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TwiceTested

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  1. Well, thanks for entertaining the idea! If I used your stat overhaul instead, what files do I need to edit to change the bonus spells from Int for Wizard, cha for Sorcerer? Is it the mxsplwis.2da file?
  2. I like this a lot! I always thought it was silly that you turn a fighter into a one-fight-per-day creature like the wizard once you get hardiness. Also, by the time you got 5 levels of hardiness, you have all-day levels of resistance cheeze anyway, so it might as well be passive so you don't forget about them. +5 damage is really strong, but since you can only take it once, I'm all down for it! Whirlwind issues listed by Polytope are legit. Whirlwind was one warrior ability I never minded having a activation for. Oh, what about making it an ability that you can only use once per turn? Then you can just keep the Whirlwind is -4 to hit, and GWW changes that to normal to-hit levels. Greater Deathblow seems too strong. 5% chance to kill Irenicus is VERY funny, but seems too much. Maybe 5% chance to deal an extra 50 physical damage and 50 magic damage? The magic damage is there in case the guy you hit has stoneskin up. Or, make the attack hit as tho no protections are in place? 5% chance to ignore absolute mantle? Heck yeah! Makes me think the Hulk saying "Puny Mage" after slapping them around the battlefield! Smite should have a save to negate. Stun is basically death, and if you crit on 25% of your attacks, and deathblow on 5%, laws or probability just means you're gonna wreck it! Maybe the stun can have a penalty equal to your strength damage bonus?
  3. So, I was using Tomb and Blood and The Artisan's house rules for their additional casting spell slots based on ability modifier. When I create an arcanist with 18 int/cha, I get to prepare three spells (17 and 18 int, each give +1 spell per day), and cast 4 spells per day (2 more than base) once the casts converts the spellbook. However, if I re-memorize spells and rest, I'm back to just 2 spells cast per day for some reason. I guess the simple answer is to use the Doc's spell tweaks instead, but is there a way to make the arcanist work with the artisan's tweaks?
  4. Thank you! I'm glad I waited to hear from you before I tried anything because I was thinking I'd need to edit the MOHAS files, not the haste files! Thanks again for the awesome mod!!
  5. Mr. Morpheus, any luck on helping me out in getting Swiftblade to work with Spell Revisions? I was trying to find the trigger in Near Infinity so I can edit what code it's looking for.
  6. SAD DAY! Spell revision is awesome, and it'd be great if Swiftblade worked on all the hastes it gives. I found your effects in NearInfinity. It looks like MOHAS01.EFF casts spell on condition. Not sure how to read the condition part, but it then casts "MOHAS01.SPL" which checks to make sure that the swiftblade proficiency is 1 or more, and if so continues to "MOHAS11.SPL" which does the increase weapon speed. Which part would I edit to get the effect to look for one of these haste spells? Also, I know this isn't the easy way, but I WANT it to work and I'd rather give up the proficiency than re-install everything, EET takes FOREVER to install everything. Thank you for all the help you've already given and this and other amazing mods. Also, thank you SubtleDoctor for helping and for your awesome mods!
  7. So far I've tried haste, improved haste, expeditious retreat, and potion of speed, and none of them activate the bonuses for swiftblade (I think all of them should, especially with spell revisions which neuters improved haste to be regulate haste and regular haste to be 1/2 haste). Can I just edit something with near infinity to get this to work? Which effect do I need to edit, and how to find the right code to link it to so it can at least activate the bonuses for one of these haste spells?
  8. Here is the full list and order via project infinity: DLC Merger EET Core Dragonspear UI EEex Bubbs Spell Menu ISNF Ascension Alternatives Assasinations Back to Brynnlaw Cowled Menace SellSwords Unfinished Business BG1 NPC Project Emily Skitia NPCs Aura C2_Iten_Upgrade Spell Revisions Artisans Kitpack Shadow Adept Tomb and Blood (Arcanist Only) CD Tweaks Tweaks and Tricks (Trap improvements and Starting bags only) Rogue Rebalance Slayer Revisions Skills and Abilities SCS EET End And that is all of the many mods I did. I made sure to no select any weapon style changes from anything except Skills and Abilities to prevent conflict. Not sure why the haste isn't giving me the Swiftblade bonuses. Also, I had to cheat in a haste scroll as I couldn't find one even after getting to Baldur's gate. Below is my Project Infinity log. ProjectInfinity-InstallSequence-2023.03.11-11꞉18.log
  9. Nope, did Spell Revisions first, a few other mods, then Skills and Abilities right before SCS which was the last major mod I installed.
  10. So, LOVE the mod! Love the swiftblade line as that was one of my favorite 3.5 prestige classes! I recently re-installed everything in a EET install, including spell revisions. Now, haste doesn't seem to grant to swiftblade bonuses anymore. I can't think of anything else in my install that would have affected it, as the swiftblade bonuses worked perfectly in my previous install with out spell revisions. Any ideas? Need anything from me to help troubleshoot? Can I just edit some file in the over-ride so that haste and improved haste work with swiftblade?
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