subtledoctor Posted March 2, 2022 Author Share Posted March 2, 2022 Version 1.7.1 fixes arcane casters' casting slots sometimes doubling when wearing armor. Quote Link to comment
Endarire Posted March 4, 2022 Share Posted March 4, 2022 Having noticed a buncha mods update to add compatibility with 5e casting, what other mods should be updated to be compatible? Quote Link to comment
subtledoctor Posted March 14, 2022 Author Share Posted March 14, 2022 (edited) Just FYI for anyone who is doing an install in the next ~24 hours: I've found a compatibility between this mod and the Tome & Blood Magus kit. I've fixed it already on my local machine, just need to do a crap-ton of testing with different permutations of these mods and Scales of Balance, then I'll upload a fix. EDIT - done. Updated to version 1.8. Edited March 15, 2022 by subtledoctor Quote Link to comment
mickabouille Posted March 18, 2022 Share Posted March 18, 2022 (edited) If I understand things correctly, this mod replaces the identify spell with a variant that works with 5E (ie not using the vanilla "identify" dialog, which is harcoded). It _appears_ this identify spell doesn't work (or that I didn't manage to find how it works, maybe). On a bg2ee I only installed this // 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] ~5E_SPELLCASTING/5E_SPELLCASTING.TP2~ #0 #100 // Change All Casters to 5E System: 1.8 ~5E_SPELLCASTING/5E_SPELLCASTING.TP2~ #0 #901 // Bonus Spell Slot Items and 5E Casters -> bonuses to both memorization slots and casting slots: 1.8 and made a mage (non specialist). At the start, Imoen has a second level identify spell know (but not prepared). Later on, when my test character finds a identify spell and learns from it, he obtains a first level spell. Both spell have the same description (including the fact that it's stated as a first level spell). After having both of them prepare it and sleep, none of them can cast it, neither the first nor the second level version. And the vanilla identify dialog doesn't detect the availability of the identify spell either, but I suppose that was a given... EDIT: I tried selecting Identify at character creation but this one didn't work either. setup-5e_spellcasting.debug.zip Edited March 18, 2022 by mickabouille Quote Link to comment
mickabouille Posted March 18, 2022 Share Posted March 18, 2022 (edited) For Imoen knowing the spell as a second level one, maybe that's this ? COPY_EXISTING_REGEXP GLOB ~^.+\.cre$~ ~override~ PATCH_IF (%SOURCE_SIZE% > 0x2d3) BEGIN READ_BYTE 0x273 class PATCH_IF (class == 1 || class == 13 || class == 14 || class == 7 || class == 10 || class == 17 || class == 19 || class == 5) BEGIN // wizard casters REMOVE_KNOWN_SPELL ~spwi110~ REMOVE_MEMORIZED_SPELL ~spwi110~ ADD_KNOWN_SPELL ~%spell_res%~ #1 ~wizard~ END END BUT_ONLY With the ADD_KNOWN_SPELL doc saying Quote When applied to a CRE file, this patch causes the given spell to be known. Note that spellLevel counts from 0 (e.g., you should say #2 for a third-level Fireball). Possible values for spellType are priest, innate and wizard. Example: Maybe #1 should be identify_level instead? Edited March 18, 2022 by mickabouille Quote Link to comment
mickabouille Posted March 18, 2022 Share Posted March 18, 2022 (edited) When I examine charname spells in NI, I find a spell spwi126.spl with a missing name (No such index). This part may be relevant then: Quote Adding spell D5_NEW_IDENTIFY [./override/SPELL.IDS] loaded, 26285 bytes Copying and patching 1 file ... [5E_spellcasting/lib/semi_spont/d5tb110.spl] loaded, 466 bytes Copied [5E_spellcasting/lib/semi_spont/d5tb110.spl] to [override/spwi126.spl] [*.IDS] forgotten Appending to files ... [./override/SPELL.IDS] loaded, 26285 bytes Appended text to [spell.ids] Copying 1 file ... Copied [.../inlined/null.file] to [override/add_spell.ids] (NO BACKUP MADE!) Copying and patching 1 file ... [./override/add_spell.ids] loaded, 0 bytes Copied [add_spell.ids] to [override/add_spell.ids] (NO BACKUP MADE!) Clearing the IDS map. [*.IDS] forgotten Added spell D5_NEW_IDENTIFY Edited March 18, 2022 by mickabouille Quote Link to comment
subtledoctor Posted March 18, 2022 Author Share Posted March 18, 2022 Ah - the problem is not that the spell doesn't work, only that the 5E system doesn't know to prepare it because it is added after the system does all thee necessary spell conversions. I'm pretty sure the Identify spell is being added at the end of the component, it needs to be at the beginning instead. (And yeah it should be added as a 1st-level spell, not a 2nd-level spell. Will fix and update ASAP. Quote Link to comment
mickabouille Posted March 18, 2022 Share Posted March 18, 2022 Thanks! While you're (maybe) on it, I suspect this line is also a bug: https://github.com/UnearthedArcana/5E_spellcasting/blob/b8f98afd26fc5626db76e45138dd244c45533d4c/5E_spellcasting/lib/semi_spontaneous.tpa#L1654 Quote COPY ~scales_of_balance/lib/d5_base.spl~ ~override/d5mgs5e.spl~ Quote Link to comment
Graion Dilach Posted March 18, 2022 Share Posted March 18, 2022 TBH that Identify issue is triggered with the TnB multiclass sorcs as well. It's a library-wide one. Quote Link to comment
subtledoctor Posted March 18, 2022 Author Share Posted March 18, 2022 (edited) 31 minutes ago, Graion Dilach said: TBH that Identify issue is triggered with the TnB multiclass sorcs as well. It's a library-wide one. I don't follow. If you install the Revised Identify spell in TnB and then install multiclass sorcerers, it works fine. If you don't install Revised Identify first, then the multiclass sorcerer component will install it automatically, but will do so out of order, as I just described. It's a very simple fix, just need to call the function earlier. 1 hour ago, mickabouille said: Thanks! While you're (maybe) on it, I suspect this line is also a bug: https://github.com/UnearthedArcana/5E_spellcasting/blob/b8f98afd26fc5626db76e45138dd244c45533d4c/5E_spellcasting/lib/semi_spontaneous.tpa#L1654 Why? Btw it drives me batty how sometimes Weidu functions will be like "and here you put the spell level... except in this case, you have to put the spell level minus one, for no particular reason! Edited March 18, 2022 by subtledoctor Quote Link to comment
mickabouille Posted March 18, 2022 Share Posted March 18, 2022 Ah sorry, that's in 5E_spellcasting and it copies a file from scales_of_balance/lib which is not here (as scales of balance was not installed). Quote Link to comment
subtledoctor Posted March 18, 2022 Author Share Posted March 18, 2022 3 minutes ago, mickabouille said: Ah sorry, that's in 5E_spellcasting and it copies a file from scales_of_balance/lib which is not here (as scales of balance was not installed). Oh, duh, yes, quite right Quote Link to comment
Enigmajazz Posted April 29, 2022 Share Posted April 29, 2022 @subtledoctor Sorry to keep bombarding you. Is appears that 5e spellcasting does not work specifically for nahals reckless dweomer as this does not have a scroll and is then explicitly excluded from the addition of other spells. Is there a reason this is not allowed to be included? There is also a separate incompatibility with level one cantrips & 5e casting again relating to nahals. This is added as a new spell directly in the clab so again wouldn't work with 5e casting, I understand that it's not possible to automatically pick up spells added this way but is there a way to add compatibility so these two mods can work together, feels like it's a case of modifying the code to include it in d5zclons and then replacing the text in the clab file with the appropriate cloned spell. Don't know if that's something that is easy to do or even possible? I hope I'm not completely misunderstanding how spells are added. Quote Link to comment
subtledoctor Posted April 29, 2022 Author Share Posted April 29, 2022 28 minutes ago, Enigmajazz said: Sorry to keep bombarding you. That's okay! I can only play the game so much, and there are too many classes and kits etc. to play everything, so there is no way to really, rigorously test everything. (I never play wild mages so they can easily escape my notice.) Effectively crowd-sourcing it is really necessary. So I always want to hear when things go wrong. Generally it's not hard to adjust it. Case in point, I wrote functions just for this sort of situation. So I just need to find the filenames for NRD, Chaos Shield, and Improved Chaos Shield (any others?), and for each of them run LAF add_semi_spells STR_VAR new_spell = ~spwi124~ cast_spell = ~spwi124~ spell_type = ~arcane~ END LAF add_semi_spells STR_VAR new_spell = ~spwi222~ cast_spell = ~spwi222~ spell_type = ~arcane~ END LAF add_semi_spells STR_VAR new_spell = ~spwi723~ cast_spell = ~spwi723~ spell_type = ~arcane~ END LAF process_semi_spells I can write up a hotfix mod, just not right now. And I'll update this as well. Will have the L1Cantrips version included as well. Quote Link to comment
Enigmajazz Posted April 29, 2022 Share Posted April 29, 2022 (edited) 1 hour ago, subtledoctor said: NRD, Chaos Shield, and Improved Chaos Shield Interestingly I think only nrd is excluded. Thanks for all of your good work! Edited April 29, 2022 by Enigmajazz Quote Link to comment
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