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Priest reaching lvl21+


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#1 Silver Raven

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Posted 10 December 2005 - 12:21 AM

er my cleric (Viconia) in my party reached lvl23 ,the problem is :
at the next lvl she will learn a new ability although , there no place in the 7th lvl priest book to learn a new one, so after tested it, it appears the last spell written at the bottom of the 7th lvl page vanishes , because the priest learnt a new ability   :crying:

u don't have the choice :

1 - if u don't pick a new ability , no lvl up
2 - if u pick a new ability , and if u have 16 spells already written at lvl7, the last one is pushed out of the book, u can't even select a spell u don't want no more. The problem is lvl7 & quest spells (aka lvl8) are written on the same page. Mages have also quest spells (written on the lvl9 page) , but there is far more place to write them and u can unlearn a spell , not the priests / druids.

note : this is not a bug, this is an issue with mods adding some spells to the priest book

mods installed  : sos , tdd, ctb, ts

Edited by Silver Raven, 10 December 2005 - 12:36 AM.


#2 ronin

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Posted 10 December 2005 - 01:59 AM

You could use SK and delete some spells you know you dont use then load your game and level up.

ronin

#3 Silver Raven

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Posted 10 December 2005 - 02:57 AM

u're right some are quite useless , even for lvl7 spells

but well... this isn't friendly


duplicate posts removed by seanas

Edited by seanas, 10 December 2005 - 04:16 AM.


#4 seanas

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Posted 10 December 2005 - 04:16 AM

unfortunately, the size of the spellbook, and the number of pages it has, is another engine limitation (ie, it's hard-coded). it'd be great if the spellbook had a scrollbar; unfortunately it doesn't, and until such time as the GemRB project is complete, it won't.

it is a design flaw of TDD that it adds so many new spells that you can't view them all at once. there's not much that can be done about it, however, other than use NI, DLTCEP or Shadowkeeper to remove the spells you don't want.

the only other solution is to do what horred did in BP, and create an item which removes specific spells from the spellbook (he does this with the gloves of the priestly ranger - ranger-clerics, with access to both druid and cleric spellbooks, have mad trouble in BP with over-stuffed spellbooks). this solution works best if you make it yrself tho - as each person will have differing ideas on what is a useful spell and what is a crap spell.

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#5 Silver Raven

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Posted 10 December 2005 - 06:54 AM

ooh that's nice, always figured out what those gloves do , unfortunatly viconia isn't ranger, mmm maybe those gloves could be extended to priest class aswell, iirc those gloves could be usable only by rangers, could be wrong though
( i'm not a modder, but don't think would be too hard to do).

i meant some spells are pretty usefull than others, some spells depend too much about some situations.

ps : sorry for the multiple posts (blame my browser)

Edited by Silver Raven, 10 December 2005 - 07:39 AM.


#6 kharan5876

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Posted 10 December 2005 - 11:17 AM

Isn't there some file you can edit that decides what spells are given to priests each level? Or is it in each individual spell itself?

#7 Silver Raven

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Posted 10 December 2005 - 01:05 PM

no clue.
as far i know each time u gain a priest lvl u get all spells regardless this lvl and as i saw tdd adds some spells the cleric / druid / ranger the first time they lvl up (depends the ranger's wisdom though, if u look at Minsc, eh, he won't get any spell at his first lvl up :P), The idea , although would be convinient.

number of priest lvl7 spells + tdd spells = 14 , yikes, that let 2 slots for quests spells ....

Edited by Silver Raven, 10 December 2005 - 01:10 PM.


#8 Sir BillyBob

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Posted 10 December 2005 - 01:07 PM

The game automatically gives you spells based on a coding system within the game. Spells are categorized by type, priest or wizard, then by level 1-7 or 1-9, then the spells are numbered 1 - 99. So a SPPR3xx spell means cleric, level 3, number xx. By default, the spellbook shows you the first 50 spells (I think that is the default number). So any spell over 50 is not displayed unless you remove a lower spell from the book. Most TDD spells are higher numbers anyway. However, not having a scrollbar design to see more spells is still an issue. You will always be limited to what can fit on the screen. No matter how many you know.

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#9 Silver Raven

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Posted 12 December 2005 - 04:02 AM

You could use SK and delete some spells you know you dont use then load your game and level up.

ronin

k i tried this, but unfortunatly the game gives me back the spell i removed

was max lvl 7 spells, removed 1 with SK
then lvlup at lvl24 picked up one new HLA and rest
after i rested the game gave me back the spell i removed previously and so pushed out of the page the last spell writen at the bottom right.
and yes the spell pushed out is still present in the spells list , but not accessible from the book

although if edit the save game after lvled up, that's works, i believe i will need to do this every lvl the cleric will gain <_<

Edited by Silver Raven, 12 December 2005 - 04:31 AM.


#10 Promilus

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Posted 12 December 2005 - 07:22 AM

U can delete all the spells u think u'll never use...but don't touch spells that some monsters casts...it's messy job but the spells deleted directly don't appear any more.

#11 kharan5876

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Posted 12 December 2005 - 08:11 AM

What if you just edit the unwanted spells and change their type to wizard spells? Or will they still be added just because of the way they are named?

#12 mr2131

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Posted 12 December 2005 - 09:36 AM

What if you just edit the unwanted spells and change their type to wizard spells? Or will they still be added just because of the way they are named?


We could always revert to the P and P solution of only allowing clerics to know spells from a limited number of fields. The limited number of fields will place a natural limit on the total number of spells a cleric may know.

Mark

Edited by mr2131, 12 December 2005 - 09:37 AM.

"What rough beast, Its hour come round at last,
Slouches towards Bethlehem to be born."

W.B. Yeats

May the sun be always in the eyes of your enemies,
and may your feet always find the correct path.

Happy Trails . . .

Mark

#13 Silver Raven

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Posted 12 December 2005 - 09:50 AM

U can delete all the spells u think u'll never use...but don't touch spells that some monsters casts...it's  messy job but the spells deleted directly don't appear any more.


which ones ?

so far i only removed earthquake (a piece of crap imho)
but when the cleric lvl up & rested she got the spell back (for info earthquake is used by one type of monster in SoS, deletion didn't prevent to get the spell back)

i understand why there's the ranger-cleric glove now in BP, whish pure cleric can use them.

Edited by Silver Raven, 12 December 2005 - 09:54 AM.


#14 Promilus

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Posted 12 December 2005 - 09:53 AM

At DLTCEP we did that with deleting spells from priest scroll and than changing its parameters to INNATE- & PST Wizard...they didn't show up again

#15 amazinggameguru

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Posted 12 December 2005 - 02:20 PM

We could always revert to the P and P solution of only allowing clerics to know spells from a limited number of fields. The limited number of fields will place a natural limit on the total number of spells a cleric may know.

You mean something like this? Cleric Remix
There are 10 types of people in this world.
Those who understand binary, and those who don't.

#16 mr2131

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Posted 13 December 2005 - 07:00 AM


We could always revert to the P and P solution of only allowing clerics to know spells from a limited number of fields. The limited number of fields will place a natural limit on the total number of spells a cleric may know.

You mean something like this? Cleric Remix


Exactly, an excellent solution. Thank you for the link. What compatibility issues does
it have and will it work with BGT and BP and all the other new Weidu mods? This mod
should reshape the Divine spellcasters to follow the original P and P rules, and definitely
will solve the spell overload problem. I had read about Cleric Remix a long time ago and
never installed it. I had completely forgotten about it.

Mark
"What rough beast, Its hour come round at last,
Slouches towards Bethlehem to be born."

W.B. Yeats

May the sun be always in the eyes of your enemies,
and may your feet always find the correct path.

Happy Trails . . .

Mark

#17 mr2131

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Posted 13 December 2005 - 07:01 AM


We could always revert to the P and P solution of only allowing clerics to know spells from a limited number of fields. The limited number of fields will place a natural limit on the total number of spells a cleric may know.

You mean something like this? Cleric Remix


Exactly, an excellent solution. Thank you for the link. What compatibility issues does it have and will it work with BGT and BP and all the other new Weidu mods? This mod should reshape the Divine spellcasters to follow the original P and P rules, and definitely will solve the spell overload problem. I had read about Cleric Remix a long time ago and never installed it. I had completely forgotten about it.

Mark

Again with the double post thingy. Something is funky with this computer.

Edited by mr2131, 13 December 2005 - 07:03 AM.

"What rough beast, Its hour come round at last,
Slouches towards Bethlehem to be born."

W.B. Yeats

May the sun be always in the eyes of your enemies,
and may your feet always find the correct path.

Happy Trails . . .

Mark

#18 cujo

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Posted 13 December 2005 - 07:40 AM

Cleric Remix has evolved to Divine Remix. It adds kits so that would already give problems with TDD kits. I haven't installed it yet but I think it might give a problem with cleric spells that mods introduce as they won't have their spheres set. I am not sure about the second point but it's worth checking this out.

#19 mr2131

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Posted 13 December 2005 - 09:20 AM

Cleric Remix has evolved to Divine Remix. It adds kits so that would already give problems with TDD kits. I haven't installed it yet but I think it might give a problem with cleric spells that mods introduce as they won't have their spheres set. I am not sure about the second point but it's worth checking this out.


I read that, and I agree with you that the kits may cause problems with TDD.
I also agree that it is well worth checking out. Hopefully, after X-Mas, I will
have a little time to look into it. Certainly not before then. Between, exams,
research, moving back to Houston, and god knows what else, I'm going to
be occupied. That and I'm still trying to work through CA and I have a neat
character build that I'm running through Shadows of Undrentide. :D

Mark
"What rough beast, Its hour come round at last,
Slouches towards Bethlehem to be born."

W.B. Yeats

May the sun be always in the eyes of your enemies,
and may your feet always find the correct path.

Happy Trails . . .

Mark

#20 ronin

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Posted 13 December 2005 - 10:53 AM

With the G3 kit remover you can select what kits to be removed before installing the Divine Remix. I mean you can remove, for example, Fighter kits: Bioware and mod kits or just mod kits, same is with clerics, rangers and druids. Then you could just remove the cleric mod kits and install only the cleric portion of divine remix.

link here: http://gibberlings3.net/mkr/

ronin