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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 7 Joined: 21-September 13 ![]() |
From the Readme:
'... changing the Spell Deflection, Turning, and Trap spells so their visual effects do not turn off when they have absorbed or turned their spell levels. You will still know when they are expended by looking at your PC's state icons. The spells listed will still function the exact same way; they are simply patched to use a different animation.The reason for this change is due to a hardcoded feature of the engine to play those animations if creatures carry certain effects that SpellPack patches to items and spells' I'm quite interested in installing just a few of the spells (mainly Otiluke's sphere, the fact that casting on a friendly bypasses save/MR is a terrific feature), but really would rather not change spell deflection/turning the way it's described above. I'm considering comment out the relevant lines in the core.tph file, but wanted to confirm that would not cause serious problems as long as I don't install components that have these animations. Or perhaps it would be better to simply copy your version of Otiluke's (with all the accompanying spl, 2da, bam, vcc, eff files copied as well) over to my install? Would simply copying these files into the override folder work or would I need to copy them to different folders, or are there scripts that need to be run/compiled for the spell to work properly? Again, would really prefer to install a handful of spells and just not have the spell deflection/turning change be forced on me, but if that's not possible I'll settle for the option of 'manually' installing a couple of spells. thanks [edit] It seems being under the effect of the new Otilukes allows the PC to physically attack certain types of targets; I observed this behavior specifically when dealing with Ascension Illesara, PC was able to attack her (with difficulty, she is hasted with boots of speed after all) while under the effects of the new Otilukes. This post has been edited by Ithildur: Sep 21 2013, 03:18 PM |
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#2
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Forum Member Posts: 7 Joined: 21-September 13 ![]() |
Sorry to hear about the difficult time in life; hope things improve soon.
One other issue; it seems your version of Silence 15' can result in a zone of silence being in effect in a location where the spell was cast (which is closer to pnp), but the problem is the duration is much longer than 2rounds/lvl; in fact I cannot get the NPCs I need to trigger the quest to speak because of the silence effect apparently being in place permanently. Anything I can do to get rid of this? I'd actually prefer to uninstall the spell outright because it's too overpowered as is for the enemy AI to deal with; SCS's ai for instance has enemies walk out of lingering aoe effects like web fairly intelligently, but because it doesn't account for Spellpack's version of Silence enemy casters are pretty much screwed even if they make the save as the AI doesn't account for the change to the spell and make the NPC walk out of the area. Problem is Weidu uninstalling this one spell in the middle of a rather large installation is going to be a pretty huge headache (will take a long time and I suspect will cause potential problems with strings/dialog.tlk etc); I was hoping to find files for the original spell in the backup folder of this mod but it seems like they're not there! |
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#3
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
One other issue; it seems your version of Silence 15' can result in a zone of silence being in effect in a location where the spell was cast (which is closer to pnp), but the problem is the duration is much longer than 2rounds/lvl; in fact I cannot get the NPCs I need to trigger the quest to speak because of the silence effect apparently being in place permanently. Anything I can do to get rid of this? IIRC I use a terminating invisible .cre mechanism for the silence spell if the initial save is successful. What it does is set up an invisible .cre that continuously tries to terminate itself but is protected by another shell spell cast by the caster. This shell spell is dispellable, and the purpose is to allow dispel spells to affect the invisible .cre to end the spell prematurely. While I don't have the game with me to make the tests now, I remember extensively testing to see if it works but not with a heavy install of mods. It sounds like this mechanism is broken in your game. What are the symptoms? After say a rest you are still affected if you move the characters in the area? The most I could do is put it up to the list of things for eventual testing (and I would need your WeiDU.log). I'd actually prefer to uninstall the spell outright because it's too overpowered as is for the enemy AI to deal with; SCS's ai for instance has enemies walk out of lingering aoe effects like web fairly intelligently, but because it doesn't account for Spellpack's version of Silence enemy casters are pretty much screwed even if they make the save as the AI doesn't account for the change to the spell and make the NPC walk out of the area. In PnP the Silence Spell is less overpowered because not all spells have verbal components and the AI was assumed to be smarter; this is not the case in BGII so the context is different. I'm always up for suggestions and flexible to change things. I haven't touched the AI and am going to leave it to other mods, so the AI will behave suboptimally from time to time. This also applies to other similar spells. For example, the AI will unintentionally destroy its own web if protected by a fireshield by simply passing through. I plan to cooperate more with DavidW in the future and make changes/compromises as necessary. Thanks for the feedback. Problem is Weidu uninstalling this one spell in the middle of a rather large installation is going to be a pretty huge headache (will take a long time and I suspect will cause potential problems with strings/dialog.tlk etc); I was hoping to find files for the original spell in the backup folder of this mod but it seems like they're not there! If you don't find the .spl file in the backup folder that means no other mod has changed the spell. There was no SPPR211.spl in the override folder before installing the mod and you can safely rename/delete the SPPR211.spl in your override folder to revert back to the default. Galactygon -------------------- |
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Lo-Fi Version | Time is now: 19th October 2025 - 04:49 AM |