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KronoKinesis

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About KronoKinesis

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  • Gender
    Male
  • Location
    California
  • Interests
    Video Games, Video Game Mods, Computer Science, Fantasy & Sci-Fi, Comic Books, Dungeons and Dragons (as well as roleplaying in general)
  • Mods Worked On
    Only a few personal tweaks to make the rules work more like 3e (no longer in use). Let me know if you want them and I can dig them out.

KronoKinesis's Achievements

  1. Forgive me if this is the wrong spot to report, I'm bad at finding official threads. In the mod "Sorcerer's Place Collection" there is a class kit for bards called "Arcane Fist". There is a small bug with this class (that utterly breaks your character for a few levels so maybe not so small but it's easy to fix). There is a script that ensures the Arcane Fist has the appropriate strength fist for his level. Or maybe it's not a script, I'm not a modder, anyway it reads player level and the weapon they have, then applies a spell to update their fist to the proper level if they do not currently have it equipped. However, the third fist spell corresponds to the first fist item file, causing the character to stutter as the game continually applies the first tier fist to the character and then tries to apply another one - which also ends up being the first tier, and repeat. The fix was easy, I went into the game files with NearInfinity and just changed the spell that applies the fists to refer to the proper fist item file. As far as I can see that is the only one that has a mistake, the third one. Otherwise the class appears to function as intended with some quick tests. Hope this helps!
  2. Hello, I have a question that I cannot seem to find the answer to anywhere. Forgive me if I missed it. I wanted to try out the "Add Save Penalties for Spells Cast by High-Level Casters" component this playthrough, but I'm worried it may be somewhat incompatible with my other mods. I use SCS and have the IWDification spells bundled into it as well as a few other mods that affect spells, like Cleric Remix adding in a few divine spells and aTweaks that has some modifications for select spells. How, exactly, does Tweaks Anthology make the changes to spells to give them a save penalty? If it simply edits each spell to add that functionality, I'm not sure if it will work with any of the other mods (and it's not super important to me, not as important as the other mods anyway, so I could just leave it out in that case) without causing strange inconsistencies. Otherwise though, I'd like to use it.
  3. That makes sense. In that case, I have a question - how would the mod work if I installed it without any IWD spells? Would it skip the second level healing spell altogether and work the way I had described earlier? Would it skip the spell but keep the progression ending at 5d8+25? Or would it just do the same thing since the "Increase Power of Healing Spells" component is present? Either way, I look forward to being able to heal my party member
  4. Hello, and thank you for this wonderful mod. I noticed some strange behavior regarding the "Cure Moderate Wounds" spell as it is added by "Increase the Power of Cure Wounds and Cause Wounds Spells to the level found in 3rd Edition D&D" component. I first noticed when the spell was failing to effect a member of my party Sirene from "Sirene NPC Mod". All of the other cure spells worked on her, and on all other party members. So I looked into the game files to see why this might be. As far as I can see, "Cure Moderate Wounds" was the only spell in the "override" section, likely because the game does not have a level 2 "Cure" spell by default to modify. I noticed a large list of creatures that would be immune to the spell, of which "Tiefling" was one of them. Sirene is a tiefling. So that makes sense. Although I don't think this is the intended behavior of the spell, especially as teiflings are mostly human and can hardly be considered truly extraplanar (which I'm guessing was the reasoning for making them immune). At any rate, it's very strange indeed to have only a single cure spell not function on one of my party members, and I don't imagine that if Tieflings were intended to be un-curable by your mod, that only one of the spells would function as such. Anyway, I wasn't sure if this was a bug exactly, but I figured I would bring it to your attention. I propose just getting rid of the spell altogether, as the increase in power they get from the mod component "Make Cure/Cause Spells Stronger" is already rather hefty, and it causes the final "Cure" spell to cap at 5d8+25 (!!!) rather than 4d8+20, which is higher than any single target cure spell in ANY version of DnD, let alone 2nd (which the game is based on) or 3.5 (which the mod changes are based on) and introduces an extra level of spells with which to prepare Cure spells in the first place. You could simply leave the 2nd level spells without access to a "Cure" spell like default, or perhaps move all of the spells down one level to fill the gap, so that "Cure Critical Wounds" would appear at 4th level as in 3.5, leaving "Mass Cure" at 5th so that there is a healing type spell in every spell level (instead of two healing type spells being available at level 5 and none at level 2). Thank you for your time and consideration.
  5. Ah, yes I was thinking of 3E there. Good catch. As for design philosophy, this was something stated by some of the developers at WotC - of course I can't find the link right now though. Regardless, my opinion is still that they scale way too strongly. The average damage they can offset in SR has risen by a large percentage at almost all levels comparative to other changes
  6. Hi, here to offer some feedback. First off, this mod is superb, the changes to druid spells especially are A+ One thing I dislike is that cure spells heal WAY too much damage. I was initially attracted to this mod because it changed the spells to work a lot closer to their PnP versions, for the most part. Which it does a brilliant job of. However, I noticed that the balance on most damage spells remained the same - some scale much better than before but for the most part the average damage to be found at each spell level was not changed significantly. The curing is much, much more powerful than before compared to damage dealing spells though. Both in PnP and the Infinity Engine DnD games, one of the basic design philosophies is that healing effects should be strictly and always inferior to damage effects of the same level - the idea is that healing is largely something to be done *out* of combat, and your clerics/druids etc should be more encouraged to cast buffs or defenses that prevent the damage in the first place. The formula was this: 1d8 rolled per spell level, +1 per level with a cap of x5 the spell level. So Cure Moderate, for example, would do 2d8+1/level, max +10. In SR it's a lot higher, with a more noticeable difference the higher in spell levels you go. They also all seem to all cap out at the same level, which I find rather odd. Vanilla BG holds up to this "healing should be an inferior option" ideal, the seemingly random fixed values of the default cure spells are actually just the average that the PnP version would roll. But the averages skyrocket with SR and it understandably gunks with the balance of a LOT of other spells. If this is intended behavior, then cool! If possible please let me know how to make the changes I would like to my own game, I'm guessing with NearInfinity or something. Although if not I would strongly recommend toning down the cure spells, as they are far too good right now.
  7. I would very much argue for the restrictions. It really rubs me wrong to see "Cause Wounds" im my good aligned party members spell lists. I agree that they should still be able to cure, unlike in PnP - as a crpg some concessions must be made. But allowing evil and good clerics to have the exact same spell lists kind of defeats the purpose of a clerics alignment. It makes joinable npcs less interesting and differentiated and cheapens the effect of the main characters alignement choice. I would much prefer to see evil clerics be unable to cast some other classically good spells as a tradeoff for being able to cast "Cause Wounds".
  8. Hello, just chiming in to report that I have also gotten the "commoners going hostile during Neera introduction fight" bug. The first time There were some commoners around, and they immediately went hostile. I ended up waiting until night to do the fight so nobody would be around - even when one was outside of my field of vision (but still somewhat close) they went hostile and ran into the fight only to run away again. I ended up having to wait until the one commoner in the area decided to walk the other direction in order to clear the fight without a reputation loss. So it's definitely not just a random spell getting tagged on a neutral NPC. BG1EE 2.5.17.0 Also, during installation I got a few warning messages about not being able to find a few spells, all ones that were added by the IWD arcane/divine spell component of SCS. This didn't happen with the first RC so I'm not sure what's going on there.
  9. How can I fix this since this spell is not even present and I cant find that anywhere? I also attach both weidu logs. Thanks for helping me //note: I also received error that IWD spells from stratagems was not installed due to similar component already installed from IWDfication SCS just recently got updated and the setup tool uses the new Release Candidate version to help with testing. Part of the update is that SCS now has its own component to add IWD arcane and divine spells into the game, so you should not use both SCS and IWDification components that add spells. If you want to use IWDification still, you should remove the components that add spells into the game (although last time I did this it wanted me to remove the IWDification mod altogether before continuing in the tool). Honestly it's probably a good idea to just wait for a few weeks while bugs get ironed out in the new SCS unless you want to help with testing, or skip that mod entirely if you want to start a relatively bug-free play through right now. As someone said earlier, the SCS sub form is a better place to report your issue so it can get fixed.
  10. This looks really choice, thanks for all the hard work! Quick question - it is mentioned that compatibility with Spell Revisions has been improved (awesome!) and that the spells from IWDification have been integrated into SCS. If I use IWDification and Spell Revisions at the same time, some spells are added by both mods (such as the level 1 Druid spell Sunscorch) and end up being duplicated in spell lists. Will SCS check and correct for this if I use its component to add IWD spells instead of from the IWDification mod? Or will I have the same problem?
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