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TyrionBean

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Posts posted by TyrionBean

  1. Yeah. I saw the announcement on GitHub last night. I'm going to install the new version and try it again. I think I need to install Tome and Blood after CDTweaks since I'm changing the spell tables. I just read that late last night. So I'm going to give that a try with the new version soon and see if it works.

    It's just with the sorcerer/mage, as I've said. Other stuff, so far, works great. No complaints. 👍

  2. Hey there,

    Been a while. I stopped playing for several months but I just started again.

    I installed a fresh copy of BG1 and 2 and also: Tome & Blood, Might & Guile, and then CD Tweaks (Installed in that order). Everything seems to work ok with a fighter/mage and archer I've been playing. I even tried a sorcerer and things worked fine with the learning icon in the backpack.

    However, I just made a fighter/sorcerer and that's where I hit a snag: The learning spells icon is not there. I start in Chateau Irenicus, and the backpack icon is completely greyed out. I tried resting and it's still greyed out. I was only able to pick spells at the creation screen but not since. When I go to my 'W' key/spells list, it's just blank pages. Nothing listed.

    Did I miss something important? Again: Regular sorcerer works fine so far as I can tell. But Fighter/Sorcerer just won't work for some reason. (Tho, I did have access to cantrips and find familiar in the special abilities menu).

  3. 1 hour ago, CamDawg said:

    In the case of 1, you can actually reinstall the early mod, and WeiDU will uninstall everything after it, reinstall the mod, and then reinstall everything after it. In the case of 2: swapping mod loadouts (or reinstalling stuff for updates) in the middle of a game can usually lead to some issues.

    In general, if I have to update something early in the mod stack I usually just start from a clean slate.

    Thanks! Much appreciated. 👍

  4. Hi again,

    I don’t know if this is the right board or not, but I’ll try posting here. I have a few questions about installation which I can’t seem to really find the answers to very easily:

    1) If there’s an update to a mod (let’s say Might and Guile), do I have to uninstall all the other mods on top of it first, or can I just install the update? For example:

    Layer Order:

    a) Monks mod

    b) Might and Guile

    c) Blood and Tome

    d) Tweaks

     

    Do I have to uninstall Tweaks (d) first, and then Blood and Tome (c) , and then Might and Guile (b) before I install the update to Might and Guile? And then reinstall Blood and Tome, and then Tweaks again? If so, is there a faster way to do this than to answer all the questions again from scratch?

    2) Can I install an update without losing my game and starting from scratch?

    Thanks for any help, and I know it’s a newbie question but I couldn’t find a specific answer to it in this way.

  5. 1 hour ago, subtledoctor said:

    Okay, whatever, the point is, he needs to look at the effects applied to the character, not the old BG1 prof fields. Thanks for that chart though, it;s exactly what they need!

    Effects are at the bottom of the .CRE sheet. You need to look for "233" which is the effect that sets proficiencies. Find the effect(s) that sets the value for "blunt" i.e. stat 105. Leave the value alone, just change the proficiency to "spiked" i.e. 101.

    Aha! Never mind! Thank you to everyone, I've found it. The problem was this:

    There already was an entry for spiked - at the bottom of CRE as you said. HOWEVER, 2 weapons and blunt were at the *top* of the effects in the CRE - I don't know why. But I found Spiked at the bottom. It's absolutely mind boggling as to why it wouldn't be grouped together, but it wasn't. Just scrolling down, I found that it had added an entire row down there instead of at the top. Your post signaled me towards that possibility. I was merely looking in the wrong place. I just tested it and all the pips showed correctly and were edited correctly.

    Thank you again for all of your patience and I much appreciate it.

  6. 57 minutes ago, subtledoctor said:

    Okay, whatever, the point is, he needs to look at the effects applied to the character, not the old BG1 prof fields. Thanks for that chart though, it;s exactly what they need!

    Effects are at the bottom of the .CRE sheet. You need to look for "233" which is the effect that sets proficiencies. Find the effect(s) that sets the value for "blunt" i.e. stat 105. Leave the value alone, just change the proficiency to "spiked" i.e. 101.

    Thanks! However, that's exactly what I've been doing...and it shows no entry for that proficiency on the character sheet when I do this. I see the PROFICIENCY2WEAPON (114) and it has 3 stars and that shows on my character sheet. But nothing else. I change Blunt to PROFICIENCYFLAILMORNINGSTAR (101) with 3 value in Active Class (just like 2 weapon proficiency) and I get no listing on the character sheet at all. Nothing. If I change it back to PROFICIENCYCLUB (105) I still get no listing at all in my character sheet. Nothing. Just the 2 weapon proficiency is still there, unchanged.

  7. 21 hours ago, subtledoctor said:

    He's not asking how to edit the old-style BG1 proficiencies, he's asking how to edit BG2-style proficiencies. He has installed the Tweaks Anthology component "Change Proficiency System - BG1 Proficiencies with Weapon Styles" but I am like 85% sure that the Tweaks component does not use the old BG1 proficiency fields (which do not appear in BGEE character record screen), but instead uses several of the BG2 proficiency stats to cover BG1-style groupings.

    The question is, which BG2 proficiencies get mapped to Blunt and Spiked when this Tweaks component is installed? (My guess would be Mace (stat 101) for blunt and Flail (stat 100) for spiked, but I really have no idea and I can't test it right now.)

    Thanks for the reply, subtledoctor. Where would I find these (since no one else has answered yet 😕 )?

     

  8. 7 hours ago, jmerry said:

    New-style proficiencies are effects attached to the creature. Old-style proficiencies are fields in the creature file itself. Just go to the edit tab on it and scroll down past the resistances. You'll see a bunch of entries like

    Large sword proficiency . . . . . . Active class: 0, Original class: 0

    Very easy to spot, because they take up a lot of space with their text.

    Edit those to change the numbers. In your case, you'd set the active class value for "Blunt proficiency" to zero and the active class value for "Spiked proficiency" to 3

    Okay, that *did* work…sorta.

    Thank you, btw. But here’s something I don’t understand at all:

    I did find those fields. I changed Spiked to 3, blunt was already 0. I went in the game and looked at my THAC0, which was now lower. However, no proficiencies are listed on the left hand side on the character sheet. Just dual-wield proficiency with 3 + signs. But doing what you said did lower my THAC0, yes. However….

    I then added 1m XP to level myself to test it more. I did my level up, and got the proficiency menu. All the proficiencies (apart from dual wield) had 0 pips in them. Okay, so I add one more + to spiked anyway (which now lists as 1), and that worked..it lowers my THAC0 even more of course. But now on the left hand side of the character sheet I show Spiked with just one + sign.

    Not sure what’s going on there. Wondering how to fix it properly because it feels half baked, so to speak. Did I do it wrong? I mean, what you said to do actually did lower my THAC0 so I *know* that worked, but it just doesn’t show it on my character record at all for some reason. Any ideas?

    Thanks again btw. I feel like I’m almost there and it is much appreciated.

  9. Hi there!

    I’m currently using the Tweaks mod and I have the option 2 installed for proficiencies (BG Proficiencies with Styles, I think it’s called). Basically, Long sword, Short sword, Blunt, Spiked, etc…

    I’m wondering how do I edit my 3 pips in blunt to change it to spiked? I tried with NI in effects but it wasn’t reflected in the game. I *could* change the two hands proficiency, but was unable to change from blunt to spiked. When I change my spiked proficiency to blunt (and i also tried others like shortbow just to test), nothing showed up in my character. I mean it was as if the three pips in any category was erased aside from my dual hands proficiency.

    So I’m just wondering where do I find the thing which can change proficiencies to from, say, blunt to spiked using NI?

    Thanks in advance for any info! :)

  10. 22 minutes ago, subtledoctor said:

    You changed the original BG1 proficiency values for your character. But those are no longer used in the BG2/EE engine - there was no space in .CRE files to add more proficiency values, so in the new engine proficiencies are coded as permanent spell effects that apply opcode 233. The proficiency fields you changed are vestigial. they actually work, but not in ways that are very useful for players. Mostly they are used for enemy NPCs.

    I'm not too familiar with that Tweaks component, but I think that it does not actually use the old vestigial proficiency fields, but instead maps the BG1 proficiencies onto existing BG2 proficiencies. So what used to be the "Long Sword" proficiency (stat 90) is now called "Large Swords" and all bastards swords have their proficiencies changed from 89 to 90. Et cetera.

    So to change this on a character in NI, you need to go to the bottom of the .CRE file where "effects" are listed, and find the ones that apply opcode 233. You would find the one that is used for Blunt, and change it to Spiked. Unfortunately I think the effects in NI will not reflect the changes made by Tweaks Anthology, since the Tweaks Anthology component does not change them in a way that would be visible in NI. So I don't know which proficiencies are mapped to Blunt and Spiked. You should probably ask over in the Tweaks Anthology forum, someone might know over there.

    Thank you! I’ll be trying that in a few hours this evening! Much appreciated again.

  11. On 5/4/2022 at 8:06 PM, subtledoctor said:

    Honestly I would just fix the item in Near Infinity if you are familiar with it. The fix is super-simple. If you want to update the mod, then you should

    • Run the TnB installer, tell it to uninstall everything
    • Remove the old TnB folder from your game directory, put the new one there instead
    • Run the installer again and install all desired components from scratch

    But if you can use NI or EEKeeper, it is really not worth the effort.

    Hey subtledoctor, sorry for the huge delayed response. Got a bit busy. I apologize profusely.

    I finally got to trying NI last night and wow, yeah it works. I even followed your guide on this site on how to use it. However, I ran into some problems that maybe you can help me with?

    1) For some reason, when opening NI in Steam/steamapps/common/Baldur’s Gate folder (I’m on a Mac), it opened the game but there was no SAV folder on the left hand side at all. All the other folders exist but it wasn’t properly reading the save games folder in ~/Documents/Baldur’s Gate (where the saves are). That’s fine, I figured out how to FILE> Open File and then just drag and drop the .GAM file to the window and it opens up with all my characters and such. Okay, so far so good.

    2) Now for the hard part. I tried editing the Proficiencies of my Fighter/Mage from Blunt weapons to Spiked. I saved it, but no go. It just registered Two Weapon Style proficiency with level 3, but it removed entirely the Blunt weapons and did not put a new proficiency up for some reason. Now, to be clear: I’m using the tweaks with Baldur’s Gate original proficiencies with styles so I figured maybe that was the problem. I tried making it different stuff, like Shortbow, but it still didn’t register anything. All I kept getting after the save of the file and opening it up in the game was Two weapon style (at 3 pips) and nothing else. So I’m wondering what I’m doing wrong and if you could help me with that? I know it’s probably a Tweaks thing, but I’m just wondering how I can fix that?

    Thanks again for any help! And thanks for pointing me to NI. Glad I can have something on the Mac that can edit now. I just have to figure out how to get around that problem. :)

  12. 39 minutes ago, subtledoctor said:

    Honestly I would just fix the item in Near Infinity if you are familiar with it. The fix is super-simple. If you want to update the mod, then you should

    • Run the TnB installer, tell it to uninstall everything
    • Remove the old TnB folder from your game directory, put the new one there instead
    • Run the installer again and install all desired components from scratch

    But if you can use NI or EEKeeper, it is really not worth the effort.

    Thanks. I'll be doing that soon (after dinner. It's almost 9pm here)

    Just a thing: I don't know what Near Infinity is at all. And I don't use NI or EEKeeper since I'm on a Mac. 😀

    BTW, just one question: Have you never thought of making an arcane archer for TnB? I know that I can make a fighter/mage but....yeah....not the same thing. Just curious. The other Arcane Archer mod doesn't appear to work for me at all and seeing as you've made such amazing archer packs with your M&G package...I was wondering if you'd consider it.

  13. Okay, I'm going to have to try it exactly how you said. I will let you know soon enough. I'm going to make a sorcerer from scratch (generic sorcerer btw, I never used the kits yet even though they are installed).

    And yes, the ring works just fine with normal wizards (again, no kits tested but wizard works just fine, I've done even fighter/mage and that works great as well).

     

  14. 3 hours ago, subtledoctor said:

    Gonna need to see your Weidu.log. (In spoiler tags, please, if you copy/paste it!)

    Also what kind of sorcerer? How exactly are you testing this? Evermemory does nothing if you haven’t cast any spells yet, and is completely unchanged for regular sorcerers (so the extra ability does nothing for them).

    Okay, I’ve been using it on my iPad, but I can run it the same on the Mac if you want and then post the log (in the spoiler tags).

    I’m playing a fighter/sorcerer or just a regular sorcerer. When I put the ring on, I still only have one spell slot at first level (when I first get the ring). With wizards, it doubles it to two (so I put in two sleep spells for instance). But with sorcerer, I only have one slot. I try resting and it still only has one slot.

    EDIT: In fact, I just tried resting and I no longer even have spells. My spell book says 2/2 memorized, but I cannot cast anything (the quickslot bar doesn’t respond at all on the spell buttons). It’s as if sorcerer abilities are just dead. I can still use my special abilities, like familiar etc..but no spells from the spell bar at all even though they are memorized.

    Here is the Weidu.log from my Mac (but from the installed iOS version, not the Mac version so it doesn't contain DLCMerger):

     

    // 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]
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Revisions: 0.0
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #1 // Expanded Races for Monks: 0.0
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #2 // Multiclassing for Monks: 0.0
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // New Kits for Monks: 0.0
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Item Restriction Patch: 0.0
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (fighter/thief kit): 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4.21
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 4.21
    ~A7#IMPROVEDARCHER/A7#IMPROVEDARCHER.TP2~ #0 #0 // Improved Archer Kit: v4.0
    ~A7#IMPROVEDARCHER/A7#IMPROVEDARCHER.TP2~ #0 #10 // Add fighter kit: Marksman: v4.0
    ~A7#IMPROVEDARCHER/A7#IMPROVEDARCHER.TP2~ #0 #20 // Add paladin kit: Bow Knight: v4.0
    ~A7#IMPROVEDARCHER/A7#IMPROVEDARCHER.TP2~ #0 #30 // Add thief kit: Sharpshooter: v4.0
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics [Andyr]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #150 // Remove "+x" From Unique Item Names: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow [plainab/grogerson]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #171 // Unique Icons [Lava] -> Replace all icons: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3151 // Remove Annoying Visual Effects from Equipped Items -> Remove all of the above: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood except the mines: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-Out Dialogues: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn [DavidW/Zed Nocear]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing [Weimer]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior [plainab]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1330 // NPCs Cannot Use Doors: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove experience cap: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor per PnP: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No restrictions: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2161 // Alter Weapon Proficiency System -> BG-style weapon proficiencies, with weapon styles [the bigg]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery [Weimer]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True grandmastery [Baldurdash]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-nerfed table [Blucher]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-nerfed table [Blucher]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-nerfed table [Blucher]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2296 // Alter Druid Spell and Level Progression Tables -> Use cleric level progression changes with un-nerfed cleric spell table [Blucher]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters -> Arcane and divine magic: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal [Ardanis/GeN1e]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps [Ardanis/GeN1e]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multi-Class Restrictions -> Install options one and two (everyone can multi-class anything): v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2552 // Alter Gnome Mage Kit/Multi-Class Options -> Generic mage multi-class, enable all kits for single-class: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Alter Paladin Spell Progression Table -> Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Alter Ranger Spell Progression Table -> Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi- and Dual-Classes -> Loosen equipment restrictions for druid multi- and dual-classes: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization [subtledoctor]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2450 // Enforce PnP Proficiency Rules on Dual-Classed Characters [subtledoctor]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes [sarevok57]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce [Angel]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2560 // Allow Monks to Wear Helmets: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 [Angel]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3012 // Maximum HP Creatures [the bigg] -> For party-joinable NPCs only: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% learn spells and no maximum cap: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove Fatigue from Restoration Spells: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound [Weimer]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Jewelry, Gem, and Miscellaneous Item Stacks -> Unlimited jewelry, gem, and miscellaneous item stacking: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited scroll stacking: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs are never angry about reputation: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation [Luiz]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3130 // No Traps or Locks [Weimer]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere [japheth]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3267 // Recoverable Ammunition [argent77] -> 100% chance to recover after a successful hit, vs. enemies only: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3277 // Recoverable Throwing Weapons [argent77] -> 100% chance to recover after a successful hit, vs. enemies only: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize Automatic Save Names -> Use scheme: 000000000-Protagonist-Save-Name: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make Party Members Less Likely to Die Irreversibly: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3344 // Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] -> Movement speed by 100 percent and casting speed: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC Pairs to Separate: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 values: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 values: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 values: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 values: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4160 // Allow Yeslick to Use Axes: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v14
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4180 // Removable NPC Items: v14
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #1201 // Rebalanced Arcane Opposition Schools -> No Opposition Schools: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #40 // Revised Specialists: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #51 // Revised Metamagic -> Innate metamagic, learned automatically by everyone: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #61 // Cantrips -> Innate Cantrips: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #66 // Innate Find Familiar: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #71 // Sorcerer Spell Switching -> Change spells every level: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #82 // Mage Kit: Arcanist (Do not install if you plan to use 5E spellcasting for everyone): 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #85 // Sorcerer Kit: Mana Sorcerer: 0.9.30
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #92 // Make +Spell Slot Items work with MultiSorcerers/Arcanists -> Bonuses for both memorization and casting slots: 0.9.30
     

  15. Hi there,

    Love the mod. Just a couple of clarifications on sorcerers, if you please?

    1) How does the Evermemory ring work? I get an icon that I can click on, but nothing happens at all when I do. What am I doing wrong?

    2) How do I learn spells? There's an item in my backpack, I use it, but I'm not sure if anything happens.

    I apologize if I'm being completely thick and am missing some obvious things, but I seriously can't make heads or tails out of it. 😕

    Thanks.

     

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