Guest Modtester Posted May 16, 2021 Posted May 16, 2021 The Rebalance Spell School Component is mentioned in the Readme, forget that point and sorry for the spam Quote
Endarire Posted May 17, 2021 Posted May 17, 2021 Modtester: Thanks for the info! You aren't spamming us by trying to sell us sex pills or somesuch. Quote
subtledoctor Posted May 17, 2021 Author Posted May 17, 2021 @modtester Thanks for the detailed info, I'll take a look at all that when I get a chance. Quote
Guest Modtester Posted May 17, 2021 Posted May 17, 2021 I hope i could help with the feedback I tried finding a solution for the memorisation slot issue with wild mages myself. And i couldnt get it to work. But i think the most elegant solution is coming from pen and paper: The Wild Mage is a Sorcerer kit Quote
subtledoctor Posted May 31, 2021 Author Posted May 31, 2021 On 5/17/2021 at 5:25 PM, Guest Modtester said: I hope i could help with the feedback I tried finding a solution for the memorisation slot issue with wild mages myself. And i couldnt get it to work. But i think the most elegant solution is coming from pen and paper: The Wild Mage is a Sorcerer kit I love the idea of the Chaos Sorcerer mod. I haven't installed it recently because I wasn't sure if it was compatible with... something. I definitely agree the Wild Mage concept works way better as a sorcerer. Quote
Endarire Posted May 31, 2021 Posted May 31, 2021 @subtledoctor For your class mods, may we get a multiclass Druid/Wild Mage? One of my friends has enjoyed the chaos and wants to be that. Thankee! Quote
subtledoctor Posted May 31, 2021 Author Posted May 31, 2021 43 minutes ago, Endarire said: For your class mods, may we get a multiclass Druid/Wild Mage? One of my friends has enjoyed the chaos and wants to be that. Not likely. That would be two kits, which I don’t generally do, plus I find wild mages both frustrating on a technical level and uninteresting on a lore/gameplay level. Not my cup of tea. Also, a PSA: this mod is seeming to have a bad interaction with NPC_EE. As in, NPCs who choose a kit or proficiencies via NPC_EE lose the ability to use 5E-style spellcasting. Also in my recent test, a ranger had problems with this. I’m looking into these issues now. Quote
Guest Xaaltriolith Posted June 14, 2021 Posted June 14, 2021 @subtledoctor, I'm dipping my toes into modding, mostly by changing things other people have made to work a little differently. I've spent so many hours this week just trying to understand how all this stuff works, and it's almost been more fun than actually playing the game. I came into this as a developer knowing a few different languages with a "how hard could it be" attitude and the last couple of weeks have been discovering just how crazy of an understanding you need for this game and the modding tools in order to create something that works. So I just wanted to say thanks for all your efforts in creating mods and for the hours of enjoyment I've spent saying to myself "wait, what does that even MEAN?". Quote
subtledoctor Posted June 14, 2021 Author Posted June 14, 2021 5 hours ago, Guest Xaaltriolith said: @subtledoctor, I'm dipping my toes into modding, mostly by changing things other people have made to work a little differently. I've spent so many hours this week just trying to understand how all this stuff works, and it's almost been more fun than actually playing the game. I came into this as a developer knowing a few different languages with a "how hard could it be" attitude and the last couple of weeks have been discovering just how crazy of an understanding you need for this game and the modding tools in order to create something that works. So I just wanted to say thanks for all your efforts in creating mods and for the hours of enjoyment I've spent saying to myself "wait, what does that even MEAN?". Thanks! I came into this with zero experience programming/developing... like, not even a single college or high school class. Just played the game and eventually got around to messing with files in Near Infinity back around 2005. I think the fact that Weidu is such a linear-minded script language, like Applescript or Basic, makes it easy for me. Whereas it might be unintuitive to people with experience in more advanced languages. I will say, if you are learning, some of my mods might not be the best to go by. This one and a few other recent ones get into some funky stuff, like, "using this innate ability casts 300 subspells, 299 of which are blocked by previously cast spells which were conditioned on some stat or game variable, the result of which simulates some mechanism by a method completely unconnected to what the game appears to be doing." I should say, another rewarding aspect of modding has been to really give me a self-taught education in project management, which is cool. Speaking of which, I should mention the stat of this mod: several bugs have been identified, some of which are fairly serious. Here is an idea of what I'm working on for the next release: Making sure specialist memorization slots are acting correctly Fixing a bad interaction between this mod and NPC_EE Get wild magic spells incorporated into the system (I think HLAs are already incorporated, so the method should already be there) Make sure Evermemory's spell-doubling item ability works Make sure casting slots are determined by the appropriate class level, for multiclasses Make sure wearing armor while sleeping doesn't block spell preparation 1.5 of those are already done, 2.5 of them should be pretty simple to do when I find time, and the last 2 are going to take a bit of investigating. But I think once these 6 things are fixed, the mod will be in good shape. Stay tuned. Quote
Endarire Posted June 15, 2021 Posted June 15, 2021 Speaking of wild magic, do wild surges trigger for multiclass/dual class wild mages from other class lists, like Cleric/Wild Mage? Quote
subtledoctor Posted June 15, 2021 Author Posted June 15, 2021 9 hours ago, Endarire said: Speaking of wild magic, do wild surges trigger for multiclass/dual class wild mages from other class lists, like Cleric/Wild Mage? I don't see why not. On the other hand, now I think about it, I don't know if wild surges trigger from casting spells using this method, since this method involves casting an innate spell which in turn uses opcode 146 to cast wizard spells. I know wild surges can get funky sometimes, like happening on the next spell you cast, instead of the current one. I don't recall if this is a circumstance that would mess with it. I think @kjeron knows... Quote
kjeron Posted June 15, 2021 Posted June 15, 2021 In general, any spell without BIT15 (Ignore Wild Surge) that is cast in a non-instant manner is subject to both forced (from opcode 280) and random (from the wildmage kit) wild surges. Exceptions include: the "ReallyForceSpellPoint()" action, which is not instant, but is supposed to be, and is not subject to wild surges, spells cast through opcodes 258/260 (sequencer activation), which are instant but still subject to wild surges. Quote
Endarire Posted June 15, 2021 Posted June 15, 2021 If a multiclass caster who's also a Wild Mage casts a non-Wild Mage spell, does that normally trigger a wild surge? I wasn't sure since I've never tried it. Quote
Endarire Posted July 22, 2021 Posted July 22, 2021 If you're still testing the serious changes, may we get access to an obviously-labeled TEST build for those adventurous enough to use it? (I'm not asking for me at present, but others may want it.) Thankee! Quote
subtledoctor Posted July 22, 2021 Author Posted July 22, 2021 45 minutes ago, Endarire said: If you're still testing the serious changes, may we get access to an obviously-labeled TEST build for those adventurous enough to use it? I have made the 5E casting system (what I sometimes call "semi-spontaneous" casting" into a portable set of functions that can be dropped into any arbitrary mod and used class-wide (like this mod), for a kit (like the TnB Arcanist or MnG bards), for an individual, whatever. A files containing all these functions currently exists in this mod, in MnG, in TnB, in FnP, and in SoB. These functions should be identical, so when I update one I have to update them all. I have current, test-worthy versions of all those mods, but they should all be updated/tested in lockstep. (Part of what makes testing difficult.) With that said, I can upload these test versions to Github if people are interested. Quote
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