subtledoctor Posted September 26, 2021 Author Share Posted September 26, 2021 (edited) Those "bonus spell slots" are actually negative - a -1 penalty for each such effect. When you rest, for whatever reason, the game might be forgetting those effects, then, a second after you wake up, they are re-applied. This is offset by a +2 modification to those spell levels in MXSPLSHM.2da. So the end result, with a +2 bonus to the whole table and a -2 penalty applied via effect, is that your spell slots will be identical to the normal game. Now, when you have a high stat score (I think it's CHA for shamans) it will block some of those -1 penalties. The end result of which will be, a bonus due to high stats. So, the point is, it is working as intended, you are supposed to have some slots taken away upon waking up every day. Edited September 26, 2021 by subtledoctor Quote Link to comment
stekraut Posted September 26, 2021 Share Posted September 26, 2021 Thanks for the quick answer. I have checked the files before and understood the mechanism you described. My probelms seems to be that the effect is not re-applied after the rest. I will check this again. Quote Link to comment
subtledoctor Posted September 27, 2021 Author Share Posted September 27, 2021 (edited) I mean, let's step away from the files for a minute and keep it simple: forgetting the split second after you wake up from resting and the technical question of "is this being reapplied or not?" - once you are out and about adventuring in the world, do you have more spell slots than you think you should? Fewer than you think you should? Or the right amount? EDIT - also, did you change the spell table after installing this? (Like by installing Tweaks Anthology, Klatu's Tweaks, etc.) EDIT - also, do you still have the permanent "ABSPH.EFF" affecting your character? Could it have been wiped out by ctrl-R or something? That effect applies a spell every 6 seconds, and it needs to keep doing that for the entirety of the game. Edited September 27, 2021 by subtledoctor Quote Link to comment
KrispyVS Posted September 27, 2021 Share Posted September 27, 2021 Hello, I recently installed Tome and Blood in a fresh instance of BG:EE, not EET, and I made a specialist wizard. I've made a few of each type. None of them have the bonus spells unlocked from their specialty school like the ReadMe says that they should. Basically, Illusionist doesn't have all Illusion spells unlocked, etc. Is this intended? Was this feature removed? Thank you! Quote Link to comment
subtledoctor Posted September 27, 2021 Author Share Posted September 27, 2021 13 hours ago, KrispyVS said: Is this intended? Nope. Fixed in v0.9.18. Quote Link to comment
stekraut Posted September 27, 2021 Share Posted September 27, 2021 The "COMPONENT 95: Ability Score-Based Bonus Spells" is working correctly as you described. But i can install your new component "Rebalanced Arcane Opposition Schools" only on IWD:EE and not on BG:EE, SOD, BG2:EE. Is this intended? Quote Link to comment
subtledoctor Posted September 27, 2021 Author Share Posted September 27, 2021 (edited) Nope, sounds like a typo snuck in there... EDIT - wait, I just installed that on BG2EE myself. Hmm... well, I installed the “no opposition schools” component. I didn’t stop to check whether the “IWD-style opposition schools” was available. Is that what you’re trying to install? Edited September 27, 2021 by subtledoctor Quote Link to comment
stekraut Posted September 28, 2021 Share Posted September 28, 2021 Yes, that is what i tried. As mentioned before, the component is not shown, when i try to install any of the BG games (only for IWD). // ----------------------------- // 12: CHANGE ARCANE OPPOSITION SCHOOLS (Subtledoctor) // 1201: no opposition schools // 1202: iwd opposition schools // 1203: bg2 opposition schools // ----------------------------- Quote Link to comment
stekraut Posted September 28, 2021 Share Posted September 28, 2021 That means that i do not get the option to install anything (on a blank BG2:EE). Quote Link to comment
Guest Alkaid Posted September 28, 2021 Share Posted September 28, 2021 Hm, so I'm starting a BG2EE game with a Necromancer and I'm noticing a lack of Ghoul Touch, Vampiric Touch, and Rebuke Undead in the special abilities area. Unsure if it's a later mod somehow interfering with that (and seemingly only that), if I'm misinterpreting how they're meant to work, or if there's some other thing I'm missing. Is it intended behaviour that you wake up in Jon's dungeon at level 8 and not have any of those innates? Quote Link to comment
subtledoctor Posted September 29, 2021 Author Share Posted September 29, 2021 On 9/28/2021 at 3:01 AM, stekraut said: Yes, that is what i tried. As mentioned before, the component is not shown, when i try to install any of the BG games (only for IWD). // ----------------------------- // 12: CHANGE ARCANE OPPOSITION SCHOOLS (Subtledoctor) // 1201: no opposition schools // 1202: iwd opposition schools // 1203: bg2 opposition schools // ----------------------------- Well I'm not ready to upload a new version right now but it is easy to fix for yourself, just open tomeandblood.tp2 in a good text editor and find line 76, just below "SUBCOMPONENT @12", and put a double-slash (" // ") right after "@12." Save and install. On 9/28/2021 at 7:20 AM, Guest Alkaid said: starting a BG2EE game with a Necromancer and I'm noticing a lack of Ghoul Touch, Vampiric Touch, and Rebuke Undead in the special abilities area IIRC you are supposed to find the scrolls for them, and learn them from the scroll. (Might need to put the scroll into a quickslot and use it that way.) Quote Link to comment
Guest Alkaid Posted September 30, 2021 Share Posted September 30, 2021 4 hours ago, subtledoctor said: IIRC you are supposed to find the scrolls for them, and learn them from the scroll. (Might need to put the scroll into a quickslot and use it that way.) Ahh, I see, that makes sense! It does say 'learnable'. On the other hand, it says the modal ability to slow/control undead is listed as innate, so perhaps I should have that one but not the touches? Maybe it was removed though, it does read as pretty insanely powerful. Quote Link to comment
subtledoctor Posted September 30, 2021 Author Share Posted September 30, 2021 12 hours ago, Guest Alkaid said: On the other hand, it says the modal ability to slow/control undead is listed as innate, so perhaps I should have that one but not the touches? Maybe it was removed though, it does read as pretty insanely powerful. Last time I tried it, it worked... I have a distinct memory of walking around High Hedge using that ability on the skeletons in BGEE. I don't think it is necessarily OP, because it is more or less that same as am evil cleric's at-will ability, and the necromancer cannot cast spells when it is active. I'll take a look to see if some recent change has stopped this being applied in the CLAB file, when I get the chance. Quote Link to comment
Guest Alkaid Posted October 1, 2021 Share Posted October 1, 2021 12 hours ago, subtledoctor said: Last time I tried it, it worked... I have a distinct memory of walking around High Hedge using that ability on the skeletons in BGEE. I don't think it is necessarily OP, because it is more or less that same as am evil cleric's at-will ability, and the necromancer cannot cast spells when it is active. I'll take a look to see if some recent change has stopped this being applied in the CLAB file, when I get the chance. From what I can tell it would be some sort of conflict with something SCS does. It showed up and worked in my game when I was testing for my spellcasting problem (was Scales after all by the way), and at that point the only stuff left to install was SCS and the Magic Resistance Overhaul part of Scales. Quote Link to comment
Guest Alkaid Posted October 1, 2021 Share Posted October 1, 2021 So I managed to give myself Vampiric Touch via save editing, as well as make it 'at-will' rather than 'once daily' through Near Infinity. Unfortunately, I don't know how to prevent the max health stacking infinitely. Couldn't add Rebuke Undead via save editing, unfortunately. The ability is there but it goes into the cleric spell list rather than the innate bar if I try to add it through EEKeeper. Quote Link to comment
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