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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. 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.
  2. 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.
  3. With V2, you just need to CLUA the CA#AGEO item in and use it to apply the kit at any time, including TuTu.
  4. 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.
  5. Sure, I can put that in the upcoming release and throw the CLUA code information in the readme.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Ack, forgot to delete that from an earlier version.
  11. All the tracks can be followed if you gain enough levels, and none of the old sorcerer HLAs are selectable.
  12. 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.
  13. 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.
  14. I believe that in the part 3 or part 4 of the Camdawg's Kitmaking tutorial it covers how to add a kit to a .cre file (NPC).
  15. 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.
  16. If cheating and using the K_D_H type files to point to a non-druid kit doesn't work, then I suppose some sort of in-game dialogue or consumable item would work according to Nythun's comments.
  17. One other thing I'd like to check on. I've seen it mentioned in another thread that sorcerers are kittable, but it just doesn't show up on the character selection screen. A possible work-around would be to set the unsability flag to the parent class (0x000400, or something like that) and the class flag to sorcerer (19), but to use another class's kitwindow to display the kit: eg use K_D_H. Also, for the K_CLASS_RACE .2da files is any editing of their innards required, or does one just need to reference them to make the kit show up in that location?
  18. So, what you are saying is that I can use GA_SORCERERSPELL to add the particular spell to the kit's spellbook directly instead of needing to mess around with AP_SPELLNAMEs using the 147 opcode? And that using GA_SORCERERSPELL will not be awarding the player with all sorts of bonus experience from spell learning?
  19. I'm planning on adding this using CLAB GA_ABILITYNAME at varoius levels. Would this be appropriate, or should I use the AP_ABILITYNAME (the Kit Tutorial is a bit sparse on the construction and details of CLAB files). Also, having the spells not show up on the sorcerer/mage picklists is exactly what I want, so I assume I'll be safe with using my own spell naming scheme.
  20. So it doesn't rely on any sort of naming system then?
  21. How exactly does the following effect work? #147 (0x93) Spell: Learn Spell [147] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: The targeted creature(s) learns the spell specified by the resource key. Does this add a spell permanantly to the target's mage spellbook, innate abilites, priest spellbook? How do I determine which spellbook it is added to?
  22. Glad to hear that things continue to progress.
  23. And if you feel like going a little more PG-13, you've got the phallic references along with the illigitimate child to throw in there as well.
  24. I'm glad to hear that Delainy/Duryle will be finished eventually.
  25. I hope work is still progressing on Delainy.
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