jmerry Posted July 9, 2023 Share Posted July 9, 2023 (edited) 58 minutes ago, Reshy said: Getting an issue where the game will crash on rest after meeting some condition, I think it happens if you rest with an item that gives extra spell slots but also under other conditions I'm not sure of. Might be related to how spell matrix/spell sequencer works? Crashing on rest might be the auto-healing routine running into problems. The game tries to cast healing spells until you either run out or have a fully healed party, and if one of those spells is broken ... To test for this - does it happen if you try to rest when your party is fully healed already? Edited July 9, 2023 by jmerry Quote added due to page transition Quote Link to comment
Reshy Posted July 9, 2023 Share Posted July 9, 2023 2 hours ago, jmerry said: Crashing on rest might be the auto-healing routine running into problems. The game tries to cast healing spells until you either run out or have a fully healed party, and if one of those spells is broken ... To test for this - does it happen if you try to rest when your party is fully healed already? Topped everyone off before using one of the bad saves, the crash still occured. The only difference between the save I used and the good save is nobody used the spell Matrix/Sequencer. Quote Link to comment
GawainBS Posted July 14, 2023 Share Posted July 14, 2023 When using the inherent familiar component, I've noticed a small issue: whenever I talk to my familiar and ask how it's doing, I get the replied about the cuts and nicks stinging, implying that the poor thing is hurt. But when hovering over them, it shows "uninjured." Quote Link to comment
jmerry Posted July 14, 2023 Share Posted July 14, 2023 Checking one of the dialogues (pseudodragon) ... IF ~~ THEN BEGIN 13 // from: 1.3 3.2 SAY @58318 /* ~The dragon flicks its tail with pleasure and gazes up at you with colorful eyes. "So long as you are well, my <PRO_LADYLORD>, then I am well."~ */ IF ~HPLT(Myself,16) !HPLT(Myself,8)~ THEN GOTO 15 IF ~HPLT(Myself,8)~ THEN GOTO 16 IF ~!HPLT(Myself,16) RandomNum(4,1)~ THEN GOTO 14 IF ~!HPLT(Myself,16) RandomNum(4,2)~ THEN GOTO 17 IF ~!HPLT(Myself,16) RandomNum(4,3)~ THEN GOTO 18 IF ~!HPLT(Myself,16) RandomNum(4,4)~ THEN GOTO 19 END Absolute HP checks there. At 16 or more, go to one of the "uninjured" dialogues. At 8 to 15, go to the "minor injuries" dialogue. At 7 or less, go to the "badly hurt" dialogue. But familiar HP depends on which familiar it is. ToB familiars have 48 max HP. SoA familiars have 24 max HP, except imps that only have 18. BG1 familiars have 12 max HP, except imps that only have 9. I take it you're using this in BGEE? Oops. The design didn't take that into account. I'd recommend changing all the HP checks to percentage-based; HPPercentLT instead of HPLT. That dialogue also has stuff related to the SoA plot (the familiar reminds you of the current main quest), and the chapter checks in that are static; that bit of dialogue will result in nonsense if applied to BGEE or EET. Quote Link to comment
jmerry Posted July 15, 2023 Share Posted July 15, 2023 For a quick fix on that particular issue, editing dialogue trigger conditions in Near Infinity is actually fairly straightforward. You can just go into the familiar dialogue files and replace one version of the trigger condition with another. And ... wait, I just looked at the vanilla BGEE version of the dialogue. Those bits are already there, and they use percentage-based checks - HPPercentLT(35) and HPPercentLT(65). Checking BG2EE... OK, that's the version with the absolute HP values. Or rather, two versions; that game uses separate dialogue files for the SoA familiars and for the ToB familiars. It looks like the mod is just overwriting the dialogue files wholesale. Which, when that's something like overwriting the BGEE familiar dialogues with the SoA familiar dialogues, is not ideal. It should be possible to work with what's already there and make minimal changes. Quote Link to comment
Reshy Posted July 15, 2023 Share Posted July 15, 2023 Noticed an issue with the mod, it seems like if you use the spell selection mode and 'memorize' a spell, you don't get it until you activate spell selection mode a second time then it applies. That's also the moment where the game will bug out and disable your casting. I found that if you enter a glitched 15/15/15 state with your spells, you don't get locked out of your spell list. Additionally a random bug with the contingency changes: Quote Link to comment
subtledoctor Posted July 28, 2023 Author Share Posted July 28, 2023 I've updated the mod to version 0.9.49, introducing some more options for opposition schools. The basic options are the same - BG2 opp schools, IWD opp schools, PnP opp schools, or no opp schools - but now there is an option to limit opposition exclusions to spells of 4th level and higher. So a Transmuter barred from Abjuration spells can still cast Spell Thrust, a Conjurer barred from Divination spells can still cast Detect Invisibility, etc. Quote Link to comment
Endarire Posted August 16, 2023 Share Posted August 16, 2023 (edited) Bug Report 1 T&B + the newest Shadow Magic means Shadow Magic Sorcerers AKA Shadow Disciples can learn spells from the standard Sor list AND the Shadow Magic list which should not be! Further testing with T&B and Shadow Magic produced these awkward results: -Using T&B's spell learning and swap system, a typical Sor could learn normal and Shadow spells. A Shadow Sor could also learn all these spells but could seemingly only cast Shadow spells. All other spells were removed from their spells known. -Innate Find Familiar: Still applied to a Shadow Sor main character. I installed Choose-Your-Own Familiar and chose a Spider but that was replaced with an Imp. I could also use Find Shadow Familiar to get a second sort of familiar out at a time. At least Sor spell switching worked as intended!Bug Report 2 I tried using OlvynSpells 2.5 with the latest EEex release (0.9.22) but the metamagics seemingly have no effect! I tried consoling Imoen to Wizard level 23 and tested Mass Spell on stoneskin and mirror image. Even with CHARNAME and Minsc close nearby, the caster was the only one to be affected by these effects. (The character menu for Imoen showed stoneskin active, but not on other party members.) I tried making a Shadow Magic Sor (Shadow Disciple) and normal Sor. Metamagic seemingly had no effect. With the Shadow Disciple's Mass Spell active, a small purple ball of light repeatedly pulsed from the caster to nearby allies as if to indicate a range. It had no mechanical effect to my understanding aside from perhaps preventing saving while the graphic was displayed. Note that on EET, I installed Shadow Magic then Tome & Blood then Spell Revisions then EEex then OlvynSpells then EET End. I used the latest versions of each. For another text, I tried removing Shadow Magic from the mix and used EET >> EEex >> Spell Revisions >> OlvynSpells >> Tome & Blood. Metamagics still didn't work for the Sor and a Human Transmuter didn't even learn any metamagics to test! In comparison, the mass cast spell cast by the Transmuter provided mass mirror image to the party just as expected! To clarify, with just EEex/OlvynSpells & EET, metamagic worked as intended.Closing Thankee! Edited August 17, 2023 by Endarire Quote Link to comment
Connacht Posted August 25, 2023 Share Posted August 25, 2023 Hello, I installed the multiclass sorcerer mod to an already modded game (SCS, NPC P, Encounters, UB, BiG World Fixpack, CD Tweaks) and almost every companion vanished. I only found Imoen, Khalid, Jaheira, Minsc, Edwin, Dynaheir. I can confirm that Xzar, Montaron, Ajantis, Kivan, Shar'Teel, Viconia, Branwen, and Xan disappeared. I didn't check the others. Is this because of some conflict with the other mods? Quote Link to comment
subtledoctor Posted August 26, 2023 Author Share Posted August 26, 2023 This mod doesn’t make NPCs disappear (!) so I can only presume that it is some problem with your overall mod combination being wildly out of order, and/or that you are doing this on a game already in progress, which is a no-no. Quote Link to comment
Connacht Posted August 29, 2023 Share Posted August 29, 2023 I started a new game after creating a fighter/sorcerer. Anyway, I tried again with a second new game now and somehow the characters are back. I have no clue about what happened. The only possibility is that there was a conflict with a previous mod that failed to initialize somehow. Maybe it's worthy to note that during my first attempt my character had some magical weapons and other items, at first I thought it was just part of the mod but now in my second attempt Charname is clear. I hope that I won't l have to install everything from scratch, which is a hassle. Quote Link to comment
Endarire Posted September 6, 2023 Share Posted September 6, 2023 These were things I (re)discovered via testing Shadow Magic and 5e Casting but which are specific to the Tome & Blood mod interacting with Shadow Magic 3.0.x. -Innate find familiar shouldn't be given to Shadow Magic users. Shadow Magic users instead get Find Shadow Familiar as an innate ability at level 8 (Bard) or level 6 (Sor or Wiz). -Revised Specialists probably shouldn't get access to Shadow Magic spells known automatically. Since normal Weave users (non-Shadow Magic users) can't normally learn Shadow Magic spells and vice versa, then, for example, every Gnome Illusionist shouldn't automatically know every Shadow Magic Illusion spell. (Since I also used OlvynSpells, some of the extra non-Shadow Magic spells this character knows are from there. All Shadow Magic spells are arcane spells - not divine spells - and have entirely black or purple icons.) Doc, if you wanna fix these, now you know how they interact. Enjoy! Thankee! Quote Link to comment
subtledoctor Posted September 6, 2023 Author Share Posted September 6, 2023 32 minutes ago, Endarire said: Revised Specialists probably shouldn't get access to Shadow Magic spells known automatically. Since normal Weave users (non-Shadow Magic users) can't normally learn Shadow Magic spells and vice versa, then, for example, every Gnome Illusionist shouldn't automatically know every Shadow Magic Illusion spell Not much I can do here. Is there some way to identify Shadow Magic spells in code? If these are not normal spells in the specialty schools, then they should not be coded in the normal specialty schools. In fact I remember reading once that it is possible to create new schools of magic (“primary type”) and it strikes me that Shadow Magic spells should probably have their own Shadow Magic primary type. But, it’s not my mod. Quote Link to comment
Endarire Posted September 6, 2023 Share Posted September 6, 2023 According to the spells directory, all Shadow Magic spells start with C0SA. (Sometimes the case is different, like c0sa.) You filtered out 5e functionality from C0SA before, and it's likely true that this is a simple way to do it here. Thankee! Quote Link to comment
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