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Caedwyr

Gibberlings
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Posts posted by Caedwyr

  1. No, no special conditions. Could you post a weidu log. That might help me troubleshoot. Also, did you have any issues with installing the mod? Any error messages? What were the conditions where the shambler failed to be summoned? Does it work some of the time and sometimes not?

  2. The original Druidic Sorcerer relied heavily on very erratic scripts to turn the Druidic Sorcerer chosen at character correction into a Sorcerer with Druid spells. The mechanism was horribly flakey and unreliable. Therefore, the most elegant method of doing this was to make it a sorcerer kit applied via dialogue in-game.

     

    Any sort of BG1 related content has to wait for me to obtain a new copy of BG1. My old disks are unreadable, and I haven't been in one place long enough since the winter to be able to order something online for delivery and reliably get it.

     

    While the kit does borrow several 3rd edition features and ideas, it is translated into a second edition kit. If you read the alignment restriction section, you'll see that players with NG, LN, TN, CN, NE can all obtain the kit.

  3. I'm hoping to include a portrait selection with the next release of the Geomantic Sorcerer kit, so I was hoping to ask the users to make some suggestions/offerings of portraits they like to use with the kit. This is your opportunity to get your favourite Geomantic Sorcerer mugshot to be included with the mod for others to admire your sense in artwork and good taste in portraits.

     

    I'd like to request that the portraits follow the BG2 portrait style and artistic look, but I'm happy to consider other styles as well if there seems to be the call for it.

     

     

    I have a large library of portraits that I'll be sure to choose from, but I figured people would appreciate the opportunity to make suggestions.

  4. Ok, I've looked at the minor sequencer thing, and in my game it puts every spell that was added and originally a druid/priest spell in stacks of 2 when I cast a minor sequencer. So, for example if I can cast cure light wounds 7 times per rest, then in the minor sequencer selection there will be 3 stacks of 2 cure light wounds and 1 stack of cure light wounds. Choosing any of the stacks works as expected, its just the appearance looks a bit off. I've opened up and examined the editted spells and compared them to a vanilla spell (magic missiles, ghoul touch, blind) and I can't see any difference in the spell structure. I find this particularily odd, since cleric mages run into the same setup. I still need to test a minor sequencer with Aerie to see if it is an issue, but I can't see anything so far.

     

    I took a look at this and couldn't figure out why it was doing it. Since it is mostly a cosmetic issue and doesn't effect the mechanics/balance/capabilities of the class I'm inclined to leave it as is unless someone wiser in the ways of the Infinity Engine comes along and explains why Sequencers go a little wonky when used by this kit.

  5. The only known issue I know of is allowing the CLUAConsoled tome to be used on party members as well as Player1, which should show up in the next version of the mod. There are also a few polishing touches I wanted to put on the mod, but didn't have all the resources required when I first released it that should hopefully be added to the next release. However, these are small inconsequential things akin to a coat of wax on a fancy new car that no one would miss or find lacking without.

     

    That said, I hope to have these few small changes out within a month or so if I am lucky.

     

    If you do know of other outstanding issues not posted here or that I've missed in reading the thread, please let me know.

     

     

     

    Edit:

     

    Oh, and if you are looking for more interesting HLAs and such for Druids, I'd recommend checking out Refinements. Several of the HLAs were lifted directly from that mod (with permission). If you don't like all the changes, it is fairly easy to omit certain class HLA table changes by commenting out sections of the .tp2.

  6. I'm glad you enjoyed the kit. As many will notice the Geomantic Sorcerer borrows heavily from the older and very buggy Druidic Sorcerer Kit. This is mostly an attempt to recreate that kit without bugs, as I had always wanted to try playing it.

     

    That isn't to say I won't do other kits/modding in the future, but I wouldn't hold your breath for any major bouts of kit modding in the near future :(

  7. Yeah, Fireball has always been normal fire. I don't think Magic Cold or Magic Fire get used in the vanilla game, as both cause crashes if they do killing damage. Protection from Fire's behaviour is another stock behaviour. All I do there is copy the spell, change the copy's type to wizard, maybe change the level a bit, and remove the Sphere line from the description.

     

    I can see that the 15% xp penalty is meaningless in a solo game. In a full party game it is pretty harsh.

     

    Please post any reports/thoughts you have on the kit. I realize that it may end up being slightly overpowered, but given the major source of the kit (Druidic Sorcerer) this is partly intentional. Still, I'd like to hear people's thoughts on what they find overpowered and the kit in general.

  8. 1) Mod package updated in the previous post to fix the typo

    2) I'm not sure, if he offers again it should be fairly painless I believe. I should check that out

    3) You can have both, they have the same effect so I don't think they stack, Stoneskin is almost instant cast, Ironskins is a longer cast spell

    4) Let me know how the HLAs work out (which ones are useful, not useful, overpowered). I'm interested in some actual in-game playtesting. Union of Magic also removes all friendly protections, so I'm not so sure if it isn't more harmful than helpful in many cases.

  9. For anyone wanting to get a head start, you can grab version 2 from the following links

     

    Geomantic Sorcerer v2 (Windows) - http://rapidshare.com/files/73708784/Geoma...rer-v2.exe.html

    Geomantic Sorcerer v2 (OSX) - http://rapidshare.com/files/73709053/OSX-G...rer-v2.rar.html

     

    A more formal release will most likely occur soonish.

     

    V2 Fixes a few typos, removes the eagle shapeshift since it doesn't do anything the others don't and has some ugly animations, and introduces an item you can CLUAConsole in to apply the Geomantic Sorcerer kit.

  10. Heh, to be honest pretty much all the HLAs are stolen from other mods.

     

    I'll upload an update of the mod this weekend, the existing issues are fairly minor, and the quirk with minor sequencers and similar spells will need an IE engine guru to figure out.

     

    The other kit I'm working on is called an Exalted Arcanist, based on the 3.5 edition prestige class. Its on a bit of hold at the moment as I'm currently waiting on some spell graphics/data from another modder before I finish it up.

  11. Ok, I've looked at the minor sequencer thing, and in my game it puts every spell that was added and originally a druid/priest spell in stacks of 2 when I cast a minor sequencer. So, for example if I can cast cure light wounds 7 times per rest, then in the minor sequencer selection there will be 3 stacks of 2 cure light wounds and 1 stack of cure light wounds. Choosing any of the stacks works as expected, its just the appearance looks a bit off. I've opened up and examined the editted spells and compared them to a vanilla spell (magic missiles, ghoul touch, blind) and I can't see any difference in the spell structure. I find this particularily odd, since cleric mages run into the same setup. I still need to test a minor sequencer with Aerie to see if it is an issue, but I can't see anything so far.

  12. I could set up some sort of scripting solution to allow the kit to work, but every kit that I've run into that requires scripting for the level progression has always seemed to have more than its fair share of problems due to the sometimes flaky scripting engine in BG2. Thus, my decision to stay as far away from a scripting based solution as possible in the implementation of the kit. Also, implementing it under the kit mechanisms makes it much more resistant to editing in Shadowkeeper or similar programs. The plan is to eventually have a dialogue/quest in BG1:Tutu, BGT, BG2:ToB to allow a player to select the kit.

     

    Now that I'm back, I'll see what I can do to track down the minor sequencer issues. This one baffles me because I don't go anywhere near that spell with any of my changes.

     

    Another weird thing that happens, is occasionally the heal spells will not show up when trying to select one to cast. Oftentimes this can be gotten around, but going out of the spell selection submenu and re-entering it, but sometimes they aren't there at all. This typically happens after resting with the "cast healing spells on rest" option selected. It seems that the sorcerer kit has some issues with the healing spells on rest mechanism. I'm not sure what I can do about this.

  13. The old Druidic Sorcerer kit relied heavily on scripts. The Geomantic Sorcerer Kit doesn't use any scripts other than for a couple summoned creatures. I haven't tested it with Shadowkeeper, but I don't see any reason why it would behave differently from other kits.

     

    @John: I don't know why Magic Missile or the Sequencers would behave like that as I don't touch either of them. I'm going to be gone for 2 weeks, but I'll take a look when I get back.

  14. Thanks for the typo/proofreading.

     

    I'm currently doing a non-developer playthrough (no killswords and CLUAConsole) and so far I'm finding the kit to be versitile but not overpowered. The 15% experience penalty really hurts, so the class tends to be underleveled most of the time. Of course, I'm also playing with DEFJAM using a starting experience of 9000 for Player1, no xp from spell scribing, and 10% xp from picking locks and disarming traps. In a solo game this'd probably be different and I'm sure it will become less of an issue at the higher levels.

     

    The Gorion suggestion is exactly what I'm looking for. Future versions will include a method for obtaining the kit at that point in the game.

     

    I'm hoping to hear some feedback on the HLAs after some playtesting. Most of my playtesting was aimed at "does this work or not". They tend to look good on paper, but I'm uncertain how much I'd use several of them due to some of the limitations/drawbacks. In the end, I may not end up doing much as far as rebalancing them goes as I was mostly just out to get some form of the Druidic Sorcerer kit to actually work and be stable in a game. My next sorcerer kit offering is the one I'm really going to worry about game balance over. Everyone needs to make at least one +12 hackmaster. :(

  15. This thread is for any bug reports, comments or suggestions for the geomantic sorcerer kit.

     

    I'd love to hear people's opinion on balancing issues (yes the kit can be overpowered at high levels), as well as suggestions for places to apply the kit in BGTuTu/BGT games and stand alone ToB games. They don't necessarily need to be tied into amnesia cures. One idea for example in BGTutu would be for some druid to comment that the PC sorcerer who meets the kit requirements seems to be very attuned to nature and to offer to help them explore that potential.

  16. In the Kit Creation series, it says to "see below for more details on HLA tables (custom, etc). I looked through all 4 parts and couldn't find anything more on them. Is there a tutorial out there for assigning and constructing a custom HLA table?

     

    And further on the same question, I'm looking at the luxx0.2da file structure and there are a few things that I'm not sure what to do with them

     

    luxx0.2da
    
    Controls the high-level abilites available to each kit.
    In BG2 ToB we have (luba0.2da):
    
    2DA V1.0
    *
    	   ABILITY	ICON	   STRREF	 MIN_LEV	MAX_LEVEL  NUM_ALLOWED PREREQUISITE EXCLUDED_BY ALIGNMENT_RESTRICT 
    1		  GA_SPCL910 *		  *		  1		  99		 16		  *			*		   *				  
    2		  GA_SPCL911 *		  *		  1		  99		 16		  *			*		   *				  
    3		  GA_SPCL912 *		  *		  1		  99		 16		  *			*		   *				  
    4		  GA_SPCL913 *		  *		  1		  99		 16		  *			*		   *				  
    5		  GA_SPCL914 *		  *		  1		  99		 16		  GA_SPCL913   *		   *				  
    6		  AP_SPCL915 *		  *		  1		  99		 1		   *			*		   *				  
    7		  GA_SPCL917 *		  *		  1		  99		 16		  *			*		   *				  
    8		  GA_SPCL918 *		  *		  1		  99		 16		  *			*		   *				  
    9		  GA_SPCL919 *		  *		  1		  99		 16		  *			*		   *				  
    10		 AP_SPCL920 *		  *		  1		  99		 1		   *			*		   *				  
    11		 GA_SPCL921 *		  *		  1		  99		 1		   *			*		   *				  
    12		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    13		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    14		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    15		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    16		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    17		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    18		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    19		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    20		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    21		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    22		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    23		 *		  *		  *		  *		  *		  *		   *			*		   *				  
    24		 *		  *		  *		  *		  *		  *		   *			*		   *

     

    I assume the first column is just a number on the list for the abilities. The ABILITY column is obviously the GA_SPELLFILENAME or AP_SPELLFILENAME. I don't know what the ICON, STRREF, MIN_LEV, MAX_LEVEL do, NUM_ALLOWED I'm guessing is the number of times the HLA can be picked. PREREQUISITE is likely the ability needed before getting any others, though looking at several kit's Luxx0.2da files this seems to be a bit more complicated. EXCLUDED_BY is for either/or HLAs (you'd want the two HLAs to exclude each other). And ALIGNMENT_RESTRICT is what restrictions alignment place, though I'm not sure what are valid tokens to use here, or where exactly to look them up.

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