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Good day everyone,

I have a bit of a weird problem here. So I was playing in multiplayer with a wild mage. Somewhere around the underdark I was still able to cast chain contingency and spell trigger with Nahal's reckless dweomer, but at some unknown time all my spells in the spellbook beyond level 7 or so vanished (at first I thought of some weird glitch due to repeatetly reloading having connection issues). Naturally, I inserted the spells via console in order to regain my old knowledge.

Since then, I cannot choose chain contingency, contigency or any form of spell trigger from NRD, even though I may perfectly cast them from memory (so they are definately in my spell book). Any other spell shows up in the menu just fine.

After trying various things, I reinstalled the game and created a dummy character and leveled it with cheats.
I still cannot choose chain contingency.

TL;DR:
Cannot choose chain contingency from NRD even though it is in my spell book.

See the images in case I'm not clear.

Image 1: Spells are memorized (so they must be in my spell book)
Image 2: CC and spell trigger do not show in the NRD menu

Thanks for any help :)
Attachments:
baldr000.jpg (16 Kb)
baldr001.jpg (42 Kb)
No posts in this topic were marked as the solution yet. If you can help, add your reply
Sounds like you've been level drained or have lowered INT. Check your stats and get your cleric to use Restoration on your mage.
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Hickory: Sounds like you've been level drained or have lowered INT. Check your stats and get your cleric to use Restoration on your mage.
Cannot be as I created a whole new character to test this.

Could it actually be version related?
I have tried this on the setup version 2.0.0.1 and NRD into CC works.
After the patch to 2.0.1.2 it does not. Though I am farily certain I was able to cast CC via NRD even in the 2.0.1.2 version (maybe my mind is playing tricks on me).
The thing is, nothing about NRD into CC, Spell trigger etc. is noted in the release info (https://s3.amazonaws.com/beamdog.com/release_notes/ReleaseNotes080616.pdf).

If it is a "nerf" or "patch" - can I undo this change?
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Hickory: Sounds like you've been level drained or have lowered INT. Check your stats and get your cleric to use Restoration on your mage.
avatar
void2k15: Cannot be as I created a whole new character to test this.

Could it actually be version related?
I have tried this on the setup version 2.0.0.1 and NRD into CC works.
After the patch to 2.0.1.2 it does not. Though I am farily certain I was able to cast CC via NRD even in the 2.0.1.2 version (maybe my mind is playing tricks on me).
The thing is, nothing about NRD into CC, Spell trigger etc. is noted in the release info (https://s3.amazonaws.com/beamdog.com/release_notes/ReleaseNotes080616.pdf).

If it is a "nerf" or "patch" - can I undo this change?
Ok, I may have misunderstood you. In fact I'm still a little fuzzy on exactly what it is you have set up versus what you're trying to achieve. Can you elaborate more clearly? For example, do you have a Chain Contingency already set up? This will negate it from being chosen by NRD if you do. What, exactly, is your setup and what, exactly, are you trying to achieve.
avatar
void2k15: Cannot be as I created a whole new character to test this.

Could it actually be version related?
I have tried this on the setup version 2.0.0.1 and NRD into CC works.
After the patch to 2.0.1.2 it does not. Though I am farily certain I was able to cast CC via NRD even in the 2.0.1.2 version (maybe my mind is playing tricks on me).
The thing is, nothing about NRD into CC, Spell trigger etc. is noted in the release info (https://s3.amazonaws.com/beamdog.com/release_notes/ReleaseNotes080616.pdf).

If it is a "nerf" or "patch" - can I undo this change?
avatar
Hickory: Ok, I may have misunderstood you. In fact I'm still a little fuzzy on exactly what it is you have set up versus what you're trying to achieve. Can you elaborate more clearly? For example, do you have a Chain Contingency already set up? This will negate it from being chosen by NRD if you do. What, exactly, is your setup and what, exactly, are you trying to achieve.
There is no CC set up.
Basically I want to use NRD to cast CC at a very low level, but I cannot choose it from the NRD menu (see the pictures attached in the original post).

As my further investigations revealed, this could have been changed silently in a higher patch version. See:
"Those checks confirm that it's not possible to use sequencers or contingencies through Nahal's in any of my EE installations. If that's not the case for you then I guess it's perhaps to do with where the game was bought"
(source: https://forums.beamdog.com/discussion/comment/854066#Comment_854066)

So bascially the question now is: is there a way to use NRD to cast sequencers and contigencies at very low levels in game versions that do not allow that.
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void2k15: So bascially the question now is: is there a way to use NRD to cast sequencers and contigencies at very low levels in game versions that do not allow that.
Beamdog is very diligent (their folk lurk the forums) at removing what they consider exploits in any form, so without a mod designed to do that, no.
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void2k15: Could it actually be version related?
I have tried this on the setup version 2.0.0.1 and NRD into CC works.
After the patch to 2.0.1.2 it does not. Though I am farily certain I was able to cast CC via NRD even in the 2.0.1.2 version (maybe my mind is playing tricks on me).
The thing is, nothing about NRD into CC, Spell trigger etc. is noted in the release info (https://s3.amazonaws.com/beamdog.com/release_notes/ReleaseNotes080616.pdf).

If it is a "nerf" or "patch" - can I undo this change?
Well, you will have to re-install without the patch, it seems. Or play classic.
I don't know the behavior in earlier EE releases, but the original actually did have a glitch with this that I call Wild Surge Storage.

Specifically, if you NRD a sequencer, you won't get a wild surge as the spell's code path doesn't check for a wild surge. However, the game will still remember that you cast NRD, and the next time you cast a spell that checks for a wild surge will trigger one automatically. Effectively, by using NRD to cast a sequencer, the game will store the surge, and it will be released at the next possible moment.

Also, note that launching the sequencer can cause a surge (with all the spells in it surging with the same result), and storing a surge is the only way (other than going to a wild magic zone) to force a wild surge in this context. I don't know whether this is useful; perhaps it might be useful if somebody decides to TAS this game (which will require some new tools to be made, I believe, as Hourglass, last time I checked, does not do mouse input).