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


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System-pausing is broken in multiplayer (such as when creating a Sequencer/Contingency), even when pausing is allowed in MP rules.  I don't really know why.

The simplest way to solve this, is to copy one of the normal sequencer activation subspells (such as SPWI420D.SPL) that would accompany a sequencer, that are automatically granted when you create the sequencer.  Rename it (keep the "D" suffix) and the activation resource for your sequencer, and switch the ability target type to "7", so it cannot be interrupted or target others.  In multiplayer, you would have to manually activate the sequencer afterwards, as with normal sequencers.

Then add an effect to remove that spell to each of the spells that could be stored in that sequencer (this is to automatically remove that spell in Single-player, where it would just clutter up the interface).

Edited by kjeron
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Just a heads-up: I recently did a major EET install and I added the Chaos Sorcerer mod right after this one (specifically, after the "Sorcerer Spell Switching" and "Mana Sorcerer" components). Unfortunately the Chaos Sorcerer stripped out some lines of CLABMA01.2da and caused trueclass sorcerers to 1) be unable to learn spells, 2) be unable to switch spells, and 3) be unable to choose to cast with mana points.

So if you install the Sorcerer Spell Switching and/or Mana Sorcerer components, and you want to use the Chaos Sorcerer mod, you should install the Chaos Sorcerer first.

EDIT - and it’s already been fixed! :)

So with the latest version of Chaos Sorcerer it can once again be installed after TnB. 

Edited by subtledoctor
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"COMPONENT 40: Revised Specialists"

So Necro Spells are only avaiable for Necromancer right? Im playing a Abjurer is there a way with NI to edit my Character to give him "Horrid Wilting" ?

I tried to add it to the Spellbook via NI but it dont show up in the game.

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7 hours ago, Draelyn said:

Necro Spells are only avaiable for Necromancer right?

No, I did that once a long time ago to try to make necromancers more of a distinct class, but for some time now necromancy spells have been available to anyone. Your Abjurer can simply learn ADHW from a scroll like usual. 

Edited by subtledoctor
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My main purpose in using this mod is to play as fighter/sorcerer multiclass in BG EET.

I downloaded 0.9.33 version of this mod and installed only COMPONENT 80: Multiclass Sorcerers to latest BG2:EE (steam), it was first and only mod in this installation.
To check it I started to create half-elf Fighter/Mage with Fighter/Sorcerer kit. I noticed that on stage to select spells it asks about memorization of spells like it does for plain mage, but I guessed that it's a technical issue because this sorcerer implementation based on mage and probably this screen is unavoidable for mages.
After starting the game, I see that Spell book for the player is empty and he can not make any spell.
Looks like there is some bug here.

I proposed that probably component 80 requires some another components and installed all components of this mod over previous installation. Unfortunately the result was the same: no spells.

Please advise which information from my side do you need to detect the issue? I attached my save file to this message.

000000026-Test.zip

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3 hours ago, Zetcom said:

Please advise

You choose spells from an item ability under the backpack icon in the main game screen. If you don’t have that, then you can use the “initialize sorcerer casting” innate ability to get it. (There is a current bug where the initialize ability doesn’t go away… you’ll have to ignore it the rest of the game. 

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16 minutes ago, subtledoctor said:

You choose spells from an item ability under the backpack icon in the main game screen.

Thank you! Now I see how it works.

Sorry, if I ask something obvious not related with the mod: I am new in BG, didn't play it before at all.
As far as I understand it's possible to select quick spell by right-click on quick spell icon, but it doesn't work for this multi-class sorcerer: nothing does by right-clicking.
Also when I created flat sorcerer to test, it is not able to cast spells: learning spells works as you described and as it works for fighter/sorcerer and spells are visible in magic book, but icon to cast spell is inactive as against fighter/sorcerer.

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17 hours ago, Zetcom said:

As far as I understand it's possible to select quick spell by right-click on quick spell icon, but it doesn't work for this multi-class sorcerer: nothing does by right-clicking.

These spells cannot be put in quickslots - it's an engine limitation. I believe there is a tweak in EEex that allows innate abilities to be put in quickspell slots - then this could work. But I have no experience with EEex so I don't know how easy/reliable the combination would be.

17 hours ago, Zetcom said:

Also when I created flat sorcerer to test, it is not able to cast spells: learning spells works as you described and as it works for fighter/sorcerer and spells are visible in magic book, but icon to cast spell is inactive as against fighter/sorcerer.

A normal sorcerer needs to rest after learning spells, in order to cast them. This is vanilla game behavior. In this case, since a vanilla sorcerer doesn't pick spells in Character Generation, you will have a green innate ability called "Restore Spells" or something like that. It is a one-time ability that simulates resting and gives you all your spells. So with a regular sorcerer you would use the backpack ability to learn all spells you can, and then use the green ability, and then you're off to the races.

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2 hours ago, subtledoctor said:

These spells cannot be put in quickslots - it's an engine limitation.

Thank you for the detailed explanation!

How do you think, is your mod enough mature in order to be used in first playthrough in EET campaign?
I don't have experience yet in this great game and it would be very pity to hit a snag in the middle of long path.
Or it would be more wise to use vanilla Fighter/Mage?
Which approach is better in your opinion for me (I would like to decrease micromanagement related with mage specialty, it's a first reason for me to find possibility to play Fighter/Sorcerer)?

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I feel like any snags with these kits would become apparent within the first ten minutes. If not, it should be good for the whole game*

I just started an EET game - my first - and I have Imoen kitted as a sorcerer/thief. Finished Nashkel, Valley of the Tombs, the Xvart village and Gnoll Fortress, and she is doing just fine. 

* The only thing I’m not 100% certain of is HLAs - because these are technically mage kits, they will likely get a selection of mage HLAs. Depending on your game setup, that may or may not be weird. But HLA tables are easy enough to change mid-game, so I’ll cross that bridge when I (Imoen) get to it.

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@subtledoctor
Request: Add an install option to allow Mages at level time to learn 2 spells of any spell level they can cast, except from forbidden schools if those are still applicable for this character.  AionZ's Shadow Magic does this for the Shadow Magic version of Mages.

I know this changes the balance of the game, but you already released 5e Casting for those who wanted it.

Thankee!

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