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Version 7 of the Icewind Dale Tweak Pack Now Available


CamDawg

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The Icewind Dale Tweak Pack brings many of the tweaks from BG2 Tweak Pack to Icewind Dale. Some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Version 7 adds two new components and features an expanded Assorted Fixes component, along with the usual assortment of bug fixes.

 

Relevant links:

Changelog for v7:

  • Added Add Save Penalties for Spells Cast by High-Level Casters and Minimum Stats Cheat components
  • Fixed bug with Unlimited Jewelry and Gem Stacks; pelts were not being affected in non-HoW games
  • Allow Arcane Spellcasting in Armor will no longer impose a miscast magic penalty on bards using the Lyre of Progression
  • Expanded Assorted Fixes:
    • Several blind and unconscious deep gnomes were supposed to disappear after Malavon was defeated, but a typo was preventing it
    • Mithril Chain was allowing thieving; it also disallowed spellcasting but via a miscast penalty instead of the standard brute-force disable
    • Full Plate +1 was only partially disallowing thieving when worn; it would disable stealth but not pickpocketing, find traps, or other abilities
    • Fixed many spell scrolls which would have different ranges and targeting when used via scroll than when cast directly; most entertaining was Ghoul Touch always paralyzing the caster
    • Fixed Sunscorch scroll to actually cast Sunscorch, though it appears the scroll is unused
    • When returning from the Seer, Hjollder would tell the party to go confront Wylfdene if they had the mirror. If the party had upgraded the mirror with Tiernon, Hjollder's dialogue would unexpectedly end instead of telling you to go confront Wylfdene.
    • Your journal indicates you give the Journal of Evayne to Larrel, but the party actually retained it
    • Dirty Llew will also make umber hulk armor from hides, but this option was never presented due to bad weighting and trigger
    • Fixed spawn issues with Marketh's thieves in Lower Dorn's Deep; they would sometimes spawn on top of one another, preventing their movement
    • Major fixes to Bandoth's dialogue and his razorvine extract quest. The quest could be ended randomly or prove unavailable under a variety of circumstances. The fix entailed changes to his dialogue and a few other scripts. Bandoth's advice for the puzzle room was also never available due to some bad variable chacks and weightings.
    • Checked and fixed power issues for items and spells; bad power levels can causes effects from items and spells to interact with spell protections (i.e. Minor Globes of Invulnerability) erroneously
    • Cleaned up several spells with permanent effects that also supplied a duration; this affects nothing in the game but makes it nicer for modders
    • Haste is supposed to have a range of visual (30 feet) but only had a range of 15 feet
    • Fixed several spell school issues for arcane spells; everything from incorrect schools to casting animations to descriptions
    • You should be able to charm the wolf in Aspel's shop and get it to leave peaceably, but it was not working for games without HoW

    [*]Fixed major bug with Assorted Fixes in that they were causing game crashes; first encounter with the bug is usually in the fourth level of Dragon's Eye

    [*]Dropped Glyph of Warding sound fix bug, as it was, at best, redundant and, at worst, causing crashes on base IWD games

    [*]Fixes in Assorted Fixes to player AI scripts were failing for non-English versions, as the file names were different

    [*]English strings could have turned up in some non-English games in Assorted Fixes. The fixes that were causing this will no longer be applied to non-English games if the appropriate strings are not translated.

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Great work Cam! ??? BTW, I noticed an amusing typo in the readme:

 

Nym takes ten days to enchant your shield. In HoW, they changed this to three days and updated her dialogue, but missed one line in her dialogue that still says 10 days.

 

Nym is a male drow, not a female. :p

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Guest grogerson

In the same vein as aVENGER_[RR], another minor readme detail... The Improved Icons component lacks a Heart of Winter required note...

 

Now for one more time through the Dale, after a short break going back to basics (gold box Pool of Radiance anyone?) I'll check out this production, and the two new tweaks you added without my knowledge... ;)

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I'll take care of the typos and the other stuff you'll inevitably find.

 

My apologies to the Italian players--Andrea C. has been fantastic about translating the mod, but I missed inclusion of some of the material so the Italian translation is incomplete.

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I'm not sure that the idea of replacing the bams for some robes with bams from cloaks is a good one. People might get confused by it.

Also among those listed fixes, you said you fixed Kresselack's sword. This is false. You actually fixed a Kresselack's Sword item which does not show up in the game (there are 2 such swords). It was most likely a test item the one that you fixed (and you even added a new bam for it, since the old one looked like a plain 2H sword).

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Guest Roboghost

"Due to errors in Vocalize's spell scroll, it was impossible to learn the spell"

 

I was going to take Detect Evil for the mage out of the game and replace with the Vocalize spell, but I noticed that Vocalize is still broke -- its duration is set to zero (0), but it should be set to 70 [1 turn]. It also doesn't come with a display icon {I couldn't find one at least.} It would be cool if someone added this icon someday...

 

On another note:

I actually hand entered most of those icons myself since I wanted to perfect some of the weapons along the way. Thanks for all of them!! [Yes - took forever.]

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Vocalize's description is a bit deceptive. All it really does is nullify any existing silence effects on the caster. The Vocalize opcode is instantaneous (it's like unstun or free action) so a duration wouldn't work regardless. It can certainly be done--you'd need to add immunity to the silence opcode, string, and icon and add a portrait icon for the duration.

 

(This is also how it works in BG2, so we might want to look at altering it there if we feel this is a bug.)

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Guest Robocasper
Vocalize's description is a bit deceptive. All it really does is nullify any existing silence effects on the caster. The Vocalize opcode is instantaneous (it's like unstun or free action) so a duration wouldn't work regardless. It can certainly be done--you'd need to add immunity to the silence opcode, string, and icon and add a portrait icon for the duration.

 

(This is also how it works in BG2, so we might want to look at altering it there if we feel this is a bug.)

 

Ahhh...I'll just go the easy route and change the duration to instantaneous instead of 1 turn.

 

Have you checked out some of the mage's monster summoning spells (V, VI, & VII specifically)?

There are actually MORE random monsters that can be used, but they opted to leave them out! An example it the highest monster summing spell VII -- there's a mummy you can add to it via the MSSUMMO7.2DA file. Note that they gimped the mummy by turning off its normal weapon immunity ring, so I turned it back on and now I can summon 3 random VII monsters instead of 2 (I also increased duration from 7+1/level to 8+1/level to keep consistency with the other MS spells.)

 

If you want to fix an item that was in the book - but was broke - have a look at ZZM5MH.ITM - Misery's Herald: it should be Cold Iron & give 10% Horror.

 

Finally, I have an idea to modify the Power Word: Kill spell. Many complain about the level 9 mage spells - so I beefed the MSVII a bit as mentioned above, but I came up with the idea of making the PW: Kill spell a multiple Finger of Death spell instead of its current hit point dependent killing power. I'm going to have a look at it today -- this is mostly because I play in HoF only...

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