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[Mod] Low Magic World for BGEE, SoD, BG2EE, IWDEE

[Deleted User][Deleted User] Posts: 0
edited October 2017 in General Modding
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Comments

  • DjinnDjinn Member Posts: 76
    This is so friggin awesome!!!!
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited November 2017
    Thank you for sharing! There are many useful and interesting components here. The wands component reduces wizard micro-managing somewhat, and the spell scroll price hike makes you appreciate scrolls in treasure piles all the more - and seek out Potions of Genius etc. much more actively. Etc. All these lead to a much more involved and perilous game, radically different from just activating three Wands of Fire and mopping up any survivors with your frontliners. There will be much more micro-managing and use of potions, backstabbings, careful attention to (paltry) buffing spells, etc. I will have to try this.
  • @subtledoctor : are wands still limited by charges ?
  • bob_vengbob_veng Member Posts: 2,308
    @subtledoctor
    are there different levels of masterworkiness or are +1, +2, +3 all replaced with one category of quality normal weapons
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  • @subtledoctor : are wands still limited by charges?

    Nope.
    Slings will be a thing of the past! Darts go straight out the window!

    This is actually a significant UPgrade of single-classed wizards! - if you install nothing else, at least.

    Not that I am complaining. It's a great feature, alone or with the entire thing installed.
  • Mantis37Mantis37 Member Posts: 1,177
    Very very interesting. I'm sure that there may be some balance issues to sort out but I look forward to doing a playthrough with this. Possibly with a monk >:) .
  • bob_vengbob_veng Member Posts: 2,308
    edited November 2017


    Nope. They all become, effectively, +1 weapons.

    yeah, thought so. great!

    about level scaling: can you make it so that only specialists can get scaled spells in their school?
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited November 2017
    bob_veng said:


    Nope. They all become, effectively, +1 weapons.

    yeah, thought so. great!

    about level scaling: can you make it so that only specialists can get scaled spells in their school?
    THAT would be amazing - and would interact really interestingly with @Aquadrizzt 's Tome and Blood revised specialists (who can access all schools of magic except necromancy, but get special bonuses when casting spells from their own school). I think I'd like that combination, actually - would really stress that specialists are specialists in their field and competent amateurs, at best, in other fields. *

    (* Like, I'm an English ESL teacher. I can read basic French and Spanish though I've never studied those languages and probably identity word classes and basic sentence structures by drawing on grammar knowledge in the abstract; and I can use some basic but appropriate Poli-Sci terms in English class, too [because ESL is about society and grammar as much as it is about literature]; but that's about as good as it gets, and I'm not likely to improve to anywhere near a point where I'd be considered competent in those fields. I'm a specialist in one field, not a generalist of many.)
    Post edited by Contemplative_Hamster on
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  • Yes? Do tell!
  • The user and all related content has been deleted.
  • Oh yeah, that!
  • [Deleted User][Deleted User] Posts: 0
    edited January 2018
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    Post edited by [Deleted User] on
  • Emardon_LareousEmardon_Lareous Member Posts: 61
    With the component to remove magic resistance from Scales of Balance and perhaps changing spells with no save into Save -10 that would be an interesting way to balance magic a little with being able to buff saves being a reasonable alternative when fighting cheesy demiliches. Removing spell levelling is great! Shame the text isn't standardised for easy editing
  • DanacmDanacm Member Posts: 951
    @subtledoctor have you thinking about a mod that remove the actual to hit enchant level system ? Is it possible to make, isnt it ?
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  • bob_vengbob_veng Member Posts: 2,308
    how about scale at 1/2 speed or 1/3 speed?

    or scale at 1/1 speed -10 levels or some calculation like that
  • AquadrizztAquadrizzt Member Posts: 1,069
    @bob_veng , scaling at reduced speeds would require reading every spell header in every spell and patching a lot of them (which is doable). I believe that currently, the mod either deletes all but the first header or elevates the remaining headers to unattainable caster levels. Probably the first one if I had to guess.

    Your idea is definitely doable, but would require a bit more time than SD and I collectively have time for, unfortunately.
  • Mantis37Mantis37 Member Posts: 1,177
    This mod won't apply to enemies will it, only to the party? Not that most opponents tend to cart around as much gear as the PCs...
  • AquadrizztAquadrizzt Member Posts: 1,069
    The limited magical items component does not do anything to enemies, it just reclassifies everything as either rings or amulets so they all use the same slot(s). No effect on any non-party NPC.
  • [Deleted User][Deleted User] Posts: 0
    edited February 2018
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  • DjinnDjinn Member Posts: 76
    This is seriously the best mod ever!!
    I hope you get the time/inclination to figure if and how to implement the weaponised wands component for enemies as well.

    I love it because it completely reimagines how magic fits into combat, both tactically AND strategically.
    I also prefer settings where magic is weird and rare, and this always bothered me about FR. You just fixed the forgotten realms for me :D
  • AquadrizztAquadrizzt Member Posts: 1,069
    I think a validation code wouldn't be too difficult to write for Weaponized Wands and Limited Magic items. Making sure AIs use them properly would be hard is what would be difficult.

    @Djinn, glad you're enjoying it. A lot of these changes are taken from 5e, which is distinctly lower magic than 2e/3e/PF and I've tried to make minor 5e-style tweaks in a bunch of my mods. I think a lower magic game certainly offers non-magical characters to shine a little brighter.
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  • AquadrizztAquadrizzt Member Posts: 1,069
    I... uh... might have coded them as melee weapons for some reason. I'll check and fix that if necessary when I have a moment.
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  • Mantis37Mantis37 Member Posts: 1,177
    Unfortunately this mod, even with recent Weidu versions, gets a weidu parsing error when opening:

    [low_magic/language/en_US/setup.tra] ERROR at line 441 column 1-0
    Near Text:
    Parsing.Parse_error
    ERROR: parsing [low_magic/language/en_US/setup.tra]: Parsing.Parse_error
    ERROR: problem parsing TP file [LOW_MAGIC/LOW_MAGIC.TP2]: Parsing.Parse_error

    FATAL ERROR: Parsing.Parse_error
  • ahungryahungry Member Posts: 29
    I had a similar parsing error - the culprit is in the last cut release, there is a translation assignment with no value - it's simply deleted in the git source:

    https://github.com/UnearthedArcana/Low_Magic/blob/master/low_magic/language/en_US/setup.tra#L441

    Something like:

    @5600 =

    It would have been fine as a blank set to:

    @5600 = ""

    If you just delete from your file, it should work.
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