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Improved Summons-Mod: Compatibility


Guest Fennek

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Hi, I love Spell Revisions, but I would like to try a mod that changes Summons a bit more:

 

Improved Summons from Wu Min:

 

http://www.sorcerers.net/Games/BG2/index_m...hosted_misc.php

 

Many summon spells are changed etc., so does anybody know whether it is compatible with Spell Revisions or not? Or which one should be installed last? Improved Summons?

I guess not only the party's summon spells are changed, but also the enemies?

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Many summon spells are changed etc., so does anybody know whether it is compatible with Spell Revisions or not? Or which one should be installed last? Improved Summons?

I guess not only the party's summon spells are changed, but also the enemies?

Basically all WeiDU mods are compatible, it's just a question on what is preferred... now, as the spell books are filled by many mods with all kinds of spells, it all comes down to what is written and how... and to your unpleasure if you wish to have the Improved Summons, they will overwrite all the usual places, so they will override the SP's spells too. So, you have to choose what to install and in which order, and so get the lasts summons in your game. But, the IS mod has all the different summons in their own components, so I would suggest to install the SR first and then think what summons you wish to override with the Imp...-Summon... mods ones. ???
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Well I've taken a look at the mod, the creatures are not documented thus I cannot comment much, but I'll try to give my 2 cents.

 

 

Animate Dead: Boneguard and Banshee?! :D Skeleton Warrior is already really too powerful for a 3rd lvl spell, but this improvemend is utterly overpowered even for the 5th lvl arcane version. Note that the arcane version of this spell will replace SR's Summon Shadow (as wizards don't have Animate Dead within SR).

 

Call Woodland Beings: well, I actually planned to implement Dryad and Sirine myself, but both should be weaker than the Nymph, not more powerful!

 

Mordenkainen's Sword: I do think this "improvement" would cause serious AI issues. Avoid it.

 

Celestials: I highly doubt this mod can do better things than PnP Celestials or SR's Celestials. :p

 

Demons: not much to say about this, I don't know if it's fully compatible with SCS though.

 

Elementals: they should really be fine as they are within SR, and I don't know what this does.

 

Monster Summoning: the monsters summoned by this seem really too powerful to me, but nice selection (if you don't worry about balance)

 

Animal Summoning: not much to say.

 

Summon Behoder: will replace SR's Create Undead. It's clearly overpowered. ???

 

Summon Vampire: replaces Wyvern Call.

 

 

I kinda feel the whole mod kinda overdo and make all the summoning spells too powerful, but most of it should work with SR. Install it after SR like Jarno says.

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@ Demivrgvs and Jarno Mikkola:

 

Thanks!

 

Well, I know that at least some components are overpowered (although enemy mages, too, can summon the improved being, I guess), but I've played BG several times and next time I thought about an easy-going runthrough with my summons doing almost everything for me... ???

And vampires and beholders are something different, after all. :p

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I know that at least some components are overpowered (although enemy mages, too, can summon the improved being, I guess), ...
Well, no they don't because vanilla's AI don't use most summons (e.g. AI will never summon beholders and vampires, which are vanilla's Summon Carrion and Wyvern Call respectively).

 

And vampires and beholders are something different, after all. :p
Why not liches? ???

 

Anyway, let me know if you have any problem.

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