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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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  • nmr2d2nmr2d2 Member Posts: 12
    If v0.62 is the latest, then yes, I am using it. It was a bit tricky install, SCS did not want to install properly in the BWS, so I had to install it manually after everything else. However, SCS comes after Tome and Blood in any case. I don't think this should be responsible for anything, but I thought I should mention it.
    (Also, it is not really an important bug, but if I pick up my cat familar, instead of his name a line from Tiax's dialogue shows up :D )
  • nmr2d2nmr2d2 Member Posts: 12
    I tested it out, and yes, it goes away after leveling. Thanks for the help.
  • nmr2d2nmr2d2 Member Posts: 12
    Minor bug report:
    A lot of creatures summoned by enemies have somebody's lines instead of their names. Not particularly a problem, just wanted to inform you guys.
  • noctem93noctem93 Member Posts: 63
    This mod is so much win. I love it. Magus is beyond excellent. Balanced, but bad-ass at the same time. Your sorc kits are killin' me, Smalls. I keep re-starting just so I can try them all out. I have this crazy vision of a Multi-Player campaign with nothing but classes and kits from this mod.

    You guys seriously just took this game, which was already my all-time fave, to a whole new level of awesome.
  • Dark_AnsemDark_Ansem Member Posts: 992
    noctem93 said:

    This mod is so much win. I love it. Magus is beyond excellent. Balanced, but bad-ass at the same time. Your sorc kits are killin' me, Smalls. I keep re-starting just so I can try them all out. I have this crazy vision of a Multi-Player campaign with nothing but classes and kits from this mod.

    You guys seriously just took this game, which was already my all-time fave, to a whole new level of awesome.

    I'm actually waiting to start a new game until the mod gets patched, hopefully with spell recharge...
  • kotekokoteko Member Posts: 179
    @Aquadrizzt there's a typo in the path for the xan component:

    TomeAndBlood/data/npcs/xan_bladsinger/d5_blads.2da

    should be "bladesinger". Every occurrence in the TP2 needs the correction.
  • nmr2d2nmr2d2 Member Posts: 12
    You guys are probably tired of me by now, but I have another bug to report. My imported sorcerer just got her first level in SoA. It"s level 10, so she is supposed to get one new lvl 4 and one new lvl 5 spell. However, I get no spell selection screen. I noticed in the innate abilities the option to learn spells. It offers up the new level five spell, but no level 4. Any advice?
    (Btw, I finished BGEE with your mod and loved it. Beside the minor bug with the names of the summoned creatures, everything was awesome.)
  • AquadrizztAquadrizzt Member Posts: 1,065
    @nmr2d2 , thanks for bringing that to my attention. The spell selection dialog component has a very rough generation component that can break if you change the sorcerer spell progression tables at all. I have fixed that in my own in development builds.

    @koteko , thank you for pointing this out. That would explain everyone's issues with the bladesinger component.
  • nmr2d2nmr2d2 Member Posts: 12

    @nmr2d2 , thanks for bringing that to my attention. The spell selection dialog component has a very rough generation component that can break if you change the sorcerer spell progression tables at all. I have fixed that in my own in development builds.

    Sure, always happy to help. What do you recommend, should I wait until it is patched, or will I be able to install it mid-game without breaking anything? I can always use Keeper in the meantime to add the spells.
  • kotekokoteko Member Posts: 179
    edited April 2016
    I forgot to say that to anyone wanting to install the Xan component, the quickest solution until a patch is to rename the following directory:

    TomeAndBlood/data/npcs/xan_bladesinger

    as:

    TomeAndBlood/data/npcs/xan_bladsinger

    Then install with weidu as usual.
  • nmr2d2nmr2d2 Member Posts: 12
    Actually, it seems that shadowkeeper also does not lett me add fourth level spells. Which seems weird.
    I have three learned already, one of those is the automatic pick from being eldritch sorc. I can add a new one, but cannot increase the number they are memorized. It says I have reached maximum number memorizable for this level. Am I using Keeper wrong, or is there something deeper wrong with my char?
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  • AquadrizztAquadrizzt Member Posts: 1,065
    @subtledoctor, this isn't seriously how it's coded now. This is absurdly stupid... But I will look into this as a solution...

    Still can't believe it works like this though...

    @nmr2d2 , are you of a level that allows you to learn 4th level spells? It seems odd that keeper would prevent you from doing anything to be honest... If you have spell selection dialog installed, it should keep track of how many spells you should know via a script check, and it shouldn't have any interactions with keeper (or any other source of spells for that matter...)
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  • AquadrizztAquadrizzt Member Posts: 1,065
    @subtledoctor , given that I can think of approximately 0 practical applications of that, I'm a little less annoyed. But its a shame that Recall is in alphabetical order.
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  • wsmithjrwsmithjr Member Posts: 50
    edited April 2016
    I'm wondering if anybody has any ideas about a mod conflict I'm having. I should first note that it is NOT a problem with Tome and Blood. At first I thought it might be, because I found it by fiddling with some of the kit options for a newly created mage PC. But, I have no idea how to find the problem so I'm hoping somebody can point me in the right direction.

    When I case Find Familiar, the labels for the familiar are all wacky. It should say "Pseudo Dragon" but it's identification in the game window is "What's the score, my little friend". When it casts it's spell, the dialog window indicates that "I'll none of this, sir! Be thankful I don't turn you over to the guard" is the creature casting the spell. And when you put it in the backpack, it's label is "Your insults carry little sting. Tiax knows he will rule in the end." Other familiars get different labels, equally bizarre.

    I've tested this with just TnB installed (on a PC created character) and everything is fine, so it's not the mod itself. It probably doesn't even have anything to do with it, but I don't see what else I might have installed that would affect this. Any ideas on what may be conflicting with it and or just causing the problem?

    I've attached my LOG in case someone cares to take a look at it. If there's a better place to post this query, please let me know. Thanks for any help.
  • wsmithjrwsmithjr Member Posts: 50
    A couple questions about TnB and completely unrelated to my bizarre one in the previous post ...

    The readme says that Sorcerers get the Identify spell at lvl 1. I create a sorcerer and get to select 2 spells but then she doesn't end up with the Identify spell. Has that been changed?

    Also, if I create a wild mage, I'm forced to select the Larloch's Minor Drain spell during character creation before I can continue onto the next screen. Is this intentional and if so why? I don't mean to criticize, but I'm just wondering why. I don't see anything in the in-game class description or readme that indicates this should be the case or that a Necromancy spell must be included in the spell list like is the case with specialist mages.

    Thanks for any comments.
  • nmr2d2nmr2d2 Member Posts: 12
    edited April 2016

    @subtledoctor, this isn't seriously how it's coded now. This is absurdly stupid... But I will look into this as a solution...

    Still can't believe it works like this though...

    @nmr2d2 , are you of a level that allows you to learn 4th level spells? It seems odd that keeper would prevent you from doing anything to be honest... If you have spell selection dialog installed, it should keep track of how many spells you should know via a script check, and it shouldn't have any interactions with keeper (or any other source of spells for that matter...)

    The keeper thing was resolved, I could add the spell, just had to sleep. However, something is still weird. Basically, it looks like that the spell selection dialog thingy is not seeing the right level. When the levelup dialog said 4 and 5 level new spell, I could only select 5. I had another level since, it said again new 4 and 5, but I could select 2,3 and 5. Not sure what to make of this.
    Btw, I had the exact same lines for my familiar as wsmithjr describes, with Tiax. For me it was a cat familiar. Should I also post my weidu log?
  • AquadrizztAquadrizzt Member Posts: 1,065
    @nmr2d2 , the levelup dialog should be telling you which spell slots you get, not which new spells you can learn.

    And yes please post your weidu log.
  • noctem93noctem93 Member Posts: 63
    Sorry if this was already posted/asked by someone else, but my Dragon Disciple doesn't have 2d4 slashing damage when using his fist. He just gets the regular 1d2 non-lethal. It gives him the correct damage when he chooses his lineage, but somewhere along the way (and I admit that I don't know where, though it must likely be at level-up or map change) it reverts to 1d2 non-lethal. Any ideas, or have you heard of this before?
  • AquadrizztAquadrizzt Member Posts: 1,065
    @noctem93, yeah I think I knew about that before. I kind of hoped it would go away on its own, but I guess it hasn't. I'll look into a more permanent solution.
  • noctem93noctem93 Member Posts: 63
    @Aquadrizzt - is there a current workaround I can try, or some way to change that back using eeKeeper?
  • EfrathEfrath Member Posts: 2
    I seem to have a peculiar problem with the mod where I cannot choose any spells (It's all grey and I have no option to choose any of the spells nor do I get to choose any of the Dragon Disciple options when choosing class).

    It's presumably me installing it in the wrong directory I guess, since I couldn't find a data/00### directory and running it in the data folder does not work so I tried to run it in the main folder which seems to work.

    This is the Steam version and also using this on Windows 10, unsure if any of that has to do with the problem.
  • TheMetaphysicianTheMetaphysician Member Posts: 76
    wsmithjr said:

    I'm wondering if anybody has any ideas about a mod conflict I'm having. I should first note that it is NOT a problem with Tome and Blood. At first I thought it might be, because I found it by fiddling with some of the kit options for a newly created mage PC. But, I have no idea how to find the problem so I'm hoping somebody can point me in the right direction.

    When I case Find Familiar, the labels for the familiar are all wacky. It should say "Pseudo Dragon" but it's identification in the game window is "What's the score, my little friend". When it casts it's spell, the dialog window indicates that "I'll none of this, sir! Be thankful I don't turn you over to the guard" is the creature casting the spell. And when you put it in the backpack, it's label is "Your insults carry little sting. Tiax knows he will rule in the end." Other familiars get different labels, equally bizarre.

    I've tested this with just TnB installed (on a PC created character) and everything is fine, so it's not the mod itself. It probably doesn't even have anything to do with it, but I don't see what else I might have installed that would affect this. Any ideas on what may be conflicting with it and or just causing the problem?

    I've attached my LOG in case someone cares to take a look at it. If there's a better place to post this query, please let me know. Thanks for any help.

    I have exactly the same issue, and I don't have tome and blood installed. So you are right, that isn't it. I have spell revisions, item revisions, and scs, along with a bunch of other stuff. Could it be one of those?
  • amyaeamyae Member Posts: 71
    @wsmithjr did you uninstall/reinstall mods in the middle of a game? That's a common cause of bad string references.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @noctem93, which game and version of the game does your Dragon Disciple have the issue with their unarmed attacks disappearing? Trying to figure out if it maybe went away in the 2.0 Engine upgrade...
  • XzanahXzanah Member Posts: 145
    edited May 2016
    I would suggest rather than armor tiers allowing wizards to cast spells with no penalty, you could make it so that light, medium, and heavy armor have a 30%, 60%, 90% chance of spell failure respectively, but that the tiers cut the percentage to a third of the original. It just adds a little more challenge, and you can make it an optional part to install.

    EDIT: I would also suggest making an effect that allows the spellcasters to wear the next tier of light, medium, and heavy armor every 5 levels. This would make it so it is even more challenging, and would make for a bigger goal.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @Xzanah, I believe there are mods that do something similar to that. Eventually I'm hoping to incorporate other Armored Casting systems into Tome and Blood, but for now its just my 5th edition version...

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