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The Black Wyrm's Lair Terms of Use |
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#1
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
After more than 3 years of waiting, I am welcoming this new year with a released Version 0.4 (or Beta 4) of SpellPack. The entire structure of the mod has been revamped; the stuff you see here will be identical to that of the full unfinished mod. SpellPack has grown both in components (21) and size (76.6 MB).
Some of the changes and new features include but is not limited to: - Spells present in previous versions of SpellPack have been fixed. - A smarter version of Otiluke's Resilient Sphere, which allows the caster to cast the spell onto himself or his allies without worrying about saving throws or magic resistance. - The AD&D version of chain lightning, which strikes one creature, then arcs to several other creatures, with the bolt getting weaker with each strike. - The AD&D version of Shadow Door, which not only permits the wizard to disappear, but the door "hangs" there for a period of time. Creatures pursuing the wizard will enter the "door" as well, and disappear into an empty room, searching for the wizard. - Graphics for Fireball projectile (but not the explosion) now uses the BGI version. - Several IWD I/II spells, such as Moon Motes and Shroud of Flame are introduced. - A cutscenized Planescape Torment spell, deathbolt. This is something new in the BG series, and it is still experimental, so it is an optional component. Download B4 [76.6 MB] Readme -Galactygon -------------------- |
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#2
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![]() Forum Member Posts: 127 Joined: 28-August 04 From: California ![]() |
![]() ![]() I am very happy to see this!!!! -------------------- I Ride for the King!
a.k.a. Chevalier |
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#3
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Forum Member Posts: 67 Joined: 13-May 07 ![]() |
Great job Galactygon! I love this mod.
BTW, just a minor nitpick, but isn't Sunscorch supposed to inflict 1/2 damage on a successful save instead of being completely negated? -------------------- |
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#4
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
A saving throw means the creature has dodged the ray - much like a ray created by a disintegrate spell. AD&D says so, and I agree with that part of the rules.
-Galactygon -------------------- |
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#5
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Forum Member Posts: 15 Joined: 5-January 08 From: All over the place ![]() |
Congratulations on the new release!
Are the spells separated into individual install components? I know that makes for intense install time, but there a few spells that I do not want to use. |
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#6
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Due to the sheer number of spells in the mod (I counted 60 not including graphical modifications), I have made grouped them according to spell level.
Some controversial spells, like Chain Lightning or Dimension Door are assigned their own component. If enough people complain about a single spell, I will make it a seperate component. -Galactygon This post has been edited by Galactygon: Jan 5 2008, 05:49 PM -------------------- |
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#7
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Forum Member Posts: 15 Joined: 5-January 08 From: All over the place ![]() |
Wouldn't call it a "complaint", but let me submit Invisibility Purge. I found out the hard way that not only is its Area of Effect: 10-foot radius per level, it punches through Spell Immunity: Divination.
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#8
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Yes, Invisibility Purge has been changed to Abjuration, as per AD&D.
-Galactygon -------------------- |
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#9
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Forum Member Posts: 15 Joined: 5-January 08 From: All over the place ![]() |
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#10
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
So, is that a 'Yes' or 'No' on making it a separate component? No, unless enough people complain: I cannot please everyone. So far, it is one vote in favour of. I can wait until SPb5, but 3 years is a bit long to hold out. Perhaps an interim, manual workaround? Delete the following files from the override folder and you should be fine: "SPPR309.spl" "SPPR309A.spl" "SPPR309B.spl" "SPPR309C.spl" .... "SPPR309T.spl" -Galactygon -------------------- |
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#11
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Forum Member Posts: 4 Joined: 8-January 08 ![]() |
I'm having trouble installing. I have included the debug file. It says there is a file missing from the override but I checked and it is there. Any help would be appreciated. I'm looking forward to playing with this installed. Thanks.
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#12
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
CODE [override/dw#ajant.d] ERROR at line 21 column 12-15 Near Text: @801 Not_found ERROR: parsing [override/dw#ajant.d]: Not_found ERROR: compiling [override/dw#ajant.d]! Stopping installation because of error. Although I have not used WeiDU as often, I could guarantee SpellPack does not touch any .d files. If someone else encountered something similar, give me a shout. Here is what I suggest: conduct a search for this "dw#ajant.d" in your other mod files (so we know which mod it is), as well as the one in your override folder (if there is one - but there isn't), and send them to me or post them. I will see what I could do and figure it out. I might end up placing an ALLOW_MISSING. -Galactygon -------------------- |
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#13
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Forum Member Posts: 47 Joined: 23-July 04 ![]() |
Congratulations, Galactycon.
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#14
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Forum Member Posts: 4 Joined: 8-January 08 ![]() |
CODE [override/dw#ajant.d] ERROR at line 21 column 12-15 Near Text: @801 Not_found ERROR: parsing [override/dw#ajant.d]: Not_found ERROR: compiling [override/dw#ajant.d]! Stopping installation because of error. Although I have not used WeiDU as often, I could guarantee SpellPack does not touch any .d files. If someone else encountered something similar, give me a shout. Here is what I suggest: conduct a search for this "dw#ajant.d" in your other mod files (so we know which mod it is), as well as the one in your override folder (if there is one - but there isn't), and send them to me or post them. I will see what I could do and figure it out. I might end up placing an ALLOW_MISSING. -Galactygon It looks like it is Sword Coast Stratagems. I have included the file.
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#15
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
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#16
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Forum Member Posts: 4 Joined: 8-January 08 ![]() |
Thanks for your efforts. I think I will switch the order of the mods and put SCS after spellpack. I am trying to be careful with my install and use a weidu log that someone else has been successful with. Unfortunately he didn't have Spellpack in his. I'll let you know if its successful.
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#17
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Forum Member Posts: 4 Joined: 8-January 08 ![]() |
Well, I uninstalled SCS and Spellpack then installed, however 2 components would not. I have included the debug file. This must be something else.
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#18
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Try unzipping the attatchment into your BGII directory, so it overrides your old files.
If this does not work, I cannot really help you; I have not encountered anything of this sort, and I am absolutely sure other mods would not prevent new files from being copied into your override - SpellPack should theoretically technically work with every other mod. CtB (Check the Bodies) is an exception, but only because some of the spells it introduces have a different filename, so some spells would appear twice. But even CtB shouldn't cause any bugs. So it might be a faulty installation of the entire game. -Galactygon
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#19
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Forum Member Posts: 41 Joined: 27-September 07 ![]() |
Hi, I first of all wanted to thank you for this grat mod. However, I have encountered some bugs:
1. With the spellpac(V3) installed some NPCs won't fight. e. g. Bassilus from BG1: He casts some degensive and offensive spells and then doesn't attack. As soon as some of the defensive spells are gone, he starts attacking. Is this different with the new version? 2. tried to install this new one with scs installed but it doesn't work. Why does the problem occur? And is it possible to fix it moving out all the dw'ajant.d and so on files from the override folder and later recopy them in? Or does this cause complications? Marvin Edit: Alright, I cut all the .d and .baf files out of the override folder and then I managed to install the spell Pack Beta 4. Although I was not able to install 2 components, I can't remember which of them. It seems to work fine, great new graphics. And Bassilus finally seems to Attack after he casts his spells, BUT ![]() ![]() Is there another workaround for the scs problem? Thanks for your help Edit: I added an Image where you can see, what I mean with snowflake square!!! This post has been edited by Marvin: Jan 15 2008, 10:25 PM
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#20
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Hi, I first of all wanted to thank you for this grat mod. However, I have encountered some bugs: 1. With the spellpac(V3) installed some NPCs won't fight. e. g. Bassilus from BG1: He casts some degensive and offensive spells and then doesn't attack. As soon as some of the defensive spells are gone, he starts attacking. Is this different with the new version? I am not even going to worry about V3, and I am glad to see you moved on... 2. tried to install this new one with scs installed but it doesn't work. Why does the problem occur? And is it possible to fix it moving out all the dw'ajant.d and so on files from the override folder and later recopy them in? Or does this cause complications? What error message did you get? Did the same thing happen as with the other person above? Alright, I cut all the .d and .baf files out of the override folder and then I managed to install the spell Pack Beta 4. .d and .baf files are not meant to be in the override. But I still do not see why the mod would not install because of them. Although I was not able to install 2 components, I can't remember which of them. If you post your WeiDU.log, then we can figure it out which ones did not install. Was it the components Shroud of Flame and (Abi-Dalzim's Horrid Wilting, Incendiary Cloud) by any chance? It seems to work fine, great new graphics. And Bassilus finally seems to Attack after he casts his spells, BUT ![]() ![]() That screenshot really helps. Btw, why is "magicwiderstand" displayed 3 times in the screenshot? The "snowflakes" are intentional. But that the AI gets stuck with one spell is not. Those snowflakes happen because Bassilus casts chant on himself. And so when the AI casts Chant, the AI gets stuck with casting chant - because how the spell works. Chant is a spell that is recast over and over again until the caster does something else - chant can theoretically last forever. This is intentional. It is important to read the spell descriptions. But I thought I could get away with this because I thought the AI never uses chant. Because chant is best used with multiple allies fighting multiple opponents. This means I will have to slightly change chant for the next release, so the AI does not misuse it. In Lost Crossroads, however, I will modify the AI scripts so they could properly use the chant spell instead (or not use it at all!). -Galactygon This post has been edited by Galactygon: Jan 15 2008, 11:05 PM -------------------- |
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Lo-Fi Version | Time is now: 2nd April 2025 - 02:34 AM |