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


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Warning report on components  14 and 68 (installation on clean BG2EE 2.6.6 with Project Infinity)

 

14 - Revised Invisibility and True Seeing

WARNING: no effects added to sppr309.spl

INSTALLED WITH WARNINGS Revised Invisibility and True Seeing

 

68 - Pooky's Mod: Imbue Familiars

WARNING: no effects altered on D5L4193.SPL

INSTALLED WITH WARNINGS Pooky's Mod: Imbue Familiars

 

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A few minor things noticed.

Innate metamagic component:

Options 1 and 2: Contingency is added but not visible on the bar. Caused by locations on the extended headers on SPWI617.SPL being set to Spell instead of abilities. Probably didn't get patched right during install.

BG2EE: With option 1 and 3, Sorcerers aren't getting Chain Contingency in the HLA list.

IWDEE: Chain Contingency isn't obtainable by any class. Options here are to make it obtained automatically, or keep the spell as a scroll and in the sorcerer spell selection.

 

Cantrips (innate) - Earthen Grasp isn't visible on the bar. Looks like d5_witr.SPL is set as a Wizard spell instead of innate. Again, I'm assuming it didn't get patched due to a typo or whatever.

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Hi @subtledoctor I have noticed that there is an issue with multiclass sorcerer HLAS. The abilities appear in the HLA selection box but it is not possible to actually select them, looks like minimum number is set at * rather than a number. 

I also note that the sorcerer multiclasses have the mage HLAs so I wonder if it is possible to change this so that they have sorcerer HLAs?It looks like the code to implement this is present in the FNP multiclass cleric component but commented out. Is this because it wouldn't work? 

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Hi there,

Love the mod. Just a couple of clarifications on sorcerers, if you please?

1) How does the Evermemory ring work? I get an icon that I can click on, but nothing happens at all when I do. What am I doing wrong?

2) How do I learn spells? There's an item in my backpack, I use it, but I'm not sure if anything happens.

I apologize if I'm being completely thick and am missing some obvious things, but I seriously can't make heads or tails out of it. 😕

Thanks.

 

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4 hours ago, TyrionBean said:

1) How does the Evermemory ring work? I get an icon that I can click on, but nothing happens at all when I do. What am I doing wrong?

2) How do I learn spells? There's an item in my backpack, I use it, but I'm not sure if anything happens.

Gonna need to see your Weidu.log. (In spoiler tags, please, if you copy/paste it!)

Also what kind of sorcerer? How exactly are you testing this? Evermemory does nothing if you haven’t cast any spells yet, and is completely unchanged for regular sorcerers (so the extra ability does nothing for them).

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3 hours ago, subtledoctor said:

Gonna need to see your Weidu.log. (In spoiler tags, please, if you copy/paste it!)

Also what kind of sorcerer? How exactly are you testing this? Evermemory does nothing if you haven’t cast any spells yet, and is completely unchanged for regular sorcerers (so the extra ability does nothing for them).

Okay, I’ve been using it on my iPad, but I can run it the same on the Mac if you want and then post the log (in the spoiler tags).

I’m playing a fighter/sorcerer or just a regular sorcerer. When I put the ring on, I still only have one spell slot at first level (when I first get the ring). With wizards, it doubles it to two (so I put in two sleep spells for instance). But with sorcerer, I only have one slot. I try resting and it still only has one slot.

EDIT: In fact, I just tried resting and I no longer even have spells. My spell book says 2/2 memorized, but I cannot cast anything (the quickslot bar doesn’t respond at all on the spell buttons). It’s as if sorcerer abilities are just dead. I can still use my special abilities, like familiar etc..but no spells from the spell bar at all even though they are memorized.

Here is the Weidu.log from my Mac (but from the installed iOS version, not the Mac version so it doesn't contain DLCMerger):

 

// 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]
~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
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (fighter/thief kit): 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4.21
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 4.21
~A7#IMPROVEDARCHER/A7#IMPROVEDARCHER.TP2~ #0 #0 // Improved Archer Kit: v4.0
~A7#IMPROVEDARCHER/A7#IMPROVEDARCHER.TP2~ #0 #10 // Add fighter kit: Marksman: v4.0
~A7#IMPROVEDARCHER/A7#IMPROVEDARCHER.TP2~ #0 #20 // Add paladin kit: Bow Knight: v4.0
~A7#IMPROVEDARCHER/A7#IMPROVEDARCHER.TP2~ #0 #30 // Add thief kit: Sharpshooter: v4.0
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics [Andyr]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #150 // Remove "+x" From Unique Item Names: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow [plainab/grogerson]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #171 // Unique Icons [Lava] -> Replace all icons: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3151 // Remove Annoying Visual Effects from Equipped Items -> Remove all of the above: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood except the mines: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-Out Dialogues: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn [DavidW/Zed Nocear]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing [Weimer]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior [plainab]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1330 // NPCs Cannot Use Doors: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove experience cap: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor per PnP: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No restrictions: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2161 // Alter Weapon Proficiency System -> BG-style weapon proficiencies, with weapon styles [the bigg]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery [Weimer]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True grandmastery [Baldurdash]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-nerfed table [Blucher]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-nerfed table [Blucher]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-nerfed table [Blucher]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2296 // Alter Druid Spell and Level Progression Tables -> Use cleric level progression changes with un-nerfed cleric spell table [Blucher]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters -> Arcane and divine magic: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal [Ardanis/GeN1e]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps [Ardanis/GeN1e]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multi-Class Restrictions -> Install options one and two (everyone can multi-class anything): v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2552 // Alter Gnome Mage Kit/Multi-Class Options -> Generic mage multi-class, enable all kits for single-class: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Alter Paladin Spell Progression Table -> Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Alter Ranger Spell Progression Table -> Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi- and Dual-Classes -> Loosen equipment restrictions for druid multi- and dual-classes: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization [subtledoctor]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2450 // Enforce PnP Proficiency Rules on Dual-Classed Characters [subtledoctor]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes [sarevok57]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce [Angel]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2560 // Allow Monks to Wear Helmets: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 [Angel]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3012 // Maximum HP Creatures [the bigg] -> For party-joinable NPCs only: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% learn spells and no maximum cap: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove Fatigue from Restoration Spells: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound [Weimer]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Jewelry, Gem, and Miscellaneous Item Stacks -> Unlimited jewelry, gem, and miscellaneous item stacking: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited scroll stacking: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs are never angry about reputation: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation [Luiz]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3130 // No Traps or Locks [Weimer]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere [japheth]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3267 // Recoverable Ammunition [argent77] -> 100% chance to recover after a successful hit, vs. enemies only: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3277 // Recoverable Throwing Weapons [argent77] -> 100% chance to recover after a successful hit, vs. enemies only: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize Automatic Save Names -> Use scheme: 000000000-Protagonist-Save-Name: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make Party Members Less Likely to Die Irreversibly: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3344 // Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] -> Movement speed by 100 percent and casting speed: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC Pairs to Separate: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 values: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 values: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 values: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 values: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4160 // Allow Yeslick to Use Axes: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4180 // Removable NPC Items: v14
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #1201 // Rebalanced Arcane Opposition Schools -> No Opposition Schools: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #40 // Revised Specialists: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #51 // Revised Metamagic -> Innate metamagic, learned automatically by everyone: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #61 // Cantrips -> Innate Cantrips: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #66 // Innate Find Familiar: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #71 // Sorcerer Spell Switching -> Change spells every level: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #82 // Mage Kit: Arcanist (Do not install if you plan to use 5E spellcasting for everyone): 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #85 // Sorcerer Kit: Mana Sorcerer: 0.9.30
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #92 // Make +Spell Slot Items work with MultiSorcerers/Arcanists -> Bonuses for both memorization and casting slots: 0.9.30
 

Edited by TyrionBean
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50 minutes ago, TyrionBean said:

I’m playing a fighter/sorcerer or just a regular sorcerer. When I put the ring on, I still only have one spell slot at first level (when I first get the ring). With wizards, it doubles it to two (so I put in two sleep spells for instance). But with sorcerer, I only have one slot. I try resting and it still only has one slot.

I'm a little unclear whether you sometimes mean "fighter/sorcerer" when you say "sorcerer."

So, I am doing some tests with the same components of TnB that you listed, and this is what I am seeing:

-- I created a plain sorcerer. At Candlekeep, I let the game clock run for a few seconds to make sure everything gets set up properly. (In every game I start, I always see Charname duck into the "alert" posture as if enemies were near, and then after a few seconds straighten up into the "at ease" posture... I generally make sure to avoid doing anything in the game until this is done, as it seems like something is happening behind the scenes.) I click the "change casting method" ability but choose to stay a regular sorcerer. I click the "choose a cantrip" ability and choose a cantrip. Then I use the backpack icon and clicked "arcane spell choice" and learn Shield and Sleep. Now I see those spells in my spellbook but I cannot cast anything - in the spellbook it says "spells can cast: 0/3." So back in the main UI I use the "restore spells" ability (or whatever it's called - it looks like a green head), and then I can cast 3/3 spells. So far, so good! Then I CLUA myself a scroll of Identify (SCRL75) and Evermemory (RING08). This is interesting: the ring's bonus spells are run through an .EFF file now, which usually works the same way as a normal equipping effect. But when I put the ring on, it only doubles my spell slots - not my actual castable spells. In other words, in my spellbook it says  "spells can cast: 3/6." Which, fine, not a big deal, and TBH it might actually be vanilla behavior. (If it doubled your castable spells, a sorcerer could just unequip it and reequip it constantly to get infinite spellcasting.) So I sleep in the inn, and when I wake up I can cast 6/6 spells.

So, after resting, with a normal sorcerer wearing Evermemory, at 1st level I know two spells and can cast six spells. This is working fine, from what I can see.

-- I created a half-elf fighter/sorcerer. This time I actually didn't see the character do that "alert crouch" thing. Huh! Weird. Anyway, I choose a cantrip which put Earthen Grasp into my spellbook instead of the innates bar (note to self), then do the backpack "arcane spell choice" ability. I do this twice, selecting Sleep and Shield again. For the F/S, the spells become castable immediately, which is nice - no need for that green-head "rest" ability. My spellbook says "memorized: 0/0" and in the main UI I can cast Sleep and Shield three times. So far, so good. I CLUA myself a copy of RING08, identify it, and then put it on. Nothing happens - which is expected, as slot-doubling is not possible for pseudo-spontaneous kits like the Arcanist or multiclass sorcerers. I cast Shield, then I cast Sleep at Phlydia's feet, then cast Sleep again. Now I use the Evermemory item ability and... nothing happens. Ah, I think I know what the problem is.

I rest in the inn, and a few seconds after waking up (let that game clock run a bit!) I have my 3 spells to cast again. Now I cast Sleep twice, leaving 1 spell slot left. I use the Evermemory ability now. Behind the scenes, it has restored my spell slots to 3... but the UI has not updated and still shows 1. I cast Sleep again, and as expected it reduces my spell slots from 3 to 2 - and now the UI updates as well, showing 2 spell slots left.

So the ring is working in the background, but it is not updating your spell slots in the UI for multi sorcerers.

-- I created an Arcanist, selecting Sleep and Shield at character creation. At the very beginning I use the "change prepared spells" ability to make sure my slots are correct. They seem to be: I have one memorization slot, which I use for Sleep. After resting (and, again, letting the clock run for a couple seconds upon waking up), I can cast Sleep twice, so I have two casting slots. So far, so good. I CLUA myself a copy of Evermemory and put it on. Nothing visible happens, which is correct because it cannot double casting slots for this type of caster. I cast Sleep twice in the inn, bring myself down to 0 casting slots. Now I use the Evermemory ability, and it does adjust the UI and bring me back to two casting slots. Great! Now I again use the "change memorized spells" ability, and check my spellbook, expecting my memorization slots to double. For whatever reason, I have 3 memorization slots instead of 2. Why? I don't know. The Arcanist counts as a specialist in the game engine and gets an extra memorization slot; I take that away with a -1 modifier so it seems that Evermemory is doubling the original value from 2 to 4 before applying the -1 modifier. (Instead of applying the penalty and then doubling my slots from 1 to 2.) Honestly, this doesn't bother me very much. Arcanists with Evermemory will have more flexibility in their prepared spells, but then Evermemory is a very powerful item, so... whatever. I'm going to say everything is working okay for this kit.

-- I'm not going to bother testing with a plain-jane wizard, since you said that is working fine.

To sum up, it appear that the mod needs to make sure the Evermemory ability updates the multi-sorcerers' UI the same way it successfully updates the Arcanist's UI. (But it is working behind the scenes, so if you make sure to use the ring's ability when you still have one 1st-level slot left, it will give you your bonus slots when you cast that last spell.) This should be an easy fix. Thanks for the alert.

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Okay, I'm going to have to try it exactly how you said. I will let you know soon enough. I'm going to make a sorcerer from scratch (generic sorcerer btw, I never used the kits yet even though they are installed).

And yes, the ring works just fine with normal wizards (again, no kits tested but wizard works just fine, I've done even fighter/mage and that works great as well).

 

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