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Unearthed Arcana present Tome & Blood: more options for arcane casters


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I made the Geomantic Sorcerer 12 years ago.  I took the much older Druidic Sorcerer mod for the original BG2 which may have not had a weidu installer, or a non-functional at the time installer and used it as the base for the Geomantic Sorcerer.

The original plan was to just update the Druidic Sorcerer so it worked with other mods and fix some bugs.  However there were some problems with some parts if the mod and I ended up rebuilding a lot of it and making a number if changes.   Enough changes that I ended up changing the name of my version (though I never got around to changing the .tp2 or .exe filenames).

While I was away from the moďding scene others updated the Geomantic Sorcerer to work with the EE games (thank you).  Some components haven't been updated and I am investigating if making those work is possible.

Also while I was away it appears someone else updated the original druidic sorcerer to work.  Maybe?  I am not totally clear but there seems to be  some discussions of people using both and there would have had to be some updates because the Druidic Sorcerer class wouldn't work back when I did my version of it (which is why I did all that work).

I think Subledoctor thinks the original Druidic Sorcerer is overpowered and so is the Geomantic Sorcerer, but to a lesser degree.  That's a pretty decent summary,  although how much that matters will vary person to person.   At lower levels it is broken in a way that many players will not see because it requires greater mastery of the spellcasting system.  Once HLAs come into play it starts to become much more OP.

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Massive post from my other thread summarizing issues identified

Spoiler
  1. The find familiar spell is still selectable at character creation and level up for a sorcerer (Dragon Disciple).  I think if it is turned into an innate it should probably be removed.  This was for the Artisan's Kitpack Dragon Disciple revision.
  2. Speaking to the familiar and asking if it if has any advice gets a "NO VALID REPLIES OR LINKS" error.
  3. Asking it if "everything is okay down there" gets a response of "I am a little hurt and the cuts sting and I am bleeding" when the familiar shows as uninjured. 
  4. The familiar icons for the ferret, black cat, and rabbit are all summon monster icons.  Consider using a recoloured Cat's grace icon for the cat.  There was some discussion with Lava about obtaining a custom ferret icon for use in this component.
  5. The Tome & Blood Arcane Crafting is obtained by the Dragon Disciple at level 5.  This isn't a bug but the readme indicates that only Wizards gain the skill and Mages get it at level 1 or 2.  They get the Brew Potion variant.  Xzar got the scribe scrolls variant.  If different classes get different variants, this should probably be listed in the documentation.
  6. The summon familiar innate comes back after summoning a familiar once, since it is used for resurrecting a killed familiar.  Since
    Quote

    Yeah, once you choose a familiar the first time, you will be bound to re-summon the same one. But the sane actual spell is used in both instances, so I can’t rename it the 2nd time around. (It was fairly complicated to make that work, and I don’t want to mess with it.)

    If you don't go the route of changing the ability name after it is used the first time, then I'd recommend updating the description text.  I can provide revised text if desired.
  7. Mystic Fire kit from Artisan's Kitpack and Tome & Blood interaction with the Choose Familiar component.  The Mystic Fire does not get to choose their familiar.  I suspect that the familiar is the base game version of the Pseudodragon. I'm not sure if this cross-mod interaction is something you care about subtledoctor.  Right now the current interaction is harmless.
  8. Invisibility and Improved Invisibility portrait icons.  Remind me to load up bamworkshop and convert the existing spellbook icons to portrait icons.  I've done this type of editing before and if I recall correctly this type of adjustment is pretty simple for me to do once I remember the steps.
  9. Bardic Casting in leather armor component gets overriden by Tweaks Anthology due to outdated compatibility code in Tweaks Anthology.
  10. The Rat familiar's paw weapon does not have a description.  This matters a bit because you can now right click it to get more details.  It just shows as "Attack" with a blank information sheet.
  11. The "summon swarm of rats" ability that the Rat familiar possesses actually summons a swarm of rabbits.
  12. Imbue Familiar does not provide a description of what it does when you right click the ability.  Since it's a bit complex, this would be a good place to put this information.
  13. Tome & Blood's Innate Cantrips are added to the Shade Warrior kit (I don't believe they get added to the Shadow Adept mage kit).  I'm not sure how thematically appropriate they are to add to this kit.  Might be worth some discussion between the two mod authors.
  14. Tome & Blood's Innate Familiars are added to the Shade Warrior kit.  Since the Shade Warrior also gets a separate familiar as part of the class features, I believe that this is a bug and Tome & Blood should skip this kit when adding these options.
  15. Tome & Blood's Innate Cantrips has same issue for the Shadow Enforcer kit
  16. Tome & Blood's Innate Familiars are added to the Shade Enforcer kit.  Same comments apply as for the Shade Warrior.
  17. Tome & Blood's Innate Cantrips has same issue for the Nightblade kit
  18. Tome & Blood's Innate Familiars are added to the Nightblade kit.  Same comments apply as for the Shade Warrior.
  19. Tome & Blood's Innate Cantrips has same issue for the Nightbringer kit
  20. Tome & Blood's Innate Familiars are added to the Nightbringer kit.  Same comments apply as for the Shade Warrior.
  21. Tome & Blood's Innate Cantrips has same issue for the Dark Justicar kit
  22. Tome & Blood's Innate Familiars are added to the Dark Justicar kit.  Same comments apply as for the Shade Warrior.
  23. The Conjure Rabbit cantrip summons a rabbit that has the name "Mmmm.... grog...." in my game.  My guess is that the name is not assigned and you've attempted to use a pre-existing string which has been scrambled during my install.  I think best practice to avoid things like this is to NAME1 the summoned creature during install.
  24. The conjured rabbit sticks around a lot longer than 5 rounds.
  25. Geomantic Sorcerer kit does not receive the innate familiar, innate cantrip, or innate sequencer/contingencies (with option 3 selected) abilities.

I will continue to update this post as I continue my testing.

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I love it. I’ll see what I can do. It might be slightly complex. Like, I could see an argument that Improved Invisibility should apply both icons, and then remove the basic invisibility icon when you become partially visible. But I’m pretty sure that’s not possible. 

For both icons, there is a question of how it could be removed. There are at least five different ways to have invisibility dispelled; I’m not sure how many if them would successfully remove these icons if they are applied by opcode 142. (Probably just two of the five.)

TnB has that problem covered for normal invisibility... but I’m not sure it will be possible to do the same for improved invisibility. 

Worth looking into, at any rate. (Also worth looking into improving the mechanisms for dispelling invisibility... adding opcode 226 into the mix might help, and could address the issue of icon removal.)

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7 hours ago, Endarire said:

@subtledoctor
Last I heard, multiclassed Sors can't use identify.  How true is that in modern times?  (You got Arcanists working in BGEE!  Alleluia!)  How fixable is that, especially if other UI mods are involved like Lefreut's?

There is a whole Revised Identify component to handle that.  It's in the readme, barebones though it is.  Revised Identify is also installed by default if you install Level 1 Cantrips.

Revised Identify involves a UI modification, so don't install UI mods that do overwriting after it.

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I started testing Tome and Blood and I found some interesting behavior:

- I think the magus sorcerer kit is causing fighter gear to wearable by all mages. This might be intentional since the magus is part of the mage ethos and you might not be able to specifically only flag that kit but if it is intentional maybe you should put a warning for kits that disrupt the game this much for people that might not want to live with the consequences.

- Is there any documentation on the component "Rebalance Spell Schools"? I noticed some of the changes but it would be nice to have a comprehensive list.

- I'm not sure this is because of Tome and Blood but I noticed my Sleep spell is changed to now affect every creature in the AoE range. I don't think I have another mod that changes spells besides the IWD SCS component. Maybe it's a change caused by Rebalanced Spell Schools?

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Posted (edited)
1 hour ago, NdranC said:

I think the magus sorcerer kit is causing fighter gear to wearable by all mages

I guess? Aquadrizzt created the Magus a long time ago, and I confess I’ve never used it, the concept just doesn’t appeal to me. So I’m really not familiar with how it works, and for that reason I’m loath to mess with it. Anyway, off the top of my head I cannot see any way to allow a mage kit to wear heavy armor without allowing all mages to equip it. I suppose you could use opcode 319 but it wouldn’t be as comprehensive as I’d like. As it is, you can have your weak, squishy, poor-thac0 mage pit on armor, only outside combat, and the mage will then be unable to do the only thing they do well, cast spells. While a Magus can equip armor and cast spells. 

That seems fine to me. I mean, why shouldn’t a mage be able to put on armor? As far as role-playing goes, there are any number of situations where that might happen... it would be worthless in combat, but that doesn't mean you couldn’t wear it. BG’s outright equipping restriction is kind if weird. 

1 hour ago, NdranC said:

any documentation on the component "Rebalance Spell Schools"? I noticed some of the changes but it would be nice to have a comprehensive list.

It’s a bit buried, but the school assignments are in tomeandblood/data/core/spell_list_base.tpa and spell_list_sr.tpa. Those are human-readable and you can edit them before installing; the actual code only interprets those text documents, so nothing is set in stone. 

1 hour ago, NdranC said:

but I noticed my Sleep spell is changed to now affect every creature in the AoE range.

Versus what? Isn’t that how Sleep works? 

I’m pretty sure the only part of this mod that changes Sleep is “Level 1 Cantrips,” which changes it to single-target and calls it “Drowse.”

Edited by subtledoctor
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58 minutes ago, subtledoctor said:

That seems fine to me. I mean, why shouldn’t a mage be able to put on armor? As far as role-playing goes, there are any number of situations where that might happen... it would be worthless in combat, but that doesn't mean you couldn’t wear it. BG’s outright equipping restriction is kind if weird.

It's up to the player to decide what they want to live with as long they were properly informed ahead of time. Personally I dislike the inconsistency between mages as a side effect of a kit getting to wear all gear while other classes are not affected by this. I think a simple warning to the user of the unavoidable consequences of installing that component would suffice and they get to decide for themselves.

1 hour ago, subtledoctor said:

Versus what? Isn’t that how Sleep works? 

I’m pretty sure the only part of this mod that changes Sleep is “Level 1 Cantrips,” which changes it to single-target and calls it “Drowse.”

In vanilla sleep only works against enemies. I'm unsure what mod changed it to work on all creatures in the area of effect. Just checking if it was this one.

Thanks

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23 minutes ago, NdranC said:

t's up to the player to decide what they want to live with as long they were properly informed ahead of time. Personally I dislike the inconsistency between mages as a side effect of a kit getting to wear all gear while other classes are not affected by this. I think a simple warning to the user of the unavoidable consequences of installing that component would suffice and they get to decide for themselves.

All fair.  But like I say, I haven't used it and I wasn't aware of any such consequences.  The mod doesn't even really have a real readme... so, not that I don;'t agree with your sentiment.  These are just the reasons you didn't have notice.

29 minutes ago, NdranC said:

In vanilla sleep only works against enemies. I'm unsure what mod changed it to work on all creatures in the area of effect. Just checking if it was this one.

Whaaaat... as far as I can tell, that would require modifying the projectile.  I have no idea what mod might have done that.

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Summon Familiar:

I love the changes you made to this spell. The new icons are good looking and I like the Imbue Spell effect. Not sure this would make me want to use Familiars in a normal 6 person run because of the micro but I could see myself using this for a solo run. I don't mind loosing the passive effect if my familiar is not out because I already have more HP with 3e con values.

Metamagic:

I have the 5th option installed. Testing Chain Contingency with a Divination Wizard I noticed a couple things.

- The contingency UI is different than with LeUI. This seems correct based on what you explained to me on how this component is mostly a UI one.

- I can memorize into my contingency any spell that I know even if I don't have it currently memorized. This seems correct as well.

- If I try to memorize spells that I currently have memorized it will spend those spell slots as well. So for example, if I have 2 blinds memorized and I try to put 3 blinds into my chain contingency, it will let me but those 2 blinds I had memorized will be spent. This seems like a bug based on how I though this component was supposed to work.

 

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53 minutes ago, NdranC said:

- If I try to memorize spells that I currently have memorized it will spend those spell slots as well. So for example, if I have 2 blinds memorized and I try to put 3 blinds into my chain contingency, it will let me but those 2 blinds I had memorized will be spent. This seems like a bug based on how I though this component was supposed to work.

We specifically tested for that and added coded to prevent it.  I can only guess that the other UI mod is interfering...

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1 hour ago, subtledoctor said:

We specifically tested for that and added coded to prevent it.  I can only guess that the other UI mod is interfering...

Darn it. I was hopping it could work if installed on top of it. Not a big fan of the default UI.

I'll keep pocking around that and see if I can narrow down the problem. That change to metamagic would be perfect based on how I play.

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@subtledoctor
1: Does the Magus casting speed penalty only apply to spells cast in combat?  If not, may we get that?  I ask since buffing/summoning/casting out of combat should, to me, not be penalized due to a lack of immediate danger.

2: Does LeFreut's UI work with T&B, including Revised Identify?  I'd like for them to work well together!

3: For EE games, do sequencers/contingencies remember what spells were most recently placed in them?  (For example, if I use minor sequencer with shield and mirror image, I'd like my next minor sequencer to have those spells selected by default.)


Thankee!

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