Everything works for me except the blood mage version of ninagauths killing bolt. It never creates a specter while the other non bloodmage version of the spell does.
Same as what the last person said. As an Evoker the other spell schools say "Abilities disabled", can you please fix this? I really like this mod, it seems very cool and like it would be fun, I was really looking forward to Evoker feeling awesome. Is there anything that can be done to make this work?
So this mod is supposed to erase the school lockout for subclasses? For me the skill tree preview doesn't show transmutation spells, for example, when I choose the evocation subclass.
A cool idea would be to add an ability to shorten the wait time on a cast spell, like DnD's sorcerers using quicken spell. Could possibly be a buff you only use for your subclass, and if you are no subclass could be used on all spells. Might need some balancing but its a neat thought. Also would really like to see you apply your changes to Aloth plz and ty kind sir.
EDIT: I'd also suggest making conjure familiar a free cast 1x per combat instead of an action.
While I did consider that I wasn't sure if it would cause issues with NPCs etc, so I left it pretty much untouched.
Also the mod was to make the Subclasses actually appealing to me too, I don't think I'd ever picked anything other than "No Subclass" on previous playthroughs as choosing a subclass just didn't feel worth it, so this was to try and change that somewhat.
Saying that though on the next set of changes I was thinking of adding a "Generalist" subclass, which would essentially be the same as "No Subclass" but would let me be able to make specific changes to it without risking other problems.
Maybe Change Aloth's subclass to generalist while you are doing it! And I think you are worried too much on it. I've seen some much more drastic change on class progression tables in other mods and the enemies seem to do just fine.
Also the passive that grants wizards more casts per level is severely overpowered. Wizards spells are already more effective than priests and druids. Although I understand that balance is not the primary concern, +1 cast per level at most is enough, in my humble opinion.
Edit: I tried to edit the bonus casts and find that one bonus cast at PL 1 and PL 9, leaving other levels unchanged is pretty balanced but still gives a significant bonus to monoclassing wizard.
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Can u update it?
edit: nevermind, I installed your mod wrong. With "Kro_Wizard_Changes" directly in "override" it works.
Is this working as intended?
EDIT: I'd also suggest making conjure familiar a free cast 1x per combat instead of an action.
Also the mod was to make the Subclasses actually appealing to me too, I don't think I'd ever picked anything other than "No Subclass" on previous playthroughs as choosing a subclass just didn't feel worth it, so this was to try and change that somewhat.
Saying that though on the next set of changes I was thinking of adding a "Generalist" subclass, which would essentially be the same as "No Subclass" but would let me be able to make specific changes to it without risking other problems.
And I think you are worried too much on it. I've seen some much more drastic change on class progression tables in other mods and the enemies seem to do just fine.
Edit: I tried to edit the bonus casts and find that one bonus cast at PL 1 and PL 9, leaving other levels unchanged is pretty balanced but still gives a significant bonus to monoclassing wizard.