Hi @Farrescorpio, what I have done is created a @Guyfives mod revisited. It is essentially the same content as the mod in this thread with a few changes.
- removed the Club mods as they wont progress over to BG2EE
- updated the mods to the current versions
- added the Cheat Console button (if you are unaware how it works, touch to bring up the console and long touch to close it. Other than that it behaves just like the console). It is teh one in the bottom right hand corner beside the 'Select All' icon.
- added some general (override) fixes that have been floating around, like Horror spell, Beserker rage and Icestorm etc. There are a few more, and I am chasing others to fit in to this category so if you are aware of any, then let know and I wil place them into the pack.
Have a look at it and if it is what you are chasing. If it is I will create the BG2EE package of the same (+ a few BG2EE specific tweaks) for your continued journey...
Hi @Gusinda
I have tried it out and seems to be working perfectly so far and I am enjoing it. Many thanks for this! Please, when you find the time, create a bg2 package also.
Some minor things
* The " show no helmets" is active, anyway to disable it? Actually like seeing the helmets
* Is there a way to use bg2 portraits/or some mod that changes the bg1 ones to something else?
* The auto changing armor, not sure if it is supposed to work this way. I rolled a fighter/thief to test it and thought that equipping leather armor should display a hood (the thief look) and equiping heavier armor should make the char look like a fighter. This is not the case however, the hood (thief look) is only displayed when not equiping any armor at all, if any armor is equipped the char looks like a fighter.
@Farrescorpio, sounds good.
I will make helmets show and there is a mod called 'Continous Portraits' that will fit the bill for the second part.
As far as the third point goes, I believe that if the entire 1PP mod was able to be installed, that might be the case, but the mod itself hasn't been updated to the EE at all. I played around with the mod itself to get the auto armour switching happening because it was better, and Tweaks Anthology removed the the version that was in BGTweaks when it transitioned.
So I believe that the order of priority in which it it displays the armour type is: fighter>cleric>thief>mage.
The mages are able to add hoods to their robes using the MSfM mod which occurs in the Abilites menu.
Attached is the new version of the BG1EE modfile with the requested changes made. I the nxt two posts, I shall put one for BGSOD (I know you didn't ask for it but someone might want to do the full series) and BG2EE. I will keep them separate just to keep confusion out of harms way.
BG1EE modfile and WeiDU.log
There is a problem for all the modfiles in that there were a number of spells from aTweaks that had no description. I counted 6 and I think they were all in the Abilities menu. They are still functional but will show as an invalid when trying to read abouth them on the Android platform. For those who want to use this on the PC platform, you will get a blank page when viewing the spell. If you don't want the spells, then let me know and I can remove that component.
I'm experiencing a bad bug with this mod combo, on Android. On leveling up, my level 4 necromancer doesn't get 2 level 3 spell slots as he should. I can see them in EEkeeper but not in game.
Fixing this using EEkeeper would mean losing mod specific items and spells.
@Loldrup, okay, had a play with the saved file. The picture shown above has the Necromancer (Xzar) who is at level 4. I increased his XP to level 5 and received access to the spells but only one. There is a difference between 'Tome and Blood' and Tweaks Anthology PnP spells for Mage. The PnP spells were the last installed therefore this is what the result is. T&B has the specialist mages refined and therefore (I am guessing), it doesn't use the standard config.
I have uploaded the T&B version of the spell allocations table (isn't modded for PnP) if you want to give that a go. I am unsure what impact this will have on the rest of the game but no requirement to restart.
@Loldrup, okay, had a play with the saved file. The picture shown above has the Necromancer (Xzar) who is at level 4. I increased his XP to level 5 and received access to the spells but only one.
Ah yes, I see now that I also get one spellslot on level up, not zero...
I have uploaded the T&B version of the spell allocations table (isn't modded for PnP) if you want to give that a go. I am unsure what impact this will have on the rest of the game but no requirement to restart.
Hi @Loldrup, @Farrescorpio, attached is the updated modfile with the suggested change from here. Once the modfile is tested to make sure it works as expected, I can redo the BGSOD and BG2EE modfiles.
Making the change seemed to have broken the Scribe Spells component of aTweaks. Didn't have time to look at it this morning but will do when I get a chance.
It must be because of the CDTweaks component. INT-based bonus slots works by increasing the base spell table itself, and then removing spell slots for insufficient INT. 17 INT naturally works by subtracting 1 from your 3rd-level slots, after the base table increased your 3rd-level slots by 2. A -1 modifier and a +2 difference works out to a total +1 slot.
But if you install the CDTweaks spell table, it sets your base 3rd-level slots to 2. Apply the -1 modifier and you end up with 1 slot in total.
*Whew.* Okay, mystery solved. Don't change the spell tables after installing this mod.
NOTE: you can change the spell tables before installing the TnB ability score bonuses. The modified table will be respected in that case. So this boils down to an install-order issue. Proper install order is:
- CDTweaks component (or other mod) changing wizard/sorcerer/bard spell tables
- TnB Ability Score Bonuses
- Rest of CDTweaks
EDIT:
Come to think of it, I also encountered a bug with the spiritual hammer. In your mod bundle it becomes a thrown weapon. But, it is broken: it does no damage. Thus priests are less dangerous. Perhaps I should pursue that bug before asking you to update anything.
Hi @Loldrup, I updated the BGEE modfile (the post above your last one) to allow for testing to confirm whether the results are as expected. Once this is confirmed, I will update for BGSOD and BG2EE.
The Spirital Hammer as a thrown weapon comes from the mod 'Throwm Hammers'. If I get the chance today, I will see if there is a problem with the order or a conflict with another mod.
Hi @Loldrup, @Farrescorpio, attached is the updated modfile with the suggested change from here. Once the modfile is tested to make sure it works as expected, I can redo the BGSOD and BG2EE modfiles.
Making the change seemed to have broken the Scribe Spells component of aTweaks. Didn't have time to look at it this morning but will do when I get a chance.
Gus
With this change, I got 3 level 3 slots on levelling up to level 5. If that's how its supposed to be, then fine.
But I wonder what's the rationale for giving me 3 spell slots. Is it some adaptation from PnP?
EDIT: answering my own question by quoting the Tome & Blood readme:
"COMPONENT 160: Ability Score-Based Bonus Spells
This component gives bonus spells to wizards for high INT scores, and to bards and sorcerers for high CHA scores, according to the TnB 0.7 readme."
@Gusinda
One thing I like about your mod bundle is that it includes a button in the lower right corner of the screen, which brings up a sort of cheat console that allows me to jump between areas easily.
Where did that come from? If I know the name, then I can include it if I ever try to build my own mod bundle.
PS. That cheat window is half-broken too: it can appear, but it cannot disappear! After using it, I have to restart the game to make it go away. Also, it only appears on Android - I can't see it on my PC, which has the same mod bundle as my phone.
EDIT: wait! Now the console window button is gone from my android Baldur's Gate . All I did was update to your bugfixed bundle.
Hi @Loldrup, found the problem with the spititual hammer. There are two mods that create/modify the effect. Thrown Hammers and aTweaks. Thrown Hammers has the damage as Missile damage and aTweaks as Magical damage. Which would you prefer? The readme for aTweaks indicated that the magical damage was PnP, however the books I have for DND v2 don't mention the damage type. I am thinking magical as it would make sense being a spell in the game, but in PNP, the cost includes a normal Warhammer which is thrown. This means it could also be missile...
The console access is just a GUI button that opens the new look and feel of the console (if you played the orig, it was just the command prompt). The command prompt still exists and as you touch the dialog box, the android keyboard should show. To open the console, short touch the icon, to close the window, it is a long press. The discussion/how-to add etc is located here. If you are using the mod package on the PC, then it should also show up in the same position. Left click to open, right click to close.
Sorry about not putting it in for this package but I had renamed the folder and didn't update the batch file... This also means that the override fixes didn't make it either. I will make sure that it is fixed for the next update.
It seems that the spell/level is good now? If so, I will go ahead and update the packages...
Gus
Edit: Forgot to mention that Thrown Hammers adds projectile graphics. From readme:
'This component patches all Spiritual Hammer spell projectiles to throw bluish hammers that trail smoke and sparks.'
Readme from aTweaks:
'Change Spiritual Hammer into a ranged force weapon
This component changes the magical hammer created by the level 2 cleric spell Spiritual Weapon into a ranged force weapon, as per PnP rules. The hammer now deals magical damage and can strike from a distance. However, it is now affected by the magic resistance of the target and no longer adds the strength bonus of its wielder to the damage that it deals. Since the hammer is supposed to be controlled telepathically (rather than being actually held or thrown) the wielder does not receive the standard penalty for holding a ranged weapon when engaged in close combat. '
Hi @Loldrup, found the problem with the spititual hammer. There are two mods that create/modify the effect. Thrown Hammers and aTweaks. Thrown Hammers has the damage as Missile damage and aTweaks as Magical damage. Which would you prefer? The readme for aTweaks indicated that the magical damage was PnP, however the books I have for DND v2 don't mention the damage type. I am thinking magical as it would make sense being a spell in the game, but in PNP, the cost includes a normal Warhammer which is thrown. This means it could also be missile...'
If a mage conjures a magical sword, will it deal magic or physical damage? Probably physical. So I think spiritual hammer should do missile damage.
Hi @Loldrup & @Gusinda
I have been playing and testing out Bg1. I found some problems, minor ones but still. Mostly specialist mage focused though as I have only been playing that class.
*Scribing spells seems to always be a 100% chance (should be -15% from other schools than the specialized one if I remember correctly from Tome and Blood).
*Yesterday I used the "Whole party invisibility spell" and graphically at least stayed invisible even though I attacked and did other actions that would break invisibility. The invisibility, again graphically, went away only after resting a few times.
*Playing Enchanter currently and according to Tome and Blood there should be an ability to summon familiar for mages as all scrolls should be replaced with magic missile, however this is ability is not available (tested also with Necromancer specialist). I have also tested starting a vanilla mage and then a fighter/mage and in both cases the find familiar ability was available. So the problem seems to be with specialist mages only.
Also wondering about:
- Is there a way to know if the -2 penalty to saving throw, depending on mage specialization applies in game and is it in any way linked to Charisma for the Enchanter?
- Stealing items from vendors is in most cases not possible (option is not available in the menue). It was a long time ago since I played BG1 but I though you could attempt to steal from any vendor, could be wrong.
- How many spell slots would be resonable to have on 4th level spells at level 7 if one has a specialist mage with 20 int before leveling up to lvl7. Using the FarreScorpio3 modfiles? I very much like the way Int gives extra slots as you explained above Loldrup, however it would not feel good if the game was too generous.
Gus, once again man thanks for the modfiles. It makes the game much more fun and interesting to play.
My understanding is that with the movement of the PnP tables to install prior to TnB, it broke the Scribing component (actually I thought it wouldn't install at all).
Quickly put together an Enchanter and yes, the was no familiar available. Same thing happened with a Conjurer but was good for a generalist Mage.
-2 penalty confirmation - not sure but would be keen for this to happen as well.
Shall have a look at this, the familiar, and the invisibility problems, to see if there are conflicts...
Stealing is only available at some vendors (also in vanilla).
For the amount of slots, it is probably something that would need to be taken up with the author. I am sure that he would balance these things.
All good pickups from yourself and @Loldrop. It is much better to have working versions of the modfile! I rarely play with mods other than convience tweaks and some items I can't do without, but it would be frustrating to not have them work properly.
HI @Farrescorpio and @Loldrup, found the problem with the familiar spell not showing and reported it to the mods author; also noticed that there was an updated TnB that fixes the invisibility problem.
I will update the modfiles when I get a response about the familiar.
Gus
Edit: I have a had a response from Subtledoctor and will update the modfiles with the fixes.
Also, a response on the question of how many slots: Quote: Btw a 20-INT specialist should get 3 4th-level slots upon reaching 7th level (and, later, 2 slots in higher spell levels).
Comments
I did a lot during October...
- removed the Club mods as they wont progress over to BG2EE
- updated the mods to the current versions
- added the Cheat Console button (if you are unaware how it works, touch to bring up the console and long touch to close it. Other than that it behaves just like the console). It is teh one in the bottom right hand corner beside the 'Select All' icon.
- added some general (override) fixes that have been floating around, like Horror spell, Beserker rage and Icestorm etc. There are a few more, and I am chasing others to fit in to this category so if you are aware of any, then let know and I wil place them into the pack.
Have a look at it and if it is what you are chasing. If it is I will create the BG2EE package of the same (+ a few BG2EE specific tweaks) for your continued journey...
Gus
Edit: Updated files further down
I have tried it out and seems to be working perfectly so far and I am enjoing it. Many thanks for this! Please, when you find the time, create a bg2 package also.
Some minor things
* The " show no helmets" is active, anyway to disable it? Actually like seeing the helmets
* Is there a way to use bg2 portraits/or some mod that changes the bg1 ones to something else?
* The auto changing armor, not sure if it is supposed to work this way. I rolled a fighter/thief to test it and thought that equipping leather armor should display a hood (the thief look) and equiping heavier armor should make the char look like a fighter. This is not the case however, the hood (thief look) is only displayed when not equiping any armor at all, if any armor is equipped the char looks like a fighter.
I will make helmets show and there is a mod called 'Continous Portraits' that will fit the bill for the second part.
As far as the third point goes, I believe that if the entire 1PP mod was able to be installed, that might be the case, but the mod itself hasn't been updated to the EE at all. I played around with the mod itself to get the auto armour switching happening because it was better, and Tweaks Anthology removed the the version that was in BGTweaks when it transitioned.
So I believe that the order of priority in which it it displays the armour type is: fighter>cleric>thief>mage.
The mages are able to add hoods to their robes using the MSfM mod which occurs in the Abilites menu.
Gus
Attached is the new version of the BG1EE modfile with the requested changes made. I the nxt two posts, I shall put one for BGSOD (I know you didn't ask for it but someone might want to do the full series) and BG2EE. I will keep them separate just to keep confusion out of harms way.
BG1EE modfile and WeiDU.log
There is a problem for all the modfiles in that there were a number of spells from aTweaks that had no description. I counted 6 and I think they were all in the Abilities menu. They are still functional but will show as an invalid when trying to read abouth them on the Android platform. For those who want to use this on the PC platform, you will get a blank page when viewing the spell. If you don't want the spells, then let me know and I can remove that component.
Gus
Edit: Updated files further down
Edit: Updated files further down
May the 4th be with you all
Gus
Edit: Updated files further down
Fixing this using EEkeeper would mean losing mod specific items and spells.
Gus
I'm levelling up to level 5.
I have uploaded the T&B version of the spell allocations table (isn't modded for PnP) if you want to give that a go. I am unsure what impact this will have on the rest of the game but no requirement to restart.
Gus
Edit: Updated files further down
Ah yes, I see now that I also get one spellslot on level up, not zero...
Thanks, I'll give it a go
Making the change seemed to have broken the Scribe Spells component of aTweaks. Didn't have time to look at it this morning but will do when I get a chance.
Gus
Edit: Updated files further down
So it seems that Subtle Doctor figured out what's wrong, in another thread:
Source:
https://forums.beamdog.com/discussion/comment/1074832#Comment_1074832
He even updated his mod to fix a few issues:
https://github.com/subtledoctor/TomeAndBlood/releases
Will you update your mod bundles accordingly?
EDIT:
Come to think of it, I also encountered a bug with the spiritual hammer. In your mod bundle it becomes a thrown weapon. But, it is broken: it does no damage. Thus priests are less dangerous. Perhaps I should pursue that bug before asking you to update anything.
The Spirital Hammer as a thrown weapon comes from the mod 'Throwm Hammers'. If I get the chance today, I will see if there is a problem with the order or a conflict with another mod.
Gus
With this change, I got 3 level 3 slots on levelling up to level 5. If that's how its supposed to be, then fine.
But I wonder what's the rationale for giving me 3 spell slots. Is it some adaptation from PnP?
EDIT: answering my own question by quoting the Tome & Blood readme:
"COMPONENT 160: Ability Score-Based Bonus Spells
This component gives bonus spells to wizards for high INT scores, and to bards and sorcerers for high CHA scores, according to the TnB 0.7 readme."
One thing I like about your mod bundle is that it includes a button in the lower right corner of the screen, which brings up a sort of cheat console that allows me to jump between areas easily.
Where did that come from? If I know the name, then I can include it if I ever try to build my own mod bundle.
PS. That cheat window is half-broken too: it can appear, but it cannot disappear! After using it, I have to restart the game to make it go away. Also, it only appears on Android - I can't see it on my PC, which has the same mod bundle as my phone.
EDIT: wait! Now the console window button is gone from my android Baldur's Gate . All I did was update to your bugfixed bundle.
The console access is just a GUI button that opens the new look and feel of the console (if you played the orig, it was just the command prompt). The command prompt still exists and as you touch the dialog box, the android keyboard should show. To open the console, short touch the icon, to close the window, it is a long press. The discussion/how-to add etc is located here. If you are using the mod package on the PC, then it should also show up in the same position. Left click to open, right click to close.
Sorry about not putting it in for this package but I had renamed the folder and didn't update the batch file... This also means that the override fixes didn't make it either. I will make sure that it is fixed for the next update.
It seems that the spell/level is good now? If so, I will go ahead and update the packages...
Gus
Edit: Forgot to mention that Thrown Hammers adds projectile graphics. From readme:
'This component patches all Spiritual Hammer spell projectiles to throw bluish hammers that trail smoke and sparks.'
Readme from aTweaks:
'Change Spiritual Hammer into a ranged force weapon
This component changes the magical hammer created by the level 2 cleric spell Spiritual Weapon into a ranged force weapon, as per PnP rules. The hammer now deals magical damage and can strike from a distance. However, it is now affected by the magic resistance of the target and no longer adds the strength bonus of its wielder to the damage that it deals. Since the hammer is supposed to be controlled telepathically (rather than being actually held or thrown) the wielder does not receive the standard penalty for holding a ranged weapon when engaged in close combat. '
If a mage conjures a magical sword, will it deal magic or physical damage? Probably physical. So I think spiritual hammer should do missile damage.
Attached is the updated modfile for BG1EE v2.5.17.0 (No SOD).
Gus
Edit: See update below
Gus
Edit: See update below
Gus
Edit: See update below
I have been playing and testing out Bg1. I found some problems, minor ones but still. Mostly specialist mage focused though as I have only been playing that class.
*Scribing spells seems to always be a 100% chance (should be -15% from other schools than the specialized one if I remember correctly from Tome and Blood).
*Yesterday I used the "Whole party invisibility spell" and graphically at least stayed invisible even though I attacked and did other actions that would break invisibility. The invisibility, again graphically, went away only after resting a few times.
*Playing Enchanter currently and according to Tome and Blood there should be an ability to summon familiar for mages as all scrolls should be replaced with magic missile, however this is ability is not available (tested also with Necromancer specialist). I have also tested starting a vanilla mage and then a fighter/mage and in both cases the find familiar ability was available. So the problem seems to be with specialist mages only.
Also wondering about:
- Is there a way to know if the -2 penalty to saving throw, depending on mage specialization applies in game and is it in any way linked to Charisma for the Enchanter?
- Stealing items from vendors is in most cases not possible (option is not available in the menue). It was a long time ago since I played BG1 but I though you could attempt to steal from any vendor, could be wrong.
- How many spell slots would be resonable to have on 4th level spells at level 7 if one has a specialist mage with 20 int before leveling up to lvl7. Using the FarreScorpio3 modfiles? I very much like the way Int gives extra slots as you explained above Loldrup, however it would not feel good if the game was too generous.
Gus, once again man thanks for the modfiles. It makes the game much more fun and interesting to play.
//F
My understanding is that with the movement of the PnP tables to install prior to TnB, it broke the Scribing component (actually I thought it wouldn't install at all).
Quickly put together an Enchanter and yes, the was no familiar available. Same thing happened with a Conjurer but was good for a generalist Mage.
-2 penalty confirmation - not sure but would be keen for this to happen as well.
Shall have a look at this, the familiar, and the invisibility problems, to see if there are conflicts...
Stealing is only available at some vendors (also in vanilla).
For the amount of slots, it is probably something that would need to be taken up with the author. I am sure that he would balance these things.
All good pickups from yourself and @Loldrop. It is much better to have working versions of the modfile! I rarely play with mods other than convience tweaks and some items I can't do without, but it would be frustrating to not have them work properly.
Gus
I will update the modfiles when I get a response about the familiar.
Gus
Edit: I have a had a response from Subtledoctor and will update the modfiles with the fixes.
Also, a response on the question of how many slots:
Quote: Btw a 20-INT specialist should get 3 4th-level slots upon reaching 7th level (and, later, 2 slots in higher spell levels).
Attached is the updated modfile (v4) for BG1EE v2.5.17.0 (No SOD).
Innate familiar, scribing scrolls (typo by me in the previous) and invisibility should be fixed.
Didn't manage to find out how to show the penalty in combat though...
Gus
Attached is the updated modfile (v4) for BG1EE-SOD v2.5.17.0.
Gus
Attached is the updated modfile (v4) for BG2EE v2.5.16.6.
Gus