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


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Guest Cdds

@subtledoctor do you know if the Arcanist spells work with the spell refreshment from iiSpellSystemAdjustments (resurrected igi's Spell System Adjustments mod). That mod works fine for regular mages and sorcerers in current-patch BG2EE, but afaik the Tome&Blood Arcanist is using a custom spell system (spells that activate the actual spells?). Thanks!

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5 hours ago, Guest Cdds said:

do you know if the Arcanist spells work with the spell refreshment from iiSpellSystemAdjustments (resurrected igi's Spell System Adjustments mod).

99.99% certain they conflict. Do not mix them. 

2 hours ago, Endarire said:

How does your Revised Specialists component interact with your 5e Casting Mod?

Do not use them together. 5E casting has its own special benefits for specialists, letting them always spontaneously cast any spell in their specialty school without using memorization slots. Installing both will be weird at best, actually broken at worst. Do not mix them. 

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Guest Cdds

How does your Arcanist kit interact with:

  • "un-nerfed" sorcerer/mage spell progression tables, like the ones from Tweaks anthology. Does he "double-dip", getting more preparation slots from the un-nerfed mage table plus more spellcasting slots from the un-nerfed sorcerer table?
  • your own TaB component 95 (Ability Score-Based Bonus Spells). Basically the same question, does he "double-dip", getting extra preparation slots from high INT plus extra spellcasting slots from high CHA?

Thanks!

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Guest Cdds

Also, does Arcanist still need Innate Metamagic option #5 (TaB component 55), or do normal vanilla sequencers and contingencies now work with Arcanist? This isn't documented in the Tome&Blood readme, but it is mentioned in the readme of the 5E spellcasters mod... 

[sorry for the double post, but i can't edit guest posts...]

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8 hours ago, Guest Cdds said:

How does your Arcanist kit interact with: "un-nerfed" sorcerer/mage spell progression tables, like the ones from Tweaks anthology. Does he "double-dip", getting more preparation slots from the un-nerfed mage table plus more spellcasting slots from the un-nerfed sorcerer table?

Neither. The Arcanist’s casting slots are controlled by /tomeandblood/data/arcanist/d5cstsrc.2da. CDTweaks won’t change that. If you want to change the casting slots, you need to edit that file before installing. 

8 hours ago, Guest Cdds said:

How does your Arcanist kit interact with: your own TaB component 95 (Ability Score-Based Bonus Spells). Basically the same question, does he "double-dip", getting extra preparation slots from high INT plus extra spellcasting slots from high CHA?

Nope, I believe the Arcanist only gets bonus slots from INT. 

2 hours ago, Guest Cdds said:

Also, does Arcanist still need Innate Metamagic option #5

Yes, normal sequencers cannot add spells from 5E-style casters. Option #5 lets you add any spell you know instead of any spell you have memorized. 5E casters can know plenty of spells, so this works for them. 

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Guest Cdds
14 minutes ago, subtledoctor said:

Yes, normal sequencers cannot add spells from 5E-style casters. Option #5 lets you add any spell you know instead of any spell you have memorized. 5E casters can know plenty of spells, so this works for them. 

Thanks! I think you should document this dependency in the TaB readme. This is pretty important info and so far it's only documented in the 5E spellcasters readme, but not in the TaB readme (for Arcanist component).

Apart from metamagic #5, are there any other TaB components required for Arcanist to work properly?

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Well, TnB doesn't really have a proper readme. And to be fair the name of the component literally says something like “Option 5 (compatible with Arcanist)”

21 minutes ago, Guest Cdds said:

Apart from metamagic #5, are there any other TaB components required for Arcanist to work properly?

I mean, the kit works properly, it just needs the alternative sequencers for sequencers to work properly with the kit. (For whatever that distinction is worth.) It also needs the alternative identification for identification to work with the kit. 

Edited by subtledoctor
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On 9/5/2021 at 8:30 PM, Endarire said:

What's so different about Arcanist/5e mechanics that it requires a separate identify spell?  That seems like some great levels of technical Wizardry!

Well, the Identify spell is actually mechanically different from every other spell, right? You don’t cast it, per se; you just click on an item in your inventory, and the game checks whether you have this spell memorized, and if you do it presents a “identify by spell” button. We don’t think much about it, but it’s rather weird in a game-mechanics sense. 

Here Arcanists et al. suffer from the same issue already mentioned: they don’t technically have “memorized” spells. They have prepared spells, which works differently and is not recognized by certain hard-coded aspects of the game engine - such as Identify spells and Sequencers. 

So in this case, we use a UI mod to let you cast Identify like any other spell, and to use a single casting to identify more than one item. I cannot take credit for it - it created by Bubb. All I did was incorporate it into a mod. 

Edited by subtledoctor
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Guest Cdds
10 hours ago, subtledoctor said:

I mean, the kit works properly, it just needs the alternative sequencers for sequencers to work properly with the kit. (For whatever that distinction is worth.) It also needs the alternative identification for identification to work with the kit. 

Thanks again, I will let you know if I run into any issues in-game. Just wanted to say that your Arcanist and 5E mod are the coolest thing I've seen for IE modding in a long time, kudos!

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