GithubHelp home page GithubHelp logo

gibberlings3 / spellrevisions Goto Github PK

View Code? Open in Web Editor NEW
9.0 13.0 14.0 9.92 MB

A mod for the Baldur's Gate 2 engine (BG2, Tutu, BGT, BGEE, BG2EE, EET)

Home Page: http://gibberlings3.github.io/SpellRevisions/

HTML 92.79% CSS 0.78% Lua 5.59% Batchfile 0.85%
bg2 tutu bgt bgee bg2ee eet mod infinity-engine weidu spells

spellrevisions's Introduction

Spell Revisions aims to fix, tweak, and enhance arcane and divine spells in Baldur's Gate II, either the classical or the enhanced editions, including BGT and EET.

The mod comes with documentation that you can find here. Detailed lists of spells can be consulted here.

note(s):

  • The spell documentation, both the one shipped with the mod and the one in GitHub, has not been updated to reflect the changes since the 4.18beta. The in-game documentation is of course, fully up dated.

A. Latest release.

Latest release is 4.19rc5.

From the github page, click on releases in the side-bar to download it. If you are feeling really adventurous, then you can download the absolute latest by clicking on the code button and then downloading the zip.

Note that it is a source release; it just bundles the files in the GitHub repository in an archive and does not have any executables, so for the installation you will need the command line -- see section below. It is slightly more inconvenient for users than the standard release, but it allows for faster and more timely releases.

B. Installation.

Installation is like any other WeiDU mod -- see A New Player’s Guide to Installing and Playing Mods.

B. 1. Command line.

Assuming you have WeiDU 1 installed and on the executable path 2, just download the release zip file, unzip it with whatever archive unzipper your platform supports into some temporary location, and copy the folder 3 spell_rev to your Baldur's Gate install directory. Then open a command line, change directory to the BG installation dir and do

weinstall spell_rev

and install the components you want.

B. 2. Double-clicking.

If the command line is proving to be too difficult (e.g. Windows platform, do not have weinstall in the executable path, etc.), you can install as usual by double clicking the executable installer. For a source release that does not come with an executable installer, you can proceed as follows:

  • Do the same download, copy into BG installation dir, etc. as in previous point B. 1.
  • Download any, relatively recent updated, mod with such an installer, e.g. Tweaks Anthology.
  • Grab its executable installer, rename it as setup-spell_rev.exe and drop it on the root dir of spell_rev.
  • Double-click the executable and proceed as usual.

C. Mod order.

For general advice on install order, you can consult various submitted mod load orders at Baldur's Gate Install Order List Repository.

SR's main component does wholesale spell replacement, so it should be installed relatively early in the install order, certainly before Tweaks Anthology and SCS. On the other hand the "Update NPC spellbooks" component should be installed after all NPC mods.

Footnotes

  1. latest version can be grabbed from here.

  2. precise details depend on the platform.

  3. for a source release, the top folder is not what one wants, rather it is the spell_rev subfolder.

spellrevisions's People

Contributors

aenri avatar ardanis avatar bartymae avatar demiurgo83 avatar gsz avatar lambda-dom avatar madmatoster avatar mercurier avatar mike1072 avatar mleduque avatar subtledoctor avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

spellrevisions's Issues

Ray of Enfeeblement gets an incorrect stringref on BG:EE

When I cast it, the console prints: "Nonsense! One day you'll bring her home a gem the size of your fist and she'll change her mind.", which is string ref 7924. I think the source of the problem is that in BG2:EE (and I guess in BG2 too but I can't check), that string ref is "Enfeebled". But in BG:EE, that string has ref 25103 instead from a quick look with NearInfinity. Really strange they have different ref's!

Imprisonment: Character dies after being freed

I have the following problem: When a character is imprisoned, he gets the Maze icon and he dies after a few rounds, which is the correct behaviour with this mod, I believe. However, he also dies if Freedom is cast in time, which is particularly annoying if it is the main character. I'm using v4 Beta 18.

Compatibility fix (Cursed Items Revision)

Hello!

Could you please change this piece of code:

COPY ~spell_rev\spwi1##\spwi110.spl~     ~override~  // Identify
  SAY NAME1 @417    SAY UNIDENTIFIED_DESC @418
COPY ~spell_rev\spwi1##\scrl75.itm~      ~override~
  SAY NAME2 @417    SAY IDENTIFIED_DESC   @418

to this?

ACTION_IF NOT MOD_IS_INSTALLED ~cursed_items.tp2~ 0 BEGIN
COPY ~spell_rev\spwi1##\spwi110.spl~     ~override~  // Identify
  SAY NAME1 @417    SAY UNIDENTIFIED_DESC @418
COPY ~spell_rev\spwi1##\scrl75.itm~      ~override~
  SAY NAME2 @417    SAY IDENTIFIED_DESC   @418
END

Thanks.

Rationale of severe nerfing of Armor of Faith

I have just noticed that the revised spell has a fixed 10% damage reduction whereas the vanilla spell has 5% per 5 levels. I remember how powerful that vanilla spell was in BG2 when Thac0 starts to stop being relevant. But was it so powerful that it needed to be nerfed to such an extent? Removing any progression, especially. Not a bug report therefore, just trying to understand the rationale.

[AERBOD01.CRE] -> [override] Patching Failed (COPY) (Invalid_argument("String.sub / Bytes.sub")

The only mods I have installed before spell revision are

  • bg2 fixpack
  • divine remix
Installing [Update Spellbooks of Joinable NPCs] [v4 Beta 18]

Please be patient, this may take a moment...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 4752 files ...
Copying and patching 172 files ...

AERBOD01.CRE => AERIE
Copying and patching 1 file ...
ERROR: [AERBOD01.CRE] -> [override] Patching Failed (COPY) (Invalid_argument("String.sub / Bytes.sub"))
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Update Spellbooks of Joinable NPCs], rolling back to previous state
Will uninstall   0 files for [SPELL_REV/SETUP-SPELL_REV.TP2] component 60.
Uninstalled      0 files for [SPELL_REV/SETUP-SPELL_REV.TP2] component 60.
ERROR: Invalid_argument("String.sub / Bytes.sub")
Please make a backup of the file: SETUP-SPELL_REV.DEBUG and look for support at: [email protected]

Debug log: here

Divine find traps broken v4.19rc1 Windows

Find traps in cleric spell list seems to be broken. On cast it doesn't reveal any traps, nor it does with per round ticks. Tested it at the same exact trap in vanilla and it works there.
Sometimes this spell also causes the "invalid 74011" error in dialogue log, although i can't recreate it constantly.

Protection from Magical Weapons also protects against normal weapons

I was fighting a Yuan-ti mage in De'Arnise and noticed that he was immune to both magical and normal weapons.

I took the Yuan-ti in my group with Ctrl+Q to run a few tests. Eventually, I was able to confirm that the problem was with the Protection from Magical Weapons spell. I tried a few different weapons: longsword, two-handed sword and leopard attacks.

Finally, I tried restoring the backup for the spell (SPWI611) and that fixed the bug.

Incompatible with one of SCS's components

I caught a compatibility issue between SpellRev v4-beta18 and SCS v32.7

I got Spell Revisions on top of a clean BG2EE install, with only the main component of SpellRev installed.

Then I install SCS's Improved NPC customisation and management component (it's part of Gameplay Tweaks). And this is the bug:
ERROR: [stratagems/leveller/spellchoices/demivrgvs/conjurer.2da] -> [weidu_external/workspace] Patching Failed (COPY) (Failure("resource [SPWI819.spl] not found for 'COPY'"))

I'm not sure whose bug this is, but SpellRev's documentation says a compatibility with SCS is one of its main goals, so I figured I'd post here.

Debug file: SETUP-STRATAGEMS.DEBUG

Minor string index issue on BG1EE

The name strings for the item forms of all Familiars are pointing to the incorrect strings in the dialog.tlk. When I installed the v4 beta release, cast Find Familiar, and put it into the my backpack, I expected the string for the item name to read "Familiar", like it does in the unmodded game.

Instead it was some other string where Tiax is unamused by my insults, or something or other.

I didn't notice any functional issues, and I was able to fix it on my local install with NearInfinity, but figured it should be reported as an issue, however minor an issue it is.

Spell Shield not removed after a spell attack

Hey

The level 5 Spell Shield wich protects the caster from a single spell attack is not removed after absobing it, effectively protecting the caster against all spell attacks for the whole duration

I noticed this while doing the wiazrd duel in the drow city, as I couldn't remove it no matter how many secret words and pierce magic I threw at him.

I tested it with a simulacrum casting secret word,/pierce magic on my protected mage, I get "Spell Ineffective" but the Spell Shield buff remains. With spell shield, my protections are correctly dispelled

weidu log just in case http://pastebin.com/jwu2hJ04
Thanks

New release + Version in the README?

(1) Could a new release be published on github?
(2) Could the main README mention that version too?

It would be quite useful for people who try to gather
different mods. Hopefully one day I can use a ruby
script to download all of that, batch install via
weidu automatically and make this then available
to other folks.

Also it would be nice if we could have documentation
on github as-is; external website is nice, but I'd
prefer reading this all contained in github. A simple
.md file is enough. I had a look at the .md files in
this mod but these were very short so I probably
looked at the wrong file...

OPCODE 321 and spell refresh mods

Hi,

The default setting for OPCODE 321 removes all effects, both temporary and permanent from a spell on the caster. This unfortunately removes any OPCODE 261 effects set on lag clearing the spell refresh ability
SPLWI114, the shield spell, is an example, as a mod will add OPCODE 261 to be effect 0, then OPCODE 321 will clear it

Sleep does not work at all with 4.19rc4 on MacOS BG:EE

Casting the spell does absolutely nothing. The game shows "X unconscious" but the target does not even drop on the floor. It just continues to fight me as if no spell had been cast. Is that related to TobEx not being available on MacOS? I thought that BG:EE implemented enough of it.

Sleep appears to be broken

Installed :

SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 19 Alpha

Combat log verifies "Unconscious":

image

Visually, creature displays "sleep" effects:

image

But then creature does not remain asleep and just immediately gets up.

Mods affecting SPWI116.SPL:
00000: /* created or unbiffed */ SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 19 Alpha
00001: STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)34.3

Want to remove the Slow Effect From Flesh to Stone

Hello

Currently playing with Spell Revision bus somthing that always bothers me is that when I do /* within the main component to not install flesh to stone , it still installs the spwi604d and eff files.

Anyway I installed another mod that revamps Petrification state but I dislike that slow effect of Flesh to Stone that persists even though I remove spwi604 and spwi604eff manually.

So I'm requesting just to be told what is the actual file in the override that is responsible for that slow effect that is attached to flesh to stone , so I can finally remove it manually because I find it heavily annoying, I just want my Petrification to be straigh up without that thing.

Lightning bolt w/ wrong damage

For SPCL722.SPL, Description reads:

"Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to the target creature. A successful saving throw vs. breath at -4 reduces this damage to half."

But behind-the-scenes, the two (2) Damage Effects are:

image

And

image

Confirmed in game with my Priest of Talos:

image

Installed:

00000: /* created or unbiffed */ SPELL_REV/SETUP-SPELL_REV.TP2 0 0 // Spell Revisionsv4.19

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.