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subtledoctor

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Everything posted by subtledoctor

  1. That's very odd - even if the new version of the spell has no op318 effect, running a DELETE_EFFECT command with a non-matching match_opcode should be entirely harmless. That seems unlikely...
  2. Don't mess with the opcode 42 spell slot effects. What ends up controlling your spellcasting slots in-game are opcode 233 effects modifying proficiency #108. See the spell files whose name starts "D5ZLT..." If you only install the Arcanist, it is D5ZLTAC.SPL. If you install the overall 5E casting conversion, then for wizards it is D5ZLTWZ.SPL. Note, modifying those spells is not exactly for the faint of heart. Each one has 50 headers (one for each possible character level) and each one resets you casting slots to the number of slots you should have at each level. You would have to change the opcode 233 effect to change the spell slots in all 50 headers. Even assuming you are adept and do it correctly, it would be super tedious. Instead, to change the number of casting slots you have, open the file "tomeandblood/data/arcanist/d5cstarc.2da" (for the Arcanist in Tome & Blood) or "5E_spellcasting/data/5e_casting/d5cstwiz.2da" (for the total 5E casting conversion mod). Change the values in those tables to whatever you want before installing the mod, and your casting slots-in-game will reflect your desired values. EDIT - just to be clear, the above is to modify your casting slots. To modify preparation slots, you would indeed need to change the opcode 42 effects on the character. Or just change the normal MXSPLWIZ.2da spell table in your game.
  3. It’s a static value in the .CRE file, one byte long at offset 0x274. Right after race (0x272) and class (0x273). EDIT - nothing against anyone here, but it's not likely this will be discovered just by reasoning things out. We need to know what your files look like. One possible idea I had is based on what I know about my own mods. Some of them set an equipping effect on all scrolls and wands, opcode 319, which prevents someone form using it if they have their SPECIFIC value set to "D5_NO_UMD." If Edwin and Dynaheir somehow had their SPECIFIC value set to that (whatever number it is in SPCIFIC.IDS in your game), then it would explain the behavior. I don't really think that's the issue; the mods set that value on all thieves, and apply a spell to all mages to undo it, so if you dual-class a thief to mage then the value will go away. (Dualling to mage, in essence, gives you the "Use Magic Device" feat for free.) But single-class mages should never have that value set in the first place... so this shouldn't be the problem. It's just the only thing I can think of because it's the only thing I know of that affects those items in that way. However, it is worth eliminating this as a possible problem, and then focus on other possibilities. To do that you could post a copy of the following files from your override folder: scrl80.itm (or some other arcane spell scroll that Edwin can't use) edwin7.cre clabma06.2da clabth01.2da d5_umd.spl d5_numd.spl d5_numd.eff specific.ids Like I say, I don't think this will actually give an answer. The real notable difference here has to do with the in-game transition from one campaign to another. It seems like only @K4thos can answer questions about that, and he's not around... (Obligatory grumbling about how working on big projects like EET and IWD-in-EET in secret rather than with a team increases the likelihood they will end up as abandonware and vaporware, respectively...)
  4. The big thing that enables a lot of my EE-only modding is the stuff Beamdog brought over from the IWD engine - opcode 321, opcode 318/326 and splprot.2da, opcode 328 and splstate.ids, etc. And all that, of course, derived from having access to both the original IWD source and DavidW's IWD-in-BG2 mod. If someone could have plugged those capabilities into BGT via ToBEx, boy would I have been so happy.
  5. This sounds a lot like what I saw sometimes in testing, but then it got fixed and I released it. Damn if I can remember what specifically caused that problem... but are you using the latest version? If it works after levelling up, then maybe it has to do with spell slots. If you look at the character in a savegame where it isn't working, do you see a bunch of opcode 233 effects modifying proficiency 108? Those effects get removed and re-applied at level-up, which would explain why it works after levelling up. EDIT - now that I think about it, I changed that so it no longer gets re-applied at level-up, instead your spell slots get reapplied whenever you sleep. (This was changed to ensure they get updated to work with the mod that grants bonus slots for stat scores.) EDIT2 - actually it looks like the Arcanist gets it applied when sleeping and at level-up. That's actually a mistake - there is no need for it to happen at level-up - but it should be harmless. What game are you playing? Which patch version? What level did you start at? What inn did you sleep in? Sounds like it has something to do with bonus slots for stat scores...? Or bonus slot items. (Were you wearing a Ring of Wizardry or something at the time you saved/reloaded?)
  6. It's one of those tweaks where I ask, "sure it sounds cool in general but can I name a discrete instance of when it might actually make my game better?" And since the answer is probably no, then I don't bother with Yet Another Mod that Might Introduce Bugs (YAMMIB). (A bit like all of those variant spell tables, which have interesting names, but when I look at them they don't really differ until level 25+, and my mages rarely go past level 25 or so in TOB, so I realize I can completely skip all of that.)
  7. I don't love that, I worry about the stability and potential interactions with other mods when it has so many possible caster level values. For a modded version that is simple and static, but with more interesting/sensible/PnP-friendly values than "everything at 10th level," I have been using Astrobryguy's Scroll Caster Level Mod. I believe it casts spells from scrolls at the higher of 1) 5th level; or 2) the level required to actually cast the scroll's spell. So Magic Missile would be cast at 5th level, while Chain Lightning would be cast at 12th level. Something close to that, anyway.
  8. I think I recall seeing in-game options to toggle this stuff in the "fine-tune difficulty" part of the new difficulty system. I'm playing on EE though, where that stuff is done through UI tweaks. I don't know what it looks like for the old engine. EDIT - ah right, I think it's controlled by dialogue triggered from an innate ability, or something like that.
  9. Off the top of my head: zero out every value in SPLSHMKN.2da, which will preclude use of the existing spell-picking mechanism. Then choose which spells you want them to know, and add them manually just as the special ones already are in CLABSH01. This will break the class for any kits, though. (edited the filename typo)
  10. Glancing at the patch notes (such as they are), there’s not actually any improvement in 2.6 that ever bothered me. I suppose pathfinding, but that’s really it. All the improvements that I was looking forward to apparently got lost and were not backed up (*I shit you not), and have been pushed to the 2.7 patch. Whenever and if ever that happens. So, I’m not upgrading anytime soon.
  11. Or, forget about the 2.6 patch and just play the 2.5 patch with a well-tested version of mods. Installing a brand-new and untested patch, and then waiting to install a bunch of brand-new and untested versions of mods on it, is just asking for trouble.
  12. I think SR no longer removes Pro Petrification... right? It used to change it into Expeditious Retreat (right?) but since SR4b17 started using ADD_SPELL, it now just adds Expeditious retreat as a new spells and preserves the original Pro Petrification. I think. Anyway, yes it is a stupid spell, not much more interesting than CLUA'ing yourself a few thousand XP since it basically turns basilisks into rats. My "Random Tweaks" mod has an option to change it into "Mirrored Eyes," which uses my generalized version of IWD thieves' "Evasion" ability to give you an extra chance to save against any gaze attack - which includes basilisk petrification but also vampire charm, umber hulk confusion, and Aec'Letec's death gaze. So it gives less-than-full protection, but broader utility that is helpful even through BG2. Note, that only works in the EE engine. TBH you don't even really need Pro Petrification with SR, you just need to boost your saves as much as possible. Even if you are affected by petrification, you have some time before you are totally frozen, and you can undo it by simply casting Break Enchantment. I think the Dimensional Anchor HLA-level ability in my psionics mod can currently resist it... but I guess that's a bit further afield from what you are thinking about...
  13. Oh, this guy doesn’t do search. It’s beneath him apparently.
  14. Whoops, I didn't spot that. That may be the error. Or, another error. Good eye, Jarno.
  15. If this is the EE game, they coded the proficiency screen to only display options that are available to the base class. So you would need to also edit the unkitted cleric column in weapprof.2da and allow trueclass clerics to use longswords and spears. Yes, that obviously entails other consequences that you may not like. It’s SUPER annoying. Another option is to leave the trueclass column alone and install the UI mod calked “hidden game options” or something like that. It has a component to display all weapons in the proficiency screen. (Or maybe it’s an option in lefreut’s UI tweaks... I forget.)
  16. That's part of the "multiclass bards" component that you installed. It changes bards into multiclass wizards, but the idea is that they approach magic in a musical way, through repertoires and improvisational patterns instead of rote memorization; this lets them cast spells spontaneously, but limits them to 7th-level spells. When you say "I'm a bard myself," it sounds like you are an actual bard in the unmodded bard class - not a multiclass wizard bard. The original bard class is left intact and operates normally; but when you install the multiclass bards component it changes NPCs into new-style bards with the new-style casting. You can turn that off - set it up such that bards are multiclass wizards with normal wizard spellcasting plus bard songs. You have to change a value in the settings file to do that, and it has to be set before installation.
  17. Well, Project Image is a broken and poorly-designed spell to begin with. This sounds like another facet to its poor design: it is entirely possible for the spell to suppress not just the innate ability button, but all innate spells in any location. But I guess they did not do that. Yeah. Vanilla sorcerers are stupid and munchkiny. Vanilla sorcerers with vanilla Project Image, even moreso. Note, that sequence is also possible with unmodded HLAs, since unmodded HLAs are spells and the unmodded Project Image allows you to cast them with 9th-level spells slots. SCS isn't designed to address any of this. Though, *cough* there are mods that do... *Cough* there are also mods that address this. My versions of innate sequencers, for example, have the option to preclude sorcerers from getting them at all. I think this is a really nice way to balance things, keeping sorcerers focused on raw power, casting everythign innately while making mages the masters of magical study and techniques (which I think is a good characterization of sequencers and contingencies.)
  18. Yes, I believe so. Innate abilities can appear under either button. Since HLAs are sort of approximating 10th-level spells, most mods that make them innates put them under the spells button (where they conveniently appear after 9th-level spells). But they function just like innate abilities in all other ways - you don't need to memorize them, and they are automatically refreshed when you rest. The difference, in other words, is purely cosmetic.
  19. Could try just removing Comet from your override folder and playing with the vanilla version...
  20. Ability score-based bonus spells gives bonus spells up to 7th levels for mages with high INT, and bonus spells up to 5th level plus caster level bonuses for sorcerers with high CHA. It’s described in the in-depth 0.7 Readme, linked in the first post.
  21. Might want to try externalizing the item removal to a SPL. Put an equipping effect on the crown with opcode 146, timing mode 1 or 2. (I forget which; might not matter.) Have it cast a spell on self, Remove Item, with timing mode 1 or 9.
  22. Yeah, I’ve been trying to give more informative answers lately, I figure it’s good in general for as much of this information to be public as possible. Enjoy! (And, if you like the Arcanist, I’ve recently expanded that casting system to cover every class in the game, instead of just one kit.)
  23. Was the game running in the background when you installed it? If do, don’t do that. Did you install it on Siege of Dragonspear bought from Steam or GOG? If so, you need to install ModMerge or its new variant, before installing other mods. ...Those are my only two ideas.
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