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

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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2017
    (Sorry, I made a bug report here that was meant to go into another thread. I'll re-post it there.)
    Post edited by Contemplative_Hamster on
  • MasterChefMasterChef Member Posts: 43
    I was playing SOA, with revised specialists installed, and noticed that whenever Jan takes an action that should break the effect of invisibility (e.g. attack a target, cast fireball) he says invisible. Is this an intended benefit for illusionists?
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  • MasterChefMasterChef Member Posts: 43
    This was just invisibility, the 2nd level spell.
  • ApocryphaApocrypha Member Posts: 105
    Sorry if this has already been asked, but is this SoD compatible (or if not, is there a workaround)?
  • ThacoBellThacoBell Member Posts: 12,235
    Sure is.
  • ApocryphaApocrypha Member Posts: 105
    Awesome, thank you!
  • Pharaun159Pharaun159 Member Posts: 41
    So do magus's get an improved thac0 progression? Or are they basically armored casters that get a +1 to hit from 2 pips in weapon style? And is their spell casting speed decrease just a flat rate across the board or is it cumulative with the armor penalties already on the armors?

    And any tips on some of the big battles now that spell resistance is changed? Is it still spamming lower resistance/ greater malaison, then hitting with spells or have tactics shifted? For the various dragon fights anyway.
  • GawainBSGawainBS Member Posts: 523

    So do magus's get an improved thac0 progression? Or are they basically armored casters that get a +1 to hit from 2 pips in weapon style? And is their spell casting speed decrease just a flat rate across the board or is it cumulative with the armor penalties already on the armors?

    And any tips on some of the big battles now that spell resistance is changed? Is it still spamming lower resistance/ greater malaison, then hitting with spells or have tactics shifted? For the various dragon fights anyway.

    Actually a good question... What about combining the Magus and YARAS?
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  • El_WrobelEl_Wrobel Member Posts: 2
    edited February 2018
    Are you guys taking android into consideration? If so, I've got a bug for you, if you've got Faiths and Powers fully installed then after installing innate cantrips and choosing magic bolt in game the game crashes, same happens if you try casting it. Doesn't happen if you choose first level cantrips. It doesn't happen on the PC, at least on 2.3.
    Applies to both BG2 and IWD, both on 2.5


    Also, this is easily my favorite mod (well along with other unearthed arcanas :wink: ), is it still in development?

    edit: Just ignore that report, just installed FnP, TnB, MnG and SoB and everything works as intended. Sorry about that, but android versions are just all sorts of fucked up right now, if you add for example pnp dimension door to the list above or increased stacks from cd tweaks it will break magic missile or the hold spell, causing the game to crash or invalid text, praise Jaysus that nothing crashes with those 4, at least for now.
    Post edited by El_Wrobel on
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  • GawainBSGawainBS Member Posts: 523

    GawainBS said:

    So do magus's get an improved thac0 progression? Or are they basically armored casters that get a +1 to hit from 2 pips in weapon style? And is their spell casting speed decrease just a flat rate across the board or is it cumulative with the armor penalties already on the armors?

    And any tips on some of the big battles now that spell resistance is changed? Is it still spamming lower resistance/ greater malaison, then hitting with spells or have tactics shifted? For the various dragon fights anyway.

    Actually a good question... What about combining the Magus and YARAS?
    The Magus is exempted from armor-based casting speed penalties under YARAS.
    Ah, nice!
  • Pharaun159Pharaun159 Member Posts: 41

    GawainBS said:

    So do magus's get an improved thac0 progression? Or are they basically armored casters that get a +1 to hit from 2 pips in weapon style? And is their spell casting speed decrease just a flat rate across the board or is it cumulative with the armor penalties already on the armors?

    And any tips on some of the big battles now that spell resistance is changed? Is it still spamming lower resistance/ greater malaison, then hitting with spells or have tactics shifted? For the various dragon fights anyway.

    Actually a good question... What about combining the Magus and YARAS?
    The Magus is exempted from armor-based casting speed penalties under YARAS.
    So its wear armor, self buff, then Tensors i take it to hit something lol
  • [Deleted User][Deleted User] Posts: 0
    edited February 2018
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • DjinnDjinn Member Posts: 76
    edited February 2018
    Forgive me if I remember wrong (and for being OT), but wasn't there also someone (@aquadrizzt ?) working on an actual power point system for psionicists?
  • Pharaun159Pharaun159 Member Posts: 41
    Lol I just noticed a bit of a bug. So was trying magus and used tensors....well i wasnt able to select spells (as is correct).. however it didnt seem to stop the games ai instructions lol. Had a berserk fighter running around throwing up defenses and disablers then went on a murder spree lol. I didnt even have to touch the keyboard lol
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  • Pharaun159Pharaun159 Member Posts: 41
    Advanced ai. Not sure. Maybe just add a silenced effect.
  • RaduzielRaduziel Member Posts: 4,714
    Maybe Opcode 82 can solve this, @subtledoctor
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited February 2018
    Hi @Aquadrizzt , a bug report:

    Quayle does not automatically gain all Illusion spells if the Revised Specialists component from Tome and Blood is installed.

    ( @kjeron , The mage spell slots of Multi-class gnome cleric/illusionists are not enforced to the Illusion school with your mod. This applies to Charnames as well as Quayle in BG1 - I have not tried this on the Quayle mod in BG2. All other combinations of gnome illusionist/X do gain the restrictions in spell slot usage.

    Perhaps these two issues are connected? Perhaps due to the hardcoding of the multi-class illusionist/X ? Crossposting this to Kjeron's thread.)

    EDIT: Having spent 30 minutes making full parties of gnomes, I will amend this to say that ANY gnome illusionist/cleric with or without kits (like @Grammarsalad 's FnP multi-class cleric kits) OR gnome multi-class illusionist/x WITH A KIT ( @subtledoctor 's Might and Guile kits such as Loremaster, Spellfilcher) does not gain the spell slot restrictions NOR learns all Illusion spells automatically.

    Is THAT what's at stake here? That weird gnome "is it a kit? is it a class?" illusionist ambiguity?


    Weidu:


    // 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]
    ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15
    ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15
    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23
    ~BG1NPC/BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v23
    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15.1
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15.1
    ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
    ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.91
    ~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55
    ~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
    ~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55
    ~MSFM/MSFM.TP2~ #0 #12 // Add Wizard's Hat: v1.55
    ~MSFM/MSFM.TP2~ #0 #13 // Add Wand Case: v1.55
    ~MSFM/MSFM.TP2~ #0 #16 // Add robe tweaks -> Add robes with no colorsets: v1.55
    ~MSFM/MSFM.TP2~ #0 #17 // Add Robes of Archimagi with colorsets from Mr. Pennyway's Cosmetic Changes mod: v1.55
    ~MSFM/MSFM.TP2~ #0 #18 // Add Customizable Familiars: v1.55
    ~MSFM/MSFM.TP2~ #0 #22 // Add Familiars for NPC Mages: v1.55
    ~MSFM/MSFM.TP2~ #0 #23 // Add Resized Skull Animation: v1.55
    ~MSFM/MSFM.TP2~ #0 #24 // Add More scrolls of Find Familiar in shops: v1.55
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Revised Specialists: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #9 // Arcane Crafting: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #11 // Metamagic: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #13 // Cantrips -> First Level Cantrips: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #14 // Ability Score Bonuses: 0.7
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #0 // Golem Construction Ability for Spellcasters: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #20 // Golems for enemy spellcasters: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #25 // Greater variety of enemy golem types: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #35 // Make golems vulnerable to specific spell effects: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #40 // Reduce weapon immunities and resistances for constructed golems: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #45 // Identify all mod items: 5.3
    ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #50 // Add "Teleport" ability to golems: 5.3
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> all the new kits and the sphere system: 0.74r
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.7.3
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.7.3
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3081 // Increase Ammo Stack Size -> Stacks of 40: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize automatic save names -> Use scheme: 000000000-Protagonist-Save-Name: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v4
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6033 // Smarter Mages -> Mages in BG1 cast short-duration spells instantly at start of combat; mages in BG2 only do so if they are created in sight of the PC: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP Fix
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP Fix
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #121 // WPO - Weapon Category Collapse: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #124 // WPO - Fighting Style Changes: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.8.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.8.5
    ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #3 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells, excluding empty spell levels: 1.0
    ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
    ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
    ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #261 // Choose a class for Safana -> Make Safana a fighter/thief: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.1.1
    ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v3.1.1
    ~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: v6.8
    ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.8
    ~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.8
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1000 // Mods Options: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2000 // Transparent Sidebars: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2020 // Feedback Message Box Re-sizers -> Adul's Message Box Resize Button: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2030 // Adul's Better Quick Loot: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2070 // Dee's Permanent Thieving Button: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2080 // elminster's Easier Area Cheats: 2.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #3030 // lefreut's Customize All Characters: 2.6
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #1 // Install Hidden Gameplay Options -> Selected options: 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #10 // Add in-game option "Enable Debug Mode": 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #23 // Add in-game option "Pause Game on Map Screen": 1.3
    ~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #24 // Add in-game option "Enable Fog": 1.3




    Post edited by Contemplative_Hamster on
  • [Deleted User][Deleted User] Posts: 0
    edited February 2018
    The user and all related content has been deleted.
  • kjeronkjeron Member Posts: 2,367
    @Contemplative_Hamster
    In an otherwise unmodded game, Quayle receives the specialists restrictions, so my first thought is that something is changing his internal kit from Illusionist(0x400).
  • Kilrod2893Kilrod2893 Member Posts: 2
    I have some questions...
    first: Is the sorcerer based on Char and int after this mod or only in char?
    Second (or two, idk i don't speak english u_u ): is the magus based on int? what THAC0 he get? same as mage?
    Third: Can someone say me the spheres of the favored soul? I open the pdf manual in Chrome, mozilla and even internet explorer and can't see the spheres for some weird bug...
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited February 2018
    @Aquadrizzt , @Grammarsalad , @subtledoctor , @kjeron

    Spell slot school restrictions are not from this mod.

    I will say, relevant for that other mod, that I am playing a game right now with Imoen as an lllusionist/thief, and her spell slot restrictions work fine.

    So my takeaway is that this boils down to the hard-coded under-the hood weirdness of gnomes that nobody seems to fully understand, including the devs themselves. :(

    kjeron said:

    @Contemplative_Hamster
    In an otherwise unmodded game, Quayle receives the specialists restrictions, so my first thought is that something is changing his internal kit from Illusionist(0x400).

    Solved it. It is caused by Faiths and Powers, which auto-assigns the Hoodwinker cleric kit to Quayle. This may not be apparent in-game, because the actual Hoodwinker kit does NOT show up under Quyale's profile, but EEkeeper shows it is assigned nevertheless.

    As a character can only have one kit, this means that Quayle is no longer an Illusionist specialist mage, which means that Kjeron's and Aquadrizzt's specialist-affecting mods do not fire for Quayle.

    It's a rather marginal case, of course, one underutilized NPC out of many, and with FnP installed Quayle really HAS to have a cleric kit or he will lose 9/10s of cleric spells, so I suppose Quayle losing his illusionist powers is the trade-off for getting such wonderful mods.

    Same thing happens when you assign a kit such as Loremaster to a gnome illusionist/thief Charname.

    Unanswered question: with FnP installed, gnome Illusionist/clerics are not illusionists after all, according to Tome and Blood and Kjeron's enforce spell slots mod. Is this something to do with FnP's renaming of the Cleric class to Priest?

    (You can't actually MAKE a gnome illusionist/cleric with FnP installed, you get Mage/Priest as a class and then are offered several kits but no true-class illusionist/cleric. You CAN just hit enter without choosing a kit, but that just gets you a mage/cleric.)
    Post edited by Contemplative_Hamster on
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  • kjeronkjeron Member Posts: 2,367

    Unanswered question: with FnP installed, gnome Illusionist/clerics are not illusionists after all, according to Tome and Blood and Kjeron's enforce spell slots mod. Is this something to do with FnP's renaming of the Cleric class to Priest?

    Nothing to do with Cleric -> Priest, it's because they no longer use the Illusionist kit, or more specifically, the Illusionists CLAB file. My mod applies effects through CLABMA02-09, because those files are hardcoded to each specialist - changing that entry in KITLIST.2da doesn't do anything.

    It should be possible for me to create optional hooks for specific mod-kits if they are already installed, as well as some spells that can be run through the console to add it to any kit as desired.
    The other option is to assign the Illusionist restriction to Gnomes regardless of their kit, but I would rather not take that approach.
  • kjeronkjeron Member Posts: 2,367
    edited February 2018
    @subtledoctor Posting this here to keep the discussion about this in one place:
    The Hoodwinker of Baravar is coded as a Cleric/Thief kit, while Quayle remains a Cleric/Mage, so his kit description defaults to the unkiited Mage/Priest. Oddly, the CLAB file is still being applied, despite the mismatch. This is not causing the problem with TnB or my mod though.
  • [Deleted User][Deleted User] Posts: 0
    edited February 2018
    The user and all related content has been deleted.
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