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SubtleMods: 5E Spellcasting Rules Conversion


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To clarify, did the latest 5e Casting just prevent itself from working with Shadow Adepts (Shadow Magic Wizards)?  The lack of innate prepare spells button made me unsure if this was from a fundamental incompatibility or from just not adding this compatibility.

Thankee!

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Doc, for personal curiosity, I tried applying your 5e Semi-Spontaneous method to the newest Shadow Magic.  (I'm doing this because, even though Shadow Adept is a Wizard and AionZ uses Olvyn's Spell Tool to index the spells, 5e Casting just didn't work with it.)

I put it in the .TP2 after the main component (applying it to the first level Shadow Adept spells of c0sa101.spl through c0sa113.spl) and got the error below when trying to install 5e Casting's newest version.  I got the same result when I tried moving the relevant.

I know Shadow Magic is a complex system and that I'm new at this.  What do you advise?

Thankee!

ERROR

 


ERROR locating resource for 'COPY'
Resource [x.spl] not found in KEY file:
        [./chitin.key]
Stopping installation because of error.
Stopping installation because of error.
ERROR: [d5zclons.2da] -> [override/d5zclons.2da] Patching Failed (COPY) (Failure("resource [x.spl] not found for 'COPY'"))
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Change All Casters to 5E System], rolling back to previous state
Will uninstall 435 files for [5E_SPELLCASTING/5E_SPELLCASTING.TP2] component 100.
Uninstalled    435 files for [5E_SPELLCASTING/5E_SPELLCASTING.TP2] component 100.
ERROR: Failure("resource [x.spl] not found for 'COPY'")
Please make a backup of the file: SETUP-5E_SPELLCASTING.DEBUG and look for support at: SubtleD
Using Language [English]



WHAT CODE I BRIEFLY TRIED

 

//5e Casting
//include statement is here or before

ACTION_FOR_EACH new_spell IN //Shadow Adept level 1 spells - the file names before .SPL
    ~c0sa101~
    ~c0sa102~
    ~c0sa103~
    ~c0sa104~
    ~c0sa105~
    ~c0sa106~
    ~c0sa107~
    ~c0sa108~
    ~c0sa109~
    ~c0sa110~
    ~c0sa111~
    ~c0sa112~
    ~c0sa113~

BEGIN
  LAF add_semi_spells STR_VAR new_spell = EVAL ~%new_spell%~ cast_spell = EVAL ~%new_spell%~ spell_type = ~arcane~ END
END

LAF add_semi_spells END //renamed from process_semi_spells since that gave me an install error when trying to install Shadow Magic

Edited by Endarire
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I don’t even know that you need to do anything with the spells - didn’t I already set the mod to include spells added with Olvyn’s function? 

To make it work for the shadow wizard kit, comment out the reference to matching “C0SA” kits here in the 5E casting .tpa file. (The one specific to this mod - NOT the general semi-spontaneous functions file.)

No promises about how well that will work. I don’t know much about the shadow wizard mod, my general sense is that Artemius designs his kits to be used by themselves, and they are often (?) not conceptually and/or technically compatible with other kits and tweaks. Given that is a “feature, not a bug” of their mods, and given I am largely retired from making these things, you should not expect effort to be put towards compatibility here. If they work together, great; but if they don’t, they don’t. 

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If commenting out the C0SA line, should I also comment out a corresponding END or/and other code?  If so, what?

(And, yes, you did account for Olvyn's Spell Tool spells in your mods for compatibility.  Shadow Magic is... special.)

Thankee!

Edited by Endarire
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Doc, I tried as you said (commenting out the c0sa part while keeping the PATCH_IF and D5Mana stuff) and 5e casting sorta worked.  On BGEE (not EET), I made a new Elf Shadow Adept (Shadow Wizard), learned two spells to start, loaded into Candlekeep, and my spell preps were all of the first spell I had prepared (decoy) with none of those that I prepared second (ebonfruit).

However, there was more than one line in that file you linked with c0sa.  I haven't tested it yet as of this writing, but I strongly suspect that removing those c0sa references will cause Shadow Magic to work properly.

EDIT:
I made a new Shadow Adept on SoD (BGEE only) with only DLCMerger, Shadow Magic, and 5e Casting installed as mods in that order.  I ensured I only commented out the short section you mentioned above.

Shadow Adepts are able to learn and prepare 1 additional spell slot per spell level at character creation compared to what they can cast.  For example, I learned black ooze and shadeskin as level 4 spells, prepared each of them once, then in-game I could only prepare and cast 1 level 4 spell, black ooze, because that's what I prepared first.  This is likely because Shadow Adepts are specialists in shadow magic but didn't get the extra spell slots from specialization they should have.

Otherwise the 5e casting seems to work as it should.  I'm glad it was a simple fix to get it this far.  What else is involved to make it work fully?

Thankee!

Edited by Endarire
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On 8/21/2023 at 12:53 AM, Endarire said:

What else is involved to make it work fully?

I don’t quite see what is not working from your post. Is the Shadow Magic mod applying some kind of dynamic adjustment to your memorization slots? If so, maybe it is intentional. Just memorize one fewer spell per level, leave one slot blank. 

As I don’t know anything about that mod, there’s not really anything else I can tell you. 

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Note that T&B's bonus spells from a high ability score largely fix the problem assuming Nightsingers (Shadow Magic Bards) and Shadow Adepts (Shadow Magic Wizards) start with 18+ INT.

Having tested further with a Nightsinger (Shadow Magic Bard) + 5e Casting with that one tweak you mentioned, they have no excess starting spells and just work.

In short, removing the 5e incompatibilities with the latest Shadow Magic works just fine.  Shadow Magic spells are still arcane spells that are largely prepared but also have a spontaneous class option (Shadow Disciple Sor).

Adjusting items to work with 5e casting still works as intended, like with Evermemory.  Shadow Magic spells are still arcane spells as previously mentioned.

The only likely awkwardness from subtledoctor's mods interacting with Shadow Magic is that Shadow Magic duplicates some spells from vanilla onto the Shadow Magic list (identify, minor sequencer, contingency, spell sequencer, limited wish spell trigger, chain contingency, and wish), meaning a Shadow Magic caster can learn these spells as spells known and still get them as 1/day innates.  That's a minor thing for me compared to being able to finally play the Shadow Adept I intended to play with spontaneous casting!

(I know that Shadow Magic has intentional spell combos like spamming sigil of madness, but so does vanilla.  Animate dead + stinking cloud or cloudkill is a simple example.)

Thankee!

Edited by Endarire
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Doc, what say you to just formally allowing 5e Casting to work with Shadow Magic?  Having this work is a minor tweak.  There's also the minor glitch of the code thinking Shadow Adepts are specialty Wizards in terms of initial spell slots and them getting 1 too many per spell level, but that's easily handled by players properly preparing spells or/and by you changing the code.

Thankee!

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2 hours ago, Endarire said:

easily handled by players properly preparing spells or/and by you changing the code.

Changing what code? It’s someone else’s mod - I have NO idea how their mod works… 

You are more than welcome to tweak my mods to suit your particular install. But I’m not doing any actual modding anymore. And I don’t feel like making a change to allow for partial compatibility, and have a bunch of people then complain that it is buggy. 

Artemius decided to make a mod with a completely distinct-but-parallel system of magic, and I’m going to respect their vision. I consider shadow magic to be akin to the Warlock mod, or my psionicist. 

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