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


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19 minutes ago, vr1l said:

Uh, oh, I have a problem still with identify. While it works fine with traditional casters now I had my Arcanist memorise it, but it won't show up as a spell that I can select to be casted. Not even greyed out, just nothing.

Ah, that's because the Arcanist casting system was set up while you had the nonworking version of Identify... the identify hotfix changes it to a different file but the Arcanist system doesn't know that. Same is probably true of any version of Identify in the Faiths & Powers sphere system, if you play with that.

It's a slightly tougher nut to crack, but I might be able to make another hotfix.  Let me see.

(Btw this is only an issue for games where the Identify hotfix was used... anyone who installs Revised Identify via TnB v0.9.10+ should see it working fine for the Arcanist and FnP.)

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Oh if it's that don't bother. I will reinstall the mod with the newest version then. I have it pretty late in my mod order so that should work.

EDIT: Just as expected, it works now after reinstallation. Thank you.

Edited by vr1l
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Guest David77

Hi!

 

Just wanted to say a big thank you for your work on these mods! Looking forward to trying out the whole Unearthed Arcana series!

I ran into a few errors after following the readme to install. I did a fresh install of bgee 2.5 (GOG) and installed only the mods you personally use on the compatiblity list in the readme.

Using Project Infinity:

DLC merge

Spell Revisions

Divine Remix (no sphere system)

Song and Silence

Rogue Rebalancing

Monastic Orders

Tome and Blood

Faith and Powers

Might and Guile

Faith and Powers Multiclass

 

Asked Project to install this MOD List:

 

Spoiler

spell_rev:0:Spell Revisions
spell_rev:10:Deva and Planetar Animations
spell_rev:20:Mirror Image Fix
spell_rev:30:Dispel Magic Fix
spell_rev:55:Spell Deflection blocks AoE spells
spell_rev:60:Update Spellbooks of Joinable NPCs
divine_remix:11:Only add spells if not present from other mods
divine_remix:100:Cleric Remix
divine_remix:103:Install Silverstar of Selune Cleric Kit
divine_remix:106:Install Nightcloak of Shar Cleric Kit
divine_remix:107:Install Holy Strategist of the Red Knight Cleric Kit
divine_remix:109:Install Battleguard of Tempus Cleric Kit
divine_remix:112:Install Painbearer of Ilmater Cleric Kit
divine_remix:115:Install Firewalker of Kossuth Cleric Kit
divine_remix:118:Install Authlim of Iyachtu Xvim Cleric Kit
divine_remix:121:Install Lorekeeper of Oghma Cleric Kit
divine_remix:124:Install Heartwarder of Sune Cleric Kit
divine_remix:127:Install Feywarden of Corellon Cleric Kit
divine_remix:130:Install Strifeleader of Cyric Cleric Kit
divine_remix:200:Druid Remix
divine_remix:203:Install Oozemaster Druid kit
divine_remix:403:Install Bowslinger Ranger Kit
divine_remix:406:Install Feralan Ranger Kit
divine_remix:409:Install Forest Runner Ranger Kit
divine_remix:412:Install Justifier Ranger Kit
divine_remix:415:Install Wilderness Runner Ranger Kit
divine_remix:600:Install Battleguard of Tempus Kit for Branwen
divine_remix:605:Change Jaheira to Neutral Good
divine_remix:610:Install Nightcloak of Shar Kit for Viconia
song_and_silence:0:Changes to trueclass bards and thieves, and unmodded game kits (required for other components)
song_and_silence:1:Add new bardic store and thief items
song_and_silence:2:Install Acrobat bard kit
song_and_silence:3:Install Chorister bard kit
song_and_silence:4:Install Dirgesinger bard kit
song_and_silence:5:Install Gypsy bard kit
song_and_silence:6:Install Adventurer thief kit
song_and_silence:7:Install Burglar thief kit
song_and_silence:8:Install Soulknife thief kit
song_and_silence:9:Install Sharpshooter thief kit
song_and_silence:10:Install Shadowdancer thief kit
rr:0:Proper dual-wielding implementation for Thieves and Bards
rr:1:Thief kit revisions
rr:2:Thief High Level Ability revisions
rr:3:Proper racial adjustments for thieving skills
rr:4:Bard kit revisions
rr:5:Bard High Level Ability revisions
rr:6:Proper spell progression for Bards
rr:7:Additional equipment for Thieves and Bards
rr:8:Upgradeable Equipment
rr:9:Use PnP thievery potions and prevent their effects from stacking
rr:11:Chosen of Cyric encounter
rr:12:Shadow Thief Improvements
rr:999:BG2-style icons for RR content
MonasticOrders:0:Core Revisions
MonasticOrders:1:Expanded Races for Monks
MonasticOrders:2:Multiclassing for Monks
MonasticOrders:3:New Kits for Monks
MonasticOrders:4:Item Restriction Patch
TomeAndBlood:11:Rebalanced Spell Schools
TomeAndBlood:13:Revised Illusionary Clones
TomeAndBlood:14:Revised Invisibility and True Seeing
TomeAndBlood:16:Revised Identify spell (usable by Arcanist/Multi Sorcerers)
TomeAndBlood:20:Revised Dragon Disciples
TomeAndBlood:25:Sorcerer: Magus
TomeAndBlood:31:Sorcerer: Favored Soul
TomeAndBlood:33:Sorcerer: Sylvan Disciple
TomeAndBlood:35:Sorcerer: Revenant Disciple
TomeAndBlood:37:Sorcerer: Amorphous Disciple
TomeAndBlood:40:Revised Specialists
TomeAndBlood:45:Arcane Crafting
TomeAndBlood:48:Armored Casting for Bards
TomeAndBlood:51:Innate metamagic, learned automatically by everyone
TomeAndBlood:61:Innate Cantrips
TomeAndBlood:66:Innate Find Familiar
TomeAndBlood:67:Choose-Your-Own Familiar
TomeAndBlood:68:Pooky's Mod: Imbue Familiars
TomeAndBlood:69:Indelible Familiars
TomeAndBlood:71:Change spells every level
TomeAndBlood:80:Multiclass Sorcerers
TomeAndBlood:82:Mage Kit: Arcanist
TomeAndBlood:85:Sorcerer Kit: Mana Sorcerer
TomeAndBlood:93:Make +Spell Slot Items work with MultiSorcerers and Arcanists
Faiths_and_Powers:21:FnP: the Faiths & Powers original sphere system
Faiths_and_Powers:31:Install Cleric kits
Faiths_and_Powers:33:Install Druid kits
Faiths_and_Powers:35:Install Paladin kits
Faiths_and_Powers:37:Install Ranger kits
Faiths_and_Powers:75:Alter weapon usability and proficiency
Faiths_and_Powers:80:Apply sphere system
Faiths_and_Powers:85:Apply FnP kits to NPCs
might_and_guile:200:Feat System
might_and_guile:205:Revised Archery
might_and_guile:210:Bard Overhaul: Multiclass Bards
might_and_guile:220:Revised Multiclassing and Multiclass Kits
might_and_guile:230:Revised Stalker
might_and_guile:235:Revised Beastmaster
might_and_guile:240:Improved Rangers
might_and_guile:245:Revised Movement Bonuses (Quickstride)
might_and_guile:250:Revised Berserker and Rage
might_and_guile:265:Revised Monk Fists
might_and_guile:275:Revised Shadowdancer
might_and_guile:310:Add the Corsair (fighter kit)
might_and_guile:320:Add the Marksman (fighter kit)
might_and_guile:322:Add the Elven Archer (ranger kit)
might_and_guile:324:Add the Halfling Slinger (fighter/thief kit)
might_and_guile:350:Add the Mage Hunter (ranger kit)
might_and_guile:360:Add the Barbarian Ranger (ranger kit)
might_and_guile:410:Add the Sniper (thief kit)
might_and_guile:420:Add the Scout (thief kit) and revise the Swashbuckler
might_and_guile:450:Add the Jongleur (bard kit)
might_and_guile:460:Add the Loremaster (bard kit)
might_and_guile:470:Add the Gallant (bard kit)
might_and_guile:480:Add the Meistersinger (bard kit)
might_and_guile:490:Add the Loresinger (bard kit)
Faiths_and_Powers_Multiclass:91:Multiclass Druids
Faiths_and_Powers_Multiclass:92:Multiclass Shamans
Faiths_and_Powers_Multiclass:95:Multiclass Cleric kits (install AFTER all other kit mods!!)
Faiths_and_Powers_Multiclass:99:Apply FnP multiclass kits to NPCs


This is what I got (installed - WeiDU file): (missing below)

Spoiler

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DLCMERGER/SETUP-DLCMERGER.TP2~ #0 #3 // Merge DLC into game -> All available DLCs: 1.2
~SPELL_REV\SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18
~SPELL_REV\SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 18
~SPELL_REV\SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 18
~SPELL_REV\SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 18
~SPELL_REV\SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 18
~SPELL_REV\SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 18
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #11 // Install new spells -> Only add spells if not present from other mods: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #605 // Change Jaheira to Neutral Good: 8.1
~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ #0 #610 // Install Nightcloak of Shar Kit for Viconia: 8.1
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v10
~SONG_AND_SILENCE\SETUP-SONG_AND_SILENCE.TP2~ #0 #10 // Install Shadowdancer thief kit: v10
~RR\SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.92
~RR\SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.92
~RR\SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~RR\SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.92
~RR\SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.92
~RR\SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.92
~RR\SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.92
~RR\SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.92
~MONASTICORDERS\SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Revisions: 0.0
~MONASTICORDERS\SETUP-MONASTICORDERS.TP2~ #0 #1 // Expanded Races for Monks: 0.0
~MONASTICORDERS\SETUP-MONASTICORDERS.TP2~ #0 #2 // Multiclassing for Monks: 0.0
~MONASTICORDERS\SETUP-MONASTICORDERS.TP2~ #0 #3 // New Kits for Monks: 0.0
~MONASTICORDERS\SETUP-MONASTICORDERS.TP2~ #0 #4 // Item Restriction Patch: 0.0
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #16 // Revised Identify spell (usable by Arcanist/Multi Sorcerers): 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #40 // Revised Specialists: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #45 // Arcane Crafting: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #51 // Revised Metamagic -> Innate metamagic, learned automatically by everyone: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #61 // Cantrips -> Innate Cantrips: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #66 // Innate Find Familiar: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #71 // Sorcerer Spell Switching -> Change spells every level: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #82 // Mage Kit: Arcanist: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #85 // Sorcerer Kit: Mana Sorcerer: 0.9.4
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #93 // Make +Spell Slot Items work with MultiSorcerers and Arcanists: 0.9.4
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #21 // Create a sphere system -> FnP: the Faiths & Powers original sphere system: 0.79.19.2
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #31 // Install Cleric kits: 0.79.19.2
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #33 // Install Druid kits: 0.79.19.2
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #35 // Install Paladin kits: 0.79.19.2
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #37 // Install Ranger kits: 0.79.19.2
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #75 // Alter weapon usability and proficiency: 0.79.19.2
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #80 // Apply sphere system: 0.79.19.2
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #85 // Apply FnP kits to NPCs: 0.79.19.2
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4.9.4
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Archery: 4.9.4
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4.9.4
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.9.4
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.9.4
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.9.4
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 4.9.4
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 4.9.4
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.9.4

So these were missing with errors:

Spoiler

divine_remix:109:Install Battleguard of Tempus Cleric Kit
TomeAndBlood:69:Indelible Familiars
might_and_guile:230:Revised Stalker
might_and_guile:235:Revised Beastmaster
might_and_guile:275:Revised Shadowdancer
might_and_guile:320:Add the Marksman (fighter kit)
might_and_guile:322:Add the Elven Archer (ranger kit)
might_and_guile:324:Add the Halfling Slinger (fighter/thief kit)
might_and_guile:350:Add the Mage Hunter (ranger kit)
might_and_guile:360:Add the Barbarian Ranger (ranger kit)
might_and_guile:410:Add the Sniper (thief kit)
might_and_guile:420:Add the Scout (thief kit) and revise the Swashbuckler
might_and_guile:450:Add the Jongleur (bard kit)
might_and_guile:460:Add the Loremaster (bard kit)
might_and_guile:470:Add the Gallant (bard kit)
might_and_guile:480:Add the Meistersinger (bard kit)
might_and_guile:490:Add the Loresinger (bard kit)

Is it possible that rogue rebalancing is influencing the Might and Guile kits to not install correctly? What is it that stops a kit being installed?

 

Thanks for the MODS!

 

David

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1 hour ago, Guest David77 said:

So these were missing with errors:

That mostly looks correct. The content of TnB #69 is included with TnB #67. The  MnG revised Stalker and Shadowdancer are included in the Feat System component. The Marksman/Slinger/Sniper are included in the MnG revised archery component. The other MnG ranger kits are included in the FnP rangers component. And the MnG discrete bard kits are skipped because the multiclass bards component installs different versions of those same kits. 

The only one I’m not sure about is the DR cleric of Tempus kit... that might have been skipped because the 2.5 game already has that kit? In any event FnP installs more kits for Tempus. One way or another you won’t notice the DR kit missing. 

In short, that looks like a successful install to me. Have fun!

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Guest TwiceTested

LOVE this mod, especially my favorite class, Arcanist (made a fighter/Arcanist by starting with Arcanist then changing it in EE Keeper, and it works GREAT!)!!

 

The one issue I've been having is that my arcanist's spells don't show the area.  I cast glitterdust with him and it just shows the point, but when I cast glitterdust with Dynaheir, it shows the area properly.  Any idea why that would be the case and anything I can do to fix it?

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1 hour ago, Guest TwiceTested said:

The one issue I've been having is that my arcanist's spells don't show the area.  I cast glitterdust with him and it just shows the point, but when I cast glitterdust with Dynaheir, it shows the area properly.  Any idea why that would be the case and anything I can do to fix it?

Yeah, I've heard this one before. I've never played with a version of the game that shows spell AoEs, so I haven't seen a comparison. Like most older players, I've simply internalized what the range numbers mean: 40' roughly means the distance between the caster and the edge of their visibility/fog of war. So a 30' AoE, like Fireball, cast at the edge of your vision will cover about 3/4 of the distance back the the caster, and that much distance again past the point you cast it at. A 20' AoE, like Grease or Glitterdust I think, works out to about half that area. And a 5'-10' AoE, like the clerical Produce Flame, means a small area just around the enemy.

The new EE thing that shows you the AoE for each spell is nice, in much the same way that training wheels are nice :;):. But unfortunately, it is incompatible with a lot of my mods. The Arcanist has to cast a spell that itself casts a subspell with the actual effects. I.e. instead of casting Fireball, you cast a spell and the effects of that spell are "cast Fireball!" The initial spell, the one your Arcanist casts, has no AoE; it is simply cast on a spot on the floor, and then it casts Fireball from that point. If the initial spell had an AoE, then it would cast Fireball from every spot in the AoE. i.e. it would cast like 50 Fireballs at once. This came up a bit in testing, and while it can be funny and impressive, it is no way to play the game. So under this system, there is simply no way to hook into this new, rather limited aspect of the EE engine.

Theoretically, instead of casting a spell that casts Fireball, I could simply make the spell you cast be a clone of Fireball. It would like the same, but in the engine it would really be Fireball'. That would work fine on first inspection... but then you realize that there are various places where the game looks for whether someone has cast Fireball, and if you cast Fireball', it would not register. Examples: Shield is supposed to block Magic Missile, but it would not block an Arcanist's Magic Missile'. The game registers when you cast Restoration on Raissa in the Skin Dancer quest in Trademeet, but if you instead cast Restoration', which is identical but a different .SPL file, then the game doesn't detect it and doesn't advance the quest. Et cetera. I could try to identify and account for every possible example of that behavior, but it would be craaazy... especially when you consider all of the mods people add to the game, some of which might be installed after this one and therefore would not be adjusted for this purpose.

Also theoretically, I could do something like what Spell Revisions does to make Spell Deflections block AoE spells: change every AoE spell to have an individual target, and put the AoE projectile in the outer spell that the Arcanist casts. To make this work, I would have to do the same thing with the normal version of spells that regular mages cast. But that would be a lot of changes to a lot of spells that aren't even covered by the Arcanist casting system, and this again could falter if the player installs mods after this one, and could possibly screw up the spells cast by enemy AI scripts like SCS. Any bugs resulting from this would be really bad ones.

Given the choice between 1) possibly screwing up AI spellcasters, 2) screwing up some of the massive amounts of interactions between spells, and 3) losing visible AoE indicators and playing the game the way it was always designed to be played... I opt for #3. Take those training wheels off! :p:laugh:

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Guest TwiceTested

Wow, I didn't expect it to be that intense!  Overall, no harm in checking and I learned a lot about the behind the scenes workings of the game.  While I enjoy the AOE display, like you said, I can learn without it.  The Arcanist is definitely worth it!

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2 hours ago, Necromanx2 said:

Is there something in the mod that gives a caster level bonus? 

Ability score-based bonus spells gives bonus spells up to 7th levels for mages with high INT, and bonus spells up to 5th level plus caster level bonuses for sorcerers with high CHA. It’s described in the in-depth 0.7 Readme, linked in the first post. 

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Guest TwiceTested

So, one more issue, but it's very minor.  Whenever i load the game after opening Baldur's Gate, the number of casts fir my arcanist changes.  Cureently level 4 and normally after a rest, i have 4 lv2 castings and 7 lv 1 castings.   but after liading up the game for the first time, it changes all my castings to two. This will persist after resting as well until i activate the ability to memorize new spells then go to sleep.  Also, if i reload the same safe afterwards, i don't have this problem either.  Really weird!

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So i'm having a weird thing with the arcanist. Can't seem to get the spellcasting to work at level 1. Not sure if this is mentioned elsewhere. But starting up a new game, test arcanist, pick spells then sleep at the inn. The cast spell icon goes gray and never comes back. I level up, do the same thing, and it works.

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