Jump to content

NdranC

Members
  • Posts

    279
  • Joined

  • Last visited

Posts posted by NdranC

  1. Ahhh I missed the little bit at the end where it says "last for 2 rounds". Actually I kind of agree then, it doesn't sound awful. Too bad my main two-handed blade warrior got disintegrated not too long ago :(

    Then if the import is disabled... Oh you know what happened? I forgot that I had to remake my client for BG2 so instead I just imported my character manually with what I though was the imported item I needed. That's why I already had the Claw of Kazgaroth. If that's the case then I'm just going to pretend that it's not there despite of how amusing it would be to use two of them at the same time. Well, that's good to know.

    Regardless if you ever take a second pass at cursed items, if you hadn't already, keep in mind making them more worth it. Maybe the belt of sex change could also make you more charming or because you get to live life as another gender you get a little wiser from experiencing a different perspective than yours. Just a little spice there to make them worth it.

  2. We might be getting a little of topic, but who cares. As someone that would love to lay in bed or a couch and play with a controller I just can't stand them. Every game that in "theory" sounds like it's a good controller game doesn't work for me. Any amount of aiming, even twin stick shooters feels awful and imprecise. I relate with @Salk and understand your pain @Bartimaeus. I might be there soon with my eyes but hopefully I still have some time.

  3. 2 minutes ago, Cahir said:

    FWIW Kazgaroth the Best had more than one claw 😁 So, I think in this particular case immersive explanation is right there. 

    Yeah I went to look it up. This creature can shapeshift but it's most common form is that of a tyrannosaurus rex. The Horn is also not a Horn but made from it's tusk. I guess it could be very likely that the mage that made the first claw made a second one as well... Ok I'm convinced, -20% HP here I go.

  4. 8 hours ago, Bartimaeus said:

    This is kind of already what happens. IR places a couple of items that were used by the import mechanic, basically ignoring that they could be import options and instead just placing them regardless. 4/4 items of the first list will be present somewhere in BG2 with IR installed (well, sort of - Fallorain's Plate just becomes a generic Plate Mail +1, but it's functionally the same), at least assuming Mail of the Dead +2 is the imported item. Similarly, with IRR installed, 4/4 items of the second list will be present somewhere in BG2 assuming that the Helm of Balduran is the item found in Irenicus' dungeon - if instead you choose one of the other three options (such as the Claw of Kazgaroth), that means there will be two Claws of Kazgaroth in the game and no Helm of Balduran, since IRR already places the Claw elsewhere (similarly, if you choose something instead of Mail of the Dead, that means a duplicate of the other option and no Mail of the Dead in the game at all). That's why I was considering disabling the vanilla import mechanic altogether and simply forcing the Helm of Balduran and Mail of the Dead +2 to always be what's found, to prevent pointless duplicates as well as prevent either Mail of the Dead +2 or Helm of Balduran from never appearing in the game.

    Even though I like the import feature on a vacuum, I dislike inconsistent behavior more. If it can't be made better then I would agree that killing it is better. Now I'm trying to decide if I'm going to buy the second claw of kazgaroth and wear TWO of them (muahaha) or just pretend it's not there.

    Which btw, as one of my favorite items in the game. I would maybe suggest making the HP penalty worse. It really doesn't feel bad at all and the upside is so good. On a fighter type you already have good death saves the claw helps you balance your overall saves somewhat and on a mage you are basically immune to damage anyway. I really haven't felt threaten at all by it. That being said I'm not sure increasing the HP penalty would address that but might feel more dangerous.

    I'm just a sucker for high risk high reward items. I recently found some bracers of speed. They are cursed and they give you an extra +1 apr with the downside of a -4 thaco penalty. At that point I was interested but then the next effect was something like 5% chance per hit that you get exhausted. If that effect stacks it just kills the item. I wish all cursed items were not so obviously bad but more of a "deal with the devil" type of items. I can't think of anyone that could use those gloves of speed that can get around the exhaustion. Maybe the thaco but not the exhaustion.

  5. 50 minutes ago, pochesun said:

    Ok thats what i wanted to know :) Thx. I just thought that somehow it could affect since when unpacking and overwriting some files first IRR and then SRR there was at least one same file that was commonly overwritten twice (both for IRR and SRR). Maybe i forgot something. Anyway thx for clarification.

    For future reference, when you extract a mod into your bg folder you are just placing it there. You haven't changed the game in any meaningful way until you actually run the installer.

  6. 25 minutes ago, pochesun said:

    Early my installation order was: unpack IR then unpack IRR (with overwtiring some files) and then istall it. After that i did the same with SR and SRR. Now i was just a bit confused that it should be: first unpack IR then unpack IRR (with overwtiring some files),  then unpack SR, then unpack SRR (with overwtiring some files) and only after all unpacking is done installing IRR and then SRR. I assume now its somehow important that i can not install IR right after i unpack it but before i unpack SR. Or my usual installation order still works?

    I think you are making this more complicated than it is. The patching of IR doesn't affect SR. Just patch both then install both IR>SR. That simple. You did it correctly in your example.

  7. 1 hour ago, Bartimaeus said:

    I think it was a neat idea by BioWare whose implementation left a bit to be desired. The priority problem (which puts Helm of Balduran always at the top and therefore makes it the overwhelmingly the most likely choice to be imported) isn't great. There's also the fact that even if you don't have any of these items (or are coming from a new game entirely), it still "imports" an item (which is again, the Helm of Balduran), which means the majority of people probably expect the Helm of Balduran to be there. The secondary list (with the Helm of Balduran and other items) is also not equal, unlike the first (which are all just armor items) - personally, my favorite item of the list is the Claw of Kazgaroth, which is the reason I placed it elsewhere in the game while assuming the Helm of Balduran will be in Irenicus' dungeon. Also, I guess BG2EE creates a third list of items to be imported...but they used a list of weapons that are mostly already placed in vanilla BG2, and the ones that aren't are by IR anyways, so that's not great. I'm not a hundred percent how I'll resolve this.

    I like the idea of having an incentive to play Baldur's Gate 1 so you can unlock the ability to obtain certain items in the sequel. What I don't like is the lack of transparency, the arbitrary forced choice of what's the "better" item and the convoluted system behind it all. In my ideal world, the game would find all the items in your inventory (or even better just flag the fact you looted them even if not on you) and import ALL of them to the new game placed and paced appropriately. Maybe even with a little tidbit that would highlight how the item ended up in the new place or maybe some of them are left unstated for you to imagine how, for example, the Claw of Kazgaroth ended up in the Underdark.

    It comes to reason that if you don't play the prequel then none of the items should import at all. It is your reward for playing the previous game in the same way starting with a higher xp cap is another reward for doing so. Obviously thanks to mods anybody can customize skip this requirement but it's up to them.

  8. 9 minutes ago, pochesun said:

    I am truly sorry but i still cant get what you mean by "Main component" :)

    Just to make it plain, the instal order: IR->IRR->SR->SRR->SCS?

    First of all you don't install IRR or SRR. You download it and copy and paste the contents of the zip into the base IR and SR respectively before actually installing IR or SR. IRR and SRR are patches to the originals. Not mods of their own.

    Weidu mods in general tend to be divided in sub-componets so you can pick a choose what to install. The "Main Component" is one of these sub-components of both IR and SR. Despite what it may seem you shouldn't necessarily install all of the components of a mod at the same time. Sometimes you want to install some components of a mod then swap to another mod and install some components of that other mod, then comeback and install some more components of the first mod. Every component tends to affect a different part of the game and depending on the amount and types of mods you are installing then it gets complicated when you should do one or the other.

    In your case, since you only seem interested in SCS+IRR+SRR then IR>SR>SCS seems adequate. Just remember to patch IR and SR with IRR and SRR before installing.

  9. 7 hours ago, Bartimaeus said:

    We were on the subject of item importation - IRR kind of assume that Mail of the Dead +2 and Helm of Balduran are always the imported items. Non-revised IR places Protector of the Second (an alternative import option to Mail of the Dead +2) elsewhere, while Almateria's Restoration Project places the Horn of Kazgaroth on the lich Deril (which I opted to duplicate for people not using it - by removing it from him and then adding it back, of course, as him carrying two would be quite silly if you were using Almateria's Restoration Project). If you decide to import either the Claw of Kazgaroth or the Horn of Kazgaroth instead of the Helm of Balduran, then the Helm of Balduran will naturally not appear in Irenicus' dungeon (not a change I made), and it would unfortunately lead to a duplicate of them as they're already placed elsewhere, so I naturally would not recommend doing that. There's probably a way to modify the item importation script to make this impossible to happen, I might have to look into it...

    Furthermore, I also just realized that Fallorain's Plate +1 (which doesn't even exist in BG2, though I recreated it for BGT/BG1EE/EET games) and a generic Chain Mail +3 are also alternatives to Mail of the Dead +2, which are both kind of silly, so that's even less reason to have the vanilla item importation script do anything but add the Helm of Balduran and Mail of the Dead to Irenicus' dungeon.

    I don't know how I feel about the import feature. Why not just import all items instead of a priority based on a list that is not really transparent to a player without metagaming?

    If I was playing the game on my own I would be using the claw for my sorcerer but I would also pickup the helm of balduran for a warrior friend leading my main character getting punished by bringing an item I can't really use. The fact that its debatably better or worse should be left up to the player because even if the helm is better it's not usable by the protagonist making it a boring and forced "choice".

  10. 5 hours ago, spanyam said:

    No worries, I will figure it out somehow. I took a look at my old installation, and I have SCS + IRR + SRv4b18, which should be good enough for now. Now that you mention it, I remember installing this last December using EET install tool and extracting on top of the item_rev folder before starting the install. EEkeeper seems to have the right items for now

    This works. My current install was made with the EET Install Tool and IRR + SRR + a lot of other mods. I made my own custom basic mods to it as well by modifying basic 2da files and copying them over. If you just want an easy and simple client it's probably the most painless way but might not be the best way if you know what you are doing.

    Remember to check the settings.ini files for IRR and SRR for more customization and settings that will not show up with the automatic tool.

  11. 1 hour ago, Bartimaeus said:

    If you use the default petrification option as defined in settings.ini, you should be safe to petrify enemies without fear of losing their items (as they aren't actually petrified, but simply held). If you use the "0" or "2" setting for that option (aka "all creatures are actually petrified" / "only enemies are petrified" respectively), then you would need to use a "petrified creatures drop items" component like the P5 Tweaks gives.

    Yeah, but there just aren't enough buttons on a controller to do everything - I already have most things double-bound, and some triple-bound. The difference between opening up my innate abilities, my equipment abilities, and accidentally doing a quick load instead are already a matter of a quarter second each, I don't think I can add on that much more, :p. I have issues with my hands that makes using a mouse for more than short bursts very painful, so I have devised alternative ways of playing games.

    Thanks for the clarification. How do you move your characters? Do you have to "click" on the ground? Maybe it's because I'm not the best at RTwP games and prefer TB dnd but you must be amazing at the game if you are able to time half a second presses while dealing with everything else in screen.

    On another note. I started the planning face of my next client and I was wondering if there are any mechanics centric mods that you play with that you feel go well with SCS+IR+SCS. I usually think less is more and I would rather mods that fix already existing things than adding more but I'm concerned about consistency between mod authors.

  12. So I'm safe to disintegrate away any enemies. How about frozen or petrify? I'm pretty sure I've had people die from vampiric level drain and they have never chunked. I know you have a component to change petrify to work like a hold but if I don't use it. Am I susceptible to delete loot if I petrify enemies and break them?

    1 hour ago, Bartimaeus said:

    Sorry, no idea about either keybinds or SCS pre-buffing scripts. I play with a controller that I created a made-for-IE-games profile with a lot of timing-based functions (e.g. holding down one button for 0-0.25s will do one function, but holding it down for 0.26-0.50 will do something else entirely, and anything beyond 0.50 will do another thing yet, etc.), but I don't get into binding specific spells as a result. I've never used the pre-buffing script and have no idea how it works or how reactive it is to changes in spells or anything like that, you may be better off asking @DavidW.

    Wow, this is the weirdest thing I've ever heard. Sounds cool though. Not a controller guy myself but, presumably you still have to open the cast menu and find a spell normally, making the use of keybinds rewarding for commonly casted spells or pre-buffs.

  13. 48 minutes ago, Caedwyr said:

    For Oversight,  those 4 components are installed on BG2 before EET.  They haven't caused problems so far during installation, but I still need to do some QC/QA checks.

    Does Oversight not do anything for BG1? Specifically talking about the alignment and class tweaks. Is it only for BG2 NPCs?

    I also noticed you skipped the Harder Sendai component. Any reason why?

  14. On 5/4/2020 at 7:50 PM, Caedwyr said:

    Modified Folders:
        1.  C:\GOG Games\Baldur's Gate II - Enhanced Edition\lang\en_US\sounds

    Copy Master Sounds to 1. above


        Oversight v16   https://www.gibberlings3.net/mods/quests/oversight/
            a. Alignment Correction
            b. Class Tweaks/Fixes
            d. Improved Continuity
            e. Expanded Brynnlaw
        SoD to BE2EE Item Upgrade v1.2.0 https://www.gibberlings3.net/files/file/1016-sod-to-bg2ee-item-upgrade/
            a. SoD to BG2: EE Item Upgrade
            b. Force all importable SoD items to be present in normal locations
                i. Voidhammer +3
            c. Upgrade Options for Cromwell

    Just recently found this thread and I was wondering a couple things.

    Unless I'm misreading this, it seems you are installing Oversight and SoD to BG2EE Item Upgrade before EET? are you doing this in bg1 or bg2. Not sure I understand what's happening here. Including the part that talks about copy master sounds to en_US/sounds.

    The readme for Coran's Friendship mod advises to install the mod after BG1NPCs, this will be hard for you since it's supposed to installs after EET. I will say though, that I have been using BG1NPCs through out several installs by installing it in bg1 before EET and it has been working just fine on everything that I've noticed. I did this because I didn't notice that it changed after a certain version number.

    Why do you need BG1 Classic Movies? My EET install always changes the movies to the Original BG1. Is there an added benefit from using the explicit mod for it?

  15. Does SR(R) do anything regarding this?

    Quote

    Beware: If the victim is level-drained to equal or less than level 1, disintegrated, petrified, or frozen shattered to death, there’s a good chance the above process will destroy some, if not all of the non-plot items from their inventory, rendering them unobtainable.

    I just had an unfortunate casualty against the Hive Mother in the Underdark. Misc got disintegrated and the ONLY thing that he dropped was the Flail of the Ages. I'm not reloading since I like character deaths but I was under the impression that SRR worked differently. All of the sudden makes my most recent sorcerer 6th level spell choice feel a lot worse.

    Is there any way to update keybind names or even add new keybinds for new spells? Been trying to use keybinds a lot more so it is increasingly becoming an issue. For some reason Resist Fear's Keybind doesn't want to work even though it should be the same spell as the one SR changes.

    Speaking of keybinds, do you know if SR works with SCS pre-buffing scripts? I don't have them installed at the moment but I was thinking of trying them. Not a big fan of scripts in general since I'm a control freak but I'm curious now.

  16. 1. Is it intentional that the Greenstone Amulet doesn't quite fit into any spell effect? At first I though it was Mind Blank but it seems like it's not the case. It's like a Chaotic Commands that also deals better with fringe stuff like psionics. Nothing wrong with that just confirming it's intentional.

    2. Does the "Free Action" or "Freedom of Action" spell effect and/or Protection from Hold and Stun item effect protect vs Mind Flayer Psionics that stun? Or maybe the general question should be. Are psionics special compared to spells in anyway except for the fact that the are (probably) level 0 so they can't be blocked by spell deflection or magic resisted?

    3. I recently found a Throwing Spear and I was wondering if it would be possible to make throwing weapons a little more common and ubiquitous throughout the game? Using them in a dedicated build seems foolish due to their scarcity and even then there are (probably) not enough good options to upgrade to once you find one of the few ones that exist.

    4. What IS the purpose of missile damage? Why does it need to exist compared to (for example) having ranged projectiles do piercing damage?

    5. Reading the Compatibility Section of the original IR I was left to wonder how does the game handle item packs. I'm currently looking into Sod to BG2EE item Upgrade mod and I wonder how the changes made by IR would work with upgrade recipes. For instance the mod contains a recipe to craft an improved robe that uses as ingredients the old robes of evil/neutral/good mage.

    6. Are there any item pack mods that are taken into account by IR directly or that fit very well with IR? or is it just Vanilla non SoD items? I'm trying to decide if using IR means sacrificing the usage of item packs in general.

    7. Just noticed the scroll seller in Ust Natha is selling the Claw of Kazgaroth. Which is a little awkward since my character has been wearing one since the beginning of bg1 (and still is!). I guess Kazgaroth has (had?) multiple claws and they can all be enchanted to do the same. Anyway the reason I bring it up is that I really like the design of this item. Strong upside with a strong downside are the most interesting types of items to work with and make builds around. Specially when you are able to iron out the downside with clever build/item/spell choices. Let's just say I never leave home without my death ward.

  17. I'm having conflict installing the "Improved Shapeshifting" component after the "Enforce PnP Proficiency Rules on Dual-Classed Characters" in an EET client.

    Spoiler
    
    editing CLABDR01 for druid Copying and patching 1 file ... Copying 1 file ... Appending to files ... 
    ERROR: illegal 22-byte write (AP_D5_DUAFCAP_D5_DUAFC) offset 0 of 11-byte file INNER_PATCH_SAVE " " 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    Stopping installation because of error. 
    ERROR Installing [Improved shapeshifting], rolling back to previous state Will uninstall 26 files for [stratagems/setup-stratagems.tp2] component 4030. 
    Uninstalled 26 files for [stratagems/setup-stratagems.tp2] component 4030. ERROR: Failure("INNER_PATCH_SAVE \" \": write out of bounds") Please make a backup of the file: setup-stratagems.debug and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at forums.gibberlings3.net. Using Language [English]

     

    doing a "weidu --log nul --change-log clabdr01.2da" hinted at the problem and removing it fixed the error.

    1. Should I skip it all together? Can I install it after SCS?

    2. Minor other question. Apparently some components of SCS complain if you don't install them AFTER EET_end. Should I be installing all components that it allows me first > EET_end > All the other components that it skipped in that order? or is it safe to do all of SCS after EET_end?

  18. Not sure if this is something possible with UI mods but might as well ask. Is it possible to disable the space key in conversations to skip to the next dialog? I'm finding very often NPC's like to start dialog right when I'm about to pause the game to loot or manager my inventory, or right after a battle or sometimes right in the middle of a tense battle just because we got out of combat for a second and it's causing me to skip dialog more often than it should.

    It doesn't help that half the time the chat history, for some reason, does show the whole previous dialog line and instead is usually only 2-3 lines worth before it gets cut for the new one.

  19. On 2/19/2020 at 1:14 AM, subtledoctor said:

    In a sense, there are four kinds of invisibility (plus two edge cases):

    ...

    I think that more or less covers everything. 

    Ok, after playing a lot more BG2 and re-reading this amazing explanation into Invisibility I have a couple more questions.

    1. Isn't True Sight a little weak? It gives you the "eyes" to see invisibility + dispels normal invisibility and low level illusions + blind immunity, that's all great, but almost every enemy I've encountered is rocking the 3rd level spell Non-Detection which prevents the dispels from working. Removing Non-Detection is not trivial since it needs to happen with a Remove Spell Protection type which will always go first for higher level spells like Spell Deflection. By the type the Spell Deflections are down the enemy is breach-able and therefore dead. Unless I'm grossly misunderstanding Invisibility again, the 2nd level Arcane Spell Detect Invisibility already does the most important bits that the 6th level True Seeing spell does when you take into account the abundance of non-detection.

    2. My rogue friend started putting points into the thief skill "Detect Illusion" and as far as we have noticed it seems to ignore Non-Detection. He has been reliably destroying mirror images from mages for a while now. Again, this is sometimes really hard for me to track in the middle of combat so I wanted to make sure I'm not drawing the wrong conclusions. This is probably a good thing if indeed true since it makes rogues have a really strong place in late magic combat, but what are the limits? Can he "dispel" partial invisibility? Can he "dispel" sanctuary? Is 100 points enough?

    3. Assuming Non-Detection is essentially "Spell Immunity: Divination", doesn't that make spells like the 5th level arcane spell Oracle kinda weak as well? Maybe my perceived problem is that I don't know how to really counter the abundance of Non-Detection besides bringing a rogue. It seems like this 3rd level spell can counter really high 5th and 6th level spells that have a 2nd level cheap alternative.

    4. True Sight claims to dispel low level illusions, and mentions Reflected Image, Mirror Image and Blur. Are those the only ones besides highlighting the illusionary clones like mislead, project image and simulacrum?

  20. I think there might be a slight inconsistency between the effect of the spell Reflected Image and the Cloak of Mirroring. The spell claims that if the image is lost you will only get a new one on the next round automatically. The cloak makes it sound you only get an image after getting hit preceded by a dazzling effect that almost sounds like it blinds? I didn't test any of this, just highlighting the description inconsistency just in case. Maybe it's intentional.

  21. @subtledoctor Yes SCS innate metamagic makes them work once per day. It's also not great since for one, Sorcerers get them earlier than they should because as far as I can tell base sorcerers share the same clabma.2da file with mages so they have to have the same progression. The other thing is that for whatever reason this component always failed to patch contingency properly. I always had to manually get in game and edit it myself. Not sure if its EET or SR that it's conflicting with it but I never pursued looking into the problem.

    On one side, I like your idea of using sequencers to just store left over spells, seems very efficient. On the other side I would likely find it a little fatiguing to remember what I have on each sequencer on each character and whether or not any of it would be useful right now. Maybe it's not that bad if I give it a try.

    I think I'm going to follow your advice and just not touch it right now. I would probably spend a lot of time working on it and maybe I just need to look at them with a different perspective. I appreciate the answer regardless. Thanks.

     

  22. 42 minutes ago, subtledoctor said:

    That version of sequencers requires changes to UI.menu.  The code was given to me by Kjeron:

      Reveal hidden contents

     

    
    
    COPY_EXISTING ~UI.MENU~ ~override~
    	REPLACE_TEXTUALLY ~mageScreen:SequenceSpell( bookSpells\[currentBookSpell\].resref, bookSpells\[currentBookSpell\].masterResref )~ ~mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref, 'DEFAULT' )~
    	REPLACE_TEXTUALLY ~mageScreen:UnSequenceSpell( bottomSpells\[currentBottomSpell\].resref, bottomSpells\[currentBottomSpell\].masterResref )~ ~mageScreen:UnSequenceSpell( bottomSpells[currentBottomSpell].resref, 'DEFAULT' )~
    
    INCLUDE	~TomeAndBlood/lib/SEQUENCER_MENU.TPA~
    
    OUTER_SPRINT	resref ~DEFAULT~
    OUTER_SPRINT custom ~~~~~
    	function()
    		local out = {}
    		if characters[id].mageSpells ~= nil and characters[id].mageSpells[currentSpellLevel] ~= nil then
    			for k,v in pairs(characters[id].mageSpells[currentSpellLevel]) do
    				if mageScreen:SpellAllowedForContingency(v.level, v.resref) then
    					if mageScreen:SpellSwappedInContingency(v.resref) then
    						for key,value in pairs(contingencySwapTable) do
    							value.castableCount = v.castableCount
    							value.level = v.level
    							table.insert(out, value)
    						end
    					else
    						table.insert(out, v)
    					end
    				end
    			end
    		end
    		if characters[id].priestSpells ~= nil and characters[id].priestSpells[currentSpellLevel] ~= nil then
    			for k,v in pairs(characters[id].priestSpells[currentSpellLevel]) do
    				if mageScreen:SpellAllowedForContingency(v.level, v.resref) then
    					if mageScreen:SpellSwappedInContingency(v.resref) then
    						for key,value in pairs(contingencySwapTable) do
    							value.castableCount = v.castableCount
    							value.level = v.level
    							table.insert(out, value)
    						end
    					else
    						table.insert(out, v)
    					end
    				end
    			end
    		end
    		bookSpells = out
    	end~~~~~
    LAF	CREATE_SEQUENCER_MENU	STR_VAR	resref = ~~ custom = ~nil~	END
    APPEND	~M_SQTOOL.LUA~	~~~~~SequencerMenu['%resref%'] = %WNL%%custom%~~~~~

     

     

     

    No idea whether that will work if you apply it over a different Innate Sequencers mod.  If you are brave enough to try, definitely back up your game first. Me personally, I would just wait and use the different mod in my next playthrough.  These games really don't like to  be modded mid-stream.  Though, like I say, if you back up the game first then it doesn't hurt to try.

    Also, from a balance perspective, if the sequencers themselves don't cost spell slots, and the spells you put into them don't cost spell slots... are you just getting a million instant spell casts for free?  There's a reason the four versions of Innate Sequencers in TnB cost slots for the spells you put in them, and the version that doesn't costs slots for the sequencers themselves.  You've gotta have a restraint on their use somewhere... (Also, the TnB versions can only be prepare out of combat - the point of the spell is not to instantly cast three other spells in the heat of battle, that you didn't have prepared beforehand. (Though if the game clock kept running while you set up your sequencer, like it did in the inventory screen in original BG1, I would happily relent on this point.))

    Balance:

    Yeah, I'm toying around with the place Sequencers have in my gameplay. As someone that doesn't like to massively pre-buff (insert Overlord meme) or spam rests I though using Sequencers as Innate abilities would be great for "Buffing quickly in the middle of battle" if I had the foresight to prepare them ahead of time. The problem that I'm encountering at the moment is that is getting tiresome to manage all of them on all my mages since I'm having to sleep twice in a row, once to recover my spells and once to recover my spells that I just put in my sequencers. The end result is that most if not all of the time sequencers don't cost me spell charges but the trade-off is the tedium of resting.

    Honestly, the reason why I wanted Innate sequencers to begin with was that I like metamagic in 5e and I felt that would make my sorcerer feel more like a 5e sorcerer. But after using them for a while I'm not sure they are creating the desired effect.

    I think as long as sequencers can't be casted in combat not using charges in "theory" should not be an issue. I would also not purposely abuse them but that is up to the way I play the game.

    ------------------------------------

    UI.menu code:

    So in theory, since I already have the SCS component that makes sequencers innate, I should just be able to add that code to my UI.menu (anywhere?) and they should not use charges?

  23. Is there a way to make Sequencers and Contingencies not consume spell charges when preparing them? I know @subtledoctor has I similar component in Blood and Magic but I'm half-way through my playthrough with SCS's similar component and I would rather avoid having to shake my mod install too much and instead make some NI edits myself.

    I was looking at them in NearInfinity and I noticed there is a couple OP codes that trigger, store and release sequencers but I can't tell anything overly obvious about how to prevent them from using charges. Is this doable with small edits?

×
×
  • Create New...