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Everything posted by Caedwyr

  1. Vienxay's Shadowmage mage/thief multiclass kit next. Tome & Blood integration. Gains the innate cantrip ability, but not the innate familiar ability at level Thief 1/Mage 1. For a multiclass kit, I'd recommend being specific about which class matters for abilities gained at certain levels, or just being very specific and writing Mage 5/Thief6. This makes the kit description very clear. This applies to Shadow Jump for this kit. It appears that the abilities are given based on the thief class levels. The +15% bonus to move silently and hide in shadows gets applied after
  2. I'm curious if this is adjustable as well. Right now if I leave my character unattended for about 5-10 seconds they start playing their bored sound effect every 2-5 seconds repeatedly.
  3. For Greater Bark I would make it an explicit entry in the kit description. Something like: -At level X, Greater Bark: Grey's Bark ability increases in power, DETAILS HERE. On the movement speed, part of the issue is the default dog animation is slower than humanoid character.
  4. Grey The Dog @jastey Wolfhound Kit See previous comments about being able to put 2 pips in all the weapon styles (Two-Handed, Sword and Shield, Single Weapon, Two-Weapons) due to how Scales of Balance integrates with the kit @subtledoctor Small typo in kit description There should be a space between the "1," and "5" Should probably read "-Gains Tracking innate ability at level 7 plus an extra use every 5 levels." Should probably read This is a completely nitpicky thing, but the level 5 immunity to blindness effe
  5. Next up Geomantic Sorcerer Tome & Blood does not give the kit the the innate familiar or innate cantrip abilities. Druidic Shapeshift doesn't have a right click description. Doesn't get innate sequencers/contingency (I may have selected the wrong option in order to get these spells as innates for a sorcerer) Gets Refinements sorcerer HLAs in addition to kit HLAs. They all work, but make the kit even more comically broken than it is to begin with @subtledoctor. Reveal Dispellable Magic innate has the wrong right click description. Check that all the immu
  6. From Helga NPC mod, the Priest of Haela @Skitia The Hurls Stone ability description in the kit description is not quite correct in the uses / day section The character with the kit gets a use at level 1, then a second at level 5 (only 4 levels after 1). The correct wording for all the nitpickers out there would be In the description for hurl stone you can also remove the word "direct" from "direct magic damage" as the game just uses "magic damage" for things like Magic Missile or other spells that do untyped magic damage. Note that the creature is knoc
  7. I ran into the same thing and it caused me to just skip installing the mod because it looked like a set of errors that was sure to cause problems in my game.
  8. The word "layer" is not the same word on the page as "level" or "tier". They are synonyms, yes; however, you use a different word to avoid ambiguity when describing the components of a class so that whenever you are talking about level you are referring to character level and "rank" for whenever you are talking about spell level. This is a pretty basic technical writing thing done to reduce ambiguity in the writing. If you are consistent throughout, especially early on in the game's existence you avoid all annoyances and confusion that come later. For D&D it is far too late (thou
  9. Might & Guile Loremaster Kit @subtledoctor Cool idea for a kit. Kit description says that it doesn't get backstab multipliers, however at level 1 it has a x2 backstab multiplier. Could be caused by another mod. I checked backstab.2da and the one in the override and all the way through change-log always has a x1 multiplier. I'm guessing based on very old memories that a x1 multiplier is actually a 1+1=x2 multiplier. Shows up on the character record screen and in actual combat (tested). Refinements HLA integration is seamless. Note that there is no benefit to thief
  10. I've seen similar wording used in English D&D books (3rd party) as well for a similar reason. Of course the one that bugs me the most for ambiguous word selection early in the game's creation is Spell Level and Character Level. So much would have been simplified if they'd chosen two different words to denote tier of character power or tier of spells if they were going to have a different spell tier range from character power tiers. (20 character levels, 9 spell levels).
  11. It seems there are a couple of the multiclass Shadow Magic kits by @Artemius I that I missed, so adding testing comments now. Shade Warrior fighter/shadow adept multiclass kit The Shade Warrior shows as being able to put 3 pips into Dual-Wielding in character creation. It appears as though Scales of Balance Weapon Styles Overhaul might need an adjustment to handle how the Shade Warrior is assigning its weapon style limits or there's something non-standard in how the Shade Warrior establishes its weapon proficiencies. @subtledoctor. Note that I can only put a maximum of 2 pips in D
  12. More Might & Guile with some Tome & Blood @subtledoctor. Let me know if you want me to copy all of my various reports into the specific forum threads (aside from Refinements stuff since I can't log into SHS). Tome & Blood - Innate Find Familiar/Choose Familiar/Imbue Familiar Innate Find Familiar works well with the Spellfilcher kit and appears in the innate button. The Rat familiar's paw weapon does not have a description. This matters a bit because you can now right click it to get more details. It just shows as "Attack" with a blank information sheet. Th
  13. Corsair fighter kit from Might & Guile @subtledoctor The kit description mentions grand mastery (*****) in light bladed weapons. With Scales of Balance Weapon Style Overhaul installed classes can only put up to 4* in a weapon type. I wouldn't normally comment on this, but since they are both your mods you should be able to make sure the Corsair kit description gets updated when Scales of Balance is installed for a bit of extra polish. Likewise, the kit description mentions Single Weapon Style, but this has been renamed to "Fencing". The Swashbuckling skill is missing an
  14. Thanks for the information on how to fix things if they don't get sorted out in the official releases. Next up, the last of @Artemius I kits in my install, the Shadow Monk kit. Minor presentation consistency thing, both the Darkvision and Life-Drains should be listed as passives rather than innate abilities since they don't show up under the innate ability button and the base game generally only calls things innate abilities if it shows up under that button. The Quickstride ability for the Shadow Monk kit has a description that says . Should probably have a monk version or be
  15. Nightsinger bard Kit @Artemius I. During character creation I am only given a very limited list of weapon proficiencies to choose from. This is likely due an undocumented restriction or a weird interaction with Scales of Balance @subtledoctor. Let me know what file to check and I'll run a change-log. It could also be a UI issue @lefreut. After character creation the proficiency list is the normal complete list. Something weird is happening here. Identify is added to the Nightsinger's spellbook at level 1, though Bard's don't normally get spells until level 2. This is prob
  16. Shadow Disciple Sorcerer Kit @Artemius I. During character creation I am given the option to select 2 sorcerer spells to learn and memorize. These get deleted upon entering the game through the scripted dialogue, however it would be helpful to include a note about this happening in the kit description so players aren't surprised by how it plays out. Identify is added to the Shadow Disciple's spellbook as are sequencers and contingency spells. I think this is intentional, but no mention of this is made in the kit description and it probably should be. The Darkvision innate
  17. So a few things for troubleshooting. Install order (trimmed) was So, the install order should have dealt with any of these problems. My Troubadour had 18 CHA (I made sure of this for consistent testing purposes). Patching Solutions are pretty simple, or I can just skip the standalone Gallant for this install. Thanks for the detailed explanation of what I will need to change. WeiDU.log WeiDU-BGEE.log
  18. Its true that the IE games have always been quite restrictive in what is able to be modded. Back in the day they had an advantage of much of the file structure being open to modders in a way that many other games were not, and in being moddable without requiring significant artistic or 3D modelling skills. The big draw was often more on the narrative side of things and very much focused around creating mod content that fit into the existing story. There's a reason why Total Conversions generally stalled out before completion or tended to be of lower quality. There are other games that are
  19. Updated my list for my next install. Thanks.
  20. I got clarification that it was an undocumented change by the Shadow Adept (mage kit) mod and not something done by Tome & Blood, so you are in the clear here I removed the SCS NPC Customization as it was causing problems with my install. I'm likely to skip these types of components for my QA'd install since the intention is to give a fairly seamless experience. For a personal install, I'll check out NPC_EE. I'd opted to use SCS NPC Customization because NPC_EE had been a bit out of date, so that is good news. The Troubadour's Kit ability table (c0trb.2da) shows the foll
  21. I made the Geomantic Sorcerer 12 years ago. I took the much older Druidic Sorcerer mod for the original BG2 which may have not had a weidu installer, or a non-functional at the time installer and used it as the base for the Geomantic Sorcerer. The original plan was to just update the Druidic Sorcerer so it worked with other mods and fix some bugs. However there were some problems with some parts if the mod and I ended up rebuilding a lot of it and making a number if changes. Enough changes that I ended up changing the name of my version (though I never got around to changing the .tp2
  22. Thanks for the update. Lots of good stuff in here. Regarding Fade, be warned that her Friendship track is apparently bugged, but with how NPCs are cycling in and out of your party that may not be a big issue. Seen any fiends yet?
  23. Shadow Adept Mage Kit @Artemius I. During character creation I am given the option to select 4 mage spells to learn and memorize. These get deleted upon entering the game through the scripted dialogue, however it would be helpful to include a note about this happening in the kit description so players aren't surprised by how it plays out. @Lava's summon weasels spell is selectable and is not deleted upon starting a new game. Identify is added to the Shadow Adept's spellbook. I think this is intentional, but no mention of this is made in the kit description and it probably s
  24. Bardic Wonders Deathsinger Kit @Artemius I The Call of the Grave song reduces the bard's movement speed. This isn't documented in the kit description but probably should be. Using the Call of the Grave bard song locks out the ability to select innate abilities while it is active. I'm not sure if this is just a function of the dance effect or not. When you summon a skeleton using the bard song at level 6, one of the messages you can get is "A major/minor animal spirit answers your call". This would be appropriate for the Shaman, but not really all that thematic for summonin
  25. Most of the HLAs are ripped pretty cleanly from the Druidic Sorcerer, but I did do some fix up of a few that didn't work and replaced a couple others that didn't fit the theme or were not possible to work cleanly without relying on a lot of scripting, which used to be a lot more flaky with weaker systems. Compared to other HLAs they are all pretty much overpowered. But they have pretty graphics which *completely* justifies their unbalanced nature.
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