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.
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.
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.
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).
@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.
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.
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.
Improved combat scripts of (Improved) Chaos Elementals: Don't auto-attack charmed party members.
Removed an unneeded spell table from "Chaotic Weave".
Fixed script references to "Nahal's Reckless Dweomer", which caused issues with Neera's ToB quest line.
If you have installed one of the previous mod versions and are doing Neera's ToB quest, execute the following commands in the game console (copy and paste whole line) when you arrive at the Clearing, to advance the plot: C:Eval('SetGlobal("OHN_TOB_PLOT","GLOBAL",3)');C:Eval('SetGlobalTimer("ohn_cast_nrd","oh6400",6)')
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.
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?
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.
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.
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.
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.
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.
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.
Comments
Spell Immunity oraTweak's Cacofiend/Summon Fiend/Gate).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.
Got it straight now.
New version: Chaos Sorcerer Kit v2.4
Changelog:If you have installed one of the previous mod versions and are doing Neera's ToB quest, execute the following commands in the game console (copy and paste whole line) when you arrive at the Clearing, to advance the plot:
C:Eval('SetGlobal("OHN_TOB_PLOT","GLOBAL",3)');C:Eval('SetGlobalTimer("ohn_cast_nrd","oh6400",6)')
From Unluck.
Shouldn't it be 6d7?
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.
-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.