Your reactions to SpellPack |
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Your reactions to SpellPack |
Aug 6 2008, 04:07 PM
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#1
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Anything that stood out to you? How do some of the other mods bode with SpellPack?
In B4, I have included a cutscenized spell, Deathbolt. It is meant to be a controversial component to see how people react to something that doesn't necessarily fit within the bounds of BGII. So far, considering there are almost 1000 downloads from B4 since January, I haven't heard anything good or bad about Deathbolt. -Galactygon -------------------- |
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Aug 13 2008, 04:04 PM
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#2
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Forum Member Posts: 17 Joined: 13-June 05 |
Hello Galactygon,
I'm currently installing a Big World setup, but I cant install the spellpack 5.0b, there are my Weidu.log (renamed weidu.txt) & setup-spellpack.debug. This is the error I get : QUOTE ERROR: illegal 2-byte read from offset 20290 of 20290-byte file SPWI524.SPL ERROR: [SPWI524.SPL]-> [override/SPWI524.SPL] Patching Failed (COPY) (Failure("SPWI524.SPL: read out of bounds")) I have tried downloading the mod three time, no change.
Attached File(s)
SETUP_SPELLPACKB5.DEBUG ( 776.24k )
Number of downloads: 2
WeiDU.txt ( 22.52k ) Number of downloads: 3 |
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Aug 13 2008, 04:34 PM
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#3
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Could you attatch SPWI524.SPL so I can replicate it? This spell file does not exist in my installation, so it is one of the mods.
-Galactygon -------------------- |
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Aug 13 2008, 05:14 PM
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#4
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Forum Member Posts: 17 Joined: 13-June 05 |
The spell is indeed added by NEJ2, and get and (not yet applied) patch by the "S&H BP patch".
"SPWI524" is the one added by NEJ2. "spwi524s.spl" is the patch from the "BP S&H Patch".
Attached File(s)
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Aug 13 2008, 05:48 PM
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#5
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I was able to replicate the error and correct it, but the bad news is, it is not my bug.
I opened SPWI524.SPL in DLTCEP, saved it, and the error disappeared. I have attatched the file, so all you need to do is copy it into your override folder, and rerun the SpellPack installer. This means that SPWI524.spl was patched/edited incorrectly by some other mod beforehand. I will send Vlad a PM. -Galactygon This post has been edited by Galactygon: Aug 13 2008, 05:57 PM
Attached File(s)
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Aug 13 2008, 06:07 PM
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#6
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Forum Member Posts: 17 Joined: 13-June 05 |
Thanks, Ill take note of that.
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Oct 13 2008, 03:02 AM
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#7
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Forum Member Posts: 4 Joined: 12-October 08 |
Hello Galactygon.
Your Spell-Pack-Mod is great,I am looking forward for new or a finished version of your Lost Crossroad/Spell pack mod,so I gonna tell you my expierence I had with the mod thus far in hope you gain any helpful information for you further work on the mod. Here my issues with the content.. After installing the Core files of the mod you start missing some bams/animations or whatever they are,probably because they got moved around or something(dunno,note I am not a great modder,I just know how to do this and that in most games ) wich caused the damage animations of cold/electric and fire animation when hitting a monster with a weapon that causes that damage type to vanish (an animation for an nme suffering acid damage aint shown neither,but no clue if there is even one). Another set of animations that vanish from installing the core files of the spell pack are spelltrap and the cloak of mirroring effect. (some people like that,i also like that the spelltrap effect vanished,though i like the effect that appears under your avatar when wearing baldurans shield for example >_>'' it makes him look more powerful and less like a "gimp of bhaal") Now to my "atm" few ingame experience with the mod.. While some spells like fairy fire seem to make no sense,others re plain overpowered. Theres a spell that has no name and no desctription on the cleric spellbook lvl6 wich has the symbole of a hammer and actually is the same spell than the wine ranks but does extremly overpowered damage for a spell like that,its an AE with can hit 30-50's for about 10rounds or so (i cant read how long it lasts),i went solo to Firkraag the red dragon with a 10fighter 11cleric and totally owned him with that,and also with normal melee when i was buffed up and i didnt lose 1hp,with avrage equipment. And theres another wierd spell,its not in english like the other spells from you so i am not sure if its altered or if its from you mod,its the summon animal spell in the cleric spellbook lvl6 wich someones "bigger werebears". I used that spell 2 times wich caused 4 bears to be summoned who than totally raped Firkraag aswell wich seemed abit wrong lol.They also rape him 2vs1 and probably even 1vs1.They regenerate so fast that he cant kill them etc. And about the Deathbolt spell.. it appears to be a quite balanced spell 10d6 damage and instant death if you fail rolling a -4 for a lvl 8 spell (if i aint wrong?) i think it fits into BG2 and magic can actually have any form in D&D and is not limited to a liniar direction,you can probably form anything out of magic in D&D and as Mystra the mother of all magic says herself.. shes the second strongest god directly beneath Ao the overgod ^^. |
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Oct 13 2008, 03:07 AM
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#8
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Forum Member Posts: 4 Joined: 12-October 08 |
Hope this information is any help.
And if theres anyway to get my animations,like the mirror effect under me when wearing the shield of balduran for example without deinstalling the mod,please let me know. And tell me how the effect when casting unholy plague/holy smite is called please And the mod is really been cool thus far,the new spell animations re quite cool,like the alysums tears or something,or the new comet effects and the flamestrike/call lightning effects re like 1000x better than the old ones. |
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Oct 13 2008, 01:25 PM
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#9
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
After installing the Core files of the mod you start missing some bams/animations or whatever they are,probably because they got moved around or something(dunno,note I am not a great modder,I just know how to do this and that in most games ) wich caused the damage animations of cold/electric and fire animation when hitting a monster with a weapon that causes that damage type to vanish (an animation for an nme suffering acid damage aint shown neither,but no clue if there is even one). This is intentional; I removed them because I find them distracting when a lot of creatures get hit. I find it unrealistic that cold sparks appear when the characters suffer frozen damage. This is something minor, and I might change it if people start complaining or I change my mind. Another set of animations that vanish from installing the core files of the spell pack are spelltrap and the cloak of mirroring effect. (some people like that,i also like that the spelltrap effect vanished,though i like the effect that appears under your avatar when wearing baldurans shield for example >_>'' it makes him look more powerful and less like a "gimp of bhaal") This one is accidental. I have them removed from Lost Crossroads because it's more important there, and somehow they got into SpellPack. Thanks for pointing that out. While some spells like fairy fire seem to make no sense,others re plain overpowered. Faerie Fire lowers AC and renders invisible creatures visible. Theres a spell that has no name and no desctription on the cleric spellbook lvl6 wich has the symbole of a hammer and actually is the same spell than the wine ranks but does extremly overpowered damage for a spell like that,its an AE with can hit 30-50's for about 10rounds or so (i cant read how long it lasts),i went solo to Firkraag the red dragon with a 10fighter 11cleric and totally owned him with that,and also with normal melee when i was buffed up and i didnt lose 1hp,with avrage equipment. That is not supposed to happen, the damage is supposed to happen only once. I will look into this. And theres another wierd spell,its not in english like the other spells from you so i am not sure if its altered or if its from you mod,its the summon animal spell in the cleric spellbook lvl6 wich someones "bigger werebears". I used that spell 2 times wich caused 4 bears to be summoned who than totally raped Firkraag aswell wich seemed abit wrong lol.They also rape him 2vs1 and probably even 1vs1.They regenerate so fast that he cant kill them etc. That is not my spell, for sure. And about the Deathbolt spell.. it appears to be a quite balanced spell 10d6 damage and instant death if you fail rolling a -4 for a lvl 8 spell (if i aint wrong?) i think it fits into BG2 and magic can actually have any form in D&D and is not limited to a liniar direction,you can probably form anything out of magic in D&D and as Mystra the mother of all magic says herself.. shes the second strongest god directly beneath Ao the overgod ^^. Unlike Finger of Death, there is no penalty to the saving throw and characters may be raised by a raise dead or a resurrection. What makes it a level 8 spell is the 10D6 points of damage you suffer if you succeed in your saving throw. Does the cutscene work? And if theres anyway to get my animations,like the mirror effect under me when wearing the shield of balduran for example without deinstalling the mod,please let me know. Delete the fire "SPMIRROI.bam" from your override directory. And tell me how the effect when casting unholy plague/holy smite is called please Sorry, I can't understand the question. Hope this information is any help. Yes, I am in great need for feedback. -Galactygon -------------------- |
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Oct 14 2008, 03:24 AM
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#10
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Forum Member Posts: 4 Joined: 12-October 08 |
I dont know about the cutscene yet since I dont have a spellcaster in my party atm but I will let you know as soon as I freed the avariel girl out of the circus.
I only tested lvl 1-6 cleric spells yet but I will let you know about any issue etc with other spells as soon as I can use them. Ive removed the data "SPMIRROI",though I didnt get animation effect back,I also removed the data in the SpellPackB5\SpellsAndEffects\CommonAnimations folder wich had no succes in regaining the animation thats caused by the Spell: Bounce Projectile effect. I meant how the 3D effect/animation is called that appears after landing a hit with the spell holy smite and/or unholy blight,I planned to put it on a weapon since I am missing the effects when assaulting creatures in melee with my char. I already put Graphics: Play 3D Effect:SPFLESHS and LCFLSRIN on a flail for some funky effects but my game started to have some probs with them or so and when I kill a foe with melee the game sometimes crashes so I want to change the effect. //EDIT nvm,its something else that crashes my game.. probably gotta reinstall my game for the 100th's time. I will have more Infos about how the mod is doing soon I think,since you can progress really fast through the game with a one man party. And I apologise for my limited english,I am not the best at expressing myself in this language lol. This post has been edited by Hollow: Oct 14 2008, 04:21 AM |
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Oct 14 2008, 09:03 PM
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#11
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Forum Member Posts: 4 Joined: 12-October 08 |
After installing the Core files of the mod you start missing some bams/animations or whatever they are,probably because they got moved around or something(dunno,note I am not a great modder,I just know how to do this and that in most games ) wich caused the damage animations of cold/electric and fire animation when hitting a monster with a weapon that causes that damage type to vanish (an animation for an nme suffering acid damage aint shown neither,but no clue if there is even one). This is intentional; I removed them because I find them distracting when a lot of creatures get hit. I find it unrealistic that cold sparks appear when the characters suffer frozen damage. This is something minor, and I might change it if people start complaining or I change my mind. Well I bet people have diffrent opinions about that,you could still make it so that someone is asked if he wants to install it or not so you dont have to take it out,some may find it a useful thing to have but I am an effects freak.. the more the better but thats just my opinion,everyone is diffrent ofc. EDIT: And the Deathbolt cutscene works fine.Its quite funny.. I used Vhalors helm to make a clone but instead I got hit by the Deathbolt spell. This post has been edited by Hollow: Oct 15 2008, 12:30 AM |
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Oct 19 2008, 06:22 AM
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#12
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Well I bet people have diffrent opinions about that,you could still make it so that someone is asked if he wants to install it or not so you dont have to take it out,some may find it a useful thing to have but I am an effects freak.. the more the better but thats just my opinion,everyone is diffrent ofc. This means I will have to make a seperate component that removes the elemental damage animation, and SpellPack already has at least 36. If I make a seperate component for each request that number will quickly grow and the components will become tedious to install. If many people request a feature to be separated into its own component, I am willing to talk. EDIT: And the Deathbolt cutscene works fine.Its quite funny.. I used Vhalors helm to make a clone but instead I got hit by the Deathbolt spell. That is not supposed to happen. I will fix. Ive removed the data "SPMIRROI",though I didnt get animation effect back,I also removed the data in the SpellPackB5\SpellsAndEffects\CommonAnimations folder wich had no succes in regaining the animation thats caused by the Spell: Bounce Projectile effect. Nevermind, you are supposed to remove 2 files from the override folder: SPTURNI2.bam, and SPTURNI2.vvc. But by removing SPMIRROI.bam, you restored the SpellTrap/SpellDeflection animation. Because there are existing mods that deal with this, I will remove both of these from SpellPack. I meant how the 3D effect/animation is called that appears after landing a hit with the spell holy smite and/or unholy blight,I planned to put it on a weapon since I am missing the effects when assaulting creatures in melee with my char. I am somehow starting to like the original two spell graphics better than mine. If people agree with me, I can revert the original graphics. I already put Graphics: Play 3D Effect:SPFLESHS and LCFLSRIN on a flail for some funky effects but my game started to have some probs with them or so and when I kill a foe with melee the game sometimes crashes so I want to change the effect. //EDIT nvm,its something else that crashes my game.. probably gotta reinstall my game for the 100th's time. I am sorry, but I am not responsible for, nor do not have the time to help people messing around with the stuff that comes with SpellPack. This sounds more of a generic "I need help with..." problem, so I recommend you ask this somewhere else. I will have more Infos about how the mod is doing soon I think,since you can progress really fast through the game with a one man party. And I apologise for my limited english,I am not the best at expressing myself in this language lol. My thanks. -Galactygon -------------------- |
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Dec 29 2008, 06:54 PM
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#13
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Forum Member Posts: 20 Joined: 24-December 06 |
Really nifty, currently trying to see all new spells ,
found some bugs: Casting Otilukes Resilent Sphere on a really dead skeletoncorpse from Animate Dead crashes the game instantly. Chain Lightning strikes through Otilukes Resilent Sphere on a Animate Dead Zombie. Disintegrate on a friendly zombie only makes him "perfectly" invisible but still control/killable. This post has been edited by Exor: Dec 29 2008, 07:06 PM |
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Jan 29 2009, 01:51 PM
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#14
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Casting Otilukes Resilent Sphere on a really dead skeletoncorpse from Animate Dead crashes the game instantly. I think you casted the spell not on the corpse, but on whatever items it has dropped. I am aware of this issue. Certain spells crash if you cast them on a container, and this is something hardcoded. I will do something about it by B6, a workaround is doable with a little patching. Chain Lightning strikes through Otilukes Resilent Sphere on a Animate Dead Zombie. I am assuming you are using my version of Chain Lightning. Does Chain Lightning damage the zombie inside and continue to arc to other creatures? Or does it simply continue through the sphere without damaging those within. If the latter is true, then this is not a bug. It it's the former, then yes, it's a bug. Disintegrate on a friendly zombie only makes him "perfectly" invisible but still control/killable. This is what Disintegrate is supposed to villains with MINHP1.itm equipped. Turn them invisible and set their hit points to 1 so their dialogue is launched. I wasn't careful enough with undead; I will make sure their hitpoints are set to zero so they are destroyed as they should be in B6. Thanks again for the feedback, I will be a around more often. -Galactygon -------------------- |
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Feb 25 2009, 12:43 AM
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#15
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Forum Member Posts: 11 Joined: 25-February 09 From: Salvador, Brazil |
Hello Galactygon. I'm trying your SpellPack 5 with the fresh BGT v1.07, and I'm having problems with the Web spell. The beacons simply don't disappear. I cast it two times, and the game became so slow I cannot play anymore. Maybe the mods just can't work together, but I wished to know it from you before dropping it... Please, let me know, okay?
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Mar 1 2009, 08:49 AM
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#16
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Hello Galactygon. I'm trying your SpellPack 5 with the fresh BGT v1.07, and I'm having problems with the Web spell. The beacons simply don't disappear. I cast it two times, and the game became so slow I cannot play anymore. Maybe the mods just can't work together, but I wished to know it from you before dropping it... Please, let me know, okay? Web spell lasts a very long time, 2 turns/level IIRC. The slowdowns happen because web is a graphically intensive spell. You can help yourself by disable brightening and 3D acceleration. Web will not look so pretty, but it will make your game run smoother. Hope this helps. -Galactygon -------------------- |
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Mar 3 2009, 09:22 PM
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#17
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Forum Member Posts: 11 Joined: 25-February 09 From: Salvador, Brazil |
Web spell lasts a very long time, 2 turns/level IIRC. The slowdowns happen because web is a graphically intensive spell. You can help yourself by disable brightening and 3D acceleration. Web will not look so pretty, but it will make your game run smoother. Hope this helps. -Galactygon Yeah, I know it, but I'm trying the BGT v1.07, doing a full start game from Candlekeep thru Throne of Bhaal. I try to cast Web with Dynaheir at level 3, and it lasts for much more time than it should be. I can even sleep two times, and the web won't wear off. Some times one or two beacons seem to disappear, but the other nine or eight don't. It happens always, had I disable the 3D acceleration or not. So I started to think it should be a compatibility problem between SP5 and BGT. Any information about that? |
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Mar 7 2009, 07:37 AM
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#18
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Yeah, I know it, but I'm trying the BGT v1.07, doing a full start game from Candlekeep thru Throne of Bhaal. I try to cast Web with Dynaheir at level 3, and it lasts for much more time than it should be. I can even sleep two times, and the web won't wear off. Some times one or two beacons seem to disappear, but the other nine or eight don't. It happens always, had I disable the 3D acceleration or not. So I started to think it should be a compatibility problem between SP5 and BGT. Any information about that? That would be a bug, not a compatibility problem with BGT, since the only file I override is SPWI215.spl. I should be able to reproduce it, so I will put this on the list for things to check. Do the rest of the stuff work? -Galactygon -------------------- |
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Feb 6 2010, 12:09 AM
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#19
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Forum Member Posts: 11 Joined: 25-February 09 From: Salvador, Brazil |
Hey, I saw your answer in the SHS forum, and thought it would be more apropriate to continue the dialogue here, since the problem was related with Spell Pack 5. First I would apologize for changing your spells on my own. It seemed to me that all reports of errors was being archieved for a future release of SP6, this way I decided to try and fix it myself.
I was able to fix the problem with Web spell, deleting the second effect in the web.spl, as it casts web2.spl which does the same things spwi215a.spl does, plus making the invisible web creatures immune to lc_weba2.spl and lc_weba4.spl, the ones that kill the creatures. That's why they never died, and the web beacons remained forever. The Flame arrow spell was creating the arrows even when I choose a target, actually duplicating the spell. I changed the spwi303z.spl to be cast on target instead of self, and its effect that protects against spwi303v.spl (remove arrows) to be cast on self instead of target. This way the arrows are created on the target of the spell, and instantly removed if target is not the caster, but remains for the duration if so. I also changed Melf's acid arrow opcode to create weapon instead of create inventory item, because there's no point in opening the inventory only to equip one arrow that lasts only for 2 rounds in the weapon slot, and after launching it, open again to equip the former weapon. By the way, the part of the spell that allows to choose a target is not functioning for me. That may be the same thing as Produce flame, which I figured out later, had the wrong number on counter of effects, and the spell never showed out its abilities. That must be because the macro that grants the effects to destroy webs didn't reassign the counter, changing 7 to 10, and 9 to 12. Once I done it, the spell worked fine. Hope this can be of any use, I sincerely admire you job, and want to play SP5 with full functionality. |
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Feb 6 2010, 06:53 PM
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#20
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I was able to fix the problem with Web spell, deleting the second effect in the web.spl, as it casts web2.spl which does the same things spwi215a.spl does, plus making the invisible web creatures immune to lc_weba2.spl and lc_weba4.spl, the ones that kill the creatures. That's why they never died, and the web beacons remained forever. Fixed locally as well, will upload a hotfix. The Flame arrow spell was creating the arrows even when I choose a target, actually duplicating the spell. I changed the spwi303z.spl to be cast on target instead of self, and its effect that protects against spwi303v.spl (remove arrows) to be cast on self instead of target. This way the arrows are created on the target of the spell, and instantly removed if target is not the caster, but remains for the duration if so. I also changed Melf's acid arrow opcode to create weapon instead of create inventory item, because there's no point in opening the inventory only to equip one arrow that lasts only for 2 rounds in the weapon slot, and after launching it, open again to equip the former weapon. By the way, the part of the spell that allows to choose a target is not functioning for me. I cannot include these in the hotfix, because I have to change more than a few files. Will be fixed in B6. That may be the same thing as Produce flame, which I figured out later, had the wrong number on counter of effects, and the spell never showed out its abilities. That must be because the macro that grants the effects to destroy webs didn't reassign the counter, changing 7 to 10, and 9 to 12. Once I done it, the spell worked fine. I don't see a bug here, the spell works fine in my install, and the macro ADD_SPELL_EFFECT assigns counters properly. Hope this can be of any use, I sincerely admire you job, and want to play SP5 with full functionality. Thanks. -Galactygon -------------------- |
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