Over time, I've been slowly fixing errors in the Mage Tome Mod as I've run across them over the course of my various games.
This is by no means a complete Patch... just a collection of minor fixes.
If you know of any specific errors contained in the Mage Tome Mod that I haven't yet gotten to, feel free to leave a comment and I'll see what I can do about it.
Current Fixes:
* Main .2das updated for SoZ and MoW
* Added Wand Crafting support for most new spells
* Added Blueprint support for most new spells
* Archmage's Arcane Fire ability now available
* Disciple of Mephistopholes Lore requirement fixed
* DoM Hellfire Grasp and Hellfire Blast Feats fixed
* DoM CasterLevel issue fixed
* Magelord classes.2da line fixed
* Magelord now has unique Sneak Attack feats
* Various classes no longer have cluttered level-up feat selection screens
* Bigby's Helpful Hand now persists correctly
* Black Blade of Disaster creates unique creature, uses NWN statistics * Cold Shield now has Empower support
* Force Orb acts like other Orb spells
* Lightning Lance and Moonbow spells.2da lines now pointing to correct description
* Raistlin's Wheel of Fire now working
* Summon Spider unhidden
* Summon Wyvern fixed
* Storm Touch now uses correct Saving Throw type
* Descriptions fixed for Energy Spheres, Viscid Glob, and Arcane Fire
* Innate Caster Level altered for Acidball, Darkbolt, Damning Darkness, Shriveling, and Time Stop
* Added 'New' icons for most new spells
* Added Fire Adept support for most fire spells
* Added Frost Mage support for all new cold damage and summon spells
* Added Sneak Attack support for all new touch attack spells
* New spells should persist correctly on SoZ overland map transitions
* Support for Wild Mage Mod added to all new spells
Kaedrin for the Frost Mage and Sneak Attack support coding
2DruNk2FraG and Shazbotian for the Wild Mage and general spell upgrade coding
Netriak for the overland buff persistance coding
Draco Rayne for the Quickspell.xml coding
Recent Update: Fixed Arcane Fire description. Various added classes no longer have cluttered level-up feat selections (not optimal, but there doesn't seem to be any other way to separate spellcasting progression feats from bonus feats).
@Offkorn: I think some of the information is in the hench_i0_spells.nss included with his AI; it may not be immediately obvious though.
Posted by Offkorn at 2009-06-2214:49:04
Added a henchspells.2da version with entries for the new spells. However (and this is a large however) I have absolutely no clue what the majority of the seemingly arbitrarily large numbers used in that .2da refer to exactly since it doesn't seem Tony_K included a translation key. So the new spells were given lines from spells that were similar in effect. As a result, the AI use for some spells may be somewhat questionable. If you notice any particularly odd spell casting choices, feel free to mention which (Mage Tome added) spell it was here and I'll fiddle with the numbers some more. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Posted by Offkorn at 2009-06-2101:36:13
I've only tested the class with Sorcerer, so yeah, knowing what base class you're using would certainly help. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Posted by ladydesire at 12:39:48 Voted9.00
@jeffinak: What base spellcasting class are you using? You should be able to select a feat at Magelord first level that corresponds to your base class to enable the spell selection.
Posted by jeffinak at 2009-06-2003:56:10
Ive been trying to build a magelord and the problem i keep running into is spell selection.....it doesnt happen, I should get full spell progression but so far nothing, not sure if its a bug in the pak or something on my end, any ideas would be most welcome
Posted by Offkorn at 2009-06-0823:27:59
That's sort of why I'm not calling this a full Patch. I haven't looked at the Mage Tome Mod in-depth at all. Basically I'm just playing the game and then fixing whatever bugs, errors, or missing abilities appear. The Chosen of Mystra, for instance, could be completely bugged to hell and I'll never notice because it requires a DM-added Feat (and I don't play Multiplayer). Which is why I added that little "If you know of any errors" post-script to the description. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Posted by Kunikos at 2009-06-0816:18:06
Nice work. Do you have a list of which classes still have remaining issues? Also, it would be nice if you could just take over Mage Tome since Joshua Kalis doesn't seem to work on it anymore. I would love to see this continued into future versions such that I can install Kaedrin's 1.38 or something and drop the Mage Tome pack in for even more stuff. For me quality is the most important thing, though, because if I can't play my game or something isn't working right then I would rather have it disabled instead of "partially-working".
Posted by Offkorn at 2009-06-0409:51:29
Archmage's Arcane Fire exploit removed. Spell script now checks for Arcane Fire feat, and Arcane Fire feat will now activate the Spontaneous Conversion Toggle. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Posted by Offkorn at 2009-06-0403:56:57
Added the Archmage PRC's Arcane Fire ability. Turned out to be far easier than I thought it would be. Simply select the 'Spontaneous Casting' Feat when leveling as an Archmage, and then use the little Spontaneous Casting toggle to switch between Arcane Fire and normal spellcasting. Just as if you were a Cleric or Druid. Obviously, this can be slightly abused if you happen to have Cleric/Druid levels along with Archmage levels (since you get Spontaneous Conversion for free with those classes). However, the script will not run if your character doesn't have at least 1 level of Archmage (you'll get a message saying that you're not an Archmage), so it's not a huge exploit. I may look into finding out what script checks if a character has the Spontaneous Conversion Feat, and altering it to include accepting the Archmage Arcane Fire Feat sometime down the line to avoid that small exploit. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Posted by Offkorn at 2009-06-0303:48:30
Well, the simple answer is; combine them. There are several tlk editors available on this site that not only can edit tlk files, but can also compare two separate files and tell you which lines are different in each. Or you could just track down LadyDesire's combined PRC Pack and use her Dialog.tlk file. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone