subtledoctor Posted November 3, 2020 Author Share Posted November 3, 2020 From the description and linked screenshot I would guess that the issue is not related to this mod, but that you did not install DLCMerger on a BGEE/SoD game. You need to do that before installing mods. Quote Link to comment
Guest Connelly Posted November 5, 2020 Share Posted November 5, 2020 Alright, so I made again two installs on two fresh BGEE (gone through DLCMerge) and BG2EE games. The mod in both games now seems to work correctly with a pure sorcerer; while I could see why the with DLCMerge allowed it even if I can't understand why exactly would it be needed, the BG2EE installation is absolutely the same as in the previous try, so it weirds me out that it would it work correctly now when it wasn't the case before. Sadly, I don't think I'll have any more time now to test the mod works in a "clean" EET installation works correctly, much less try a playthrough with it. Is there any chance the incompatibility with other UI addons would change in the future in any degree? I appreciate why you would want a dedicated interface for the sorcerer and familiar components, but even just a mention of the conflict in the readme would be welcome. Quote Link to comment
Guest Connelly Posted November 5, 2020 Share Posted November 5, 2020 Alright, so I made again two installs on two fresh BGEE (gone through DLCMerge) and BG2EE games. The mod in both games now seems to work correctly with a pure sorcerer; while I could see why the with DLCMerge allowed it even if I can't understand why exactly would it be needed, the BG2EE installation is absolutely the same as in the previous try, so it weirds me out that it would it work correctly now when it wasn't the case before. Sadly, I don't think I'll have any more time now to test the mod works in a "clean" EET installation works correctly, much less try a playthrough with it. Is there any chance the incompatibility with other UI addons would change in the future in any degree? I appreciate why you would want a dedicated interface for the sorcerer and familiar components, but even just a mention of the conflict in the readme would be welcome. Quote Link to comment
Guest Newbie Posted November 9, 2020 Share Posted November 9, 2020 Hi, i just saw the "shameless pluggin" on a reddit thread on tweaking with eekeeper and i got very interested. But im not experienced in mods in general. i only have ee-keeper (in which the most complicated thing ive done so far is make the multiclass vanila rogue/fighter into a swashbuckler/fighter). I see the readme has info about the mod features, but nothing on how to make them work. Is there anywhere where i can get the info so i can try this out? Quote Link to comment
Guest Newbie Posted November 9, 2020 Share Posted November 9, 2020 Hi, i just saw the "shameless pluggin" on a reddit thread on tweaking with eekeeper and i got very interested. But im not experienced in mods in general. i only have ee-keeper (in which the most complicated thing ive done so far is make the multiclass vanila rogue/fighter into a swashbuckler/fighter). I see the readme has info about the mod features, but nothing on how to make them work. Is there anywhere where i can get the info so i can try this out? Quote Link to comment
LordofBones Posted November 10, 2020 Share Posted November 10, 2020 Right, another issue: I have revised specialists installed, but my necromancer has no description for his rebuke undead aura other than the repulse undead icon appearing on my portrait, and my necromancer doesn't have his touch attacks. Spontaneous casting seems to be working though. WeiDU.log Quote Link to comment
Necromanx2 Posted November 14, 2020 Share Posted November 14, 2020 @subtledoctor, just finished BGEE and SoD with the Arcanist. Really like the kit! My compliments on your great work! Only thing I found is that I can memorize and cast the restricted spells (identify and spell sequencers). I attached my Weidu log for reference. WeiDU.log Quote Link to comment
Necromanx2 Posted November 16, 2020 Share Posted November 16, 2020 (edited) Hi @subtledoctor I imported my Arcanist to BG2EE by putting my final save into my BG2EE save folder and using NI to change the kit to Arcanist. I then started a new game in BG2EE and have the Arcanist kit. However, I not have the special ability to change my memorized spells. I have created a new Arcanist in BG2EE and tried to find the ability so I could add it to my imported character, but have had no luck. Can you point out how I would add the special ability to my character using NI? EDIT: I started a new game in BG2EE with an Arcanist. I used NI to give myself my XP (549k XP) and stats (9, 16, 15, 19, 16, 9). I am 11th level but find I can only know 3 first level spells instead of 4. I can know 4 2nd level spells and 3rd level spells and 3 4th and 5th level. So 1st level seems to have an issue. I don't have any items to give me any 1st level memorize slots. Though the amulet I find in Irenicus dungeon does give me an extra slot to memorize for 2nd level (I just don't do it). WeiDU.log Edited November 17, 2020 by Necromanx2 Quote Link to comment
Necromanx2 Posted December 15, 2020 Share Posted December 15, 2020 @subtledoctor, is there anything that can be done to address the above two posts on the Arcanist? Quote Link to comment
Necromanx2 Posted December 17, 2020 Share Posted December 17, 2020 I just noticed that the Mana Sorcerer is not showing as an option in the Sorcerers list of specialists. Unfortunately, since I installed the Ability bonus to castings last, it overwrote the log on the install with the Mana Sorcerer. I see the Mana Sorcerer in my Weidu log though as installed. Quote Link to comment
kaiiak Posted December 22, 2020 Share Posted December 22, 2020 @subtledoctor - I'm trying to have mana sorcerer and Arcanist to include the spells from Olvynspells list . as you know he came up with a method to break the SPWI/SPPR file limitation, and all of his new spells now have MEWI (wizards) . those don't appear in Spells.id and therefore dont get included in the Mana sorcerer and Arcanist spell list. can you please point me to the which file I need to modify in order to have the installation include those new file ext as well ? Quote Link to comment
Endarire Posted December 22, 2020 Share Posted December 22, 2020 @subtledoctor I too am interested in @kaiiak's inquiry since I too want OlvynSpells to be compatible with Tome & Blood, Might & Guile, and Faiths & Pantheons! Quote Link to comment
subtledoctor Posted December 23, 2020 Author Share Posted December 23, 2020 (edited) On 11/16/2020 at 2:19 PM, Necromanx2 said: I not have the special ability to change my memorized spells. I have created a new Arcanist in BG2EE and tried to find the ability so I could add it to my imported character, but have had no luck. Can you point out how I would add the special ability to my character using NI? I believe the innate ability to switch out prepared spells is "d5prepb.spl." You would need to use the console/NI/EEKeeper to give yourself that innate. On 11/16/2020 at 2:19 PM, Necromanx2 said: EDIT: I started a new game in BG2EE with an Arcanist. I used NI to give myself my XP (549k XP) and stats (9, 16, 15, 19, 16, 9). I am 11th level but find I can only know 3 first level spells instead of 4. I can know 4 2nd level spells and 3rd level spells and 3 4th and 5th level. So 1st level seems to have an issue. Maybe the spells slots for your character differ from the game's spell table? Spell slots are always set to the appropriate number when you level-up, so you might just need to play with one less known 1st-level spell until you level up. On 12/17/2020 at 12:58 PM, Necromanx2 said: I just noticed that the Mana Sorcerer is not showing as an option in the Sorcerers list of specialists. I think this kit is chose in-game now...? I forget, this has changed around a bit. IIRC the current way is, you play a vanilla sorcerer and you will be given an innate ability that lets you choose whether to use traditional spell-level slots, or use mana points. 15 hours ago, kaiiak said: I'm trying to have mana sorcerer and Arcanist to include the spells from Olvynspells list . as you know he came up with a method to break the SPWI/SPPR file limitation, and all of his new spells now have MEWI (wizards) . those don't appear in Spells.id and therefore dont get included in the Mana sorcerer and Arcanist spell list. I'm pretty sure the Arcanist list is determined by checking every item of type = scroll that has an opcode 147 effect (learn wizard spell). Any spells referenced by such 147 effects are deemed to be wizard spells and included in the Arcanist system. If OlvynChuru is adding scrolls to learn his wizard spells, then the Arcanist should be able to learn them and cast them. The Mana Sorcerer and multiclass sorcerers use an older system that is less flexible. If you look at tomeandblood/lib/misc_tnb_functions.tpa, around line 655 there is a regexp search looking for SPWI files; you can change "[Ss][Pp][Ww][Ii][1-9][0-5][0-9]" to "[SsMm][PpEe][Ww][Ii][1-9][0-5][0-9]" to include spells with the MEWI prefix. However, if you look at line 669-702 you can see it uses some basic prefix replacement for the various support files. If you add substitutions for the MEWI prefix, assuming Olvyn uses the same integers after his new prefix (101-150, 201-250, etc.), then some of the support files would be overwritten and would not work. The only way it can be done easily is if Olvyn's spells with the MEWI prefix use different integers after the prefix, e.g. 150-199, 250-299, etc. To really make his spells compatible would mean changing the Multisorc and Manasorc systems to use a more arbitrary and flexible system like the Arcanist's... but that would be a major overhaul of the code and I cannot even begin to think about such things at the moment. For now at least, my recommendation will probably annoy you: while Olvyn's innovation is to circumvent the spell.ids 50-per-level spell limit is cool, you are best off not using it. Figure out which 50 spells you want in each spell level and just use them. Add them the normal way, with SPWI/SPPR in spell.ids. You will miss out on some spells that you will likely never cast anyway, and in return your game will be more stable and your chosen mods more compatible. ------------ EDIT - it's off-topic here, but you can add Olvyn's spells to FnP's sphere system with a bit of effort. Just copy the contents of this file into a text file, and name it "fnp_sphere_list.tpa" and then edit it, adding the RES filenames of Olvyn's spells into the appropriate spheres. Use the same format as is already there, and probably best to keep their spell levels the same by using zero. So like so: mewi101 0 = Protection Then put that file into your override folder and choose "custom sphere system" when installing FnP. Edited December 23, 2020 by subtledoctor Quote Link to comment
kaiiak Posted December 23, 2020 Share Posted December 23, 2020 (edited) 9 hours ago, subtledoctor said: I believe the innate ability to switch out prepared spells is "d5prepb.spl." You would need to use the console/NI/EEKeeper to give yourself that innate. Maybe the spells slots for your character differ from the game's spell table? Spell slots are always set to the appropriate number when you level-up, so you might just need to play with one less known 1st-level spell until you level up. I think this kit is chose in-game now...? I forget, this has changed around a bit. IIRC the current way is, you play a vanilla sorcerer and you will be given an innate ability that lets you choose whether to use traditional spell-level slots, or use mana points. I'm pretty sure the Arcanist list is determined by checking every item of type = scroll that has an opcode 147 effect (learn wizard spell). Any spells referenced by such 147 effects are deemed to be wizard spells and included in the Arcanist system. If OlvynChuru is adding scrolls to learn his wizard spells, then the Arcanist should be able to learn them and cast them. The Mana Sorcerer and multiclass sorcerers use an older system that is less flexible. If you look at tomeandblood/lib/misc_tnb_functions.tpa, around line 655 there is a regexp search looking for SPWI files; you can change "[Ss][Pp][Ww][Ii][1-9][0-5][0-9]" to "[SsMm][PpEe][Ww][Ii][1-9][0-5][0-9]" to include spells with the MEWI prefix. However, if you look at line 669-702 you can see it uses some basic prefix replacement for the various support files. If you add substitutions for the MEWI prefix, assuming Olvyn uses the same integers after his new prefix (101-150, 201-250, etc.), then some of the support files would be overwritten and would not work. The only way it can be done easily is if Olvyn's spells with the MEWI prefix use different integers after the prefix, e.g. 150-199, 250-299, etc. To really make his spells compatible would mean changing the Multisorc and Manasorc systems to use a more arbitrary and flexible system like the Arcanist's... but that would be a major overhaul of the code and I cannot even begin to think about such things at the moment. For now at least, my recommendation will probably annoy you: while Olvyn's innovation is to circumvent the spell.ids 50-per-level spell limit is cool, you are best off not using it. Figure out which 50 spells you want in each spell level and just use them. Add them the normal way, with SPWI/SPPR in spell.ids. You will miss out on some spells that you will likely never cast anyway, and in return your game will be more stable and your chosen mods more compatible. ------------ EDIT - it's off-topic here, but you can add Olvyn's spells to FnP's sphere system with a bit of effort. Just copy the contents of this file into a text file, and name it "fnp_sphere_list.tpa" and then edit it, adding the RES filenames of Olvyn's spells into the appropriate spheres. Use the same format as is already there, and probably best to keep their spell levels the same by using zero. So like so: mewi101 0 = Protection Then put that file into your override folder and choose "custom sphere system" when installing FnP. Thank you @subtledoctor - option 2 is actually what I did in the past . I copied the spells I wanted to SPWI### and added them to Spells.ID . I was able to do with other spells systems like MIH. For some reason it did not work for me now . I vaguely remember talking to you about that , and I think there was a file that need to be deleted manually from the override folder after uninstallation to make sure the spells list is recreated from scratch. Can you explain more on how the list of spells is saved (which spells will have D5M### spells created) . Does this list of spells get saved to a file in the override ? maybe this file need to be removed manually for the second installation to go over the spells again. so the steps are : 1.uninstall Mana_sorcerer components 2.copy the spell (for example SPWI353 for FLY) 3.Add line to spells.id with 2353 WIZARD_FLY 4.Reinstall Mana_sorcerer Am I missing something ? -------- EDIT: OK for some reason uninstallation only the mana_sorcerer component is not enough , you need to uninstall all of the Tome and Blood and reinstall it , only then the spells will be created . I'm still missing some spells even though I added them to spells.ID , wonder if there is other conditions beside have it as SPWI format and add them to SPELL.ID to causes the installation to skip them (maybe they dont have scrolls ???) Edited December 23, 2020 by kaiiak Quote Link to comment
subtledoctor Posted December 23, 2020 Author Share Posted December 23, 2020 3 hours ago, kaiiak said: OK for some reason uninstallation only the mana_sorcerer component is not enough I think the list will be generated in earlier components - possibly the multi sorcerers component, possibly the sorcerer spell-switching component. Basically whichever of those three is installed first will generate the sorcerer spell list. You can see which spells it contains - after installation - by looking at d5clonsc.2da and d5clonmn.2da. The former is for sorcerers and the latter is for mana sorcerers, but they should be identical. (EDIT - I mean the first and 6th columns should be identical. The support spells created by the mod in the other columns will differ.) 3 hours ago, kaiiak said: and add them to SPELL.ID to causes the installation to skip them Spell.ids is meaningless for these purposes. (I think!) The only thing that should matter (I think!) is that the spells match the regexp at line 655 and are handled by the name replacements at lines 669-702. If the Olvyn spells - Oh, sorry, I guess the regexp would need to be expanded as well if you give them numbers above x50. So in line 655, change [Ss][Pp][Ww][Ii][1-9][0-5][0-9] to [Ss][Pp][Ww][Ii][1-9][0-8][0-9] In other words, expand the tens digit in the filename search from 0-5, to 0-8. (Probably best to stop at x89, since IIRC the unmodded game has some support spells in the x90 - x99 range, which you don't want being given to sorcerers.) Be warned, I have no idea what the effect will be on the OvylSpells mod itself, if you change the filenames for the spells. If the mod adds scrolls, then the 146/147/148 effects in those scrolls will need to be changed to match the new filename... Quote Link to comment
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