Jump to content

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


Recommended Posts

On 10/26/2021 at 5:35 PM, moradin said:

One time I used "Create minor sequencer" ability but only has one spell left. There was no possibility to complete with only one spell, so i exited. Now "Create minor sequencer" ability is gone (after rest), "Use minor sequencer" ability is not present either. Ability is permanently gone. I tried debug console (kill + revive) and level up but with no success. How can i reset sequencers?

Huh. I admit I did not consider the chance that someone would cast the spell and fail to actually create a sequencer. The way it works is, you lose the basic ability when you create a filled sequencer, and then using that sequencer gives you back the basic ability to create another one. A tick-tock, back-and-forth kind of thing. Fail to complete the tick, and you lose the tock.

I think you're going to have to use the console to AddSpell "d5_seq1" to yourself. I'm not an expert on using the console - I know you can do that, but you'll have to figure out how. It might be as simple as AddSpell, or it might be more involved.  (I believe "d5_seq1" is Minor Sequencer, "d5_seq2" is Sequencer, and "d5_seq3" is Trigger.)

Link to comment

Intro
All testing was done on the latest versions of mods available as of today.  This was done on a 2.5 EET install.  My Mod Wad.  I installed DLCMerger and EET Start before this list.

This bug report involves OlvynSpells which famously requires EEex, but many OlvynSpells features - including many spells - don't require EEex.  Thus, you can test this on your machine even if it isn't running Windows!

(Note the MSFM/More Style for Mages version I used was a personal test version where I added EET install flags to various things that weren't installing.  The tests were mostly a success.  Alleluia!)

Bugs
-As a Half-Elf, I couldn't play a multi Sor.  Fighter/Mage and Cleric/Mage didn't have the kit options like they once did on a previous mod wad.  For example, installing various T&B Sor kits still allows me to choose them, like Acid Dragon Disciple or Magus.

-As a Sor, T&B's metamagic option #5 didn't work with OlvynSpells:  I wasn't able to choose these spells as part of the Sor spell learning UI, even though spell scrolls from OlvynSpells were buyable and learnable in-game for Mages.  I know that OlvynSpells installed correctly because Infravision (arcane level 1) was replaced with True Strike (arcane level 1).

-As a Sor, I couldn't learn the new OlvynSpells with the T&B spell learning UI.  I know it's something with T&B since I tested OlvynSpells without it and learned various OlvynSpells-specific spells as a Sor at level time.

-For Innate Cantrips, when choosing a cantrip from the list, right-clicking a cantrip from the list doesn't give a description of it.  Thus, I don't know what Bedazzle does, nor Stiffen Bones, etc.  If I don't choose a cantrip at my first opportunity - pushing ESC to cancel out of it - then not even resting gives me the ability to pick a cantrip.  Learning cantrips should not be such SRS BSNS!

Requests
-I want T&B and 5e Casting to handle what you call metamagic (sequencers & contingencies) to also apply to the sequencers and contingencies added by OlvynSpells.  The list of new spells is in this thread.  Search for "Wizard Spell" and "Priest Spell" for spoiler blocks of new spells' descriptions.  At least metamagic option #5 didn't remove all contingency & sequencer scrolls from stores like I originally thought!

-I also want T&B and 5e Casting to handle your version of metamagic for the Made in Heaven Spell Pack spells of Spell Matrix and Tattoos of Power, since they're sorts of spell sequencers.

-Recolor the cantrip icons to all be a distinct color, like pink or orange or yellow or teal, so that they're easily distinguished from other spells and abilities.

-Work with Pecca, the author of MSFM (More Style for Mages), to have T&B's familiar code perfectly integrate with MSFM's.  At present, if I install T&B familiar stuff then MSFM familiar stuff, the only T&B familiar stuff I noticed still working was Find Familiar as an innate ability.

-Work with OlvynChuru, the author of OlvynSpells, to have T&B's familiar code perfectly integrate with OlvynSpell's.  I quite like the ability for OlvynSpells familiars to deliver touch spells at their masters' caster level!

Finally for Now
Thankee!

Edited by Endarire
Link to comment
2 hours ago, Endarire said:

As a Half-Elf, I couldn't play a multi Sor

Will look into it

2 hours ago, Endarire said:

As a Sor, I couldn't learn the new OlvynSpells with the T&B spell learning UI

Yes, this is a longstanding issue and I don’t see what I can do about it. OlvynSpells comes along and adds a bunch of spells with his fancy new system. Later TnB comes along and needs to find every spell available to sorcerers. A list would be nice. The base game has a list. A list, and a file-name protocol. But the whole premise of Olvyn’s spell-learning thing is that it can encompass any spells you want, without regard for a list or a naming scheme or any kind of characteristics that could be used to find these spells. So, how can I find them? It must be doable with Weidu, and without knowledge of which particular mods are installed. Someone answer that for me and I’ll make this change in five minutes. 

2 hours ago, Endarire said:

want T&B and 5e Casting to handle what you call metamagic (sequencers & contingencies) to also apply to the sequencers and contingencies added by OlvynSpells. ...

also want T&B and 5e Casting to handle your version of metamagic for the Made in Heaven Spell Pack spells of Spell Matrix and Tattoos of Power

How many sequencer spells do we need in the game? Three already seems like a lot to me. At any rate, I don’t know how to do this.

2 hours ago, Endarire said:

Innate Cantrips

Yeah, that component is eons old and it sucks balls in all sorts of ways. It’s awful. But I have neither time nor inclination to improve it. Just use one of the other options. 

2 hours ago, Endarire said:

Work with Pecca, the author of MSFM (More Style for Mages), to have T&B's familiar code perfectly integrate with MSFM's. 

They’re two different mods with two different visions, that change the same part of the game in different ways. Just pick one. 

2 hours ago, Endarire said:

have T&B's familiar code perfectly integrate with OlvynSpell's.  I quite like the ability for OlvynSpells familiars to deliver touch spells at their masters' caster level!

I don’t see why this wouldn’t already work. My familiars are the same creatures as those in the vanilla game, they just have different animations. 

Edited by subtledoctor
Link to comment
15 hours ago, subtledoctor said:

OlvynSpells comes along and adds a bunch of spells with his fancy new system. Later TnB comes along and needs to find every spell available to sorcerers. A list would be nice. The base game has a list. A list, and a file-name protocol. But the whole premise of Olvyn’s spell-learning thing is that it can encompass any spells you want, without regard for a list or a naming scheme or any kind of characteristics that could be used to find these spells. So, how can I find them? It must be doable with Weidu, and without knowledge of which particular mods are installed. Someone answer that for me and I’ll make this change in five minutes. 

Would https://forums.beamdog.com/discussion/comment/1178373/#Comment_1178373 suffice? (Note that I haven't used OlvynSpells either, I agree with your principles here myself.)

Link to comment
3 hours ago, Graion Dilach said:

Would https://forums.beamdog.com/discussion/comment/1178373/#Comment_1178373 suffice? (Note that I haven't used OlvynSpells either, I agree with your principles here myself.)

That looks like gobbledygook to me. And it's not clear to me how it would work, and not to be too blunt, but it's not my responsibility to sift through someone else's code and figure that out. (Even assuming I could - I'm no coder, LUA looks like a Jackson Pollock painting to me.)

What I've been hinting at is, since the tool that Olvyn created removes something fairly important (a central place/method to look up valid sorcerer spells)... why not just add something like that back in. I think I raised this in another thread, and nobody cared, but Olvyn can do it himself, quite easily, if he wants his mod to be more compatible with other mods. Just set up a .2da table with all spells handled by the UI mod. Have a column for the spell RES's, a column for SORCERER, and put a 1 or 0 in the sorcerer column to signify access. He advertises that the code can be used by other mods, so include a facility to add new columns for different kits. The drop-in code can append new spells or new kits or both, keep it all straight in a non-destructive and non-duplicative way. This would not be hard. My mods positively litter the override folder with new .2da tables... it is an easy and harmless way to enable everyone to keep track of stuff like this.

Then other mods could add a simple ACTION_IF FILE_EXISTS_IN_GAME ~newtable.2da~ and include spells relevant to this or that kit in whatever tweaks they apply. If other mods use his drop-in code then these kinds of tweaks will automatically incorporate those too.  And then we can all sing Kumbaya. Contrarily, if other mods don't end up using his tool, then I have to question whether his mods should continue using it. Sometimes things, even good things, just don't get traction. That's life.

tl;dr: If he wants the spells in his mod to be included in systems that other mods use, then he needs to facilitate that.

Edited by subtledoctor
Link to comment
6 hours ago, Endarire said:

I thought that because you already applied your metamagic options to the default spells, you could also do it with custom sequencers and contingencies

I thought that the changes I made (fill sequencers with any known spell instead of any memorized spell) would affect all sequencer abilities, regardless of provenance. I don’t think I patch any if the spells individually for that. 

Link to comment

@subtledoctor
After testing things on a new install, your metamagic spell option #5 worked on Tattoos of Power from Made in Heaven Spell Pack and on OlvynSpells's Backstab Sequencer.  Sors can't learn the OlvynSpells despite there being scrolls in the mod for it, but this is even more reason to go Druid/Mage!

EDIT:
Request: Since I am part of a team updating More Style for Mages (MSFM) to be EET compatible, may we add the T&B familiar abilities and code to MSFM with credit given to you?  (Pecca, MSFM's author, has already given permission for many things and I await permission from him to do this.)  The intent is to allow players to have fully-featured familiars all in one place, thereby making familiars more useful in combat.

Thankee!

Edited by Endarire
Link to comment

I have a bug with multiclass sorcerers where spells that require a target (magic missile, flame arrow, breach, etc) causes the spell casting button on the toolbar to gray out and not come back until I rest. The odd exception is that I can target myself and not trigger the bug, but if I target anyone else spell casting goes bye bye. Area of effect spells work fine.

Link to comment

I seem to be unable to learn spells as a new single kit sorcerer.

I never get the item option for learning spells. 

https://imgur.com/a/55hgwun

This should show that I could get spells in the second image as a fighter/so but not the first image as a magus. Any idea what I'm doing wrong or how to fix it?

Weidu log 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]
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #64 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 1 hour 30 minutes (extended) real time minimum between LoveTalks: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #70 // The BG1 NPC Project: Xan's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #80 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #110 // BGEE Banter Timing Tweak -> Banter Timing: Normal (about 27 minutes between banter dialogs): v27.1
~BG1NPC/BG1NPC.TP2~ #0 #120 // The BG1 NPC Project: Bardic Reputation Adjustment: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #240 // The BG1 NPC Project: Kivan's Proficiency -> Kivan uses spears: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #150 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #155 // The BG1 NPC Project: Give Coran his "Murder in Baldur's Gate" portrait: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Ajantis Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #40 // The BG1 NPC Project: Coran's Romance Core (adult content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v27.1
~BG1NPC/BG1NPC.TP2~ #0 #50 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v27.1
~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #30 // Install Hexblade fighter kit: v9
~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #31 // Install Duelist fighter kit: v9
~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #34 // Install Duskblade fighter kit (by ronin69hof, ronin69hof@gmail.com: v9
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #16 // Improved Identify spell (usable by Arcanist/Multi Sorcerers): 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #40 // Revised Specialists: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #51 // Revised Metamagic -> Innate metamagic, learned automatically by everyone: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #61 // Cantrips -> Innate Cantrips: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #66 // Innate Find Familiar: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #72 // Sorcerer Spell Switching -> Change spells once every three levels: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.9.23
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #93 // Make +Spell Slot Items work with MultiSorcerers and Arcanists: 0.9.23
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing): v3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #4 // Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #181 // Unique Containers -> Unique icons only: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn (DavidW/Zed Nocear): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior (plainab) (BETA): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2152 // Wear Multiple Protection Items -> Allow Armor Plus One Protection Item (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters (BETA) -> Arcane & Divine Magic: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multiclass Restrictions -> Install options one and two (everyone can multiclass anything): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi-Classes -> Loosen Equipment Restrictions for Druid Multi-Classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3081 // Increase Ammo Stack Size -> Stacks of 40: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make party members less likely to die irreversibly: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC pairs to separate: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo into Minsc's pack: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4160 // Allow Yeslick to use axes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel doesn't die in the original challenge: v9
 

 

Link to comment

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...