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kaiiak

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Everything posted by kaiiak

  1. yep , well I think a week is too severe since your entire spell books keep refresh after sleep . BTW , the problem with this you cant control which spell get restored (would not be an issue with 5E spellcasting.) so I made another version of it that allow you cast list of spell from that level with the same max hitpoints , basically allow you to control which spell you will cast in exchange of hit points
  2. It does not work for me . it simply refresh the entire X-level slots instead of just incrementing it . So basically I made copies of d5srcXa (without the 206 effects ) , added Op321 d5zrfsh.spl and d5zprpd.spl to cancel my copies ,and modified the my spells to cast the copy and the 3 spells . anything else you can think of ?
  3. D5src1a - 9a simply modify proficiencies, I dont see an difference between them , how do you make 1a restore 1st level slot , while having 3a restoring 3rd level ? is it just a matter of applying it multiple times ?
  4. It does not explain why stoneskin was missing , unless the extra spells overwrite existing spell selection ? Sorry , I worded it poorly , how do I cancel single reduction spell from level ? It seems D5src# cancel all reduction therefore restoring all spells from that level. I'm trying to remove 1 reduction Let me explain : inspire from one of you previous mods (psionic) I create custom internal spells that allow restoring spell level but reduce the caster max hitpoint for a awhile . the idea to allow caster to "tap" into the internal health as restore spells for reducing health . In non 5E , I have spells that restore spell level and have max health cost based on the level . I'm trying to create it for 5E casting , so I need spell1 - to reduce 3 hitpoints for 5 min , and restore level 1 spell ,spell2 will reduce 6 hitpoints restoring level 2 spell... etc.
  5. I only tested it with invoker . I cant pin point the specific spells since all of them are messed up and I cant find any logic in it . e.g. I see more spells in the action bar that I memorized , and some of them match the spells I have but some some dont . Some of them are not even spells my char know. How do I cancel all of the reductions of spells from X level spells ? I saw that the Evermemory ring apply bunch of spells based on the class. so for example , let's say I want to create a 9 spells ,each restore spell slot from corresponding level (spell1- 1st level spell,etc) , which effects do I need to apply to each of them ? Sorry your mod is black magic to me
  6. @subtledoctor I noticed that with 5E opcode 261 (restore lost spells) does not seem to work (or maybe it works but the gui does not get updated) . Is there a different way to restore spells slot ? or do I need to do something to refresh the gui ?
  7. problem seems to go a way if I'm NOT specialist mage . So you are right the issue seems to be related to the specialist mage spells somehow...
  8. I prepare spells to customize other NPC spellbooks. I do it 3 to 5 min (real time) after the beginning ,so i dont think its initialization issue.does initialization require the AI to be on ?
  9. WeiDU.logAttached is my WeiDU log. Started new game . clicked on the prepare spells ability , and rested for it to refresh . after rest, I noticed that the AI did cast stoneskin as part of the auto buff AI sleep , but I could not find the spell on the action bar. I then noticed that alot of the spell I did not memorized (and did not "know" ) appear in the action bar, but some of the spell I did prepare do not. One thing of note is that I modify the bonusINT.2da ,d5cstwiz.2da and d5cstwiz_un.2da in the data folder before installation in order to give wizards more spell slots , could that have messed up to order of the spells somehow ? EDIT : uninstalled the MOD , copied the original folder (unmodified 2da) ,and reinstalled - same results. it's not related to the 2da files
  10. @subtledoctor I'm seeing some weird behavior where the spell I have can cast are different then the spells memorized . for example , notice in the screenshots I have stonskin (after sleep) , but the spells I have on the action bar are different
  11. @subtledoctor can you please point me to which regex need to be edited to incorporate more spells prefix (e.g. MEWI* ) into the 5E ?
  12. got error during installation : ERROR locating resource for 'COPY' Resource [d5zrfsh.spl] not found in KEY file: [./chitin.key] Stopping installation because of error. Stopping installation because of error. ERROR Installing [Change All Casters to 5E System], rolling back to previous state
  13. One more question - I already have Might and Guile installed - how critical it is for 5E to be installed before ? what impact will it have installing it last in my install order ?
  14. Wow - thank you for the detailed response @subtledoctor - this is exactly what I needed - basically I have a bunch of mods that add spells (like made-in-heaven) that dont use the SPWI / SPPR standard - I want to add them to the list of spells - so this is perfect ! . I'll give it a try and update here . thanks again !
  15. @subtledoctor which file do i need to modify to add other spells prefixes? I need to add some spells from other mods as well as private modded one
  16. @subtledoctor - I cant seem to install multiple sorcerer components (on either BG2EE or SOD) . the error I'm getting is : [./override/luFM0.2da] loaded, 3869 bytes ERROR: cannot convert %first_empty_row% or %%first_empty_row%% to an integer ERROR: [luFM0.2da] -> [override/lud5_98.2da] Patching Failed (COPY) (Not_found) Stopping installation because of error. any Idea ?
  17. @subtledoctor - thanks for that. I found out that after multiple reinstallation the new spells are not created any more . I have no doubt its a bug in my local copy - like some files are not getting deleted during uninstallation. I ended up going the different path (I'm documenting it for future generations ) 1. made copy of the spells I needed with SPWI### 2. I manually edited d5clonm.2da to tell the installation these are the spells which need be patched * ( this should happen automatically during installation once you edit line 655 as @subtledoctor suggested) 3. Reinstall Tome and blood 4.profit ? ---- edit , I should also mentioned that d5clonm.2da will be recreated during the multiclass sorcerer or the spell switch component , you need to edit the file , make a backup of it , and copy it back to override folder after those components are installed but before the mana sorcerer is installed.
  18. never mind you already wrote which file to edit. testing right now .. I'm not worried About Olvy spells since I only make a copy of the spells ( I wont rename them) also Are you saying I dont need to add the line to Spell.ID to make them appear in the mana sorcerer list ?
  19. Thank you @subtledoctor - option 2 is actually what I did in the past . I copied the spells I wanted to SPWI### and added them to Spells.ID . I was able to do with other spells systems like MIH. For some reason it did not work for me now . I vaguely remember talking to you about that , and I think there was a file that need to be deleted manually from the override folder after uninstallation to make sure the spells list is recreated from scratch. Can you explain more on how the list of spells is saved (which spells will have D5M### spells created) . Does this list of spells get saved to a file in the override ? maybe this file need to be removed manually for the second installation to go over the spells again. so the steps are : 1.uninstall Mana_sorcerer components 2.copy the spell (for example SPWI353 for FLY) 3.Add line to spells.id with 2353 WIZARD_FLY 4.Reinstall Mana_sorcerer Am I missing something ? -------- EDIT: OK for some reason uninstallation only the mana_sorcerer component is not enough , you need to uninstall all of the Tome and Blood and reinstall it , only then the spells will be created . I'm still missing some spells even though I added them to spells.ID , wonder if there is other conditions beside have it as SPWI format and add them to SPELL.ID to causes the installation to skip them (maybe they dont have scrolls ???)
  20. @subtledoctor - I'm trying to have mana sorcerer and Arcanist to include the spells from Olvynspells list . as you know he came up with a method to break the SPWI/SPPR file limitation, and all of his new spells now have MEWI (wizards) . those don't appear in Spells.id and therefore dont get included in the Mana sorcerer and Arcanist spell list. can you please point me to the which file I need to modify in order to have the installation include those new file ext as well ?
  21. yes , it did go above that with no issue . but honesly that is not even needed . I simply modified the d5man-X to return at some rate 300 Sec for 1st level spells , 360 Sec for 2nd ,etc.. this way you can still have some limit , but I found myself allowing myself enjoying high level spells
  22. Ha... thats what I'm here for :creating problems that nurture your creativity . Unfortunately I couldn't get the Arcanist to work it failed to initialized the spell system in every game I tried it (Bg1/SOD , BG2 , arcanist standalone as well as tome & blood package) , I ended up with single instance of each spell that disappeared from my spell bar after I cast it (just like a regular wizard). beside , Arcanist would still limit me to X spells per level , I love the flexible casting of the mana points , and I found Ii'm not hording spells as I used to do. I also really liked your old psionic system where max hit point was reduced after every cast (and returned at a fix rate of 1 per round) . mana wizard ? yes please !
  23. I really appreciate you taking the time to run test @subtledoctor . yes , I did ,modified the known spells tables (QD_splsrckn.2da) to ~12 spells per level , so as you explained that might be the cause of the delay . one things that still cant explain , is that for some time , the delay is manageable (1.5-2 seconds ) even with all those spells , which is reasonable for all those many spells . but for reason I cant explain (no new spells ) it suddenly becomes 4 -5 seconds . this happen after every spell on non combat scenarios . the other two changes I did - I cant think why those will add to the delay, but making sure I mention them - is changing the d5-manX to have a duration of 300+(60*level) to basically have the mana point come back slowly without the need to rest for 8 hours . and I gave my sorcerer more tracking (mana) points per level (editing d5man3X files ) to roughly 5-7 points per level. As I said , once I played with your mod I cant go back to spell slot so I'm determined to work around these delays somehow . Thanks again for your work ! ( do you have patreon ? , I would love to show my appreciation to your work somehow)
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