Gwaihir Posted February 11, 2022 Share Posted February 11, 2022 13 minutes ago, subtledoctor said: Also, I see you installed 5E v1.5.2, which has a flaw that will only show up in some edge-case circumstances, but will be super annoying if it does show up. You'll want to install this hotfix if you have 5E v1.5.2, MnG v4.17.1, and/or TnB v0.9.25.1. Yeah, I was reading about the issue with resting and waiting and I started to get worried.. now I see I have exactly those versions Thank you very much for the hotfix, but I'll just start all over again, with all the proper last updates. With Project Infinity it's not that annoying. Quote Link to comment
Endarire Posted February 12, 2022 Share Posted February 12, 2022 Thanks for maintaining.your stuff! Quote Link to comment
subtledoctor Posted February 16, 2022 Author Share Posted February 16, 2022 (edited) Updated to v5.37. In addition to moving up to v9.1.1 of the semi-spontaneous function library to maintain parity with other mods, this fixes an oversight: if you installed the modified XP tables in the XPO, classes would still get HLAs at levels based on the vanilla XP tables. Now, all classes get HLAs at "epic levels," i.e. at level 21. (Multiclasses no longer get HLAs at level 14 or whatever - they get HLAs at level 20. Notably, multiclasses don't hit level 20 until about 5.5 million XP, so multiclassing will have to be, like virtue, its own reward. Edited February 16, 2022 by subtledoctor Quote Link to comment
Endarire Posted February 16, 2022 Share Posted February 16, 2022 XPO: May we get an option to use the old version so we need not wait so long for HLAs? Millions of EXP is a significant wait! Quote Link to comment
subtledoctor Posted February 16, 2022 Author Share Posted February 16, 2022 (edited) Well, you can always just edit lunumab.2da and set it for whatever level you want. This is one of those things where it’s so easy to change that it almost doesn’t make sense to make a mod for it. (I changed it now because my mod was actually affecting it and not telling the player about it.) I also think CDTweaks has a component(s) to change this, which can be installed over this mod just fine. Edited February 16, 2022 by subtledoctor Quote Link to comment
subtledoctor Posted February 21, 2022 Author Share Posted February 21, 2022 Updated to version 5.37.1 to improve stat-based bonus spell slots in conjunction with multiclass sorcerers and 5E casters. Quote Link to comment
Enimvaar Posted February 22, 2022 Share Posted February 22, 2022 (edited) Stat-based bonus spell slots don't seem to work for NPCs like Jaheira or Xzar, but do work for my character. I had Stat Bonus Overhaul (SBO) and SBO: Ability Score-Based Bonus Spells installed from Scales of Balance and they were the last two things I installed. BG: EE Edited February 22, 2022 by Enimvaar Quote Link to comment
subtledoctor Posted February 22, 2022 Author Share Posted February 22, 2022 49 minutes ago, Enimvaar said: Stat-based bonus spell slots don't seem to work for NPCs like Jaheira or Xzar, but do work for my character. I had Stat Bonus Overhaul (SBO) and SBO: Ability Score-Based Bonus Spells installed from Scales of Balance and they were the last two things I installed. if you use the console (ctrl-space) and enter "C:SetCurrentXP("##")" where ## is a number high enough to let Jaheira/Xzar reach the next level, and then you level them up, does it fix things? The problem is, the mod changes the spell table but .CRE files only have their spell slots adjust to match the new table when they level up. This happens as a matter of course when you create a new character, but for existing NPCs in the game, it doesn't happen until they level up. Quote Link to comment
Enimvaar Posted February 22, 2022 Share Posted February 22, 2022 Oh, I was just testing mods out to prepare for full run through all the BGs. I didn't try to level them up. False alarm, I guess. Quote Link to comment
subtledoctor Posted February 22, 2022 Author Share Posted February 22, 2022 (edited) Actually adjusting NPC spell slots turned out to be not as hard as I thought. So this is added in version 5.37.2. EDIT - although, I don't fully understand how you thought it wasn't working on Jaheira, since SoB doesn't change this for clerics and druids - they are hard-coded to use MXPSLWIS.2da... that's slightly worrying... EDIT - which I suppose means I should exclude priests from that new adjustment... hmm. Edited February 22, 2022 by subtledoctor Quote Link to comment
potatoteers Posted February 28, 2022 Share Posted February 28, 2022 I see the mod development has been really active recently. Should I want for a more stable version? Quote Link to comment
subtledoctor Posted February 28, 2022 Author Share Posted February 28, 2022 No, there’s nothing in the works Quote Link to comment
subtledoctor Posted March 2, 2022 Author Share Posted March 2, 2022 Well, except this: version 5.37.4 expands the extended list of spells in the Spell Evasion component to include beholder rays. So now rogues can get a bit of an advantage against beholders. Buff those Breath saves! Quote Link to comment
Greenhorn Posted March 11, 2022 Share Posted March 11, 2022 (edited) I took some time to look through UA GitHub and one thing led to another, there are much undiscovered gems scattered across various Ghubs like Aquadrizzt's, Grammarsalad's and so on not easily found on boards of community forums. But if one thing is lacking those are often incomplete and partial README's but that is to be expected from still unfinished and BETA mods I guess. Anyway couple of questions for SoB: if you install both components 102 and 124 which is APR rate for darts exactly? Furthermore is it true that component 201 according to one older Tome and Blood readme actually change arcane spell progression: " To maintain balance with the existing system, the existing spell progressions for Mages, Bards, and Sorcerers will all be reduced by one spell per level, to a minimum of one spell"? And what exactly "sorcerers only get bonuses to spells up to 5th level; in addition, they get up to three 1 bonuses to their caster level" means, is it that Sorcerer with 18 CHA casts Fireball 3 levels stronger than his actual casting level or something else? Finally I dearly hope that bug which you described in component 204 is finally fixed with 2.6.6 patch, did you test it perchance? EDIT: hmm, it is more probably that Sorcerer with 24 CHA can manage to pull off such feat... it looks that 16 or 18 CHA are the same regarding casting level... Edited March 11, 2022 by Greenhorn Quote Link to comment
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