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Ebonslayer

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Posts posted by Ebonslayer

  1. Ok, I've found a bit of an issue in testing conditions. When I get any of the High Sciences they don't appear in my spellbook or in my casting list. The ones I have tested are Seismic Vibration, Energy Storm, Bestial Metamorphosis, Ultrablast and Atomic Disruption but I assume the other High Sciences will act similarly. I have tested this in both SoA and ToB with new characters, for the SoA character I used console commands to grant enough xp to reach Cleric level 13 (this was on a Psionicist so my Thief level was much higher) and in ToB I had enough starting powers to grab a multitude of High Sciences from the get-go. The only mods I have installed are EEex, AionZ's Warlock Kit, this and Bubb's Spell Menu Extended, all on the latest version and in that exact order of installation.

  2. I'm a bit late here, but personally I'd love something like this. I think one of the more annoying things in this game is the possibility of allies dying and me having to reload to a save god-knows-how-long ago I made. It's especially annoying in early BG1, but is an irritation throughout the entirety for the most part.

  3. On 2/1/2021 at 4:01 PM, subtledoctor said:

    I think I've hit upon a way to make the maintainable powers drain your PSPs (and HPs) over time, without having to more or less create a whole new mod. It would work like this:

    Currently, when you use a maintainable power like Inertial Barrier, there is a one-time cost of 6 points. The power lasts for 20 rounds, after which it cancels itself. The new way would be: you spend 6 points to initiate Inertial Barrier. Five rounds later, it renews itself - at a cost of 6 more points. Five rounds later, it renews itself again, costing you 6 more points.  This continues until either 1) you cancel the power, or 2) you run out of points, whereupon it will auto-cancel.

    If you don't have enough PSPs left, the same thing will happen with your hit points: they will be drained every five rounds, until you run out of health and you fall down unconscious.

    • I could, maybe, possibly, set it up so that initiating the power costs 6 points (or 10 for sciences) and the subsequent renewals each five rounds cost 3 points (or 5 for sciences).
    • I could, of course, shorten or lengthen the period of time between renewals. 
    • I could also, of course, change the cost of powers, and/or change the amount of PSPs that psions gets.

    Thoughts?

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

    Separately, I think I want to change 'Life Detection' (a.k.a. See Invisible) into a devotion, instead of a science. But that would mean we need another science in the Clairsentience discipline.  Any ideas?

    Not sure if I care for that idea. I think the main reason to make maintained powers a toggle instead of having a duration is to allow you to walk around with them on instead of having to reapply every buff at the start of combat. However, if it's draining your points while you're wandering around, it simply means you'd just deactivate them after every fight, adding yet another step a player will be inconvenienced to do and ultimately negating the point of the change anyhow. If there was a way to only drain the PSP in combat (not sure if that's even possible) and let you wander around with no cost it'd be fine, but otherwise I don't think it'd work well.

  4. Maybe a stupid question, as I'm new to modding these games, but how would I go about adding Fuinril's code from page 2 to fix the "no locks and traps" component (or, if possible, even just to have the traps module, as a glance over the code seems to indicate locks and traps are completely separate components and that's mostly what I want it for).

    Edit: Nvm, figured it out. Changed some code in setup-cdtweaks.tp2. Could only get the traps part, but that's all I wanted anyhow (I like locks: free xp, and they're not annoying like traps).

  5. 23 minutes ago, subtledoctor said:

    These are multiclass kits, so the contents of the kit's .2da table at each level get put into QD_MCP01.spl, QD_MCP02.spl, etc.  You would need to edit those spells.

    Or, far easier, edit those tables in will_to_power/data/kit/ with a simple text editor, before you install the mod.

    Ah, so I was editing the right things, just too late? Welp, time to reinstall everything, I suppose. Oh well, thank you.

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