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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. 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.
  2. 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 effect doesn't have a name assigned to the ability so when you use the EEex function to let you inspect spell effects currently active on a character (see here) the immunity doesn't have a name. Another useful thing would be to have a text message upon level up, something like That gets displayed so the player is better informed of changes to Grey. Grey's Paw (offhand weapon) lists a bunch of classes that can use it, when I would expect it to only say Grey, the same applies to Grey's "War Dog Cannine's Booster" which lists a bunch of races that cannot use it. I'd probably change the usability text to just "War Dog" or "Wolfhound". Same applies to his armor. The right click description for the "Bark" innate ability is blank. The tracking description has a bunch of "ranger" in the text. Alpha Call doesn't have any description text when right-clicked. Grey's movement speed starts penalized compared to human characters and only catches up at level 15. I think you could be a bit more generous and have Grey start at human speed and increase as he levels up because right now, for most of the game it's actually a disadvantage and not an advantage. Grey's low dex and mental stats means that Scales of Balance revised statistics gives him a bunch of penalties on his saving throws. Might need a custom adjustment if that goes against the intended interaction between the two mods. Grey does not get HLAs (even with Refinements installed). Since Grey only has BG1 and SoD content so far, this is fine but it could result in a corner case. I'd suggest that Grey probably needs a custom set of HLAs (or existing ones reflavoured) when/if you get around to doing the BG2 content.
  3. 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 immunities give the right portrait icons. Essence of the Planes summoned orb spells need right click descriptions. Tornado is selectable, I don't think it should be. Elemental Transformation innate needs additional description of the different forms. Dog shapeshift ability trap sniffing needs a detect traps portrait icon. Fix component that lets you change portraits when you shapeshift. 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 effect doesn't have a name assigned to the ability so when you use the EEex function to let you inspect spell effects currently active on a character (see here) the immunity doesn't have a name. Another useful thing would be to have a text message upon level up, something like That gets displayed so the player is better informed of changes to Grey. Grey's Paw (offhand weapon) lists a bunch of classes that can use it, when I would expect it to only say Grey, the same applies to Grey's "War Dog Cannine's Booster" which lists a bunch of races that cannot use it. I'd probably change the usability text to just "War Dog" or "Wolfhound". Same applies to his armor. The right click description for the "Bark" innate ability is blank. The tracking description has a bunch of "ranger" in the text. Alpha Call doesn't have any description text when right-clicked. Grey's movement speed starts penalized compared to human characters and only catches up at level 15. I think you could be a bit more generous and have Grey start at human speed and increase as he levels up because right now, for most of the game it's actually a disadvantage and not an advantage. Grey's low dex and mental stats means that Scales of Balance revised statistics gives him a bunch of penalties on his saving throws. Might need a custom adjustment if that goes against the intended interaction between the two mods. Grey does not get HLAs (even with Refinements installed). Since Grey only has BG1 and SoD content so far, this is fine but it could result in a corner case. I'd suggest that Grey probably needs a custom set of HLAs (or existing ones reflavoured) when/if you get around to doing the BG2 content.
  4. 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 knocked unconscious for 2 rounds, not just knocked down. This could matter for other abilities which affect unconscious creatures, but not just creatures that are stunned or knocked back. This changes will need to be made in the right click text for the ability description Slight typo corrections and clean-up of phrasing in Flamebolt in bolded section which now reads "The caster is treated as a fighter with mastery in the weapon." This change will need to be made in the right click text description of the ability. Same wording correction in the Flamebolt uses/day text for nitpickers. Clean integration with Refinements HLAs.
  5. 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.
  6. 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 (though they might be able to do things with a new edition), but if you look at most newer well designed boardgames the writers tend to be very careful about this type of thing when writing the manual/quickstart instructions.
  7. 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 skills in <5 point increments, so the 18 points per level means there are a bunch of points that provide no benefit at each level (you'll get the benefit every other level) Might & Guile Ranger/Mage Kit description in game doesn't match kit description in readme. Readme needs to be updated. Animal empathy description on right click is blank. Just shows ability name. At Mage2/Thief3 the kit gets a second charge of the innate. Not mentioned in kit description, but should be. Goodberries also gets additional uses at higher levels that isn't mentioned in the kit description. Right now the kit description for both Animal Empathy and Goodberries is written very casually and doesn't follow the same style of kit descriptions used in most other mods or the base game. Just needs to be tidied up a bit. At Ranger/Mage first levelup (thief 2) a bunch of blank lines are spammed in chat At level Mage2/Thief3 more lines are spammed. This happens at every level up, alternating between 2 or 3 lines getting spammed. Note that there is no benefit to thief skills in <5 point increments, so the 12 points per level means there are a bunch of points that provide no benefit at each level (you'll get the benefit every 3 levels) At Thief3/Mage2 the 2nd level ranger spells are added to the spellbook, but no spell slots are available yet. Could be caused by a mod, but I'm not sure what file to check for the mage/thief kit spell table in order to see which mod has made alterations. 3rd level spells also become available 1 level before the slots are made available. The druid spells get added pretty quick (all are available by level Mage5/Thief6). Maybe this is normal for the ranger/cleric ability progression and the ranger spell progression (though I think rangers normally get their spells later). Doesn't look unbalanced though. More druid spells get added at spell level 4+ which are not mentioned in the kit description. The Refinements HLAs appear to be all the Fighter and Mage HLAs. My suggestion would be to use the Cleric/Ranger HLAs as a basis for which Refinements HLAs to use and substitute out the Cleric HLAs for the Mage multiclass HLAs as per below with Feral Lash mixed in as well: backstab.2da
  8. 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).
  9. 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 Dual-Wielding even though the UI shows me as being able to add 3. All other classes show the right number of allowable pips. Tome & Blood's Innate Cantrips are added to the Shade Warrior kit (I don't believe they get added to the Shadow Adept mage kit). I'm not sure how thematically appropriate they are to add to this kit. Might be worth some discussion between the two mod authors. Tome & Blood's Innate Familiars are added to the Shade Warrior kit. Since the Shade Warrior also gets a separate familiar as part of the class features, I believe that this is a bug and Tome & Blood should skip this kit when adding these options. The Shade Warrior gets 3 weapon proficiency innates and 1 advanced weapon proficiency innate at level 1. I think this is a lot more than it should be given since it can already assign 5 pips during character creation. This is related to the Scales of Balance Weapon Proficiency and Weapon Styles Overhauls. With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example. Currently at Fighter 4/Shadow Adept 3 the Shade Warrior does not gain the Shield of Shadows innate ability despite the kit description saying the ability is gained at level 4. Shadow Familiar Nyx. Similar to my previous complaints, I'd suggest making this familiar's weapons scale a bit slower, not giving out a +4 enchantment weapon at level 6. Also, the weapon description does not list the damage dice on the weapon. The Shade Warrior is given the kit's own HLAs, Refinement's Fighter HLAs and also Refinement's Mage HLAs. I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor The Shade Warrior can select level 10 HLA spells at 3,000,000 xp (Fighter 14/Shadow Adept 14), but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet. I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections. The Shade Warrior can cast spells in Splint Mail armor. I believe that this is because of the Tweaks Anthology, however the Shadow Magic system doesn't get affected by arcane spell % chance from the experiments I've done. @CamDawg and Artemius I would have to work out how the Tweaks Anthology should handle this kit, or a note should be put in the documentation about a possible incompatibility here. Note that the Shade Warrior (and I think other Shadow Magic users) not being affected by arcane spell % failure chance means that abilities and spells that inflict a spell failure chance may not affect the Shadow Magic users. If this is unintended then it's a bug, but if it is intended then I'd suggest including a mention to it in the generic description of Shadow Magic that is in the kit description for all of the Shadow Magic kits. The touch weapon created by the spell "Bittercold Touch" is called "Chill Touch" in the tooltip. It doesn't have a right click description Shadow's Edge, the weapon wielded by the Shadow Dragon Scion doesn't have a right click description. Probably due to how the melee bonuses are applied. It also deals piercing damage on hit (with a quarterstaff equipped before the spell was cast), not slashing as per the spell description. Night Knives also doesn't have a right click description and shows the description for the weapon already equipped in that slot. Name is correct. See previous comments regarding wording of Darkvision innate vs. passive. Shadow Enforcer fighter/shadow adept/thief multiclass kit Tome & Blood's Innate Cantrips has same issue as for the Shade Warrior kit Tome & Blood's Innate Familiars are added to the Shade Enforcer kit. Same comments apply as for the Shade Warrior. The Shade Warrior gets 3 weapon proficiency innates and 1 advanced weapon proficiency innate at level 1. I think this is a lot more than it should be given since it can already assign 5 pips during character creation. This is related to the Scales of Balance Weapon Proficiency and Weapon Styles Overhauls. With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example. See previous comments on wording of abilities given to multiclass kits and being specific about which class needs to be X high to get the ability or list the combined Fighter 3/Mage2 level combination needed to get the ability. Same issue regarding wearing studded leather armor and not being affected by arcane spell failure chance. I'm happy to change-log files and dig into stuff to help diagnose this. The Shadow Enforcer is given the kit's own HLAs, Refinement's Fighter, Mage, and Thief HLAs . I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor The Shadow Enforcer can select level 10 HLA spells at 3,000,000 xp, but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet. I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections. Nightblade shadow adept/thief kit Tome & Blood's Innate Cantrips has same issue as for the Shade Warrior kit Tome & Blood's Innate Familiars are added to the Nightblade kit. Same comments apply as for the Shade Warrior. With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example. See previous comments on wording of abilities given to multiclass kits and being specific about which class needs to be X high to get the ability or list the combined Fighter 3/Mage2 level combination needed to get the ability. Same issue regarding wearing studded leather armor and not being affected by arcane spell failure chance. I'm happy to change-log files and dig into stuff to help diagnose this. The Nightblade is given the kit's own HLAs, Refinement's Mage and Thief HLAs . I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor The Nightblade can select level 10 HLA spells at 3,000,000 xp, but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet. I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections. Nightbringer shadow adept/cleric Tome & Blood's Innate Cantrips has same issue as for the Shade Warrior kit Tome & Blood's Innate Familiars are added to the Nightbringer kit. Same comments apply as for the Shade Warrior. With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example. See previous comments on wording of abilities given to multiclass kits and being specific about which class needs to be X high to get the ability or list the combined Fighter 3/Mage2 level combination needed to get the ability. Same issue regarding wearing studded leather armor and not being affected by arcane spell failure chance. I'm happy to change-log files and dig into stuff to help diagnose this. The Nightbringer is given the kit's own HLAs, Refinement's Mage and Cleric HLAs . I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor The Nightbringer can select level 10 HLA spells at 3,000,000 xp, but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet. I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections. Dark Justicar fighter/shadow adept/cleric Tome & Blood's Innate Cantrips has same issue as for the Shade Warrior kit Tome & Blood's Innate Familiars are added to the Dark Justicar kit. Same comments apply as for the Shade Warrior. With a multiclass character, I would specify what level abilities are gained at in the format "fighter 4/shadow adept 5" for example. See previous comments on wording of abilities given to multiclass kits and being specific about which class needs to be X high to get the ability or list the combined Fighter 3/Mage2 level combination needed to get the ability. Same issue regarding wearing studded leather armor and not being affected by arcane spell failure chance. I'm happy to change-log files and dig into stuff to help diagnose this. The Dark Justicar is given the kit's own HLAs, Refinement's Fighter, Mage, and Cleric HLAs . I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version. @subtledoctor The Dark Justicar can select level 10 HLA spells at 3,000,000 xp, but will not be able to use them for quite a few levels because they do not get level 9 spell slots yet. I would suggest not allowing those HLAs to be selected until the level they get level 9 spell slots to avoid useless HLA selections. Tome & Blood @subtledoctor The Conjure Rabbit cantrip summons a rabbit that has the name "Mmmm.... grog...." in my game. My guess is that the name is not assigned and you've attempted to use a pre-existing string which has been scrambled during my install. I think best practice to avoid things like this is to NAME1 the summoned creature during install. The conjured rabbit sticks around a lot longer than 5 rounds.
  10. 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. The "summon swarm of rats" ability that the Rat familiar possesses actually summons a swarm of rabbits. Imbue Familiar does not provide a description of what it does when you right click the ability. Since it's a bit complex, this would be a good place to put this information. I am also getting Rat: Normal Stride: Rat in addition to Keldorn: Normal Stride: Keldorn when I reload a saved game (Quickload) with the rat familiar in my character's backpack. Somehow it appears it has gotten into the Global Script file and is printing out the text. Spellfilcher kit The kit description says that the Spellfilcher gets "Silence 15' Radius" however the ability is called "Silence" in the tooltip and it works differently than the priest spell of the same name because it cannot be targeted at the ground and must target a character/npc (Living Actor). At level 5 (~20,000 xp) the Spellfilcher has a chat box message appear on level up "Save vs Spells Bonus: CHARNAME". This isn't mentioned anywhere in the kit description. This also happens at mage 9/thief 10, mage 12/thief 15 Also at level 5, the variant spell turning innate does not mention the 12 hour duration in the in-game ability description that appears when you right click it. For abilities obtained at certain level ups, I would recommend specifying if it is mage or thief levels in the kit description due to the class's multiclass experience system. Otherwise players may be a bit confused about what to expect. At Mage level 8/Thief level 9, the Spellfilcher gets the permanent nondetection passive. The following displays in chat rather than "non-detection" It appears that this happens because the 220_multiclass_kits.tpa does not SAY NAME the spell and tries to reference an ability name in the base game, which can get garbled by installation of a lot of other mods The spellfilcher gets all mage HLAs and all Thief HLAs (base game) when Refinements is installed, though it does use the Refinements versions of the base game ones that are modified by Refinements. I think a cleaner approach would be to use the Refinements Mage/Thief multiclass HLAs for the Spellfilcher if both mods are installed. I think giving them Slippery Mind (unique Mage/Thief HLA) and possibly Spell Immunity (Wizardslayer HLA) instead of Death Field and Aegis could be an option as well if you want to customize things for the kit a bit more. Ability Score Spellcasting Bonuses At level up when the character gains a new spell level the number of additional spells reported in the level up screen is almost always too high. I'm guessing there's not a lot you can do about this since you use a spell gained on level up to adjust the number of spell slots gained and the new spells gained on level is getting pulled directly from the class spell table. That said, I think you mentioned upthread that path 2.5 changed things so you didn't need the spell to adjust spell slots at level up anymore and so I'm mentioning this as the presentation could be cleaned up a bit. Refinements The Summon Planetar and Summon Dark Planetar HLAs do not mention that they are mutually exclusive in their descriptions. The Dark Planetar displays "Dark Planetar: Normal Stride: Dark Planetar" when summoned in the feedback window. The Dark Planetar innate ability Cause Critical Wounds has the Slay Living spell description when you right click the ability. Teleport Without Error Innate does not have any description when right clicked. The Dark Planetar's weapon does not show any description text when right clicked. It just has the name "Silver Sword".
  11. 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 icon in the innate ability section. Is able to dual class to a thief, despite the in-game kit description saying it can't. I ran change-log on dualclas.2da and it looks like the Corsair kit is not correctly blocking dual classing to thief. 2DA V1.0 0 FIGHTER CLERIC MAGE THIEF DRUID RANGER D5CORSA 0 1 1 1 0 0 See attached files for full details. Note that the readme for the mod does not include this description. I suspect that this is some text that was overlooked or dual classibility that was overlooked for the non-Feat version of the kit because in setup.tra some versions have the restriction and some don't. See my Might & Guile components and other Subtledoctor mods below (except for Scales of Balance which gets installed much later in the stack) The + 1 to saves vs Breath for each 5 levels of experience is not shown in the readme version of the kit description. It is shown at character creation and in game. The class does not get a +1 bonuses to Armor Class at any level beyond the first. I would expect them at 6, 12, 18, etc based on the kit description. If the kit gets a +1 bonus to Armor Class at level 1, then the description should probably be altered slightly to reflect that intent. The Refinements HLA integration is seamless. You may want to consider adding Acrobatic (the Swashbuckler unique HLA) and removing War Cry for a slightly fancier integration. DUALCLAS.00080.2DA change-log.txt DualClas.zip
  12. 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 made more generic. @subtledoctor Quickstride has two charges upon new character creation for the Shadow Monk. This is a harmless issue, but could mean something else is getting applied more than once that might cause an issue. @subtledoctor. Using it and then switching back to normal stride means it will only show one charge going forward. Life-Drain does not drain HP on hits at level 1. Checked with the PC both undamaged and damaged. At level 10 Life Drain does 2 damage on hit and lowers STR if they fail their save vs death, but it does not heal the Shadow Monk. At level 20, the level drain triggers and Life Drain does 3 damage per hit, but does not heal the monk. The backstab multiplier is not displayed on the character record screen @lefreut. Multipliers are correct at all levels as per kit description. The Shadow Monk got access to the shadow pool correctly at level 3, however they got an additional level 1 shadow pool set of spells at level 5, not level 6 as indicated in the kit description. The Shadow Monk is supposed to get the Shadowdancer thief kit HLAs minus Use Any Item. Currently with Refinements installed after the kit it gets the monk HLAs as well. Refinements should skip assigning the monk HLAs to the Shadow Monk. A quick scan of the Shadowdancer HLA selection with Refinements installed makes me think it is safe to just give the Shadow Monk the exact same set of HLAs including "Use Magic Item". LEUI/EEUI_Tweaks @lefreut. If possible, it would be nice if the character record page could list immunities below the resistances section. This would be a place where you'd be able to list things like monk/paladin disease immunity, poison immunity, charm immunity, specific spell immunity, or other immunities. Things like Backstab multipliers are not showing up for non-thieves. If possible this should show up for any character who has a backstab multiplier.
  13. 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 probably the safest way to do this though without some complex coding to check what the bard/kit spell tables look like in case another mod decides to give Bards spells at level 1. Note that there's no mention of adding identify to the spellbook, but as discussed elsewhere it seems this is intentional and should get mentioned in the kit description. Contingencies and sequencers appear to be in the same situation where they are added but not mentioned in the kit description. See previous comments about Bard Song names included in the name next to the portrait icon when viewed on the character record page for improved ease of use. The Darkvision innate ability adds a portrait icon for Infravision. I'm not sure how important having a portrait icon for this is, but there's no real problem with this part. Also, for kit description, I'd probably reword this description slightly, since "abilities" almost always show up as a button under innate ability button. I'd say some like The character record screen doesn't list miscast message %, which I thought was a thing. I am able to equip studded leather armor, but not heavier armor like chain mail or splint mail even though I would expect to be able to do so because of @subtledoctor If the more restrictive armor limits are intended then they should be mentioned in the kit description. If it is a weird interaction with other mods, then let me know what to change-log. The shadow familiar Ka'Shai is extremely powerful. . This is obtained at level 8 and has a chance of flat out breaking a lot of the BG1 fights. I'd change it so it gains power as Ka'Shai gains power rather than giving it all at the start. This bard kit is also affected by the same issue as the Troubadour @subtledoctor. It appears to impact all bard kits (note all of the bard kits I've seen this issue on are installed before Might & Guile which is the last kit mod installed in my current install. The Nightsinger also got a level 7 slot due to Alter Bard Spell Progression Table - PnP from Tweaks Anthology @CamDawg, but it does not appear as though the Nightsinger Bard can learn normal level 7 spells and the kit doesn't grant any either as far as I can tell. The Nightsinger may need some special code to account for that Tweaks Anthology component. The Refinement HLAs for the base bard all get installed onto the Nightsinger kit. Enhanced Bard Song should be removed in favour of Light's Requiem and Light's Requiem should become the prerequisite for Lingering Song. @subtledoctor Tome & Blood @subtledoctor Should I install After If I want the armor description to be correct or will the description not make any changes to any arcane spell chance failure description text?
  14. 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 ability adds a portrait icon for Infravision. I'm not sure how important having a portrait icon for this is, but there's no real problem with this part. Also, for kit description, I'd probably reword this description slightly, since "abilities" almost always show up as a button under innate ability button. I'd say some like When I level up and get to add a spell to my spellbook, I still get the sorcerer "choose spell on level up dialogue". I'm guessing this can't be bypassed. The character record screen doesn't list miscast message %, which I thought was a thing. I am able to equip studded leather armor. All weapon proficiencies are as I expected. I'm not sure what file to check to see how item useability has been changed by mods I've installed, but I'm happy to change-log a file if someone can give me a suggestion The HLA Relentless Assault, second paragraph: instead of "during the spell's lifetime" I would use "during the spell's duration". The Refinement HLAs for the base sorcerer all get installed onto the Shadow Disciple kit. They are not needed and do not fit well. This kit should be skipped by Refinements. @subtledoctor The spell cursed earth does not give the poisoned portrait icon when it inflicts poison on a character. Malavon's Rage from the IWD arcane spells in SCS does not get removed as a level 7 spell. Monster Summoning VI from the IWD arcane spells in SCS does not get removed as a level 8 spell. It appears subject to spell failure from my Shadow Disciple wearing studded leather armor. I would check all the IWD spells or any other spells selectable by players that are added by other mods for maximum compatibility. I'm guessing that IWDification, SCS, Divine Remix, Olvyn Spells, Spell Rebalancing, Weasels!, Test of Your Mettle (Spacewarp), Shards of Ice (Summon Cow), aTweaks and any others are all going to be mods that will need to be taken into account specifically if there isn't some code you can borrow from other mods like SCS to automate this. May need some coordination with the maintainers of the other mods to ensure maximum compatibility. Generally though you want to install new spells before new kits for maximum compatibility. Tome & Blood Contingency is added to the level 6 spell book of the Shadow Disciple sorcerer kit (intended), however it doesn't get moved to the innate button once used. Chain contingency however starts at the innate button. It strikes me as this isn't interacting as intended. Option 3 on innate sequencers selected in Tome & Blood @subtledoctor. Minor spell matrix, spell trigger, spell sequencer all show up in the innate button once cast once.
  15. 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
  16. 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 much easier to mod those types of systemic overhauls or changes in. In many ways, games like Minecraft (though it has a very specific style), Mount & Blade, XCom, Arma, Skyrim, GTA, Fallout are your other main options here, but they all are generally constrained in many ways in what you can do. Outside of this, you pretty much have to be getting into games that have made the source code available like Freespace 2 and those types of games are even rarer. Your best bet might be to look at this list https://en.wikipedia.org/wiki/List_of_commercial_video_games_with_available_source_code And see which game would work as the best framework for what you want to do. It sounds like you've got the right approach in hand for figuring out what is the best fit for your interests and I wish you luck.
  17. Updated my list for my next install. Thanks.
  18. 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 following: 2DA V1.0 **** 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 ABILITY1 **** GA_C0TRBS1 **** GA_C0TRBS2 **** **** GA_C0TRBS3 **** **** GA_C0TRBS4 **** **** GA_C0TRBS5 **** **** GA_C0TRBS6 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY2 **** **** **** **** **** **** **** **** **** GA_C0TRBIN **** **** **** GA_C0TRBIN2 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY3 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY4 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY5 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY6 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY7 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY8 AP_C0TRBPS **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** XTRA_SPL AP_D5ABSP2 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** WILD_TLNT AP_D5PSWT_ **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY AP_D5_STAT1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** INTPROF AP_D5IPRF2 **** **** **** **** **** AP_D5IPRF5 **** AP_D5IPRF7 **** **** **** **** AP_D5IPRF5 **** **** **** AP_D5IPRF7 **** **** AP_D5IPRF5 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** It's not clear if D5ABSP2.spl is properly accounting for mods that adjust the spell tables (and I believe that the Bard gets a level 3 spell at character level 7 in vanilla BG1/BG2) https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#bard Going down through the chain of the effects called by d5ABSP2.spl finds that d5CHRBL.spl gets called which has an ability that removes 1 mage type spell at levels 1-6 twice (2 effects with a probability of 100% and a duration of 7). This is for STAT CHR <specified value (which I think is the creature value of 13) There is also a spell that gets called by d5ABsp2.spl named d5CHRM.spl that removes 1 spell per level for 1-6 and again removes 1 spell per level for 2-6. This is for STAT CHR = specified value which also is 13. For STAT CHR = 14, D5CHRBN.spl gets called and it removes 1 spell per level from 1-6 twice. For STAT CHR = 15, D5CHRB0.spl gets called and it removes 1 spell per level from 2-6 and 1 spell per level from 3-6. For STAT CHR = 16, D5CHRBP.spl gets called and it removes 1 spell per level from level 3-6 twice. For STAT CHR = 17, D5CHRBQ.spl gets called and it removes 1 spell per level from level 3-6 and 1 spell per level from 4-6. For STAT CHR = 18, D5CHRBR.spl gets called and it removes 1 spell per level from level 3-6 and 1 spell per level from 5-6. For STAT CHR = 19, D5CHRBS.spl gets called and it removes 1 spell per level from 4-6 and 1 spell per level from 5-6. For STAT CHR = 20, D5CHRBT.spl gets called and it removes 1 spell per level from 4-6 and 1 spell from level 6 For STAT CHR = 21, D5CHRBU.spl gets called and it removes 1 spell per level from 5-6 and 1 spell from level 6. For STAT CHR = 22, D5CHRBV.spl gets called and it removes 1 spell per level from level 5-6. Note that there is only 1 effect in this case, not two like all the others. For STAT CHR = 23, D5CHRBW.spl gets called and it removes 1 spell from level 6. Only 1 effect in this case For STAT CHR = 24, D5CHRBX.spl gets called and it removes 1 spell from level 6. Only 1 effect in this case. I can't follow what exactly are the STAT CHR values referencing, but I'm guessing this is meant to target various kit scenarios.
  19. 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 or .exe filenames). While I was away from the moďding scene others updated the Geomantic Sorcerer to work with the EE games (thank you). Some components haven't been updated and I am investigating if making those work is possible. Also while I was away it appears someone else updated the original druidic sorcerer to work. Maybe? I am not totally clear but there seems to be some discussions of people using both and there would have had to be some updates because the Druidic Sorcerer class wouldn't work back when I did my version of it (which is why I did all that work). I think Subledoctor thinks the original Druidic Sorcerer is overpowered and so is the Geomantic Sorcerer, but to a lesser degree. That's a pretty decent summary, although how much that matters will vary person to person. At lower levels it is broken in a way that many players will not see because it requires greater mastery of the spellcasting system. Once HLAs come into play it starts to become much more OP.
  20. 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?
  21. 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 should be. This may also be a function of Tome & Blood's Revised Identify component, though that component makes no mention of being automatically added to spellbooks. This has been confirmed to be deliberate, in which case it should be documented in the kit description as it seems a bit janky otherwise. For a janky dialogue method of doing the kit spell selection, it's actually pretty slick. The sound effects help a bunch. The Darkvision innate ability adds a portrait icon for Infravision. I'm not sure how important having a portrait icon for this is, but there's no real problem with this part. Also, for kit description, I'd probably reword this description slightly, since "abilities" almost always show up as a button under innate ability button. I'd say some like The character also gets an undocumented resistance 10 to fire, cold, electricity, acid, magic damage. The character record screen lists the following information that I don't normally remember seeing: Max Known Spells/Level, Highest Learnable Spell Level. It doesn't show arcane miscast magic % which I thought was something that showed. @lefreut. I am able to equip studded leather armor. I'm not sure if this is because of an interaction with Tweaks Anthology The component normally doesn't expand the types of armor a mage character can wear, and studded leather armor is not normally on the list, but it could be that tweaks anthology is not configured to account for your mod @CamDawg. If the Shadow Adept is meant to be able to wear studded leather armor then this should be mentioned in the kit description. All weapon proficiencies are as I expected. The shadow familiar Yin'rou appears to be extremely powerful and could trivialize some encounters all by itself. +4 enchantment weapons at level 6 with a 10% chance to drain 2 levels is pretty powerful. I would consider scaling the weapons enchantment and secondary effects based on the caster's level. Minor spell sequencer showed up at level 4 spells (character level 7). It does not appear as though the Shadow Adept should get minor spell sequencer according to the kit description, but it did function correctly (though the potential drain could be dangerous). Should probably be discussed with @Artemius I and @subtledoctor as to what behaviour should occur when Tome & Blood's innate spell sequencers component is installed after the Shadow Adept mod. Using an ebonfruit gave me the text message Lifedrinker Touch did not add any temporary hitpoints to my character when cast at full health. The shadow familiar (Yin'rou) gains a powerup at character level 11 and level 16. You may want to include this information if it is the same for all familiars in the kit description. At level 12 the number of spell slots seems to fluctuate somewhat randomly. I had 4x level 5 slot, cast Unmask and it dropped down to 3 (this is at night) and also lost all my level 6 slots (2). I went and rested at the inn and it became daytime and I then had 5 level 5 slots. Note that I'm playing with the constitution drain option on casting. The HLA Relentless Assault, second paragraph: instead of "during the spell's lifetime" I would use "during the spell's duration". The Refinement HLAs for the base mage all get installed onto the Shadow Adept kit. They are not needed and do not fit well. This kit should be skipped by Refinements. @subtledoctor This is a very cool kit and a lot of work has obviously gone into it. Despite the big list of minor issues, it is very playable. Weasels! @Lava. The level 1 spell Summon Weasels creates weasels that are equipped with a regular human hand instead of a creature paw. For polish sake, I'd replace the creature paw with a custom weapon, or just the generic summon attack/defend ui element like a summoned skeleton would have.
  22. 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 summoning a humanoid skeleton. If that text can be changed for the the Deathsinger, then I'd recommend doing so. The kit meshes cleanly with Refinements HLA except for Legion of the Dead which should replace the Enhanced Bard Song HLA from Refinements. Lingering Song should use Legion of the Dead as its prerequisite @subtledoctor. See previous comments about showing the name of the bard song in the format "Bard Song: Call of the Grave". This is a cool and unique class. Nicely done!
  23. 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.
  24. Bardic Wonders Troubadour Kit @Artemius I See my previous words about consolidating the portrait icons via a single one for the named "Bard Song: Song of Healing" as I discussed in the Abettor of Mask comments. Alternatively, some sort of other graphical feedback can be provided to make the bard songs more distinct from each other. The Troubadour got a level 3 spell slot at character level 7, but did not receive any slots. This is due to the Gallant stand alone kit from Might & Guile @subtledoctor changing the spell table for the bard class and removing the level 3 spell slot at Character Level 7. It appears as though the Gallant is making some changes intended for just the Gallant kit but applying it across all bard kits that reference the bard class. (Checked via change-log, see attached files). The pickpocket % seems weird. The class description says which I take to mean it only gets 50% of the normal Pick Pockets. However, at level 12 the class shows as having pick pockets of 52 during the level up screen, but only 17 on the character record screen. The other bard kits with reduced pick pocket seemed to have the corrected adjusted amount. I think something is getting applied multiple times here. Also at level 22, it shows as a pick pocket score of 77 in level up, but only 42 on the character record screen. The scaling is weird here. The kit meshes cleanly with Refinements HLA, except for Holy Hymn of Eldath which should replace the Enhanced Bard HLA from Refinements. There are some weird interactions if both are selected. Hymn of Eldath should be modified so it is the prerequisite for Lingering Song @subtledoctor change-log.txt mxsplbrd.zip
  25. You were probably thinking of the Geomantic Sorcerer. It is definitely on the OP side of things, so no offense taken. I found the original druidic sorcerer fun in concept for a solo run, but it didn't work properly hence all the work I did to update it. The Geomantic Sorcerer is basically a Sorcerer/Druid multiclass (adds druid spells to the sorcerer spellbook) including a few custom spells. It gets an expanded version of druid shapeshifting (which is only really useful at low levels, but likely has some overpowered forms). At high levels it gets a smorgasbord of powerful HLAs. Geomantic Sorcerer So the versatility offered by Druid/Sorcerer is pretty powerful, but the drawbacks mean you will tend to fall behind other characters when leveling up as well as the physical stat restrictions and slower casting speed. Its power can vary depending on how good you are at running a caster character but in many ways it is mostly just a Cleric/Mage like Aerie. The larger concern is the shapeshifting forms at low levels before weapon immunity starts showing up in opponents. In Baldur's Gate this is what would make it overpowered. A smarter approach would probably be to introduce the different forms gradually rather than all at once, since it was originally "balanced" for BG2. The HLAs are silly though, no argument about that. The Druidic Sorcerer on the other hand gets all that plus druid weaponskills and studded leather armor, can cast in light armor, can wear both armor and robes simultaneously, gets a bunch of bonus spells for both Wisdom and Charisma (which offset the reduction in spells per level compared to a sorcerer.)
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