Grjgori Posted December 27, 2004 Share Posted December 27, 2004 First of all I would like to thank you guys for the great mod. It makes the clerics a lot better then they were in previous game. I've never played cleric before but thanks to the mod it has changed and new follower of Talos begun to spread chaos. Now lets get to the problem. I'm playing with my brother on a home network. But whenever we load the game some of the memorized spell slots are empty. It seems that the emptied slots are the ones form the wisdom bonus. I think that the problem might by somewhere between bonus priest spells from wisdom and effect "Bonus priest spells" which is used to decrease number of memorized spells for lerics kits. Perhaps the problem only occures for me but it makes the game a lot harder esspecialy when you try to defeat Illych in Tactics and whenever you load your clerics spells are gone and you have to sleep once more to get them back. Link to comment
BevH Posted December 27, 2004 Share Posted December 27, 2004 That sounds like the problem I was having. I thought that this was fixed? Link to comment
Andyr Posted December 27, 2004 Share Posted December 27, 2004 The Infinity Engine is random and evil. We tried various things to fix it but it appears not to always work! And there is no reason we can see for it... Link to comment
Grjgori Posted December 28, 2004 Author Share Posted December 28, 2004 Well I understand that it is random cause I've tried the same saved game on the single player and it didn't behave in the same way. In the single player game only the last spell slot of first level spell was reseted while on multiplayer two last slots are reseted. Same on level two. Perhaps it has something to do with the way engine adds bonus priest spells from wisdom as it seems that this is the problem. When I'll have Viconia in my team I will check if this happens also for her. If I find anything interesting I will post it here. EDIT: And what if you would change the MXSPLPRS.2DA to reflect the kit spell slots and for the true cleric you would add effect increasing max spell slots? Perhaps the problem occurs only when one effect decreases max spell slots while other increases them. So this would solve the problem. Link to comment
Andyr Posted December 28, 2004 Share Posted December 28, 2004 We used to do it that way, but got similar and other weirdness. Link to comment
Guest Guest Posted February 1, 2005 Share Posted February 1, 2005 I ran into the same problem with Tutu, playing Branwen. But I also encountered something more serious. I had given her the Battleguard of Tempus kit, and she had just leveled up to 3. The message box indicated that she had gained a number of new spells, but when I went to the 2nd level page in her book it was blank, there was not a single spell to be seen. I uninstalled the mod and reloaded the game but it didn't help. Link to comment
Andyr Posted February 2, 2005 Share Posted February 2, 2005 This is intended - kitted Clerics receive one less spell per level. A level 3 Cleric normally memorises one 2nd-level spell, so Branwen should be able to memorise none. She should get one at level 4. She will have gained her domain innate spell, though - check under the Innates tab for that. Link to comment
Belanos Posted February 2, 2005 Share Posted February 2, 2005 I ran into the same problem with Tutu, playing Branwen. But I also encountered something more serious. I had given her the Battleguard of Tempus kit, and she had just leveled up to 3. The message box indicated that she had gained a number of new spells, but when I went to the 2nd level page in her book it was blank, there was not a single spell to be seen. I uninstalled the mod and reloaded the game but it didn't help. <{POST_SNAPBACK}> Ah, I see. Damn, I guess I'm going to have to reinstall that mod again then, I like the changes made with Clerics. Nice job. Link to comment
Sir Kalthorine Posted February 22, 2005 Share Posted February 22, 2005 Same bug here, with Viconia Worked around it by just editing the "reduce spells per spell level by one" effect out of her kit .2da file and then just having the self-discipline not to use the last spell slot at each level Link to comment
Andyr Posted February 22, 2005 Share Posted February 22, 2005 Heh. That's one way to do it. The engine, it seems, is just nasty. Link to comment
neriana Posted February 23, 2005 Share Posted February 23, 2005 Another good reason to remove unkitted clerics and the "one less spell per level" for kitted clerics altogether. Link to comment
NiGHTMARE Posted February 23, 2005 Share Posted February 23, 2005 I've made a couple of ranger kits which add/remove spell slots, and it's odd that I haven't experienced any problems with them . Link to comment
Andyr Posted February 23, 2005 Share Posted February 23, 2005 Well if you can figure out what's wrong with the CR ones then please share! I have a feeling it may be more complex than it seems as it's not something I have experienced often - being able to cause a bug is a step towards being able to stop it. Link to comment
Sir Kalthorine Posted February 25, 2005 Share Posted February 25, 2005 Now this is probably going to sound realy stupid as a workaround, as it will almost certainly have been mentioned before as a potential solution and rejected, but: Why not solve the "lost spells" problem by overwriting the standard cleric progression to match the specialist priest progression (with the entry indicating no. of spells gained = 0 for the level at which they would normally be gained, e.g. 0 4th level spells at level 7 rather than just a "****"), and then just edit the 2da file for standard unkitted clerics to give them a bonus spell at each spell level? In other words, instead of encountering problems with the game engine by trying to reduce the number of spells gained by kitted priests, you are reducing every cleric/priest's spells gained to that lower number to begin with, via simply editing the standard "cleric spells per level" 2da, and then just bumping up standard cleric spell progression to match what it was before? Hope that makes sense... just an idea anyway Link to comment
NiGHTMARE Posted February 25, 2005 Share Posted February 25, 2005 Come to think of it, does Cleric Remix grant bonus spells via .2da or scripting? I'm thinking it's the former, whereas my aforementioned ranger kits use the latter. Link to comment
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