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Specialists... (SOLVED, I hope)

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So here we are in Chapter 965484 of trying to mess around with Specialist Mages! (Since everybody and their grandma has already run into issues while modding Specialists.)


This is a screenshot from EE 2.3: https://s18.postimg.org/f8s2y3g4p/Baldr002.jpg

To be frank, I don't even know if what says in the description actually works, didn't find a quick/sure way to verify.

I tried casting some spells with a specialist and a regular mage, but the log doesn't show squat. Tried looking at my CHARNAME cre in Near Infinity, again nothing. This means the task falls to people smarter and more resourceful than me, which resumes to a lot of users in this forum LOL :)

But assuming the description of Specialists is accurate and does what it says...

I'm trying to mess around with the saving throws scheme, to be more specific, I would need to know that if by changing a spell to use a different save (for example instead of spells, to save death/wand/poly or breath), this change is automatically accounted or completely ignored by the singular bonuses/penalties that Specialist apply to their selected school of magic.

For mods that introduce/change many spells this is likely sensitive and important info.

It would also be interesting to know how Specialists accomplish the specific penalty (when casting offensive) and bonus (when resisting) that they apply to their school of magic.

So to find clues and investigate this case I summon ye!

Err... help me if you guys(and gals??) can spare some time or are interested in the matter :DD

PS: Also made the same topic at SHS before posting here: http://www.shsforums.net/topic/58822-specialists/

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