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


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1 hour ago, Quester said:

Does the Revised Specialists component remove opposition schools completely no matter what option you choose in the Rebalanced Arcane Opposition Schools component? The first page of this topic and the github readme are not identical on this matter, that's why I ask.

Whoops, that’s an oversight in the first thread post. The “no opposition schools” bit has been extracted into its own separate optional component, to give you more choice. The post is fixed now. 

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Guest mephisto

Hello, I have problem with multiclass sorcerers component, where all I can do is just to cast 3 initial spells and then I just cannot restore them by resting. I read here that there should be an innate "restore spells" ability, but I don't have anything like it. I removed already all other mods to troubleshoot, so now I am only with clean installation of EET and still nothing. What am I missing? Thanks in advance.

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1 hour ago, Guest mephisto said:

Hello, I have problem with multiclass sorcerers component, where all I can do is just to cast 3 initial spells and then I just cannot restore them by resting. I read here that there should be an innate "restore spells" ability, but I don't have anything like it. I removed already all other mods to troubleshoot, so now I am only with clean installation of EET and still nothing. What am I missing? Thanks in advance.

You should have no “3 initial spells” from character generation - they should be removed. You should have an item ability  to choose spells. If not, then you should have an innate ability to “initialize sorcerer spellcasting” or something like that. 

Don’t pre-generate characters - that shouldn’t cause a problem, but I guess it could, theoretically. 

I always assume this goes without saying: you can’t install this on a game in progress and expect it to work. You can’t load a savegame repeatedly while changing your installed mods and expect things to reflect the new mod loadout. You need to: 1) start with a clean game install; 2) install some mods; and 3) start a whole new game from scratch. 

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Guest mephisto

Sorry, I wasn't too clear. I meant 3 first sorcerer memorized spells. I of course disregard those that I picked at character creation. I mean that everything from the mod seems to works as intended (initialize sorcerer spellcasting and learn new spells from item icon), but after I cast those, its finished. I just can't restore spellcasting by resting and also the innate ability to restore spells is missing. I have clean install (I uninstalled all other mods), I have just multiclass sorcerers component and I always start a new character when I do changes.

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]
~EET/EET.TP2~ #0 #0 // EET core (resource importation): V13.4
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.9.34
~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation

 

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7 hours ago, Guest mephisto said:

Sorry, I wasn't too clear. I meant 3 first sorcerer memorized spells. I of course disregard those that I picked at character creation. I mean that everything from the mod seems to works as intended (initialize sorcerer spellcasting and learn new spells from item icon), but after I cast those, its finished.

Whoa, this alerted me to a critical bug caused by a typo. Thanks!

This is fixed in version 0.9.37. Gonna need to update some other mods too...

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2 hours ago, Endarire said:

@subtledoctor
Just checking on adding the revised Sor/Wiz spell tables from Tweaks Anthology as a component to T&B or adding Tweaks Anthology spell table compatibility to T&B to make install order easier.

Thankee!

But aren't the Tweaks Anthology spell progression tables already compatible with T&B? I have them in my install list.

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4 hours ago, Quester said:

But aren't the Tweaks Anthology spell progression tables already compatible with T&B? I have them in my install list.

They're complaining because you have to break it up and install those two CDTweaks components before TnB, then install the rest of CDTweaks later. (Note, this is only needed for the multiclass sorcerers component.)

That is a bit annoying, but also perfectly doable. Especially if you use something like PI or similar mod installer, where it can handle that sort of thing for you. In that case it's really not a big deal, just feed it an install order with Tweaks broken up and you don't even have to worry about it.

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So, I have been having that issue with opposition schools not applying on my install.

Today I did some testing with a much smaller install, and the issue persists. Despite not selecting any components that should change opposition schools from vanilla (to my knowledge), it seems in my game there are no opposition schools active.

This leads me to believe that one of the below T&B components sneakily deletes opposition schools without saying so in the readme.

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]
~EET\EET.TP2~ #0 #0 // EET core (resource importation): V13.4
~ITEM_REV\ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV\ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV\ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV\ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV\ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 (Revised V1.3.800)
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.9.40
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #40 // Revised Specialists: 0.9.40
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #66 // Innate Find Familiar: 0.9.40
~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.9.40
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #1012 // IWO - Aesthetic & Enchantment Tweaks -> Replace Enchanted Equipment with Mastercraft: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #123 // WPO - Weapon Proficiency Overhaul -> NEW: Expanded Combat Skills System: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #124 // WPO - Fighting Style Changes: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #201 // SBO - Stat-based Bonus Spell Slots: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v6.2
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v6.2
~EET_END\EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation
 

If that's not the case...I'm stumped.

Edited by Quester
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