subtledoctor Posted August 13, 2021 Author Share Posted August 13, 2021 Everything in DR is okay except the component that adds new spells. (I think all of those spells are also added by other sources anyway, like SCS/IWDification/FnP.) Quote Link to comment
AweDeus Posted August 13, 2021 Share Posted August 13, 2021 Spoiler WeiDU.txt Still didn't work. Quote Link to comment
AweDeus Posted August 16, 2021 Share Posted August 16, 2021 Also, another problem that i get - shaman/mage just can't write magic in a spell book. i always get failed when i try. Quote Link to comment
subtledoctor Posted August 16, 2021 Author Share Posted August 16, 2021 I'm already re-writing all of this stuff now. It's not going as smoothly as I hoped - I wanted to fold TnB multi-sorcerers, TnB mana sorcerers, FnP spontaneous casting, FnP multi-shamans, and the 5E casting conversion into a single book of functions... that didn't quite happen. Nevertheless, a lot of the code is being rewritten and updated, and bugs are being squashed along the way. That stray 101->147 effect on the Shammage is one such bug I already found. I'm testing all this now, it might take a bit before it's ready to release. If you notice any other problems, mention them! And I can fold fixes into the update. Quote Link to comment
subtledoctor Posted August 17, 2021 Author Share Posted August 17, 2021 Okay I've updated the mod, with newer/better spontaneous-casting code, and even given it its own component. It will ask you whether you want to give divine casters the option to learn and cast spells like a sorcerer. The general spontaneous option should be working better and be better integrated with components from Tome & Blood and the 5E conversion mod; and the multiclass Shaman code is tightened up and some bugs squashed there. NOTE: The spontaneous casting option only works with the sphere system, so you won't see the component if you don't install a sphere system. This is an either/or proposition with the 5E casting conversion mod. FnP should be installed first, and if you choose to install the spontaneous casting option here, then divine casters will not be converted to the 5E mechanism if/when you install the 5E mod later. So plan ahead which kind of spellcasting changes (if any!) you prefer. Once again, this made major changes to the "semi_spontaneous" library of functions (now up to 0.7 internally) which is shared by several mods. If you use these features of the update, then you should update all of the following mods that you may be using: Faiths & Powers (to 0.79.27 or later) Tome & Blood (to 0.9.13 or later) Might & Guile (to 4.12.2 or later Scales of Balance (to 5.32.1 or later) 5E Casting Conversion (to 0.9 or later) Cheers. Quote Link to comment
Lily_EvilDM Posted August 19, 2021 Share Posted August 19, 2021 My apologies if this has already been answered elsewhere I am returning to installing mods after several years of being to busy and I was wondering if any of you know whether the old mod Monastic Orders of Faerun is still working on EE? I am planning on doing an installation that has Rogue rebalancing, Tome & Blood, Faiths & Powers, Scales of balance and 5E Casting conversions. Would Monastic Orders still be compatible with that setup or is it better to leave it out? I also wanted to thank you for still working on these games! The base games as well as the mods have been an amazing part of my childhood and teenage years Quote Link to comment
subtledoctor Posted August 19, 2021 Author Share Posted August 19, 2021 I think Monastic Orders v4 should be working fine... I haven't installed it recently, but I also haven't heard anyone discuss problems with it. Quote Link to comment
Lily_EvilDM Posted August 19, 2021 Share Posted August 19, 2021 Awesome! Thanks for the quick response! Quote Link to comment
Endarire Posted August 19, 2021 Share Posted August 19, 2021 Do T&B and F&P crossmod with MOoF to make Druid/Monks and Sor/Monks? Those sound wonderful! Quote Link to comment
subtledoctor Posted August 19, 2021 Author Share Posted August 19, 2021 2 hours ago, Endarire said: Druid/Monks and Sor/Monks? Druid/monk yes, druid/sorcerer yes, sorcerer/monk no. Quote Link to comment
Endarire Posted August 20, 2021 Share Posted August 20, 2021 I'm looking forward to Monk/Sor if you include it. Quote Link to comment
Lily_EvilDM Posted August 22, 2021 Share Posted August 22, 2021 On 8/20/2021 at 8:27 AM, Endarire said: I'm looking forward to Monk/Sor if you include it. I second this :D. Unfortunately MOoF does not seem to function as the unarmed attack seems to stay at the level of a non monk character for me, not overcoming resistances and doing low nonlethal damage. Some of the kits with only a few thieving abilities also get into the problem at high levels that you have too many thieving points to spend which stops you from leveling up. I run into these issues with both a clean installation without other mods as well as my installation containing a lot of different mods Quote Link to comment
subtledoctor Posted August 22, 2021 Author Share Posted August 22, 2021 Updated again, to version 0.79.28, improving a few things and adding a new component, explicitly asking if you want to give divine casters the option to learn and cast spells like sorcerers. (This is incompatible with the 5E casting mod, so if you want 5E casting for priests, skip this component.) Quote Link to comment
Endarire Posted August 22, 2021 Share Posted August 22, 2021 I was curious how SubtleDoctor handled the Druid/Monk multiclass. Quote Link to comment
subtledoctor Posted August 22, 2021 Author Share Posted August 22, 2021 2 hours ago, Endarire said: I was curious how SubtleDoctor handled the Druid/Monk multiclass. FnP makes a cleric kit called "Druid" since clerics have more hardcoded multiclass combinations than druids do. MOoF makes a thief kit called "Monk" since it moves all monks into the thief class. FnP_Multiclass has code that can merge the single-class cleric kit and single-class thief kit into a multiclass cleric/thief kit. So it is fairly easy to make a druid/monk once you are using FnP as a foundation. Tome & Blood has a mage kit called "Sorcerer" since mages have more multiclass combinations than sorcerers... but TnB does not have any kind of code set up to combine that with other kits. It would have to be written from scratch. That's why a sorcerer/monk isn't going to happen (from me). Quote Link to comment
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