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Endarire

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Everything posted by Endarire

  1. We were agreeing regarding SCS and Infinity UI but using different terms. Thankee!
  2. As reported, here by Sour, the new arcane spells component was causing launch errors for people using EEex. It seems important to sort this out. Thankee!
  3. Thanks. I figured you wanted to ensure everything worked before trying to add Infinity UI compat.
  4. Greetings, David! On SCS 34.x with Spell Revisions installed, the Wider Scroll Selection for BG/BG2 sometimes crashed the game since it tried to place Stone to Flesh scrolls when SR has no such spell. I wasn't sure if this was fixed in the latest SCS release.. Spell Revisions includes stats of summoned creatures in its spell descriptions such as Conjure Earth Elemental. With your Conjure Elemental overhauls, I assume the spell descriptions are no longer accurate, and if they are no longer accurate, I request that SCS update the spell descriptions at least for SR users to match the new unit stats. For thieving skill assignment, is SCS compatible with Infinity UI? Infinity UI isn't done yet, but some other mods are compatible. (I wasn't sure if these were truly bug reports worthy of a separate topic, but since you seemingly wanted these here, enjoy!) Thankee!
  5. Making the items of infinite spells a separate component seems fair, as does including the updated 5e compat file I linked earlier in a near release. (I only briefly checked T&B for C0SA exclusion code but didn't find it yet for +stats to spell slots.) Thankee!
  6. Level 1 cantrips already does infinite level 1 spell slots. Your call, doc.
  7. This thread was split from "The Gate Project" starting here. It deals with some of the unauthorized and not recommendable mod uploads from Endarire. I can only advice @Endarire to take this seriously. - jastey Original post: You have asked of me and I shall answer you. Regarding Kim the Pirate, the EET update I did I submitted to the original author or its maintainer via email for them to include on their site. I also emailed them a GitHub tutorial. I have sent follow-up emails. Overall, I have encouraged them to accept and publish the update, even if I didn't get credit for the bit I did. They have not responded in 4 months, and the last time the official Kim the Pirate mod page had a new download was January of 2022 (version 1.63) with the update before that (1.62d) being released over a decade prior in 2010. After further digging, the last post made by anyone on the official Kim the Pirate forum was in 2014. I tested the version I sent them for EET compatibility and it, to my present understanding, worked properly. Technical updates - at least on inactive mods - are allowed without an author's prior permission, which is simply what I did. Otherwise, resurrections of inactive mods would at their core be entirely against Infinity Engine modding philosophy and policy. This also applies to you, JohnBob. Maybe you received official permission for every mod you've updated or hosted on The Gate Project and good for you if so, but if you didn't, you're in a similar situation here about updating others' mods without their explicit permission, even if these mods are or were inactive.
  8. I made a new SoD Shadow Magic Wizard with this updated 5e Casting Shadow Magic compatibility file and used the second install option for spell slot items. I cast some level 1 spells, pushed the Use Item Key, used Evermemory, and the slots were refreshed as expected. (5e Shadow Bards also worked.) Enjoy!
  9. I tried installing Askaria 2.0 today on BGEE with SoD. It failed because it skipped the Chaos Knight installation. This happened regardless of whatever language I tried using (0, English, or French).
  10. To clarify regarding vanilla haste and attempting to balance it for SR, are we more concerned about players using it against the AI or the AI using it against players/parties?
  11. According to the spells directory, all Shadow Magic spells start with C0SA. (Sometimes the case is different, like c0sa.) You filtered out 5e functionality from C0SA before, and it's likely true that this is a simple way to do it here. Thankee!
  12. These were things I (re)discovered via testing Shadow Magic and 5e Casting but which are specific to the Tome & Blood mod interacting with Shadow Magic 3.0.x. -Innate find familiar shouldn't be given to Shadow Magic users. Shadow Magic users instead get Find Shadow Familiar as an innate ability at level 8 (Bard) or level 6 (Sor or Wiz). -Revised Specialists probably shouldn't get access to Shadow Magic spells known automatically. Since normal Weave users (non-Shadow Magic users) can't normally learn Shadow Magic spells and vice versa, then, for example, every Gnome Illusionist shouldn't automatically know every Shadow Magic Illusion spell. (Since I also used OlvynSpells, some of the extra non-Shadow Magic spells this character knows are from there. All Shadow Magic spells are arcane spells - not divine spells - and have entirely black or purple icons.) Doc, if you wanna fix these, now you know how they interact. Enjoy! Thankee!
  13. Reading your report's a relief, doc! As you mentioned, there are some minor quirks with this system by prepping spells in character creation then using your mods, since the game thinks it has a different number of spells available to cast than it should according to you; however, also as mentioned, it's easily fixed. Thankee! Alleluia!
  14. Intro Greetings again, doc! I make this post since 5e Casting 1.20 may be bugged in how it treats specialty Wizards versus other prepared arcane casters. Things may be poorly explained, leaving players like me with the wrong impression. Something else may be happening here. I want to ensure we properly understand each other here. I agree that I may have misunderstood how 5e Casting worked with Bards and Wizards since I haven't played them much with 5e Casting enabled. Testing Notes -All tests were done on EET with game version 2.6.6 using 5e Casting 1.20 with the code change you posted above to allow for 5e Casting to work with Shadow Magic. Shadow Magic tests used Shadow Magic 3.0.1, which was installed before 5e Casting. No other mods that altered casting were included for test purposes: No Tome & Blood, etc. (However, I have tried other spell mods such as OlvynSpells and Spell Revisions and the results were the same.) -5e Casting was tested before and after EET End, but the results were effectively the same. Installing 5e Casting before EET End is still advised. -All characters used were new characters made for the Shadows of Amn campaign, chosen because we start at or around level 7 naked with Imoen nearby to for testing purposes. Shadow Magic Notes -Shadow Magic 3.0.x - the latest Shadow Magic version as of this writing - changes the Shadow Adepts (Wizards) to act like specialty Wizards. They normally get 1 bonus spell slot per spell level. -Previous versions of Shadow Magic (2.x) gave Shadow Magic users extra bonuses - such as extra spell slots - based on their INT, WIS, and CHA scores. These bonuses no longer exist in 3.0.x. -Shadow Magic spells in 3.0.x use Olvyn's Spell Tool, meaning these spells should be compatible with 5e Casting. Numerous tests proved this to be true if using the code adaptation you previously listed, doc. -5e Casting normally treats Shadow Magic as a specialty Wizard kit, which it effectively is, and one that can only learn Shadow Magic spells, which is also intended. Results Images are taken after a character has given the game enough time to get the 5e Change Spell Preparation innate ability on the characters, rest, then enter spell swap mode. (Images are hosted off-site due to file size limits.) -Note that some of the spells listed below are unbordered in their spell prep screen but can't be cast, meaning they're just hanging there for some reason. (These spells were chosen and prepared at character creation.) Removing these extra spell preps seems harmless, meaning, for example, I can remove an extraneous farsight (or other spell I know, Shadow Magic or not) but later change my spell preps to cast farsight with a spell slot of its typical spell level. -Note that spell slots gained from leveling, items, and otherwise apply normally. For example, if as a specialty Wizard I have one extraneous level 4 spell in my repertoire then console my way to level 11 (500K EXP) then I gain the appropriate spell slots at all relevant spell levels and that extraneous level 4 spell with which I started the game has become a normal, usable spell slot. -With the posted fix above alone, only Shadow Adepts are affected, not Nightsingers (Bards). However, with further file tweaking, Nightsingers can be affected by 5e Casting and their casting worked as if they were normal 5e Bards in terms of spells per day and initial spells known. -5e Casting doesn't normally apply to Sorcerers of any kit, meaning normal and Shadow Magic Sors functioned as normal. -5e Generalist Wizard's level 4 spell repertoire. All spells are bordered. -This is an example of a specialty Wizard's level 4 spell repertoire. The last spell slot (the rightmost one) has no border, meaning it can't be cast. (This phenomenon happened regardless of the specialty of Wizard I checked - Diviner, Enchanter, etc.) -Imoen's level 4 dual class generalist Wizard spell repertoire. All spells are bordered. -A new Bard has a single level 3 spell available to cast at this point and it's bordered. -This new Shadow Adept shows his level 4 spell repertoire. Just like with a normal specialty Wizard above, only one spell is bordered. -This is that same Shadow Adept's level 4 spell repertoire at level 11 (500K EXP). Note how the extraneous spell slot has been replaced by real spell slots of this level. Help Me Understand -Should these extraneous spell slots from character creation happen? When I mentioned what seemed to be a bug to me with Shadow Adepts and their spell selections, this is what I meant. This same phenomenon has happened with all 5e specialty Wizards from what I can tell. -What are the spells prepared and spells per day tables for normal and specialty Wizards with 5e Casting? -What advantages are specialty Wizards meant to have in this system? Finally for Now Thankee!
  15. Intro To clarify, after further research (EET, Shadow Magic 3.0.1 and the latest publicly available 5e Casting mod with your above listed change to make Shadow Magic work), Shadow Adepts (Shadow Magic Wizards) are meant to be getting an extra spell slot per spell level per day, and 5e Casting is the mod which prevented this from happening. I made a variety of new characters in Shadows of Amn, each with 18 INT/WIS/CHA. For 5e settings, I chose to have items that grant bonus spells only grant bonus spell slots, though because the characters start off effectively naked, that didn't matter. I made a 5e Shadow Adept who should've gotten a bonus spell slot per level as if it were a specialty Wizard. This didn't happen. I made a normal Mage who received a bonus spell slot as if she were a specialty Wizard. This shouldn't happen. Oddly, her highest spell slot level (4) said she got 2 spell slots per day, but could only use 1. (I tested with confusion and contagion each prepared once.) This meant she only had 1 spell slot to use of spell level 4, which was the same as a Shadow Adept. I made an Enchanter who had the same spells per day as a Shadow Adept and also ended up with 1 spell slot per spell level less than a generalist Wizard. Using Shadow Magic without 5e Casting gets Shadow Adepts their normal allotment of spell slots as if they were specialty Wizards. What do I conclude from this? 5e Casting may be wrongly parsing available spell slots for the highest spell level castable and is seemingly reversing whether specialty Wizards should have a bonus spell slot per level - Shadow Adepts or not. That bonus spell slot for spell levels below the maximum is usable as normal. (As a generalist Wizard, I tested spamming Imoen with blindness and I was able to use the extra spell slot that normally only a specialist would get.) Update: What about Bards? With the same mod setup listed above, I made a plain Bard in SoA then consoled her to 160K EXP. She gained an extra level 3 spell slot as if she were a specialty Wizard. It seems you flipped a bit somewhere. Finally for Now Thankee!
  16. Knowing all the spells at level 1 seems easiest. That's how you handled your Revised Specialists, doc. Also, did you intend to make Shadow Magic compatibility an official component? If not, may the community publicly release a version that uses your listed tweak to make Shadow Magic compatible? Thankee!
  17. That link worked, but on GitHub it's better to link to a mod's releases page or main page so you don't need to change the link every time you have a new version, and these pages make it easier for visitors to learn more about the mod in addition to downloading it. Thankee!
  18. I agree that items and spells should be separate components or separate mods. However, if you intend to apply Olvyn's Spell Tool to your spells, you'll likely need to remake all your new spells from scratch or severely overhaul their implementation to allow for Olvyn's Spell Tool to work. As you said, you seemingly added your new spells in the most complex way possible. Remember what I wrote you in the direct message regarding spell descriptions: Add proper spacing between paragraphs for legibility and fix the typos I mentioned. I'm still a fan of putting flavor text at the end of the description like a Magic: The Gathering card. New spell requests: -Heroes' Feast: I like how it can make the party immune to poison for 12 hours as well as giving temporary HP. -Magic jar.It's effectively a possess effect with the option to prematurely end the effect akin to a less powerful version of the level 7 Shadow Magic spell possess. I know domination is also spell level 5, but it's a mind-affecting Enchantment. Seemingly, mind blank doesn't block magic jar, making it not entirely redundant. -Darklight's Lightning Web Level: 6 School: Conjuration Range: Long Duration: 10 rounds Casting Time: 5 Area of Effect: 20' radius Saving Throw: Special Darklight's Lightning Web acts as a normal web spell in most regards: Any creature who enters or remains its area must save vs. breath at a -3 penalty or be caught in the web for 1 round, and must make a new save at the start of each round to break free. However, any creature in the area takes takes 6d6 electricity damage per round it's in the area with a save vs. breath at a -3 penalty for half. Any creature caught in Darklight's Lightning Web takes 6d8 electricity damage (no save) each round it's caught in the web. Any creature immune to a web effect such as a spider is also immune to being caught in Darklight's Lightning Web, but still might take electricity damage each round it's in the area. Many spells are ascribed to the mysterious man named Darklight with Darklight's Lightning Web being his most famous creation. If the wizard Darklight ever existed, he was so obscure as hardly to be remembered among the planes compared to, say, Mordekainen or Melf. COMMENTARY: I know vanilla death fog does 8 acid damage per round and auto-kills summons and the Spell Revisions version of acid fog is the same spell level and does 10 acid damage per round and slows creatures within by half with no save. The listed damage is negotiable, but it needs to be meaningful. Also note that we're at or near the point where freedom of movement AKA free action is getting pretty common on foes and maybe also on your side, at least with SCS, and the Spell Revisions version of chain lightning can already deal about double this (12d6) in a party-friendly manner. (If you just want damage, Skull Trap goes a long way toward that goal, and chain lightning is somewhat weak for a level 6 spell regardless.)
  19. @shohy , welcome to the G3 board! Thankee for posting this here, but I can't access the file in the top post. Is the GitHub repository public? If it's private, we can't access it.
  20. To my present understanding, Tome & Blood + Faiths & Powers explicitly gives a Sor/Shaman multiclass. If you want something similar, you could use Druid/Mage (from the same mods) and add 5e Casting for spontaneous casting.
  21. Thanks, doc, for tagging me. Shadow Magic 2.2.x used this for its beta spell learning system. I don't recall offhand doc's mods doing this.
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