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Endarire

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Everything posted by Endarire

  1. Haste is a great early game force multiplier. Yes, you may be able to win a fight with a single fireball or skull trap using that same level 3 slot, but haste as it is has the benefit of being useful outside of combat for running more quickly across maps. (Haste spam was how I got through much of point-to-point exploration, like in towns.) Haste is a spell that can make the entire party feel important, and it's something that's just assumed to be always on at a certain point.
  2. To clarify, the code I mentioned was the one line part you recommended I comment out to test compatibility. I understand your stance of wanting to be retired from modding, yet this small and very impactful tweak (changing one line of code in 5e Casting) made Shadow Magic viable for me since, after playing D&D for years as a prepared caster, I just wanted to enjoy a mix of spontaneity and changing spells daily a la the 5e system. I suspect others are like this as well. A simple, largely elegant solution for Shadow Magic and 5e Casting is thus: Offer it as an install option (compared to the normal spell system) with the explicit warning that it's experimental or not entirely supported. That way, people like me aren't asking about why Shadow Magic casters aren't getting their spontaneous spells via 5e Casting, then accidentally breaking the 5e Casting mod locally trying to reverse engineer it. Thankee.
  3. Doc, what say you to just formally allowing 5e Casting to work with Shadow Magic? Having this work is a minor tweak. There's also the minor glitch of the code thinking Shadow Adepts are specialty Wizards in terms of initial spell slots and them getting 1 too many per spell level, but that's easily handled by players properly preparing spells or/and by you changing the code. Thankee!
  4. How does the Fighter/Druid kit (seemingly) mess with Spell Revisions? Thankee!
  5. Note that T&B's bonus spells from a high ability score largely fix the problem assuming Nightsingers (Shadow Magic Bards) and Shadow Adepts (Shadow Magic Wizards) start with 18+ INT. Having tested further with a Nightsinger (Shadow Magic Bard) + 5e Casting with that one tweak you mentioned, they have no excess starting spells and just work. In short, removing the 5e incompatibilities with the latest Shadow Magic works just fine. Shadow Magic spells are still arcane spells that are largely prepared but also have a spontaneous class option (Shadow Disciple Sor). Adjusting items to work with 5e casting still works as intended, like with Evermemory. Shadow Magic spells are still arcane spells as previously mentioned. The only likely awkwardness from subtledoctor's mods interacting with Shadow Magic is that Shadow Magic duplicates some spells from vanilla onto the Shadow Magic list (identify, minor sequencer, contingency, spell sequencer, limited wish spell trigger, chain contingency, and wish), meaning a Shadow Magic caster can learn these spells as spells known and still get them as 1/day innates. That's a minor thing for me compared to being able to finally play the Shadow Adept I intended to play with spontaneous casting! (I know that Shadow Magic has intentional spell combos like spamming sigil of madness, but so does vanilla. Animate dead + stinking cloud or cloudkill is a simple example.) Thankee!
  6. The author of that pack mule mod expressed no intent of updating the mod for EE(T), meaning if you have that mod, it likely needs updating to work properly on EE(T).
  7. Greetings, all! Since I want to be able to allow player characters to undergo lich transformation, Specifically, I want the below effects. (I'm not focused on this being lore-friendly. I just assumed a lich's life essence is trapped in its phylactery if it has one.) Note that I purposely removed the standard 'immunity to spells of level X' like a typical lich since I don't want to break the AI, especially SCS. -The subject becomes Undead, also becoming immune to level drain. +1 INT, WIS, and CHA. +3 bonus (or is it -3 bonus?) to natural AC. -Immunity to mundane (that is, nonmagical) weapons. +50% damage reduction to slashing and piercing weapons. -Immunity to hostile polymorph effects, hostile [Mind-Affecting] effects, paralysis, death effects, and fatigue/exhaustion. -Immunity to electricity, cold, and poison. (That's effectively 100% resistance to each.) -At-will lich touch (the IWD spell) as an innate ability. -Continual see invisibility. Thankee!
  8. Doc, I tried as you said (commenting out the c0sa part while keeping the PATCH_IF and D5Mana stuff) and 5e casting sorta worked. On BGEE (not EET), I made a new Elf Shadow Adept (Shadow Wizard), learned two spells to start, loaded into Candlekeep, and my spell preps were all of the first spell I had prepared (decoy) with none of those that I prepared second (ebonfruit). However, there was more than one line in that file you linked with c0sa. I haven't tested it yet as of this writing, but I strongly suspect that removing those c0sa references will cause Shadow Magic to work properly. EDIT: I made a new Shadow Adept on SoD (BGEE only) with only DLCMerger, Shadow Magic, and 5e Casting installed as mods in that order. I ensured I only commented out the short section you mentioned above. Shadow Adepts are able to learn and prepare 1 additional spell slot per spell level at character creation compared to what they can cast. For example, I learned black ooze and shadeskin as level 4 spells, prepared each of them once, then in-game I could only prepare and cast 1 level 4 spell, black ooze, because that's what I prepared first. This is likely because Shadow Adepts are specialists in shadow magic but didn't get the extra spell slots from specialization they should have. Otherwise the 5e casting seems to work as it should. I'm glad it was a simple fix to get it this far. What else is involved to make it work fully? Thankee!
  9. If commenting out the C0SA line, should I also comment out a corresponding END or/and other code? If so, what? (And, yes, you did account for Olvyn's Spell Tool spells in your mods for compatibility. Shadow Magic is... special.) Thankee!
  10. I'm unsure how much this applies, but did you apply Olvyn's Spell Tool to the new spells so they don't count against the spells per level limit on the technical side? Thankee!
  11. Thankee for the compat updates! What sorts of compats did you add with subtledoctor's mmods and OlvynSpells and how?
  12. Bug Report 1 T&B + the newest Shadow Magic means Shadow Magic Sorcerers AKA Shadow Disciples can learn spells from the standard Sor list AND the Shadow Magic list which should not be! Further testing with T&B and Shadow Magic produced these awkward results: -Using T&B's spell learning and swap system, a typical Sor could learn normal and Shadow spells. A Shadow Sor could also learn all these spells but could seemingly only cast Shadow spells. All other spells were removed from their spells known. -Innate Find Familiar: Still applied to a Shadow Sor main character. I installed Choose-Your-Own Familiar and chose a Spider but that was replaced with an Imp. I could also use Find Shadow Familiar to get a second sort of familiar out at a time. At least Sor spell switching worked as intended! Bug Report 2 I tried using OlvynSpells 2.5 with the latest EEex release (0.9.22) but the metamagics seemingly have no effect! I tried consoling Imoen to Wizard level 23 and tested Mass Spell on stoneskin and mirror image. Even with CHARNAME and Minsc close nearby, the caster was the only one to be affected by these effects. (The character menu for Imoen showed stoneskin active, but not on other party members.) I tried making a Shadow Magic Sor (Shadow Disciple) and normal Sor. Metamagic seemingly had no effect. With the Shadow Disciple's Mass Spell active, a small purple ball of light repeatedly pulsed from the caster to nearby allies as if to indicate a range. It had no mechanical effect to my understanding aside from perhaps preventing saving while the graphic was displayed. Note that on EET, I installed Shadow Magic then Tome & Blood then Spell Revisions then EEex then OlvynSpells then EET End. I used the latest versions of each. For another text, I tried removing Shadow Magic from the mix and used EET >> EEex >> Spell Revisions >> OlvynSpells >> Tome & Blood. Metamagics still didn't work for the Sor and a Human Transmuter didn't even learn any metamagics to test! In comparison, the mass cast spell cast by the Transmuter provided mass mirror image to the party just as expected! To clarify, with just EEex/OlvynSpells & EET, metamagic worked as intended. Closing Thankee!
  13. @CamDawg Since it's been so long - and your icon changed in the meantime - I wanted you to get a proper ping. Details are in my previous post. Thankee!
  14. Doc, for personal curiosity, I tried applying your 5e Semi-Spontaneous method to the newest Shadow Magic. (I'm doing this because, even though Shadow Adept is a Wizard and AionZ uses Olvyn's Spell Tool to index the spells, 5e Casting just didn't work with it.) I put it in the .TP2 after the main component (applying it to the first level Shadow Adept spells of c0sa101.spl through c0sa113.spl) and got the error below when trying to install 5e Casting's newest version. I got the same result when I tried moving the relevant. I know Shadow Magic is a complex system and that I'm new at this. What do you advise? Thankee! ERROR WHAT CODE I BRIEFLY TRIED
  15. Are you using the PnP Fiends component from aTweaks? That may cause problems. (I didn't see it in your PasteBin.) Thankee!
  16. How do unique character kits like kits from Lava's NPCs affect the limit? Thankee!
  17. Greetings, all! I wanted to know the best install order for IWDification and BG1 NPCs in BG2 since BG1 NPCs in BG2 includes IWD spells and I wanted to minimize overlap/duplication. Thankee!
  18. Does this mean that the spell description's casting time should be changed to account for skeleton guard's true casting time? Thankee!
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