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8 hours ago, Caedwyr said:

I am able to equip studded leather armor.  I'm not sure if this is because of an interaction with Tweaks Anthology

The component normally doesn't expand the types of armor a mage character can wear, and studded leather armor is not normally on the list, but it could be that tweaks anthology is not configured to account for your mod @CamDawg.  If the Shadow Adept is meant to be able to wear studded leather armor then this should be mentioned in the kit description.  All weapon proficiencies are as I expected.

Yep, Tweaks doesn't mess with usabilities. All it does is change the 'disable spellcasting' opcodes to miscast penalties, as appropriate. Even then it works off a fixed list, so if it's not a known armor it'll be ignored.

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@Caedwyr, Lava just updated mods from Athkatlan Grounds series and also Weasels! and Skie - The Cost of Girl’s Soul with better EE item descriptions. Don't forget to grab new version while updating your modlist. Thar would be all Lava's mods for which I provided updated EE item descriptions. I haven't touch his NPC mods, so not sure if those also need updates, but I may check them in the future. 

 

 

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I don't remember whether you are using NPC_EE or SCS NPC Customization, but if it's the former, be advised I just dropped a major update for NPC_EE.

15 hours ago, Caedwyr said:

Minor spell sequencer showed up at level 4 spells (character level 7).  It does not appear as though the Shadow Adept should get minor spell sequencer according to the kit description, but it did function correctly (though the potential drain could be dangerous).  Should probably be discussed with @Artemius I and @subtledoctor as to what behaviour should occur when Tome & Blood's innate spell sequencers component is installed after the Shadow Adept mod.

What is the Shadow Adept?  A sorcerer?  Or mage?  Do you recall which innate sequencer option you installed?

I think TnB already has some carve-outs for the  Shadow Adept... oh yeah, in the ability-based bonus spell slots component.  So I should be able to grab the kit name and do the same for the innate sequencers.

20 hours ago, Caedwyr said:

The Troubadour got a level 3 spell slot at character level 7, but did not receive any slots. This is due to the Gallant stand alone kit from Might & Guile @subtledoctor changing the spell table for the bard class and removing the level 3 spell slot at Character Level 7.  It appears as though the Gallant is making some changes intended for just the Gallant kit but applying it across all bard kits that reference the bard class.  (Checked via change-log, see attached files).

That is old, old, old code.  Now with v2.5, it need not be done that way; the kit can simply have a spell slot penalty and that's the end of it.  But back in the day this was the only way to do it.

That said, there's no reason it shouldn't work.  It looks at kitlist.2da for all bard kits (class number 5) and gives them a bonus slot at each spell level.  If the Troubadour is installed first it should be recognized and get the bonus.  (Check the Troubadour's kit ability table, versus other bard .2da tables.)

Edited by subtledoctor
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1 hour ago, subtledoctor said:

What is the Shadow Adept?  A sorcerer?  Or mage?  Do you recall which innate sequencer option you installed?

I think TnB already has some carve-outs for the  Shadow Adept... oh yeah, in the ability-based bonus spell slots component.  So I should be able to grab the kit name and do the same for the innate sequencers.

I got clarification that it was an undocumented change by the Shadow Adept (mage kit) mod and not something done by Tome & Blood, so you are in the clear here

1 hour ago, subtledoctor said:

I don't remember whether you are using NPC_EE or SCS NPC Customization, but if it's the former, be advised I just dropped a major update for NPC_EE.

I removed the SCS NPC Customization as it was causing problems with my install.  I'm likely to skip these types of components for my QA'd install since the intention is to give a fairly seamless experience.  For a personal install, I'll check out NPC_EE.  I'd opted to use SCS NPC Customization because NPC_EE had been a bit out of date, so that is good news.

1 hour ago, subtledoctor said:

That is old, old, old code.  Now with v2.5, it need not be done that way; the kit can simply have a spell slot penalty and that's the end of it.  But back in the day this was the only way to do it.

That said, there's no reason it shouldn't work.  It looks at kitlist.2da for all bard kits (class number 5) and gives them a bonus slot at each spell level.  If the Troubadour is installed first it should be recognized and get the bonus.  (Check the Troubadour's kit ability table, versus other bard .2da tables.)

The Troubadour's Kit ability table (c0trb.2da) shows the following:

2DA         V1.0
****
           1           2           3           4           5           6           7           8           9           10          11          12          13          14          15          16          17          18          19          20          21          22          23          24          25          26          27          28          29          30          31          32          33          34          35          36          37          38          39          40          41          42          43          44          45          46          47          48          49          50          
ABILITY1   ****        GA_C0TRBS1  ****        GA_C0TRBS2  ****        ****        GA_C0TRBS3  ****        ****        GA_C0TRBS4  ****        ****        GA_C0TRBS5  ****        ****        GA_C0TRBS6  ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        
ABILITY2   ****        ****        ****        ****        ****        ****        ****        ****        ****        GA_C0TRBIN  ****        ****        ****        GA_C0TRBIN2 ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        
ABILITY3   ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        
ABILITY4   ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        
ABILITY5   ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        
ABILITY6   ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        
ABILITY7   ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        
ABILITY8   AP_C0TRBPS  ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        
XTRA_SPL    AP_D5ABSP2  ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****       ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****  
WILD_TLNT   AP_D5PSWT_  ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        **** 
ABILITY     AP_D5_STAT1 ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****       ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****  
INTPROF     AP_D5IPRF2  ****        ****        ****        ****        ****        AP_D5IPRF5  ****        AP_D5IPRF7  ****        ****        ****        ****        AP_D5IPRF5  ****        ****        ****        AP_D5IPRF7  ****        ****        AP_D5IPRF5  ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****        ****         ****        ****        ****        ****        ****        ****  

It's not clear if D5ABSP2.spl is properly accounting for mods that adjust the spell tables (and I believe that the Bard gets a level 3 spell at character level 7 in vanilla BG1/BG2)

https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#bard

Going down through the chain of the effects called by d5ABSP2.spl finds that d5CHRBL.spl gets called which has an ability that removes 1 mage type spell at levels 1-6 twice (2 effects with a probability of 100% and a duration of 7).  This is for STAT CHR <specified value (which I think is the creature value of 13)

There is also a spell that gets called by d5ABsp2.spl named d5CHRM.spl that removes 1 spell per level for 1-6 and again removes 1 spell per level for 2-6. This is for STAT CHR = specified value which also is 13.

For STAT CHR = 14, D5CHRBN.spl gets called and it removes 1 spell per level from 1-6 twice.

For STAT CHR = 15, D5CHRB0.spl gets called and it removes 1 spell per level from 2-6 and 1 spell per level from 3-6.

For STAT CHR = 16, D5CHRBP.spl gets called and it removes 1 spell per level from level 3-6 twice.

For STAT CHR = 17, D5CHRBQ.spl gets called and it removes 1 spell per level from level 3-6 and 1 spell per level from 4-6.

For STAT CHR = 18, D5CHRBR.spl gets called and it removes 1 spell per level from level 3-6 and 1 spell per level from 5-6.

For STAT CHR = 19, D5CHRBS.spl gets called and it removes 1 spell per level from 4-6 and 1 spell per level from 5-6.

For STAT CHR = 20, D5CHRBT.spl gets called and it removes 1 spell per level from 4-6 and 1 spell from level 6

For STAT CHR = 21, D5CHRBU.spl gets called and it removes 1 spell per level from 5-6 and 1 spell from level 6.

For STAT CHR = 22, D5CHRBV.spl gets called and it removes 1 spell per level from level 5-6.  Note that there is only 1 effect in this case, not two like all the others.

For STAT CHR = 23, D5CHRBW.spl gets called and it removes 1 spell from level 6.  Only 1 effect in this case

For STAT CHR = 24, D5CHRBX.spl gets called and it removes 1 spell from level 6.  Only 1 effect in this case.

I can't follow what exactly are the STAT CHR values referencing, but I'm guessing this is meant to target various kit scenarios.

 

Edited by Caedwyr
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4 hours ago, Cahir said:

@Caedwyr, Lava just updated mods from Athkatlan Grounds series and also Weasels! and Skie - The Cost of Girl’s Soul with better EE item descriptions. Don't forget to grab new version while updating your modlist. Thar would be all Lava's mods for which I provided updated EE item descriptions. I haven't touch his NPC mods, so not sure if those also need updates, but I may check them in the future. 

 

 

Updated my list for my next install.  Thanks.

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Regarding bard spell slots:

The operative code is here, starting at line 112. It reduces tbe number of spells slots  by 1, but only when the value is greater than 1. So it should never drop you to zero slots. But hold that thought.

Then, every bard kit in the game except for the Gallant gets this appended to its kit ability table. It is a bonus spell slot for each spell level. So every bard kit gets the normal number of slots, but the Gallant gets fewer spells. 

Solution #1: just manually paste that row from the linked ‘basp1.txt’ into your Troubadour kit ability table. That should have happened anyway, but by doing it after the fact you can fairly simply give the Troubadour the correct number of spells. 

Solution #2: comment out or delete that whole section of the gallant .tpa file before installing MnG. (Lines 112 to 226.) This will undo the Gallant’s main disadvantage... but honestly 1 spell slot of each level is not such a big deal, and the Bardic Wonder kits tend to be pretty overpowered relative to the MnG kits, so it won’t unbalance anything. 

I might consider changing that method of applying a spell slot penalty, but the new way only works in the EE games, whereas the existing way works, when it works, on the old engine as well. I probably want to preserve the ability to use those bard kits in the old engine.

As for d5_absp.spl: it applies spell slot penalties the new way, as you described. Those STAT CHR values represent each possible Charisma score; the TnB component increases the spell slot table values by 2 (you remembered to install any mod that overwrites spell tables before TnB, right?), and then applies spell slot penalties via repeating .EFFs. The higher your Charisma, the fewer penalties, resulting in a net bonus. 

If your Troubadour has low Charisma, then maybe you weren’t getting that bonus. TnB increases the spell table by 2; (so 3 1st-level spells at level 2) then MnG reduces it by 1 (so 2 1st-level spells). If you have low Charisma, you will be left with zero; MnG should have patched the kit ability table to bring that up to 1, but that bonus is missing from your table.

(Or maybe you installed CDTweaks spell tables after TnB, in which case you will not get enough spell slots even if you do have high Charisma. NB I have put in a pull request to CDTweaks a long time ago so that it can be installed safely after TnB... but CDTweaks has not been updated in the meanwhile so the code is not available. If you like I can give it you you and you can patch your personal version of CDTweaks ao that install order won’t matter for spell tables any longer...)

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So a few things for troubleshooting.

Install order (trimmed) was

Quote

~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v9
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #2 // Bardic Wonders: Troubadour Kit
~EPICTHIEVING/EPICTHIEVING.TP2~ #0 #0 // Epic Locks
~EPICTHIEVING/EPICTHIEVING.TP2~ #0 #100 // Epic Traps
~EPICTHIEVING/EPICTHIEVING.TP2~ #0 #300 // Epic Pickpocketing
~EPICTHIEVING/EPICTHIEVING.TP2~ #0 #400 // Epic Detect Illusions
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v33.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v33.3
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Luring Piper bard kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v9
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities -> Install revised HLAs for all classes: beta 4.27
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #16 // Revised Identify spell: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #45 // Arcane Crafting: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #53 // Revised Metamagic -> Innate metamagic, learned from scrolls or character generation: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #61 // Cantrips -> Innate Cantrips: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #66 // Innate Find Familiar: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #75 // Ability Score Spellcasting Bonuses: 0.8.52
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.8.52
~D5_ARCANIST/D5_ARCANIST.TP2~ #0 #0 // Add Arcanist kit: 0.1
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #200 // Add the Psionicist, rogue/psion: 0.9.13
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #300 // Add the Soulblade, fighter/psion: 0.9.13
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #400 // Add the Psypher, ranger/psion: 0.9.13
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #500 // Add the Cerebremancer, mage/psion: 0.9.13
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #950 // Allow Multiclass Clerics to Use More Weapons: 0.9.13
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // Add the Loremaster (bard kit): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 4.8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ //THE REST OF THE STUFFS, See full log for details.
~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ //Non AI stuff, see full log for details
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks -> Standardize Enchanted Equipment: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #207 // SBO - Hit Dice Overhaul -> Closer to average hit points: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #240 // POI - Poison Overhaul: v5.23
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.3

So, the install order should have dealt with any of these problems.

My Troubadour had 18 CHA (I made sure of this for consistent testing purposes).

Patching Solutions are pretty simple, or I can just skip the standalone Gallant for this install.  Thanks for the detailed explanation of what I will need to change.

WeiDU.log WeiDU-BGEE.log

Edited by Caedwyr
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  Shadow Disciple Sorcerer Kit @Artemius I.

  • During character creation I am given the option to select 2 sorcerer spells to learn and memorize.  These get deleted upon entering the game through the scripted dialogue, however it would be helpful to include a note about this happening in the kit description so players aren't surprised by how it plays out.
  • Identify is added to the Shadow Disciple's spellbook as are sequencers and contingency spells.  I think this is intentional, but no mention of this is made in the kit description and it probably should be. 
  • The Darkvision innate ability adds a portrait icon for Infravision.  I'm not sure how important having a portrait icon for this is, but there's no real problem with this part.
  • Also, for kit description, I'd probably reword this description slightly, since "abilities" almost always show up as a button under innate ability button.  I'd say some like
  • Quote

    The shadow disciple is gifted darkvision which gives them the ability to see in the dark even better than in light; permanently gaining infravision and immunity to blindness.

  • When I level up and get to add a spell to my spellbook, I still get the sorcerer "choose spell on level up dialogue".  I'm guessing this can't be bypassed.
  • The character record screen doesn't list miscast message %, which I thought was a thing. 
  • I am able to equip studded leather armor.  All weapon proficiencies are as I expected.  I'm not sure what file to check to see how item useability has been changed by mods I've installed, but I'm happy to change-log a file if someone can give me a suggestion
  • The HLA Relentless Assault, second paragraph: instead of "during the spell's lifetime" I would use "during the spell's duration".
  • The Refinement HLAs for the base sorcerer all get installed onto the Shadow Disciple kit.  They are not needed and do not fit well.  This kit should be skipped by Refinements. @subtledoctor
  • The spell cursed earth does not give the poisoned portrait icon when it inflicts poison on a character.
  • Malavon's Rage from the IWD arcane spells in SCS does not get removed as a level 7 spell.
  • Monster Summoning VI from the IWD arcane spells in SCS does not get removed as a level 8 spell. It appears subject to spell failure from my Shadow Disciple wearing studded leather armor.
  • I would check all the IWD spells or any other spells selectable by players that are added by other mods for maximum compatibility.  I'm guessing that IWDification, SCS, Divine Remix, Olvyn Spells, Spell Rebalancing, Weasels!, Test of Your Mettle (Spacewarp), Shards of Ice (Summon Cow), aTweaks and any others are all going to be mods that will need to be taken into account specifically if there isn't some code you can borrow from other mods like SCS to automate this.  May need some coordination with the maintainers of the other mods to ensure maximum compatibility.  Generally though you want to install new spells before new kits for maximum compatibility.

Tome & Blood

  • Contingency is added to the level 6 spell book of the Shadow Disciple sorcerer kit (intended), however it doesn't get moved to the innate button once used.  Chain contingency however starts at the innate button.  It strikes me as this isn't interacting as intended.  Option 3 on innate sequencers selected in Tome & Blood @subtledoctor.
  • Minor spell matrix, spell trigger, spell sequencer all show up in the innate button once cast once.

 

Edited by Caedwyr
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  Nightsinger bard Kit @Artemius I.

  • During character creation I am only given a very limited list of weapon proficiencies to choose from.  This is likely due an undocumented restriction or a weird interaction with Scales of Balance @subtledoctor.  Let me know what file to check and I'll run a change-log. It could also be a UI issue @lefreut.  After character creation the proficiency list is the normal complete list.  Something weird is happening here.
  • 577166436_NightsingerProfs.jpg.26f9dd4d5dc8500e9b64c825ced441d9.jpg
  • Identify is added to the Nightsinger's spellbook at level 1, though Bard's don't normally get spells until level 2.  This is probably the safest way to do this though without some complex coding to check what the bard/kit spell tables look like in case another mod decides to give Bards spells at level 1.  Note that there's no mention of adding identify to the spellbook, but as discussed elsewhere it seems this is intentional and should get mentioned in the kit description.
  • Contingencies and sequencers appear to be in the same situation where they are added but not mentioned in the kit description.
  • See previous comments about Bard Song names included in the name next to the portrait icon when viewed on the character record page for improved ease of use.
  • The Darkvision innate ability adds a portrait icon for Infravision.  I'm not sure how important having a portrait icon for this is, but there's no real problem with this part.
  • Also, for kit description, I'd probably reword this description slightly, since "abilities" almost always show up as a button under innate ability button.  I'd say some like
  • Quote

    The nightsinger is gifted darkvision which gives them the ability to see in the dark even better than in light; permanently gaining infravision and immunity to blindness.

  • The character record screen doesn't list miscast message %, which I thought was a thing. 
  • I am able to equip studded leather armor, but not heavier armor like chain mail or splint mail even though I would expect to be able to do so because of @subtledoctor
    Quote

    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.8.52

    If the more restrictive armor limits are intended then they should be mentioned in the kit description.  If it is a weird interaction with other mods, then let me know what to change-log.

  • The shadow familiar Ka'Shai is extremely powerful.  366529071_kashaiweapon.jpg.7a96443a3ebb27c3452125821223d6f9.jpg.  This is obtained at level 8 and has a chance of flat out breaking a lot of the BG1 fights.  I'd change it so it gains power as Ka'Shai gains power rather than giving it all at the start.
  • This bard kit is also affected by the same issue as the Troubadour @subtledoctor.  It appears to impact all bard kits (note all of the bard kits I've seen this issue on are installed before Might & Guile which is the last kit mod installed in my current install.  The Nightsinger also got a level 7 slot due to Alter Bard Spell Progression Table - PnP from Tweaks Anthology @CamDawg, but it does not appear as though the Nightsinger Bard can learn normal level 7 spells and the kit doesn't grant any either as far as I can tell.  The Nightsinger may need some special code to account for that Tweaks Anthology component.
  • The Refinement HLAs for the base bard all get installed onto the Nightsinger kit.  Enhanced Bard Song should be removed in favour of Light's Requiem and Light's Requiem should become the prerequisite for Lingering Song. @subtledoctor

Tome & Blood @subtledoctor

  • Should I install
    Quote

    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.8.52

    After
    Quote

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v9

    If I want the armor description to be correct or will the description not make any changes to any arcane spell chance failure description text?

 

Edited by Caedwyr
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This thread is great, and I am going to use it as a reference when I get around to updating mods. Specific inter-mod coding is  good. But, just so you know, there is an .ini setting in Refinements to prevent it from modifying mod kit HLA tables. 

Refinements v3 didn’t do that; it only overwrote the vanilla trueclass and kit tables. Mod kits could supply their own table (and handle Refinements HLA compatibility on their own), or they  could use one of the vanilla tables, and lose the ability to customize or mix’n’match. 

Refinements v4 patches tables in a more flexible manner, so in addition to modifying the vanilla tables, can go to every mod kit’s table and, say, replace UAI with UMD. This affords the ability to make much more granular changes, and make changes tailored to this or that particular mod (at some non-trivial expense in effort). It’s a nice capability to have, but I’m not sure how much it actually matters. If it makes for better results, you can very simply revert it to the old behavior. 

10 hours ago, Caedwyr said:

Nightsinger bard Kit @Artemius I

  • During character creation I am only given a very limited list of weapon proficiencies to choose from.

That looks like the base set of proficiencies for mages. Either that kit is limited to a few weapons (check its column in WEAPPROF.2da), or there is something happening where it starts out as a mage and then has a scripted kit-change in-game. Or some UI thing, in which case it’s beyond my ken.

10 hours ago, Caedwyr said:

I am able to equip studded leather armor, but not heavier armor like chain mail or splint mail even though I would expect to be able to do so because of @subtledoctor

Quote

~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.8.52

 

TnB bardic casting allows casting in leather armor only (plus elven chain). That one is actually in the Readme! :grad::p I don’t think that component touches usability at all.

10 hours ago, Caedwyr said:

Should I install

Quote

~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.8.52

After

Quote

~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v9

If I want the armor description to be correct or will the description not make any changes to any arcane spell chance failure description text?

TnB does not alter item descriptions. I install casting-in-armor mods after TnB’s Armored Bardic Casting, but this is another case where the other mod needs to account for the changes made by TnB. In this case I think my pull request was accepted back in CDTweaks v7 or v8, so the compatibility code is already in v9.  I’ll double-check and get back to you. 

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Okay yes, Tweaks Anthology does have compatibility code for bardic casting in leather armor (see here at line 5964) ... but the bad news is, it basically obliterates the allowances made by the TnB bardic casting system (the Magus too), and overwrites it with its own chance-of-casting-failure system.  So you won't have any problems in your install... but bards casting in leather armor won't be any different from mages casting in leather armor, i.e. they will have a small chance of casting failure, whatever is applied by CDTweaks.

This is generally the case with mods that change the rules about arcane spellcasting in armor (CDTweaks, Item Revisions, Refinements, Full Plate & Packing Steel): you need to choose your system and use that system.  The exception is my own YARAS mod, in Scales of Balance, which applies casting speed penalties rather than a chance of spell failure.  YARAS accounts for TnB Bardic Casting, such that while mages have a casting speed penalty in leather armor, bards will not.  (They will both be on even ground in chain or plate armor, though.)

And hey, look at that!  The compatibility code for TnB and revised spell tables is there in CDTweaks, e.g. check lines 7273, 7319, 7426, 7475, and 7502.  That's great. (Although, @CamDawg , I just noticed that it references TnB component #160, that needs to be changed to #75.  Humble apologies, I promise I won't change the DESIGNATED numbers anymore! :spanking: ) (EDIT - I lied, I'm actually about to change one again... I'm sorry, I'm a jerk, but I promise the reason is to actually improve compatibility between the two mods!).  This means you could install CDTweaks spell table changes after TnB.  That will simplify things.  BUT, note that I am looking at the master commit on Github - that code is NOT in the official v9 release. So your options are:

  • install altered spell tables before TnB
  • use the master commit of CDTweaks rather than a release version (but there may be untested stuff there)
  • paste the following code into your downloaded copy of CDTweaks (search for "DESIGNATED 2271") after "COPY ~cdtweaks/2da/mxsplbrd.2da~ ~override~"
ACTION_IF (MOD_IS_INSTALLED ~tomeandblood.tp2~ ~75~) BEGIN
  COPY_EXISTING ~mxsplbrd.2da~ ~override~
    COUNT_2DA_COLS cols
    READ_2DA_ENTRIES_NOW rows cols
    FOR (row = 0; row < rows; ++row) BEGIN
      FOR (col = 1; col < 7; ++col) BEGIN
        READ_2DA_ENTRY_FORMER rows row col slots
        PATCH_IF (slots > 0) BEGIN
          SET_2DA_ENTRY row col cols (slots + 2)
        END
      END
    END
    IF_EXISTS BUT_ONLY
END

 

Edited by subtledoctor
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Thanks for the information on how to fix things if they don't get sorted out in the official releases.

Next up, the last of @Artemius I kits in my install, the Shadow Monk kit.

  • Minor presentation consistency thing, both the Darkvision and Life-Drains should be listed as passives rather than innate abilities since they don't show up under the innate ability button and the base game generally only calls things innate abilities if it shows up under that button.
  • The Quickstride ability for the Shadow Monk kit has a description that says QuickstrideMonk.jpg.ef3650fdb974ebecea050a66ba0a7aee.jpg.  Should probably have a monk version or be made more generic. @subtledoctor
  • Quickstride has two charges upon new character creation for the Shadow Monk.  This is a harmless issue, but could mean something else is getting applied more than once that might cause an issue. @subtledoctor.  Using it and then switching back to normal stride means it will only show one charge going forward.
  • Life-Drain does not drain HP on hits at level 1.  Checked with the PC both undamaged and damaged.  At level 10 Life Drain does 2 damage on hit and lowers STR if they fail their save vs death, but it does not heal the Shadow Monk. At level 20, the level drain triggers and Life Drain does 3 damage per hit, but does not heal the monk.
  • The backstab multiplier is not displayed on the character record screen @lefreut.  Multipliers are correct at all levels as per kit description.
  • The Shadow Monk got access to the shadow pool correctly at level 3, however they got an additional level 1 shadow pool set of spells at level 5, not level 6 as indicated in the kit description. 
  • The Shadow Monk is supposed to get the Shadowdancer thief kit HLAs minus Use Any Item.  Currently with Refinements installed after the kit it gets the monk HLAs as well.  Refinements should skip assigning the monk HLAs to the Shadow Monk.  A quick scan of the Shadowdancer HLA selection with Refinements installed makes me think it is safe to just give the Shadow Monk the exact same set of HLAs including "Use Magic Item".

LEUI/EEUI_Tweaks @lefreut.

  • If possible, it would be nice if the character record page could list immunities below the resistances section.  This would be a place where you'd be able to list things like monk/paladin disease immunity, poison immunity, charm immunity, specific spell immunity, or other immunities.
  • Things like Backstab multipliers are not showing up for non-thieves.  If possible this should show up for any character who has a backstab multiplier.
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Corsair fighter kit from Might & Guile @subtledoctor

  • The kit description mentions grand mastery (*****) in light bladed weapons.  With Scales of Balance Weapon Style Overhaul installed classes can only put up to 4* in a weapon type.  I wouldn't normally comment on this, but since they are both your mods you should be able to make sure the Corsair kit description gets updated when Scales of Balance is installed for a bit of extra polish.
  • Likewise, the kit description mentions Single Weapon Style, but this has been renamed to "Fencing".
  • The Swashbuckling skill is missing an icon in the innate ability section.
  • Is able to dual class to a thief, despite the in-game kit description saying it can't.  I ran change-log on dualclas.2da and it looks like the Corsair kit is not correctly blocking dual classing to thief.
    2DA                 V1.0
    0
                        FIGHTER             CLERIC              MAGE                THIEF               DRUID               RANGER
    D5CORSA           	0  					1  					1  					1  					0  					0

    See attached files for full details. Note that the readme for the mod does not include this description.  I suspect that this is some text that was overlooked or dual classibility that was overlooked for the non-Feat version of the kit because in setup.tra some versions have the restriction and some don't.

    Spoiler

    @3101  = ~corsair~
    @3102  = ~Corsair~
    @3103  = ~CORSAIR: Part warrior, part rogue, part charming sailor, the Corsair is a dashing swordsman who survives by sharp wits and a sharper blade.
     
    Abilities:
    - +1 bonus to Armor Class every 6 levels.
    - Can achieve Grand Mastery (+++++) with light bladed weapons
    - Begins with two proficiency points in Single-Weapon Style.
    - Can use use the Swashbuckling skill.  While Swashbuckling, the character wheels and spins and parries, gaining a 2-point bonus to Armor Class against melee attacks and a 1-point penalty to damage and to-hit rolls.  Further, strikes against enemies can cause the target to miss more often.
    - +1 bonus to saves vs. Breath for each 5 levels of experience.

    Restrictions:
    - Cannot become proficient with heavy weapons
    - May only specialize (++) with ranged weapons
    - May not wear heavier armor than studded leather
    - May not dual-class to thief.
    ~
    @3104  = ~Part warrior, part rogue, part charming sailor, the Corsair is a dashing swordsman who survives by sharp wits and a sharper blade.~
    @3105  = ~CORSAIR: Part warrior, part rogue, part charming sailor, the Corsair is a dashing swordsman who survives by sharp wits and a sharper blade.
     
    Abilities:
    - 1-point bonus to Armor Class every 6 levels.
    - Can achieve Grand Mastery (+++++) with light bladed weapons
    - Begins with one proficiency point in Single-Weapon Style and Two-Weapon Style.
    - Can use use the Swashbuckling skill.  While Swashbuckling, the character wheels and spins and parries, gaining a 2-point bonus to Armor Class against melee attacks and a 1-point penalty to damage and to-hit rolls.  Further, strikes against enemies can cause the target to miss more often.
    - +1 bonus to saves vs. Breath for each 5 levels of experience.

    Restrictions:
    - Cannot become proficient with heavy weapons
    - May only specialize (++) with ranged weapons
    - May not wear heavier armor than studded leather
    - May not dual-class to thief.
    ~
    @3106  = ~Swashbuckling~
    @3107  = ~Swashbuckling
    This is a fighting style which focuses on harrying one's opponent while avoiding incoming blows.  It provides a 2-point bonus to Armor Class against melee attacks, at the cost of a 1-point penalty to damage and to-hit rolls.  Successful strikes cause enemies to suffer a 2-point penalty to thac0 on a failed save vs. Petrification, however, a critical miss may cause the swashbuckler to stumble and fall.  This style may be turned on and off at will.~
    @3108  = ~Luck~
    @3109  = ~CORSAIR: Part warrior, part rogue, part charming sailor, the Corsair is a dashing swordsman who survives by sharp wits and a sharper blade.

    Abilities:
    - 1-point bonus to Armor Class.
    - +1 bonus to saves vs. Breath for each 5 levels of experience.
    - Can achieve Grand Mastery (+++++) with light bladed weapons.
    - Can use use the Swashbuckling skill.  While Swashbuckling, the character wheels and spins and parries, gaining a 2-point bonus to Armor Class against melee attacks and a 1-point penalty to damage and to-hit rolls.  Further, strikes against enemies can cause the target to miss more often.

    Restrictions:
    - Cannot become proficient with heavy weapons.
    - May only specialize (++) with ranged weapons and medium-weight blunt weapons.
    - May not wear heavier armor than studded leather.
    - May not dual-class to thief.
    ~

    @3110  = ~CORSAIR: Part warrior, part rogue, part charming sailor, the Corsair is a dashing swordsman who survives by sharp wits and a sharper blade.

    Abilities:
    - 1-point bonus to Armor Class every 6 levels.
    - Can achieve Grand Mastery (+++++) with light bladed weapons.
    - Can use use the Swashbuckling skill.  While Swashbuckling, the character wheels and spins and parries, gaining a 2-point bonus to Armor Class against melee attacks and a 1-point penalty to damage and to-hit rolls.  Further, strikes against enemies can cause the target to miss more often.
    - +1 bonus to saves vs. Breath for each 5 levels of experience.

    Restrictions:
    - Cannot become proficient with heavy weapons.
    - May only specialize (++) with ranged weapons and medium-weight blunt weapons.
    - May not wear heavier armor than studded leather.
    ~
    @3111  = ~CORSAIR: Part warrior, part rogue, part charming sailor, the Corsair is a dashing swordsman who survives by sharp wits and a sharper blade.

    Abilities:
    - 1-point bonus to Armor Class.
    - +1 bonus to saves vs. Breath for each 5 levels of experience.
    - Can achieve Grand Mastery (+++++) with light bladed weapons.
    - Begins with the "Swashbuckling" feat.  While Swashbuckling, the character wheels and spins and parries, gaining a 2-point bonus to Armor Class against melee attacks and a 1-point penalty to damage and to-hit rolls.  Further, strikes against enemies can cause the target to miss more often.

    - Every third level from levels 3 to 18, may choose to learn a feat from the following list:

    ROGUE FEATS:
    - Armor Class Bonus
    - Saving Throw Bonus (prerequisite: AC Bonus)
    - Escape Artist (prerequisite: AC Bonus)
    - Melee THAC0 Bonus
    - Parry
    - Trip Opponent
    - Disarm Opponent
    - Blind Opponent
    - Cutting Blow
    - Fighting Tempo
    - Disrupt Magic
    - Grease Jar
    - Smoke Bomb
    - Flaming Weapon
    - Luck Bonus

    Restrictions:
    - Cannot become proficient with heavy weapons.
    - May only specialize (++) with ranged weapons and medium-weight blunt weapons.
    - May not wear heavier armor than studded leather.
    ~

    See my Might & Guile components and other Subtledoctor mods below (except for Scales of Balance which gets installed much later in the stack)

    Quote

    ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities -> Install revised HLAs for all classes: beta 4.27
    ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #31 // Shapeshifting fix -> Heal on shifting to animal (by Borsook): beta 4.27
    ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #40 // Universal lesser mage robes: beta 4.27
    ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #50 // Sword Angel - New Fighter Kit: beta 4.27
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #16 // Revised Identify spell: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #45 // Arcane Crafting: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #53 // Revised Metamagic -> Innate metamagic, learned from scrolls or character generation: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #61 // Cantrips -> Innate Cantrips: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #66 // Innate Find Familiar: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #75 // Ability Score Spellcasting Bonuses: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.8.52
    ~D5_ARCANIST/D5_ARCANIST.TP2~ #0 #0 // Add Arcanist kit: 0.1
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #200 // Add the Psionicist, rogue/psion: 0.9.13
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #300 // Add the Soulblade, fighter/psion: 0.9.13
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #400 // Add the Psypher, ranger/psion: 0.9.13
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #500 // Add the Cerebremancer, mage/psion: 0.9.13
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #950 // Allow Multiclass Clerics to Use More Weapons: 0.9.13
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // Add the Loremaster (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 4.8

  • The + 1 to saves vs Breath for each 5 levels of experience is not shown in the readme version of the kit description.  It is shown at character creation and in game.
  • The class does not get a +1 bonuses to Armor Class at any level beyond the first.  I would expect them at 6, 12, 18, etc based on the kit description.  If the kit gets a +1 bonus to Armor Class at level 1, then the description should probably be altered slightly to reflect that intent.
  • The Refinements HLA integration is seamless.  You may want to consider adding Acrobatic (the Swashbuckler unique HLA) and removing War Cry for a slightly fancier integration.

DUALCLAS.00080.2DA change-log.txt DualClas.zip

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More Might & Guile with some Tome & Blood @subtledoctor.  Let me know if you want me to copy all of my various reports into the specific forum threads (aside from Refinements stuff since I can't log into SHS).

Tome & Blood - Innate Find Familiar/Choose Familiar/Imbue Familiar

  • Innate Find Familiar works well with the Spellfilcher kit and appears in the innate button.
  • The Rat familiar's paw weapon does not have a description.  This matters a bit because you can now right click it to get more details.  It just shows as "Attack" with a blank information sheet.
  • The "summon swarm of rats" ability that the Rat familiar possesses actually summons a swarm of rabbits.
  • Imbue Familiar does not provide a description of what it does when you right click the ability.  Since it's a bit complex, this would be a good place to put this information.
  • I am also getting Rat: Normal Stride: Rat in addition to Keldorn: Normal Stride: Keldorn when I reload a saved game (Quickload) with the rat familiar in my character's backpack.  Somehow it appears it has gotten into the Global Script file and is printing out the text.

Spellfilcher kit

  • The kit description says that the Spellfilcher gets "Silence 15' Radius" however the ability is called "Silence" in the tooltip and it works differently than the priest spell of the same name because it cannot be targeted at the ground and must target a character/npc (Living Actor).
  • At level 5 (~20,000 xp) the Spellfilcher has a chat box message appear on level up "Save vs Spells Bonus: CHARNAME".  This isn't mentioned anywhere in the kit description.
  • This also happens at mage 9/thief 10, mage 12/thief 15
  • Also at level 5, the variant spell turning innate does not mention the 12 hour duration in the in-game ability description that appears when you right click it.
  • For abilities obtained at certain level ups, I would recommend specifying if it is mage or thief levels in the kit description due to the class's multiclass experience system.  Otherwise players may be a bit confused about what to expect.
  • At Mage level 8/Thief level 9, the Spellfilcher gets the permanent nondetection passive.  The following displays in chat rather than "non-detection"SpellfilcherNondetect.jpg.61d65ecf8cdf03f53b06ad498ffffd78.jpg It appears that this happens because the 220_multiclass_kits.tpa does not SAY NAME the spell and tries to reference an ability name in the base game, which can get garbled by installation of a lot of other mods
    Quote

    //SPELLFILCHER ABILITY FILES__________________________________________________________
    //
    COPY ~might_and_guile/mc/d5_filch.2da~ ~override~
    COPY ~might_and_guile/misc/d5ssvbo.spl~ ~override~
        SAY NAME1 @15
    COPY ~might_and_guile/mc/d5flch1.spl~ ~override~
        SAY NAME1 @5213
        SAY NAME2 @5213
        SAY UNIDENTIFIED_DESC @5214
    COPY ~might_and_guile/mc/d5flch2.spl~ ~override~
        SAY NAME1 @5215
        SAY NAME2 @5215
        SAY UNIDENTIFIED_DESC @5216
    COPY ~might_and_guile/mc/d5flch3.spl~ ~override~
    COPY ~might_and_guile/mc/d5flch4.spl~ ~override~
    COPY ~might_and_guile/mc/d5_flch5.spl~ ~override~
    COPY ~might_and_guile/mc/d5_flch4.eff~ ~override~
    COPY ~might_and_guile/mc/d5_flch5.eff~ ~override~
    ACTION_IF FILE_EXISTS_IN_GAME ~d5_stats.d5~ THEN BEGIN
        COPY_EXISTING ~d5_filch.2da~ ~override~
            LPM remove_blank_lines
            APPEND_FILE ~might_and_guile/misc/charisma_bonuses.txt~
            APPEND_FILE ~might_and_guile/misc/crit_changes.txt~
            APPEND_FILE ~might_and_guile/misc/intelligence_wizards.txt~
        BUT_ONLY
    END

  • The spellfilcher gets all mage HLAs and all Thief HLAs (base game) when Refinements is installed, though it does use the Refinements versions of the base game ones that are modified by Refinements.  I think a cleaner approach would be to use the Refinements Mage/Thief multiclass HLAs for the Spellfilcher if both mods are installed.  I think giving them Slippery Mind (unique Mage/Thief HLA) and possibly Spell Immunity (Wizardslayer HLA) instead of Death Field and Aegis could be an option as well if you want to customize things for the kit a bit more.
  •  

Ability Score Spellcasting Bonuses

  • At level up when the character gains a new spell level the number of additional spells reported in the level up screen is almost always too high.  I'm guessing there's not a lot you can do about this since you use a spell gained on level up to adjust the number of spell slots gained and the new spells gained on level is getting pulled directly from the class spell table.  That said, I think you mentioned upthread that path 2.5 changed things so you didn't need the spell to adjust spell slots at level up anymore and so I'm mentioning this as the presentation could be cleaned up a bit. Levelupspellextra.jpg.61a3ee7108519fe672f6b43676411fb1.jpg

 

Refinements

  • The Summon Planetar and Summon Dark Planetar HLAs do not mention that they are mutually exclusive in their descriptions.
  • The Dark Planetar displays "Dark Planetar: Normal Stride: Dark Planetar" when summoned in the feedback window.
  • The Dark Planetar innate ability Cause Critical Wounds has the Slay Living spell description when you right click the ability.
  • Teleport Without Error Innate does not have any description when right clicked.
  • The Dark Planetar's weapon does not show any description text when right clicked.  It just has the name "Silver Sword".
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It seems there are a couple of the multiclass Shadow Magic kits by @Artemius I that I missed, so adding testing comments now.

Shade Warrior fighter/shadow adept multiclass kit

  • The Shade Warrior shows as being able to put 3 pips into Dual-Wielding in character creation.  It appears as though Scales of Balance Weapon Styles Overhaul might need an adjustment to handle how the Shade Warrior is assigning its weapon style limits or there's something non-standard in how the Shade Warrior establishes its weapon proficiencies. @subtledoctor.  Note that I can only put a maximum of 2 pips in Dual-Wielding even though the UI shows me as being able to add 3.  All other classes show the right number of allowable pips. 
  • Tome & Blood's Innate Cantrips are added to the Shade Warrior kit (I don't believe they get added to the Shadow Adept mage kit).  I'm not sure how thematically appropriate they are to add to this kit.  Might be worth some discussion between the two mod authors.
  • Tome & Blood's Innate Familiars are added to the Shade Warrior kit.  Since the Shade Warrior also gets a separate familiar as part of the class features, I believe that this is a bug and Tome & Blood should skip this kit when adding these options.
  • The Shade Warrior gets 3 weapon proficiency innates and 1 advanced weapon proficiency innate at level 1.  I think this is a lot more than it should be given since it can already assign 5 pips during character creation.  This is related to the Scales of Balance Weapon Proficiency and Weapon Styles Overhauls.
  • With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example.  Currently at Fighter 4/Shadow Adept 3 the Shade Warrior does not gain the Shield of Shadows innate ability despite the kit description saying the ability is gained at level 4.
  • Shadow Familiar Nyx.  Similar to my previous complaints, I'd suggest making this familiar's weapons scale a bit slower, not giving out a +4 enchantment weapon at level 6.  Also, the weapon description does not list the damage dice on the weapon. 
  • The Shade Warrior is given the kit's own HLAs, Refinement's Fighter HLAs and also Refinement's Mage HLAs.  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor
  • The Shade Warrior can select level 10 HLA spells at 3,000,000 xp (Fighter 14/Shadow Adept 14), but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet.  I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections.
  • The Shade Warrior can cast spells in Splint Mail armor.  I believe that this is because of the Tweaks Anthology, however the Shadow Magic system doesn't get affected by arcane spell % chance from the experiments I've done.  @CamDawg and Artemius I would have to work out how the Tweaks Anthology should handle this kit, or a note should be put in the documentation about a possible incompatibility here.
  • Note that the Shade Warrior (and I think other Shadow Magic users) not being affected by arcane spell % failure chance means that abilities and spells that inflict a spell failure chance may not affect the Shadow Magic users.  If this is unintended then it's a bug, but if it is intended then I'd suggest including a mention to it in the generic description of Shadow Magic that is in the kit description for all of the Shadow Magic kits.
  • The touch weapon created by the spell "Bittercold Touch" is called "Chill Touch" in the tooltip.  It doesn't have a right click description
  • Shadow's Edge, the weapon wielded by the Shadow Dragon Scion doesn't have a right click description.  Probably due to how the melee bonuses are applied.  It also deals piercing damage on hit (with a quarterstaff equipped before the spell was cast), not slashing as per the spell description.
  • Night Knives also doesn't have a right click description and shows the description for the weapon already equipped in that slot.  Name is correct.
  • See previous comments regarding wording of Darkvision innate vs. passive.

Shadow Enforcer fighter/shadow adept/thief multiclass kit

  • Tome & Blood's Innate Cantrips has same issue as for the Shade Warrior kit
  • Tome & Blood's Innate Familiars are added to the Shade Enforcer kit.  Same comments apply as for the Shade Warrior.
  • The Shade Warrior gets 3 weapon proficiency innates and 1 advanced weapon proficiency innate at level 1.  I think this is a lot more than it should be given since it can already assign 5 pips during character creation.  This is related to the Scales of Balance Weapon Proficiency and Weapon Styles Overhauls.
  • With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example.  See previous comments on wording of abilities given to multiclass kits and being specific about which class needs to be X high to get the ability or list the combined Fighter 3/Mage2 level combination needed to get the ability.
  • Same issue regarding wearing studded leather armor and not being affected by arcane spell failure chance.  I'm happy to change-log files and dig into stuff to help diagnose this.
  • The Shadow Enforcer is given the kit's own HLAs, Refinement's Fighter, Mage, and Thief HLAs .  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor
  • The Shadow Enforcer can select level 10 HLA spells at 3,000,000 xp, but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet.  I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections.

Nightblade shadow adept/thief kit

  • Tome & Blood's Innate Cantrips has same issue as for the Shade Warrior kit
  • Tome & Blood's Innate Familiars are added to the Nightblade kit.  Same comments apply as for the Shade Warrior.
  • With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example.  See previous comments on wording of abilities given to multiclass kits and being specific about which class needs to be X high to get the ability or list the combined Fighter 3/Mage2 level combination needed to get the ability.
  • Same issue regarding wearing studded leather armor and not being affected by arcane spell failure chance.  I'm happy to change-log files and dig into stuff to help diagnose this.
  • The Nightblade is given the kit's own HLAs, Refinement's Mage and Thief HLAs .  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor
  • The Nightblade can select level 10 HLA spells at 3,000,000 xp, but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet.  I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections.

Nightbringer shadow adept/cleric

  • Tome & Blood's Innate Cantrips has same issue as for the Shade Warrior kit
  • Tome & Blood's Innate Familiars are added to the Nightbringer kit.  Same comments apply as for the Shade Warrior.
  • With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example.  See previous comments on wording of abilities given to multiclass kits and being specific about which class needs to be X high to get the ability or list the combined Fighter 3/Mage2 level combination needed to get the ability.
  • Same issue regarding wearing studded leather armor and not being affected by arcane spell failure chance.  I'm happy to change-log files and dig into stuff to help diagnose this.
  • The Nightbringer is given the kit's own HLAs, Refinement's Mage and Cleric HLAs .  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor
  • The Nightbringer can select level 10 HLA spells at 3,000,000 xp, but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet.  I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections.

Dark Justicar fighter/shadow adept/cleric

  • Tome & Blood's Innate Cantrips has same issue as for the Shade Warrior kit
  • Tome & Blood's Innate Familiars are added to the Dark Justicar kit.  Same comments apply as for the Shade Warrior.
  • With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example.  See previous comments on wording of abilities given to multiclass kits and being specific about which class needs to be X high to get the ability or list the combined Fighter 3/Mage2 level combination needed to get the ability.
  • Same issue regarding wearing studded leather armor and not being affected by arcane spell failure chance.  I'm happy to change-log files and dig into stuff to help diagnose this.
  • The Dark Justicar is given the kit's own HLAs, Refinement's Fighter, Mage, and Cleric HLAs .  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor
  • The Dark Justicar can select level 10 HLA spells at 3,000,000 xp, but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet.  I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections.

Tome & Blood @subtledoctor

  • The Conjure Rabbit cantrip summons a rabbit that has the name "Mmmm.... grog...." in my game.  My guess is that the name is not assigned and you've attempted to use a pre-existing string which has been scrambled during my install.  I think best practice to avoid things like this is to NAME1 the summoned creature during install.
  • The conjured rabbit sticks around a lot longer than 5 rounds.
Edited by Caedwyr
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