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[v2.21] Shadow Magic

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  • Necromanx2Necromanx2 Member Posts: 1,246
    @Artemius_I, I just used the summon shadows for the first time since the nurfing and you were not kidding. Going through the bandit camp with shadow fiends and they have yet to paralyze anyone. Also, they are doing non-lethal damage (see screenshot). They are quite nurfed.


  •  TheArtisan TheArtisan Member Posts: 3,277
    @Necromanx2

    Weird. Their natural weapon isn't equipped for some reason. Will check again.
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    ThacoBellSpaceInvader
  •  TheArtisan TheArtisan Member Posts: 3,277
    Shadow Fiends should have their natural weapons now.
    ThacoBellMirandel
  • Necromanx2Necromanx2 Member Posts: 1,246
    Shadow Fiends attacks are working. Thanks!!
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Artemius_I, I have a question for you. If I have Faiths & Powers and create a cleric with a kit and then dual class to mage and use the orb to become a SA, will this work? Would I keep the F&P kit features while gaining the SA kit or will it not work?
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  • ArunsunArunsun Member Posts: 1,592


    Wisdom-based casting effects implemented: requires AI to be enabled at game start and whenever the shadow adept's wisdom changes.

    I can tell you a way to make this happen automatically without any scripting. V. busy atm but I'll post something this weekend.
    @subtledoctor this particular point interests me for another mod, can you tell me how it's done?

    oh and that too:

    If the script uses AddKit, then you will lose the first kit (but you should not lose sphere access).

    The the Shadow Magic item uses AddSuperKit, then the old kit abilities (but not the name) will be retained.

    FnP uses AddKit for this purpose. The idea being to respect the vanilla game's limit if one kit per character.

    I had no clue about AddSuperKit but it would definitely help me with some of the prestige classes, what's that about?
  •  TheArtisan TheArtisan Member Posts: 3,277
    @Arunsun

    I have used a completely different method to implement stat based bonuses which I can try to explain when I have a bit more time, it depends on no script and constantly reapplies the effects to account for stat changes.

    The game does not support having more than one kit. I've used AddSuperKit before but if I'm not wrong it still prevents you from gaining any new abilities past your current level. I don't use it in this mod so the orb will completely override your kit.
  • ArunsunArunsun Member Posts: 1,592

    @Arunsun

    I have used a completely different method to implement stat based bonuses which I can try to explain when I have a bit more time, it depends on no script and constantly reapplies the effects to account for stat changes.

    The game does not support having more than one kit. I've used AddSuperKit before but if I'm not wrong it still prevents you from gaining any new abilities past your current level. I don't use it in this mod so the orb will completely override your kit.

    I really would appreciate if you told me how you processed eventually :smiley:
    Thank you mate, I really appreciate your help on everything
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    Arunsun
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Artemius_I, OK no F&P Priest who duals to a Shadow Adept (bummer as I like F&P, but there is no kitless cleric available). What about a thief (no kit) who duals to the Mage (who then uses orb). Will I get the HLA you created for the SA?
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  • Necromanx2Necromanx2 Member Posts: 1,246
    I just tried to dual from an Ur Priest over to a Shadow Adept in BG2EE. It would not allow me to equip the orb to use. Does it see the Ur Priest kit as a Mage kit and thus not see me as a generalist?
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  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    @Artemius_I, I have complete BGEE and moved into SoD with my shadow Adept. I found two shadow items in BGEE (dagger and ring) and one in SoD so far (ring). Really like how the kit is working.

    Now I have found a couple items of concern.
    1) When your familiar is killed and respawns in 24hrs, he does not auto equip weapons (does non-lethal damage). This is easy to address by selecting a weapon for the familiar so minor. Just didn't notice at first until he knocked someone out instead of killing him.
    2) The Shadow Fiends in SoD are back to doing non-lethal damage. They were doing regular damage in BGEE, but went to non-lethal in SoD.



  •  TheArtisan TheArtisan Member Posts: 3,277
    I can fix the first issue. The second is absolutely bizarre. The only explanation I have is that the weapon is from the Ghoul Touch spell which deals nonlethal damage in the vanilla game. I have a feeling they werent doing lethal damage in BG1 either - note how they're still causing paralysis meaning they're not using fists. I'm going to have to make a custom natural weapons for these things.
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    @Artemius_I, I imported an 11th level Thief from BGEE into BG2EE. I dualed over to a mage and used EEKeeper to give myself the Orb. I became a Shadow Adept. I gained two levels in BG2EE (at 3rd level SA) and I still don't have the additional spell per level. I do have FnP installed last (this mod is the next to last).
    I used EEKeeper to get myself to 12th level to see if that would work and still no bonus spell per level.

    WeiDU log

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~WILLOWISP/WILLOWISP.TP2~ #0 #0 // Will NPC, shaman stronghold and new shaman kit for BG2EE
    ~WILLOWISP/WILLOWISP.TP2~ #0 #1 // Change shaman .tlk string to remove "Ineligible for any stronghold" line
    ~WILLOWISP/WILLOWISP.TP2~ #0 #2 // New items for shamans and undead NPCs
    ~WILLOWISP/WILLOWISP.TP2~ #0 #3 // Optional: Drider and Dark Treant Enemies
    ~WILLOWISP/WILLOWISP.TP2~ #0 #4 // Crossmod Banters
    ~WILLOWISP/WILLOWISP.TP2~ #0 #5 // Witchlight Shaman standalone kit for BG:EE and BG2:EE
    ~TASHIA/SETUP-TASHIA.TP2~ #0 #0 // Tashia NPC Mod -> Full version (ToB required): v1.3
    ~TASHIA/SETUP-TASHIA.TP2~ #0 #2 // Tashia Add-on Pack by Bri and Lord Ernie (English only, Tashia ToB Required) -> Action Style dialogues: v1.3
    ~TASHIA/SETUP-TASHIA.TP2~ #0 #4 // Alternate portrait for Tashia. -> Tashia's Alternate Portrait 1 - Created by Amalthea.: v1.3
    ~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #0 // Tyris Flare NPC: v7
    ~YASRAENA/SETUP-YASRAENA.TP2~ #0 #0 // Yasraena (BG2:SoA & TOB NPC) created by nethrin & Sillara of the Tamari: v16_charsets
    ~NINDE/NINDE.TP2~ #0 #0 // Ninde NPC Mod for BGII: v2
    ~ISRA_BG2/ISRA_BG2.TP2~ #0 #0 // Isra for BGII: v2.1
    ~SETUP-AMBER.TP2~ #0 #0 // Amber the NPC MOD for BGII:SoA: v4
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #0 // Unofficial Item Pack
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #1 // Scarlet Katana
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #2 // Gourmet from Underdark
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #3 // Holy symbols
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #4 // New Items
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #5 // SoD items
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #6 // Better archery shop
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #7 // Reworked free action
    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #0 // Golem Construction Ability for Spellcasters: 3.0
    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #10 // Replace original Golem Manual: 3.0
    ~ELDRITCH_MAGIC/ELDRITCH_MAGIC.TP2~ #0 #0 // EE: Item Expansion: v1.68
    ~ELDRITCH_MAGIC/ELDRITCH_MAGIC.TP2~ #0 #1 // Congenio's Pebble Collection: v1.68
    ~ELDRITCH_MAGIC/ELDRITCH_MAGIC.TP2~ #0 #3 // XP Cap Removal -> Remove XP Cap: v1.68
    ~PALEMASTER/SETUP-PALEMASTER.TP2~ #0 #0 // Pale Master Kit for BG:EE, BG2:EE and IWD:EE: v1.4.3
    ~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #0 // Bardic Wonders: Kits
    ~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #1 // Bardic Wonders: Items
    ~C#SB_SILBER/SETUP-C#SB_SILBER.TP2~ #0 #0 // Adalon's Blood - Modification for BGII by Gandalf the white: 14
    ~SOUTHERNEDGE/SOUTHERNEDGE.TP2~ #0 #0 // Southern Edge: the new district of Athkatla -> Yes, but don't patch the existing save games: 1.10
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #0 // Shadow Magic: Shadow Adept mage Kit for BG:EE
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #1 // Shadow Magic: Shadow Monk monk kit for BG:EE
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #2 // Shadow Magic: Item Pack
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #3 // Shadow Magic: NPC Reactions
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #4 // Shadow Magic: Familiars
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> all the new kits and the sphere system: 0.74c
    ~FNP_SPELLS/SETUP-FNP_SPELLS.TP2~ #0 #0 // Spells: 0.88a
  •  TheArtisan TheArtisan Member Posts: 3,277
    @Necromanx2

    Dual-classing into a specialist mage is bugged. You can try it with any of the vanilla specialists and you won't get the extra spell slot. I can work around it by manually adding the extra spell slots in, but I think it's a fair disadvantage compared to being a pure-class so I might not change it.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Ah! I do see the single class Shadow Adept does get the extra spell.
    OK, I'll go with that this is as intented.
    Thanks!
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Artemius_I, one more thing. In BG2EE, my 10th level Shadow Adept summoned the Shadow Bard. He is invisible. He is there and attacks fine, just no image. Wondering if the fix Grammer Salad put in for Shadow Monsters and Shades has done something?




  •  TheArtisan TheArtisan Member Posts: 3,277
    @Necromanx2

    The animation files for the shadow probably don't exist in BG2 yet. I'll add the files in for the update.
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Artemius_I, I installed the latest build of FnP (0.74g) and now find that new games of Shadow Adepts can memorize mage spells (they are green highlighted instead of the red they used to be).
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
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  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    All spells including necromancy are green (went to a merchant and no spell school was red). This is in BG2EE.

    I uninstalled and reinstalled FnP and this mod and I still have the spells that can be memorized.

    I uninstalled FnP and all spell scrolls are now restricted (in red). Since installing 0.74g this has changed. Not sure what FnP release started this as I have not played them all using a Shadow Adept.

    Edit: To me this is not game braking as I just don't use the scrolls. Just wanted to let Artemius_I know that something in FnP is breaking his scroll restrictions.
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  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    Both SA only as well as Thief SA dual class. C/M not allowed in FnP without changing ini (which I don't even know where to look).

    Edit: Dual class C/M not allowed. Have not tried multi-class with SA.
    Post edited by Necromanx2 on
  • Necromanx2Necromanx2 Member Posts: 1,246
    @subtledoctor, FnP 0.74j fixed the spell scroll issue for my Shadow Adept. They are now all restricted again (red highlighted).
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Artemius_I, was playing the SA in BG2EE. I notice the Summon Shadows, Wraiths do not have the undead immunities. They were being confused and poisoned.
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited September 2017
    Great, another thing that I probably overlooked or messed up... thanks for bringing this to my attention...
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