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[MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

13

Comments

  • kjeronkjeron Member Posts: 2,131
    argent77 said:

    Yes, I have "Auto-Pause: Spell cast" enabled. That's quite a big issue though. With a test spell I could trigger from zero up to three different effects with different probabilities at the same time that way.

    Unfortunately it was marked "Not an Issue" back in 2013/14: https://forums.beamdog.com/discussion/comment/448574#Comment_448574

  • argent77argent77 Member Posts: 2,809
    edited November 2017
    This is also a good explanation for another spell (HLA) for the Chaos Sorcerer which sometimes displayed the wrong animation for a specific damage type. I have spent quite some time to figure out the reason and gave up in the end.

    Post edited by argent77 on
  • ZaghoulZaghoul Member, Moderator Posts: 4,130
    argent77 said:

    Interesting. I wonder how two Spell Select effects can be triggered at the same time by this spell. The spell list effect probabilities are not overlapping and the spell itself uses Flags bit 15 (Ignore Wild Surge) to prevent Wild Surge effects (such as "cast spell twice").

    Btw, sometimes I'm also experiencing the opposite. Casting the spell "Chaotic Weave" triggers sound and visual effects, but doesn't open the spell selection list.

    Huh. I had this happen quite a few times myself with chaotic weave. I was not sure if it was a surge or a bug. After a while I figured it was maybe a bug and would just click on something else to end the weave.

  • FlashburnFlashburn Member Posts: 1,738
    edited November 2017
    argent77 said:

    Btw, I've noticed a potential (engine?) bug when casting spells via "Chaotic Weave". It happens only very rarely. But when it happens it can be exploited to the extreme. The bug prevents the spell selection list from being closed when you select a spell. As a result you can continue casting spells from the list indefinitely, without further Wild Surges and as if under Improved Alacrity effect. Has anyone noticed this bug as well?

    I don't have the Chaos Sorcerer installed yet since I'm trying to finish a playthrough at the moment, but I know that a bug like this occurs if you try to use the Wand of Lightning trick with a spell that has a sub-menu (like Spell Immunity or aTweak's Cacofiend/Summon Fiend/Gate).

    Post edited by Flashburn on
  • ZaghoulZaghoul Member, Moderator Posts: 4,130
    @argent77 I noticed that after playing a chaos sorcerer the next arcane user I tried (alchemist) automatically got NRD added to the spell list on a lvl up. I was just curious if you had encountered the same. CS is installed before SR as recommended. I noticed another example with the weasel's mod @LavaDelVortel The weasel cloak now attempts to cast NWD there as well. Never saw this before I added CS.

  • argent77argent77 Member Posts: 2,809
    Spell Revisions has to be installed before Chaos Sorcerer Kit to prevent compatibility issues like this. (Btw, where did you read that CS should be installed first?)

    The technical explanation: NRD is handled in a hardcoded way by the game engine which seems to override several spell properties internally (such as spell school that is initially set to 'Conjurer', but should be 'Wild Mage' instead). Since Chaos Sorcerer renames the spell resource, the hardcoded special handling doesn't apply anymore.

    Zaghoul
  • ZaghoulZaghoul Member, Moderator Posts: 4,130
    Ok thanks. I thought for sure I read in one of the earlier versions for CS 'readme' that it needed to be installed before SR. The first time I played CS it was after SR and had no probs. Maybe I just read something wrong earlier and was the reason I re-intalled it like that. My concentration is not in tip top shape lately.
    Got it straight now. :)

  • KingxexKingxex Member Posts: 21
    I've been trying to get this kit to work for years and it never has. I'm assuming now it's because of 2.5 update, but it didn't work before either.

  • argent77argent77 Member Posts: 2,809
    Kingxex said:

    I've been trying to get this kit to work for years and it never has. I'm assuming now it's because of 2.5 update, but it didn't work before either.

    Can you provide more info? What exactly doesn't work? What game are you playing?

  • KingxexKingxex Member Posts: 21
    When I install this for BG1 Steam edition the game won't even load up.

  • argent77argent77 Member Posts: 2,809
    Do you have the "Siege of Dragonspear" expansion as well? In that case you have to run either DLC Merger or modmerge first before you can install any mods.

    GrammarsaladAedan
  • RaduzielRaduziel Member Posts: 4,716
    For example, a 6d6 fireball will do 7d6 damage


    From Unluck.

    Shouldn't it be 6d7?

  • subtledoctorsubtledoctor Member Posts: 11,460
    Raduziel said:

    For example, a 6d6 fireball will do 7d6 damage


    Shouldn't it be 6d7?
    Or 6d5+6?

  • UOLegacyUOLegacy Member Posts: 134
    I cannot select any spells upon character creation. When I go into the game, my chaos sorcerer only has the innate spells given to him. Is this normal? Will I be able to select spells later on?

  • argent77argent77 Member Posts: 2,809
    No, that's not normal. Did you install any mods which are altering the spell system? Can you attach your WeiDU.log?

  • UOLegacyUOLegacy Member Posts: 134
    The only mod I have that alters spells is Tome and Blood. But I do get some spell selections when I click the "Wild Surge" and then select a spell.

  • argent77argent77 Member Posts: 2,809
    It looks like this mod is not compatible with Tome and Blood anymore. I'll look into it more closely when I can find some spare time.

  • UOLegacyUOLegacy Member Posts: 134
    The newest version is 0.8n. It was recently released this past month.

  • subtledoctorsubtledoctor Member Posts: 11,460
    Not Tome & Blood generally, but likely the "spell selection by dialogue" component which allows different sorcerer kits to choose from different pools of spells.

    I suggest we collaborate to make sure these two mods work well together, as I love the idea of the Chaos Sorcerer. Probably just need TnB to detect this kit, and add a spell dialogue for. Or alter the script to allow this kit to use the Trueclass dialogue.

    Probably need @Aquadrizzt to make that happen...

  • argent77argent77 Member Posts: 2,809
    Looks like you're right. The spell dialog component from TnB prevents the kit from selecting spells. On the other side, it seems the "Revised Specialists" component does not interfere with NRD anymore.

  • subtledoctorsubtledoctor Member Posts: 11,460
    argent77 said:

    "Revised Specialists" component does not interfere with NRD

    Correct. Did it before?

    The "level 1 cantrips" component does mess with NRD, removing the spell choice so that all it does is cause wild surges as often as you like.

  • argent77argent77 Member Posts: 2,809
    Yes, it could have been the "Level 1 cantrips". I've noticed an issue during development when I tested compatibility with a couple of mods, but didn't spend enough time to narrow it down to a single component.

  • AquadrizztAquadrizzt Member Posts: 958
    I'd be happy to help with compatibility once i have my life a bit more under control. If I remember correctly, I coded TnB to have easily extensible compatibility for other caster mods... I'll see if I can figure out what exactly I did.

  • UOLegacyUOLegacy Member Posts: 134
    edited September 2018
    So these two (Tome and Blood and Chaos Sorcerer) are currently not compatible at all? Even by disabling certain options?

  • subtledoctorsubtledoctor Member Posts: 11,460
    UOLegacy said:

    So these two (Tome and Blood and Chaos Sorcerer) are currently not compatible at all? Even by disabling certain options?

    Again, only the "spell selection by dialogue component of TnB. And I'm not actually sure they are incompatible - they might work fine together, and the problem mentioned above might be caused by something else. Have to look at the code to be sure, and nobody has a moment to do that right now. But IF there there is a compatibility issue, it's likely with that component.

    (Could also just be an install order thing. I'm pretty sure TnB should be installed after Chaos Sorcerer. I think.)

  • argent77argent77 Member Posts: 2,809
    Changing installation order of the mods doesn't help. Atm, TnB "Spell Select Dialog" prevents you from choosing spells and TnB "Level 1 Cantrips" interferes with unhardcoding NRD spell by the Chaos Sorcerer mod. All other components of TnB should be compatible with this mod.

  • subtledoctorsubtledoctor Member Posts: 11,460
    edited September 2018
    argent77 said:

    TnB "Level 1 Cantrips" interferes with unhardcoding NRD spell by the Chaos Sorcerer mod.

    It's by design - the spell can be cast at will, so any chance to cast an "intended" spell would be overpowered. So it is overwritten as something that simply calls down a wild surge.

    (At least I think it's overwritten... if TnB tries to patch it, there could be problems.)

  • TurmobilTurmobil Member Posts: 4
    Hey man, I just wanted to say I love the mod so far. It's my first time playing EET and this seemed like the perfect class to start off with.
    I just have one question - is it possible to get a readme or something similar with the locations of the new items added? I think they're a really cool idea and I'd hate to miss out on them.

    Aedan
  • FlashburnFlashburn Member Posts: 1,738
    edited October 2018
    Turmobil said:

    I just have one question - is it possible to get a readme or something similar with the locations of the new items added? I think they're a really cool idea and I'd hate to miss out on them.

    Here's the locations of the special items:
    Akadi's Cloak of Rapid Motion:
    -Drops from the Air Aspect in the Air elemental challenge room of Durlag's Tower in BG1.

    Istishia's Mind Shield:
    -In the not-so-random encounter area with the orcs fighting trolls in SoD. It is inside the cave and through the big pool of water guarded by a bunch of trolls. Infravision from any source is required to allow diving in to the pool. The circlet is in a container on the far east end of cave that you reach by diving through the pool of water, guarded by freshwater trolls and slimes.

    Grumbar's Defense:
    -Therndle Dagelfodd gives this to you as a reward for freeing his son from the imprisonment device in the Underdark in BG2.

    Kossuth's Stinger:
    -Drops from the fire giant priest Berenn in ToB inside Yaga-Shura's enclave.

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