Demivrgvs Posted July 24, 2009 Share Posted July 24, 2009 I've just noticed that upon level up spwi802.spl doesn't appear between the spells memorizable (I'm talking about sorcerer's selection screen of new spells), and I cannot find why. Does anyone know what's going on? Because if there's a way to disable a spell from appearing in the selection screen (both at character creation and sorcerer level up) despite being named with the usual spw### convention, and while keeping it completely working (spwi802 does work in game if I learn it via scroll/shadow keeper), I'm interested! A lot!!! Link to comment
igi Posted July 24, 2009 Share Posted July 24, 2009 It's listed in the .exe file (around 0x0072BE40), which usually means special handling. Link to comment
Demivrgvs Posted July 25, 2009 Author Share Posted July 25, 2009 It's listed in the .exe file (around 0x0072BE40), which usually means special handling.Thanks, that's why I couldn't find any difference in the .spl file. Too bad it's hardcoded feature. Link to comment
DavidW Posted July 25, 2009 Share Posted July 25, 2009 Because if there's a way to disable a spell from appearing in the selection screen (both at character creation and sorcerer level up) despite being named with the usual spw### convention, and while keeping it completely working (spwi802 does work in game if I learn it via scroll/shadow keeper), I'm interested! A lot!!! Can't you just give it a number whose last two digits are higher than 50? Link to comment
Demivrgvs Posted July 25, 2009 Author Share Posted July 25, 2009 Because if there's a way to disable a spell from appearing in the selection screen (both at character creation and sorcerer level up) despite being named with the usual spw### convention, and while keeping it completely working (spwi802 does work in game if I learn it via scroll/shadow keeper), I'm interested! A lot!!! Can't you just give it a number whose last two digits are higher than 50? No because they are pre-existing spells. For example I've moved Protection from Fire/Cold from 3rd level to 5th level slot together with Protection from Acid/Electricity, but my current solution (a non valid usability value) makes the lower level versions non selectable but still displayed in this menu (greyed out). I can't simply disable the spells because else AI mods looking for them would be screwed. Link to comment
Ardanis Posted July 26, 2009 Share Posted July 26, 2009 I can't simply disable the spells because else AI mods looking for them would be screwed.As long as AI relies on 'Spell(target,WIZARD_SPELL_NAME)' rather than 'SpellRES("spellRES",target)' it shouldn't be much of a problem. You can edit spell.ids and set another number while keeping the name. Link to comment
Demivrgvs Posted July 26, 2009 Author Share Posted July 26, 2009 I can't simply disable the spells because else AI mods looking for them would be screwed.As long as AI relies on 'Spell(target,WIZARD_SPELL_NAME)' rather than 'SpellRES("spellRES",target)' it shouldn't be much of a problem. You can edit spell.ids and set another number while keeping the name. Well, it's not so easy:- I would also have to patch each and every spellbook, replacing old spells with new ones, and overriding 5th level choices (eventually breaking SCS if DavidW needs particular 5th level spells) - it would also require a late installation (e.g. after SCS) Considering it's only an aesthetic problem (greyed out icons in the spell selection menu at sorcerer's level up) I suppose my current solution is the best one. Link to comment
Avenger Posted July 26, 2009 Share Posted July 26, 2009 I can't simply disable the spells because else AI mods looking for them would be screwed.As long as AI relies on 'Spell(target,WIZARD_SPELL_NAME)' rather than 'SpellRES("spellRES",target)' it shouldn't be much of a problem. You can edit spell.ids and set another number while keeping the name. You will need to recompile the scripts. And if you can recompile, you can also replace the resref. Link to comment
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