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Review |
Feb 19 2012, 07:50 PM
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Mod Developer Posts: 210 Joined: 3-December 05 |
Hello,
I have started to install this mod today. I'll post all feedbacks here. Installation were painfull : spells are installed one by one so it takes a long time to install everything. I would have hoped to have a question like "Would you like to install everything ?" I spent about 30mn doing i, enter, wait, i, enter, wait... Edit: I've just discovered --yes option in weidu, so it can be installed easily At least, I got no errors. For information, here is my weidu log after install: CODE // Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~SETUP-EASYTUTUHOTFIXES.TP2~ #0 #0 // EasyTutu Hotfix: A64 Saves Beregost ~SETUP-HARDTIMES.TP2~ #0 #0 // Hard Times v2 ~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens ~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9 ~1PP_HQ_MUSIC_TOSC/1PP_HQ_MUSIC_TOSC.TP2~ #0 #0 // 1pp: High quality music for BG1 Tutu/ToSC ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 7 ~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BG1TUTU edition v1.11 -> Normal edition ~SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v10 ~SETUP-BONEHILLV275.TP2~ #0 #0 // Secret of BoneHill (Requires BGT or Tutu): v2.75b ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v12 ~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v12 ~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20 ~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20 ~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v20 ~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v20 ~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v20 ~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v20 ~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v20 ~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v20 ~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20 ~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v20 ~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20 ~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v20 ~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20 ~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20 ~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v20 ~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v20 ~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v20 ~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v20 ~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v20 ~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v20 ~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v20 ~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5 ~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #0 // Copy all portraits for use by player characters: v2 ~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #4 // Alternate Branwen portrait: BioWare edit by XVIII: v2 ~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #13 // Alternate Faldorn Portrait: by XVIII: v2 ~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #19 // Alternate Kivan Portrait: BioWare edit by XVIII: v2 ~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #23 // Alternate Safana Portrait: BioWare edit by XVIII: v2 ~BG1NPC_PORTRAIT_PACK/BG1NPC_PORTRAIT_PACK.TP2~ #0 #27 // Alternate Viconia Portrait: BioWare edit by XVIII: v2 ~1PP.TP2~ #0 #0 // One Pixel Productions: v2 Everything but Potions (1): v2.7 ~1PP.TP2~ #0 #1 // One Pixel Productions: v2 New Potion Graphics (2): v2.7 ~1PP.TP2~ #0 #2 // One Pixel Productions: v3 Flaming Swords (3): v2.7 ~1PP.TP2~ #0 #3 // One Pixel Productions: v3 Flame Short Swords (4): v2.7 ~1PP.TP2~ #0 #4 // One Pixel Productions: v3 Flame Short Swords item patches (5): v2.7 ~1PP.TP2~ #0 #5 // One Pixel Productions: v3 Flame Short Swords mod item patches (6): v2.7 ~1PP.TP2~ #0 #6 // One Pixel Productions: v3 Paperdolls (human, half-orc, elven, halfling, dwarves) (7): v2.7 ~1PP.TP2~ #0 #7 // One Pixel Productions: v3 Legacy Shields - Bucklers (D1) (8): v2.7 ~1PP.TP2~ #0 #8 // One Pixel Productions: v3 Legacy Shields - Small Shields (D2) (9): v2.7 ~1PP.TP2~ #0 #9 // One Pixel Productions: v3 Legacy Shields - Medium Shields (D3) (10): v2.7 ~1PP.TP2~ #0 #10 // One Pixel Productions: v3 Colourable Quarterstaves core (11): v2.7 ~1PP.TP2~ #0 #11 // 1PP: Colourable Quarterstaves core item patches (12): v2.7 ~1PP.TP2~ #0 #12 // One Pixel Productions: v3 Colourable Quarterstaves mod patches (13): v2.7 ~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #1 // 1ppv3: Unique Thief Avatars (patch) -> BGII - Unique Thief Avatars (patch) ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #2 // 1ppv3: Unique Thief Avatars (content) ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #3 // 1ppv3: Improved Improved Galactygon's Avatar Switching ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #104 // Disable Stoneskin Grey Colour [C]: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0023 ~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0023 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.47 ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.47 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.47 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.47 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.47 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.47 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #300 // Use Icewind Dale's Dimension Door animation -> Fast animation speed (matches IWD): v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v3.71 ~PICKS_OF_THE_LITTER/PICKS_OF_THE_LITTER.TP2~ #0 #0 // Plasmocat's Picks of the Litter Portrait Pack: v2 ~SETUP-SPELLPACKB6.TP2~ #0 #1116 // Battlefate ~SETUP-SPELLPACKB6.TP2~ #0 #1119 // Call Upon Faith ~SETUP-SPELLPACKB6.TP2~ #0 #1113 // Doom ~SETUP-SPELLPACKB6.TP2~ #0 #1105 // Entangle ~SETUP-SPELLPACKB6.TP2~ #0 #1131 // Faerie Fire ~SETUP-SPELLPACKB6.TP2~ #0 #1106 // Magical Stone ~SETUP-SPELLPACKB6.TP2~ #0 #1109 // Sanctuary ~SETUP-SPELLPACKB6.TP2~ #0 #1110 // Shillelagh ~SETUP-SPELLPACKB6.TP2~ #0 #1151 // Sunscorch ~SETUP-SPELLPACKB6.TP2~ #0 #1217 // Alicorn Lance ~SETUP-SPELLPACKB6.TP2~ #0 #1223 // Beast Claw ~SETUP-SPELLPACKB6.TP2~ #0 #1203 // Chant ~SETUP-SPELLPACKB6.TP2~ #0 #1206 // Flame Blade ~SETUP-SPELLPACKB6.TP2~ #0 #1242 // Moment ~SETUP-SPELLPACKB6.TP2~ #0 #1243 // Moon Motes ~SETUP-SPELLPACKB6.TP2~ #0 #1246 // Produce Flame ~SETUP-SPELLPACKB6.TP2~ #0 #1250 // Seeking ~SETUP-SPELLPACKB6.TP2~ #0 #1211 // Silence 15' Radius ~SETUP-SPELLPACKB6.TP2~ #0 #1213 // Spiritual Hammer ~SETUP-SPELLPACKB6.TP2~ #0 #1302 // Call Lightning ~SETUP-SPELLPACKB6.TP2~ #0 #1328 // Cloudburst ~SETUP-SPELLPACKB6.TP2~ #0 #1336 // Elysium's Tears ~SETUP-SPELLPACKB6.TP2~ #0 #1313 // Holy Smite, Unholy Blight ~SETUP-SPELLPACKB6.TP2~ #0 #1309 // Invisibility Purge ~SETUP-SPELLPACKB6.TP2~ #0 #1310 // Miscast Magic ~SETUP-SPELLPACKB6.TP2~ #0 #1347 // Mold Touch ~SETUP-SPELLPACKB6.TP2~ #0 #1348 // Moonblade ~SETUP-SPELLPACKB6.TP2~ #0 #1350 // Prayer ~SETUP-SPELLPACKB6.TP2~ #0 #1351 // Random Casualty ~SETUP-SPELLPACKB6.TP2~ #0 #1353 // Spike Growth ~SETUP-SPELLPACKB6.TP2~ #0 #1354 // Storm Shell ~SETUP-SPELLPACKB6.TP2~ #0 #1361 // Wheel of Bones ~SETUP-SPELLPACKB6.TP2~ #0 #1419 // Adamantite Mace ~SETUP-SPELLPACKB6.TP2~ #0 #1422 // Blood Rage ~SETUP-SPELLPACKB6.TP2~ #0 #1427 // Cloud of Pestilence ~SETUP-SPELLPACKB6.TP2~ #0 #1431 // Dimensional Folding ~SETUP-SPELLPACKB6.TP2~ #0 #1405 // Mental Domination ~SETUP-SPELLPACKB6.TP2~ #0 #1449 // Produce Fire ~SETUP-SPELLPACKB6.TP2~ #0 #1453 // Recitation ~SETUP-SPELLPACKB6.TP2~ #0 #1458 // Static Charge ~SETUP-SPELLPACKB6.TP2~ #0 #1459 // Thorn Spray ~SETUP-SPELLPACKB6.TP2~ #0 #1518 // Animal Rage ~SETUP-SPELLPACKB6.TP2~ #0 #1503 // Flame Strike ~SETUP-SPELLPACKB6.TP2~ #0 #1517 // Insect Plague ~SETUP-SPELLPACKB6.TP2~ #0 #1506 // Ironskin ~SETUP-SPELLPACKB6.TP2~ #0 #1535 // Produce Ice ~SETUP-SPELLPACKB6.TP2~ #0 #1539 // Shield of Lathander ~SETUP-SPELLPACKB6.TP2~ #0 #1540 // Smashing Wave ~SETUP-SPELLPACKB6.TP2~ #0 #1541 // Spike Stones ~SETUP-SPELLPACKB6.TP2~ #0 #1515 // Undead Ward ~SETUP-SPELLPACKB6.TP2~ #0 #1544 // Wall of Fire ~SETUP-SPELLPACKB6.TP2~ #0 #1603 // Blade Barrier ~SETUP-SPELLPACKB6.TP2~ #0 #1621 // Entropy Shield ~SETUP-SPELLPACKB6.TP2~ #0 #1628 // Hammer of Retribution ~SETUP-SPELLPACKB6.TP2~ #0 #1637 // Seclusion ~SETUP-SPELLPACKB6.TP2~ #0 #1614 // Sol's Searing Orb ~SETUP-SPELLPACKB6.TP2~ #0 #1645 // Whirlwind ~SETUP-SPELLPACKB6.TP2~ #0 #1720 // Earthquake ~SETUP-SPELLPACKB6.TP2~ #0 #1705 // Fire Storm ~SETUP-SPELLPACKB6.TP2~ #0 #1740 // Greater Shield of Lathander ~SETUP-SPELLPACKB6.TP2~ #0 #1743 // Mist of Eldath ~SETUP-SPELLPACKB6.TP2~ #0 #1716 // Spacewarp ~SETUP-SPELLPACKB6.TP2~ #0 #1728 // Implosion ~SETUP-SPELLPACKB6.TP2~ #0 #2102 // Armor ~SETUP-SPELLPACKB6.TP2~ #0 #2103 // Burning Hands ~SETUP-SPELLPACKB6.TP2~ #0 #2104 // Charm Person and Charm Person or Mammal ~SETUP-SPELLPACKB6.TP2~ #0 #2117 // Chill Touch ~SETUP-SPELLPACKB6.TP2~ #0 #2105 // Color Spray ~SETUP-SPELLPACKB6.TP2~ #0 #2107 // Friends ~SETUP-SPELLPACKB6.TP2~ #0 #2119 // Larloch's Minor Drain ~SETUP-SPELLPACKB6.TP2~ #0 #2116 // Sleep ~SETUP-SPELLPACKB6.TP2~ #0 #2125 // Spook ~SETUP-SPELLPACKB6.TP2~ #0 #2217 // Agannazar's Scorcher ~SETUP-SPELLPACKB6.TP2~ #0 #2203 // Detect Invisibility ~SETUP-SPELLPACKB6.TP2~ #0 #2204 // Fog Cloud ~SETUP-SPELLPACKB6.TP2~ #0 #2238 // Gedlee's Electric Loop ~SETUP-SPELLPACKB6.TP2~ #0 #2224 // Glitterdust ~SETUP-SPELLPACKB6.TP2~ #0 #2240 // Hypnotic Pattern ~SETUP-SPELLPACKB6.TP2~ #0 #2207 // Knock ~SETUP-SPELLPACKB6.TP2~ #0 #2211 // Melf's Acid Arrow ~SETUP-SPELLPACKB6.TP2~ #0 #2253 // Pyrotechnics (Wizard and Priest) ~SETUP-SPELLPACKB6.TP2~ #0 #2213 // Stinking Cloud ~SETUP-SPELLPACKB6.TP2~ #0 #2219 // Vocalize ~SETUP-SPELLPACKB6.TP2~ #0 #2215 // Web ~SETUP-SPELLPACKB6.TP2~ #0 #2331 // Blink ~SETUP-SPELLPACKB6.TP2~ #0 #2304 // Fireball ~SETUP-SPELLPACKB6.TP2~ #0 #2303 // Flame Arrow ~SETUP-SPELLPACKB6.TP2~ #0 #2317 // Ghost Armor ~SETUP-SPELLPACKB6.TP2~ #0 #2305 // Haste and Slow (required for component "Improved Haste") ~SETUP-SPELLPACKB6.TP2~ #0 #2307 // Invisibility 10-foot radius ~SETUP-SPELLPACKB6.TP2~ #0 #2308 // Lightning Bolt ~SETUP-SPELLPACKB6.TP2~ #0 #2314 // Vampiric Touch ~SETUP-SPELLPACKB6.TP2~ #0 #2315 // Wraithform ~SETUP-SPELLPACKB6.TP2~ #0 #2401 // Confusion (Wizard and Priest) ~SETUP-SPELLPACKB6.TP2~ #0 #2402 // Dimension Door ~SETUP-SPELLPACKB6.TP2~ #0 #2412 // Minor Malison and Greater Malison ~SETUP-SPELLPACKB6.TP2~ #0 #2404 // Ice Storm ~SETUP-SPELLPACKB6.TP2~ #0 #2405 // Improved Invisibility ~SETUP-SPELLPACKB6.TP2~ #0 #2450 // Mordenkainen's Force Missiles ~SETUP-SPELLPACKB6.TP2~ #0 #2413 // Otiluke's Resilient Sphere ~SETUP-SPELLPACKB6.TP2~ #0 #2459 // Shout ~SETUP-SPELLPACKB6.TP2~ #0 #2425 // Wizard Eye ~SETUP-SPELLPACKB6.TP2~ #0 #2501 // Animate Dead (Wizard and Priest) ~SETUP-SPELLPACKB6.TP2~ #0 #2508 // Chaos ~SETUP-SPELLPACKB6.TP2~ #0 #2502 // Cloudkill ~SETUP-SPELLPACKB6.TP2~ #0 #2503 // Cone of Cold ~SETUP-SPELLPACKB6.TP2~ #0 #2506 // Domination ~SETUP-SPELLPACKB6.TP2~ #0 #2511 // Invulnerability to Normal Weapons and Invulnerability to Magical Weapons (formerly called Protection from Normal/Magical Weapons) ~SETUP-SPELLPACKB6.TP2~ #0 #2514 // Lower Resistance ~SETUP-SPELLPACKB6.TP2~ #0 #2505 // Shadow Door ~SETUP-SPELLPACKB6.TP2~ #0 #2549 // Shroud of Flame ~SETUP-SPELLPACKB6.TP2~ #0 #2615 // Chain Lightning ~SETUP-SPELLPACKB6.TP2~ #0 #2614 // Death Fog ~SETUP-SPELLPACKB6.TP2~ #0 #2605 // Death Spell ~SETUP-SPELLPACKB6.TP2~ #0 #2616 // Disintegrate ~SETUP-SPELLPACKB6.TP2~ #0 #2619 // Improved Slow ~SETUP-SPELLPACKB6.TP2~ #0 #2607 // Mislead ~SETUP-SPELLPACKB6.TP2~ #0 #2648 // Reincarnation (Wizard and Priest) ~SETUP-SPELLPACKB6.TP2~ #0 #2731 // Charm Plants ~SETUP-SPELLPACKB6.TP2~ #0 #2713 // Finger of Death (Wizard and Priest) ~SETUP-SPELLPACKB6.TP2~ #0 #2736 // Guardian Mantle ~SETUP-SPELLPACKB6.TP2~ #0 #2721 // Mass Invisibility ~SETUP-SPELLPACKB6.TP2~ #0 #2716 // Mordenkainen's Sword ~SETUP-SPELLPACKB6.TP2~ #0 #2743 // Persistence ~SETUP-SPELLPACKB6.TP2~ #0 #2714 // Prismatic Spray ~SETUP-SPELLPACKB6.TP2~ #0 #2812 // Abi-Dalzim's Horrid Wilting ~SETUP-SPELLPACKB6.TP2~ #0 #2821 // Deathbolt ~SETUP-SPELLPACKB6.TP2~ #0 #2827 // Great Shout ~SETUP-SPELLPACKB6.TP2~ #0 #2810 // Incendiary Cloud ~SETUP-SPELLPACKB6.TP2~ #0 #2814 // Otto's Irresistible Dance ~SETUP-SPELLPACKB6.TP2~ #0 #2915 // Black Blade of Disaster ~SETUP-SPELLPACKB6.TP2~ #0 #2911 // Meteor Swarm ~SETUP-SPELLPACKB6.TP2~ #0 #2912 // Power Word, Kill ~SETUP-SPELLPACKB6.TP2~ #0 #2909 // Time Stop ~SETUP-SPELLPACKB6.TP2~ #0 #2913 // Wail of the Banshee This post has been edited by aigleborgne: Feb 21 2012, 12:14 PM |
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Feb 19 2012, 07:51 PM
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#2
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Mod Developer Posts: 210 Joined: 3-December 05 |
On a general note, and it has already be said, I don't like spell icons. Not that they are bad, but they are very different from vanilla spells.
But well, not everybody are able to make icons and personally, I don't Chill Touch : casting time of 1 and duration are good, perfect to use it on emergency when attacked in melee. Special effect vs undead is very nice ! I love this one . 2 bad things: - no magical weapon so can't see if it is still active. - no bonus to hit like ghoul touch (+3). It means that mage will have some troubles to hit something with their very bad thac0. I think touch spell should always have thac0 bonus because in P&P, they ignore armor. Maybe +3 or +4 bonus as in Spell Revisions would be good? Armor: 1 week duration is very nice. It allows player to cast it and memorize another spell. For script, it would be considered as a long duration precast spells : every mage that could access to conjuration would have it. Then, it can be seen as a free buff spell. Good at low levels, but then, it become useless. Burning Hands: this one is closed to SR. It has a really small aoe. In my test, my mage is surrounded by many gibberlings. At best, he can killed 3 with burning hands. Clearly, it won't save him and to me, better cast something like Color Spray. In a script, it is quite difficult to use it efficiently as a small move can result into a miss. Color Spray: closed to SR too, this is clearly a very powerful spell now, one of the best level 1 spell. Larloch's Minor Drain: a bit more drain than vanilla, but not that much. 5-9 life drain at best when he could use a magic missile doing 10-25 damage, pretty weak. And it's not like that drain would save him! At least, SR is quite good with a constant 10 drain at level 9-10. This one can be twice as bad with low rolls. Sleep: it is a very powerful spell when it works, so for 1-5 hd enemies. It can have its use in bg1 until mid game and can be removed after that because it will never be used again. Spook: I have never been a fan of this spell and it hasn't changed. Fear one enemy is rather weak, and fear is the most easier effect to counter or be immune. Agannazar's Scorcher: I like new pause. It was stupid to be able to move and hit every creature in a moving line. Good change! Mordekainen's Sword: I really like this one : very nice animation, efficient, can be used at range, probably good to script cast & attack. Detect Invisibility: it is good to have some minor true sight spell. Invisibility will loose a part of its godly status Fog Cloud: this spell slows my game to about 1 fps, so I couldn't really test it Hypnotic Pattern: same as Fog Cloud Gedlee's Electric Loop: nice spell in close range, a must when surrounded by creatures. I was thinking I might have a problem with all these slow down : most area of effect spells are totally shut down my computer. I uninstalled Inifinite Animations, generalized biffing... and still, unplayable ! I tried to desactivate 3D animations but nothing worked. I uninstalled SpellPack and cast web again : worked like charm So... it is really annoying. Even in the first cutscene with Gorion doesn't run smoothly with SpellPack with perfectly without ! Clearly, it doesn't motivate me to continue. I really like these new spells, but there are still old spells that are really bad. Even if something is planned for them later on, I'm currently modding and can't delay my work so long. Then, I prefer to choose a spell mod that is almost in a final state, covering all spells. Ideally, a mix for SpellPack and Spell Revisions would have been great ! I might resume my review later on if I have time. This post has been edited by aigleborgne: Feb 21 2012, 10:04 PM |
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Feb 23 2012, 10:06 AM
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#3
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Forum Member Posts: 41 Joined: 27-September 07 |
This might be another reason for releasing the Spellpack and the Tweakpack separately. A pity that you had so many performance problems. I assume your PC is not that powerful? Because with a 5 year old Notebook I was able to play smoothlly with spellpack installed.
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Feb 23 2012, 12:27 PM
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#4
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Mod Developer Posts: 210 Joined: 3-December 05 |
This might be another reason for releasing the Spellpack and the Tweakpack separately. A pity that you had so many performance problems. I assume your PC is not that powerful? Because with a 5 year old Notebook I was able to play smoothlly with spellpack installed. My PC is an high end 2011 config that is able to run BattleField 3 on ultra settings. Eventually, this is an issue with another mod, I don't know. |
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Feb 24 2012, 07:19 PM
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#5
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Installation were painfull : spells are installed one by one so it takes a long time to install everything. I would have hoped to have a question like "Would you like to install everything ?" I spent about 30mn doing i, enter, wait, i, enter, wait... I am aware of this issue, there will be a workaround in the next release. The concept at the moment is to split each component into two parts: a "shadow component" or "setup component", which the user navigates through, and the real components which automatically kick in when the user finishes the setup. On a general note, and it has already be said, I don't like spell icons. Not that they are bad, but they are very different from vanilla spells. But well, not everybody are able to make icons and personally, I don't Someone has volunteered to do the icons in BGII style, and I have them on my local install. They look extremely good but you will have to wait until the next public release. Chill Touch : casting time of 1 and duration are good, perfect to use it on emergency when attacked in melee. Special effect vs undead is very nice ! I love this one . 2 bad things: - no magical weapon so can't see if it is still active. This is intentional. I have the spell set a melee effect rather than create a magical weapon, and can therefore be used along with other touch spells (vampiric touch, cause wounds, etc.). I feel this enhances the potential of touch spells in general. - no bonus to hit like ghoul touch (+3). It means that mage will have some troubles to hit something with their very bad thac0. I think touch spell should always have thac0 bonus because in P&P, they ignore armor. Maybe +3 or +4 bonus as in Spell Revisions would be good? As of right now, the spell does not give a THAC0 bonus, which is an inconsistency from my part (I've set the other touch spells to give a +4 bonus). On the other hand, the spell can be transmitted through a weapon causing damage (not the case in PnP), so it makes sense not to enhance the THAC0. At the moment I don't have a stance on whether I should: a.) have touch spells apply their effects through a magically created weapon (as vanilla) b.) have touch spells apply their effects through the melee weapon of the caster with no THAC0 bonus c.) same as b but with a +4 THAC0 bonus a.) is the most realistic, but there are disadvantages: the caster may not renew the spell due to an engine bug (hint: ToBEX), multiple touch spells may not be used alongside one another, and touch spells may not be used alongside other magically created weapons (such as Flame Blade). b.) the only disadvantage here is that you have to be able to hit the creature with your weapon to cause damage. Larloch's Minor Drain: a bit more drain than vanilla, but not that much. 5-9 life drain at best when he could use a magic missile doing 10-25 damage, pretty weak. And it's not like that drain would save him! At least, SR is quite good with a constant 10 drain at level 9-10. This one can be twice as bad with low rolls. This spell is useful not because of it's damage potential, but because wizards acquire a low-level spell they can use to heal themselves to greater effect than cure light wounds. I was thinking I might have a problem with all these slow down : most area of effect spells are totally shut down my computer. I uninstalled Inifinite Animations, generalized biffing... and still, unplayable ! I tried to desactivate 3D animations but nothing worked. I uninstalled SpellPack and cast web again : worked like charm So... it is really annoying. Even in the first cutscene with Gorion doesn't run smoothly with SpellPack with perfectly without ! Clearly, it doesn't motivate me to continue. I really like these new spells, but there are still old spells that are really bad. Even if something is planned for them later on, I'm currently modding and can't delay my work so long. Then, I prefer to choose a spell mod that is almost in a final state, covering all spells. I haven't experienced the slowdowns you are describing, despite that I have brightening enabled with an average processor and haven't biffed my override. I put a great deal of emphasis on performance to the degree that SpellPack automatically installs different files based on your graphics settings. Assuming you are absolutely sure SpellPack is the cause for the slowdown, it's unlikely all of the components are at fault. It would help if you can narrow down your find by checking with groups of components installed and then narrowing down your further to single components. At would be easier for me to replicate this with the same mods if you can be more specific about this. Then, I prefer to choose a spell mod that is almost in a final state, covering all spells. Something I have learned as a modder is that in general it is better to break a large mod down into many smaller releases rather than a single large one. If you look around the communities you will see that in general small mods are more successful in guaranteeing high quality gameplay with fewer bugs than the megamods. They are more manageable and efficient to work with. Many ambitious projects that I would have liked to see released (DLTC, ToIW, RtW, etc) have bit the dust because their size and ambition is too much for the authors to cope with when they have their own lives to occupy them. For years I was kept back by trying make a too ambitious mod, and have been paralyzed with a long to-do list. Now I can achieve much more in less effort by making smaller releases instead. Sure, SpellPack is not a complete mod, I still have many more spells to cover. But I feel it's far better to release something tangible than none at all. -Galactygon -------------------- |
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Feb 25 2012, 09:09 AM
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#6
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Mod Developer Posts: 210 Joined: 3-December 05 |
QUOTE This is intentional. I have the spell set a melee effect rather than create a magical weapon, and can therefore be used along with other touch spells (vampiric touch, cause wounds, etc.). I feel this enhances the potential of touch spells in general. It would make magical weapons / touch too powerful. QUOTE As of right now, the spell does not give a THAC0 bonus, which is an inconsistency from my part (I've set the other touch spells to give a +4 bonus). On the other hand, the spell can be transmitted through a weapon causing damage (not the case in PnP), so it makes sense not to enhance the THAC0. I think Ghoul Touch only gives +3 thac0 QUOTE This spell is useful not because of it's damage potential, but because wizards acquire a low-level spell they can use to heal themselves to greater effect than cure light wounds. At high levels, when this spell reach its max potential, it might be better than cure ligh wounds, it is still useless. From level 8-9, you rarely use level 1 spell to heal. Take one example: 2 level 10 wizard fight each other without any protection. Would you mix larloch minor drain and magic missile or only magic missile? Clearly, magic missile alone win the fight. One larloch cast may be useless to boost max hp in the start, but this is all. QUOTE I haven't experienced the slowdowns you are describing, despite that I have brightening enabled with an average processor and haven't biffed my override. I put a great deal of emphasis on performance to the degree that SpellPack automatically installs different files based on your graphics settings. Assuming you are absolutely sure SpellPack is the cause for the slowdown, it's unlikely all of the components are at fault. It would help if you can narrow down your find by checking with groups of components installed and then narrowing down your further to single components. At would be easier for me to replicate this with the same mods if you can be more specific about this. I have posted my weidu install, I'll try to install only easytutu and these problematic spells when I got time. Not before several weeks because I have to work on my mod but I will do it one day. One thing is sure : despite all mods installed, only SpellPack gave me these big slowdowns. QUOTE in general[/i] small mods are more successful in guaranteeing high quality gameplay with fewer bugs than the megamods. They are more manageable and efficient to work with. Many ambitious projects that I would have liked to see released (DLTC, ToIW, RtW, etc) have bit the dust because their size and ambition is too much for the authors to cope with when they have their own lives to occupy them. For years I was kept back by trying make a too ambitious mod, and have been paralyzed with a long to-do list. Now I can achieve much more in less effort by making smaller releases instead. Sure, SpellPack is not a complete mod, I still have many more spells to cover. But I feel it's far better to release something tangible than none at all. You are absolutly right about this and my own project went too ambitious, this is why I have left for a few years (aside from real life issues). |
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Feb 26 2012, 11:34 AM
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#7
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Well, I'm not sure it is a good thing to be able to cumulate chill touch with other touch spells. It might be too much, and I don't like the idea of beeing able to transmite chill touch to a weapon either. It would make magical weapons / touch too powerful. The original spell seemed a bit underpowered to me, which is why I opted to set a melee effect rather than create a new weapon. I will have to think about this some more; I would like to hear some more feedback on this: Should touch spells transmit their effects through weapons or should they create new magical weapons as per vanilla? Should there be a difference between one-time touch spells and multiple-use touch spells in creating weapons/transmitting effects? At high levels, when this spell reach its max potential, it might be better than cure ligh wounds, it is still useless. From level 8-9, you rarely use level 1 spell to heal. Take one example: 2 level 10 wizard fight each other without any protection. Would you mix larloch minor drain and magic missile or only magic missile? Clearly, magic missile alone win the fight. One larloch cast may be useless to boost max hp in the start, but this is all. What you are describing is one situation where magic missile would win. You can say the same thing to all other 1st level spells. What makes the spells in SpellPack interesting IMO is their use in several different situations. When I think of balancing spells, I think of the potentially many different situations you might find yourself in. The reason why many AD&D spells are unbalanced in BGII (such domination like you mentioned) is that BGII removes much of the (role-playing) scenarios that are present in AD&D. Imagine how useful Charm Person/Domination can be if not every second boss would be protected from mind control and you can charm shopkeepers to give you a discount for their wares. It's the same story why the illusion school is so powerful in AD&D compared to BGII: there are so many ways to role-play those spells. Not before several weeks because I have to work on my mod but I will do it one day. Unfortunately, I am extremely short on time. The soonest I can get to chasing bugs is around late June / early July. -Galactygon -------------------- |
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