Nox Posted June 15, 2020 Share Posted June 15, 2020 (edited) Maybe nobody will care, but it is something i felt like detailing for quite a long time, so here we go. First of all, i really love the sphere concept and i am dying to use it ever since i discovered this wonderful mod 2 years ago. However, i've never installed it due to various reasons. 1) I just launched a new BG2 game on an unmodded original BG2 game. I wanted to do some testing before reinstalling a large BGT install. For testing sake, i created a NG cleric, and looked at the default spheres for cleric spells as described ingame. I won't detail why, but i planned to play a Fitghter (9) dual classed to Priest of Lathander. And, while looking at the spheres for cleric spells in game and in the DR readme, i noticed the following: It seems i won't be able to use the following spells (you'll have to forgive me, i will kind of translate the names from my french version of BG2 -LVL1 Armor of Faith, lvl 2 Silence (5 meters), lvl 3 Animate Dead, Dispell Magic, Strenght of one, Obstinate (?), Miscast, lvl 4 Summoning I, Defensive Harmony, Protection from evil (3m), Poison, Holy Might, (possibly) Protection against death and protection against level drains, lvl 5 Flame Strike (Got 1 per day as special power though), Righteous Magic, Summoning II, Champion's strenght, Slay living, Magic resistance, lvl 6 Summoning III, Conjure animals, Bolt of glory, lvl 7 Confusion, Finger of death, Gate, Shield of the Archons, Holy word. There are a few i didn't bother to list since they are not that usefull to begin with. But looking at that i am like.. 'Holy sh** !' That is a HUGE drawback. Like in HUGE. So i looked at the special abilities. I see that Heal and Greater restoration are already in my spell book (and i will have all the room i need to memorize as many of them as i want, since the other usefull spells won't be there anymore). I get Flame strike once per day and Hold undeads once per day. And... Lathander's boon once per day. Well, things are not as terrible as they were but still... they are far fom being good in my opinion. Consequently, i looked at the Helm kit (since the game won't let me use any DR kits if i dual class, even Shadow Keeper won't allow it). So, i see i will finally get the protection sphere, but for some reason, Helm has no acces to 'Law' (meaning, spells like Defensive Harmony are out of the question again). I have a minor acces to war and major to combat (i can at least have a limited acces to self buffing/protective magic) but i can't have any summoning spells and i have extremely limited acces to healing, restorative and to some extend, protection spells. Ok; so Helm is out of the question for me, too. So the conclusion for 1) is that i feel like even though DR is full of potential and looks extremely endearing while looking at the readme, in the end, Divine Casters end up being nerfed quite heavily, when i always thought they were somwehat underpowered compared to Arcane Spell Casters to begin with. Obviously, this brings a first question: Is there a revamp of spheres with Divine Remix, or are the spells in the same spheres as in the original game? If this is tweaked, bringing some explanations in the readme would be welcomed, because i'm sure many are interested in Divine Remix but tend to draw the same kind of conclusions as i do. And i believe the purpose of readmes would be to make sure people are not mistaken. 2) To try to balance the problems in 1), i started to look at some mods adding divine spells and improving those already there. So my sights were directed towards IWDification and Spells Revisions. Except.. And this this the second problem... DR readme states that it had some IWD spells before but that they were withdrawn and put into IWDification instead. But nowhere could i find any informations about whether these spells can be used by Divine Remix and its sphere system or not. I've spent hours looking for these informations, and unless i'm blind, i couldn't find anything. And it's the same for Spells Revisions. I don't know if current versions of both mods can coexist peacefully and if Divine Remix can make use of the modified spells of Spells Revisions without messing up the whole sphere system. My worry is that if Spells Revisions replace some divine spells, Divine Remix may not find them anymore, and either crash during installation, provide me with annoying 'string missing' kind of messages in game, or with a well-nigh empty spellbook (because modified spells wouldn't be added properly) I am far from being very good with heavily modded BGT installations. Actually, i would differ such installations for years because it's such a pain in the ass when i mess everything up. And there are so many wonderful mods for Baldur's Gate that it becomes hard to refrain myself from wanting to add many of them. That's why i won't test every single mod with every single other, desinstall, rince and repeat 100 times, in order to test the whole thing. What is more i feel such an effort would be in vain because sometimes, conflicts come from an unexpected source. I've already spent like one week reading forums, readmes, and such, in order to select my mods. This brings the second question: Is there a reliable way to be sure of DR remix's compatibility with IWDification and Spells Revisions? Actually, the compatibility of DR with mods like Sword Coast Stratagems bothers me, too. But i guess that in that particular case, it would depend more on SCS's side. One last thing. Divine Remix is probably one of the most difficult mod to approach for me. I stated it already, but while the mod concept itself makes one think 'This should have been in the game from the start', it feels that in the end it's more of a 'Mod that will nerf your cleric like no other could'. Which is why i asked the questions in 1) and 2) , in order to make sure i'm not mistaken. But all in all, as i see things right now, some of the most usefull priest spells should be more easily acessible (there are only 2 kits in DR that can actually use Defensive Harmony), or ultimately, some more usefull spells should be added to compensate for it. I don't have a D&D Rule Book, but i'm sure there are ways to make Divine Remix the 'Absolutely must have Mod' it was destined to be from the start. Forgive my english mistakes if you may, and thanks to whoever was patient enough to read the whole essay EDIT: Correction of various typos Edited June 15, 2020 by Nox Quote Link to comment
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