Spell Selection system is the beta, it keeps track of how many spells you know and how many you should know, as specified for the kit. The shadow scrolls have an extra bit of coding added to track them, so they can add spells without counting towards the spells known limit.
Right now the best I can offer if your adding spells through EEKeeper, you should be able to block the spell selection in this mod from counting that spell if you also add a LOCAL variable to the creature (opcode 309), using the resref of the spell as the variable string, and setting the value to "2". You can do this through EEKeeper or in-game through the console.
// define spell access
// restrict access from schools of... necromancy, evocation, conjuration, wild
// ...and restrict all 8th/9th level spells
// need kits to have the usability flag for both a specialist kit and the skald kit
// spells just need to be restricted from skalds
COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~
READ_SHORT 0x1c spell_type
PATCH_IF spell_type = 1 BEGIN
READ_BYTE 0x25 spell_school
READ_LONG 0x34 spell_level
READ_BYTE 0x20 bard_excludes
PATCH_IF spell_school = 7 OR // necromancy
spell_school = 6 OR // invocation
spell_school = 2 OR // conjuration
spell_school = 9 OR // wild magic
spell_level = 8 OR
spell_level = 9 BEGIN
WRITE_BYTE 0x20 (%bard_excludes% BOR ~0b10000000~) // unusable by skalds
subtledoctor wrote: »
My testing indicates (and, uh, @kjeron indicated to me) that if the spells are excluded from some kit X (like Totemic Druid), then your mage kit must have that kit flag plus a mage specialist flag. So my "bard" kits, in the mage class, use 0x00800200 - Enchanter + Skald.
Necromanx2 wrote: »
@AionZ I have a question. If I install the new 1.9.7 and I also have the add bonus spells to Mages & Sorcerers from TnB (@subtledoctor) will the bonus slots double up?