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SR Revised V1.3.900 (2022 August 8th)


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Posted (edited)
2 hours ago, Guest FallenAngel said:

I've since started Icewind Dale and decided against including SCS, since I absolutely had to have the Icewind Dale NPCs, as well as a UI mod and a spell menu mod (which in turn necessitated another mod to work), by which point I was afraid I was already reaching too many mods to keep the install (and order) stable (pobably laughable to people who run with dozens of mods, but it's only my second modded game, third if you count the two Black Pits modules seperately).
Hopefully, the mod companions (being naturally much weaker than a twinked out seld-made party), setting the difficulty to Insane and deactivating Bonus XP from difficulty will do enough to provide some challenge.
Using SR 4.19RC5 with SRR v1.3.956

From what I've noticed so far (being right at the beginning still), the party's Paladin companion has two Detect Evil abilities. Probably because BG Paladins get to cast it 4 + (once per level past 1st) times per day and IWD Paladins get to cast it once per round (so basically infinite).
The "BG" Detect Evil has no description (the description screen when right clicking is empty) and disappears after a single cast. It shows evil creatures in the log, but does not highlight them with a visual effect.
The "IWD" Detect Evil has its proper description, can be cast properly (indefinitely) and has its proper visual effect (highlighting eligible targets with a red glow).
Inspecting the Paladin with EEKeeper, his innate abilities show SPCL109 & SPCL212 as Detect Evil. Removing SPCL212 gets rid of the faulty version (even though googling tells me 212 is the IWD version...I don't know ^ ^;).

My Ranger companion on the other hand seems to have Bhaalspawn abilities for some reason. Besides the intended for IWD Charm Animal and Tracking, he's got Cure Wounds, Slow Poison, Draw Upon Holy Might and Vampiric Touch. All of which I removed with EEKeeper.

I installed the NPC mod before SR(R) as recommended in the install order, but when installing SR(R) the component for updating joinable NPC spellbooks did not install (claiming it is for BG2 engine games only), so I guess that may have something to do with it?

A minor weird thing is that the first time I started the game and cast Mage Armor on my main character, he had the Stoneskin visual on him for the duration. On subsequent starts I could not replicate this, Mage Armor now has no visual effect at all.

Thanks for the report:

  1. Bhaalspawn ability resources will no longer be installed on IWDEE games. These didn't look to be resources occupied by anything on a vanilla IWDEE install anyways, but if the game is inexplicably adding them to your characters when they do exist, then I might as well just make sure they're not installed.
  2. SPCL212 is supposed to be Protection from Evil in IWD, not Detect Evil. It will no longer be installed for IWDEE games.
  3. A note here about SRR's innate abilities: these are not always given full descriptions, as descriptions were not ever visible for innate abilities pre-EEs. In the case of base class abilities, I should probably make an effort at some point to include them.
  4. I've looked for other similar erroneous overwrites, and I have identified a few BG1 NPC abilities that are problematic (e.g. Safana's Charm Person ability will overwrite IWDEE's Eye of the Sword). Like the previous Bhaalspawn abilities, these all have now been disabled from being installed wholesale for IWDEE games. I don't see any other problematic innate/class abilities, but I could be wrong.
  5. Couldn't confirm the "Mage Armor causes Stoneskin visual" bug, I'm afraid: the normal graphic seemed to play just fine for me.
  6. I'm not familiar with the NPC mod, but with the way that the spellbook-fixing component is coded, I don't really see any reason that the component shouldn't work for IWDEE. Although just because I don't currently see why it wouldn't, doesn't mean I'm right. I tested its installation on a vanilla IWDEE game and it essentially did nothing, but that's because on a vanilla IWDEE game, there aren't any party members for it to edit. I've opened it up to IWDEE games in the very latest repository version for the time being - if you ever test it and it's horribly broken, be sure to let me know, but I think it should be perfectly fine.

Again, thank you for the testing and detailed feedback!

Edited by Bartimaeus
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Guest FallenAngel

I redid my install (was pretty much still at the beginning, might as well) with the newest master and I can confirm that the Bhaalspawn abilities are gone and the NPC Spellbook component does install now.

The Paladin now has 2 seemingly identical versions of the Protection from Evil ability instead.

From scanning the companions spellbooks (after using EEKeeper to give everyone 100k XP) the Fighter/Druid has 2 identical versions of Resist Elements at 2nd level, Summon Lizardmen and Summon Trolls at 3rd level (which both use the icon for Monster Summoning 1 only in green). Level 4 has Polymorph Other which I think shouldn't be there?
Haven't checked higher levels yet since that's where 100k got me and obviously couldn't really check the arcane casters at all that way.

Oh and the NPC mod is the one from Kulyok, if that helps. (https://www.pocketplane.net/icewind-dale-npcs/).

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8 hours ago, Guest FallenAngel said:

The Paladin now has 2 seemingly identical versions of the Protection from Evil ability instead.

I installed the NPC mod you linked: are you seeing it on that mod's Holvir NPC? Because I installed that mod without SR at all and that's what his innate abilities look like to start with, whereas the Undead Hunter that the game starts you with and a self-made paladin that I created both looked right when SRR is installed.

8 hours ago, Guest FallenAngel said:

Level 4 has Polymorph Other which I think shouldn't be there?
Haven't checked higher levels yet since that's where 100k got me and obviously couldn't really check the arcane casters at all that way.

Druids are supposed to have Polymorph Other at 4th level, yeah. The double Resist Element, not so much. The question with the summoning spells is whether or not SR's Animal Summoning spells should overwrite them or if they should just co-exist to make sure there aren't any issues.

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Guest FallenAngel
7 hours ago, Bartimaeus said:

I installed the NPC mod you linked: are you seeing it on that mod's Holvir NPC? Because I installed that mod without SR at all and that's what his innate abilities look like to start with, whereas the Undead Hunter that the game starts you with and a self-made paladin that I created both looked right when SRR is installed.

Yeah, I was referring to Holvir. So this is an issue specific to the mod NPC? Should have probably installed just the NPC mod and checked the companions first before installing SRR and assuming things.

Quote

Druids are supposed to have Polymorph Other at 4th level, yeah. The double Resist Element, not so much. The question with the summoning spells is whether or not SR's Animal Summoning spells should overwrite them or if they should just co-exist to make sure there aren't any issues.

I was using GameBanshee in tandem with the web-based SR spell reference (which doesn't have Polymorph Other on the Divine list) to cross-check the spells. Should have gone with the up to date github .tra files even though they're less handy to navigate. Druids having Polymorph Other makes sense anyway.

"Summon Lizardmen" and "Summon Trolls" shouldn't be there though?. Can't find either of these in SRRs .tra files or on GameBanshee and Google only spits out an IWD Wiki entry of the Yuan-ti High Summoner who apparently has both of these as monster only abilities.

Might just be another quirk of the mod NPCs (Nella, as Fighter/Druid in this case) for all I know though...I guess I really gotta test with just the NPCs installed and bump em all to max level.

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4 hours ago, Guest FallenAngel said:

"Summon Lizardmen" and "Summon Trolls" shouldn't be there though?. Can't find either of these in SRRs .tra files or on GameBanshee and Google only spits out an IWD Wiki entry of the Yuan-ti High Summoner who apparently has both of these as monster only abilities.

They're not SR/R spells, no, but there are other spells in IWD that are also not touched by SR/R either, and more what I question is whether SRR can safely overwrite those summoning spells without issue.

4 hours ago, Guest FallenAngel said:

I was using GameBanshee in tandem with the web-based SR spell reference (which doesn't have Polymorph Other on the Divine list) to cross-check the spells. Should have gone with the up to date github .tra files even though they're less handy to navigate. Druids having Polymorph Other makes sense anyway.

Polymorph Other was added to druid spellbooks by SR, but I believe SR actually has it as a 5th level spell, whereas I moved it down to 4th level for SRR because I felt it didn't adequately compete at 5th level. Though given the dearth of offensive spells at 5th level for druids, maybe it would've just been better to just fiddle with the numbers instead.

4 hours ago, Guest FallenAngel said:

Yeah, I was referring to Holvir. So this is an issue specific to the mod NPC? Should have probably installed just the NPC mod and checked the companions first before installing SRR and assuming things.

From what I could tell, yes. I installed only that NPC mod, and Holvir came with two different versions of Protection from Evil.

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Posted (edited)

 "To install this, you must extract the latest official version of SR V4 (b18 or anything later should be fine!) to your game directory as you would normally (or have an automated tool do it for you), and then additionally extract this mod on top of it before installing SR. Specifically, SRR's spell_rev folder should overwrite the normal spell_rev folder - confirm to overwrite folders as well as all files it asks you to..."

@Bartimaeus

Releases · Gibberlings3/SpellRevisions (github.com)

hi

the original "spell revision" is only distributed through .exe or source-code archive format on github now, and "spell revision revised" is also distributed via source-code packs as "("repo master")..

if i have understood the instructions on "spell revision revised" correctly, do i simply overwrite the extracted  source-code folder of original Spell Revision with SRR's extracted source code pack, and then run the new exe "setup-spell_rev.exe" that's been modded by this revision mod to install?

 

if i want to automate the process with project infinity, do i basically extract first the original spell revision mod from source-code pack into a folder, and then revision revised  to overwrite that folder, then move the resultant folder into the mod directory of Project infinity as usual? 

should i use distributed .exe instead to extract the original spell revision instead of downloading the "source-code" package on that is listed alongside it in releases on github?

also does the version of the original spell revision used as base matter? is " Version 4.19, Release Candidate 5" better than just "version 4, beta 18"?

 

Edited by jacklhoward
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Posted (edited)
6 hours ago, jacklhoward said:

 "To install this, you must extract the latest official version of SR V4 (b18 or anything later should be fine!) to your game directory as you would normally (or have an automated tool do it for you), and then additionally extract this mod on top of it before installing SR. Specifically, SRR's spell_rev folder should overwrite the normal spell_rev folder - confirm to overwrite folders as well as all files it asks you to..."

@Bartimaeus

Releases · Gibberlings3/SpellRevisions (github.com)

hi

the original "spell revision" is only distributed through .exe or source-code archive format on github now, and "spell revision revised" is also distributed via source-code packs as "("repo master")..

if i have understood the instructions on "spell revision revised" correctly, do i simply overwrite the extracted  source-code folder of original Spell Revision with SRR's extracted source code pack, and then run the new exe "setup-spell_rev.exe" that's been modded by this revision mod to install?

 

if i want to automate the process with project infinity, do i basically extract first the original spell revision mod from source-code pack into a folder, and then revision revised  to overwrite that folder, then move the resultant folder into the mod directory of Project infinity as usual? 

should i use distributed .exe instead to extract the original spell revision instead of downloading the "source-code" package on that is listed alongside it in releases on github?

also does the version of the original spell revision used as base matter? is " Version 4.19, Release Candidate 5" better than just "version 4, beta 18"?

 

Yes. When you "install"/extract the distributed .exe to your game directory, it'll create a "setup-spell_rev.exe" and "spell_rev" folder in your game directory. The idea with SRR is to overwrite that .exe and folder with SRR's own (keeping whatever files SRR hasn't modified but overwriting the ones that it has modified), which yes, should theoretically also allow you to use an automated installer to install the same components as you would for an SR install.

The version of SR used as the base does not matter, as all relevant files are overwritten anyways (assuming that it's beta 18 or later).

Edited by Bartimaeus
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Posted (edited)

ty very much.

also, to make the matter clear. what is different with the "installed" folder with an exe through the distributed .exe installation, and the "source-code" package that has mod.bat instead? does mod.bat do basically what .exe does only that its executed via windows commands?

mod bat Screenshot 2024-05-05 034430.png

Edited by jacklhoward
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Posted (edited)
7 hours ago, jacklhoward said:

ty very much.

also, to make the matter clear. what is different with the "installed" folder with an exe through the distributed .exe installation, and the "source-code" package that has mod.bat instead? does mod.bat do basically what .exe does only that its executed via windows commands?

mod bat Screenshot 2024-05-05 034430.png

That comes from the SR master, right? Unlike the SRR master, the SR master is not really built for being downloaded and installed by users (note that there's no weidu setup included to even install it and you'd have to get your own), but it will have all the very latest changes to SR if any have been made compared to the latest "release" package. If you're installing SRR over it, I'd just use one of the latest releases instead. GitHub projects are managed differently from one to the next - sometimes the master is the best option to use (as I would say is the case for my projects), sometimes you should really stick to the official releases.

Edited by Bartimaeus
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On 5/3/2024 at 5:41 PM, Bartimaeus said:

Yes. When you "install"/extract the distributed .exe to your game directory, it'll create a "setup-spell_rev.exe" and "spell_rev" folder in your game directory. The idea with SRR is to overwrite that .exe and folder with SRR's own (keeping whatever files SRR hasn't modified but overwriting the ones that it has modified), which yes, should theoretically also allow you to use an automated installer to install the same components as you would for an SR install.

The version of SR used as the base does not matter, as all relevant files are overwritten anyways (assuming that it's beta 18 or later).

ty very much

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hello ^^ 

It looks that SRR seems to fix or tweak the official SR (v4.19) in rather minor ways overall.

So is SRR revisited compatible with SCS ? the last SCS readme indicate that SCS is compatible only with the  last official SR release.

 

 

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hi! I have some questions about compatibilities:


 1.I play with tobex afterlife, and I'd like to install options like "disable hostile reaction after charm" from tobex. by reading readmes and posts in this thread i know that SRR requires tobex to function so it would automatically install tobex when tobex is not detected, but it also seems that if detects that there's tobex already installed  it would just skip it.

if i want "disable hostile..after charm", what should i do to make it work in the best way? should i install the tobex+bgt tweak's version of it and make SRR skip it? or should i keep tobex+bgt tweak version of it uninstalled, and let SRR detect it so it would install the best version of that option?
 
 also, i'd like to know whether there are other mods' options that might pose a conflict with SRR, or options that should be chosen in one mod for only once


 e.g. 
 
    ..
    the tobex afterlife options I'd like to install,     
 i am unsure if those tweaks would clash with SRR's changes to internal spellcodes etc.:
    (https://spellholdstudios.github.io/TobEx_AfterLife/TobEx_AfterLife/documentation/readme.html)
 
    Disarm Trap Distance [Fix]
    Protection From Spell for Contingency [Fix](this, especially)
    Self-Patched Effect Removing [Fix]
    Saving Throw Improved Invisible Bonus [Compatibility]
    --(Enable +4 Saving Throw Bonus at engine level, doesn't apply bonus against creatures with ability to see invisible. Component not compatible with BG2 Fixpack! (BG2 Fixpack has own, but worse fix))
    

 
    ..
    bg2 fixpack,
    are the beta fixes compatible as well?e.g.
    (https://gibberlings3.github.io/Documentation/readmes/readme-bg2fixpack.html)
    BETA Core Fixes
    game text update GTU_light (would this cause wrong description texts to spells?)
    Optional But Cool: Improved Spell Animations
    Optional But Cool: Corrected Summoned Demon Behavior
    Optional But Cool: Additional Script Fixes --" Most of the bugs are missing checks in spellcaster scripts for memorized spells (or casting spells)..."
    Optional But Cool: Change Free Action to Protect Against Stun
    Optional But Cool: Paws from Shapeshifting Can Not Be Dispelled
    Additional Alignment Fixes: v13 (would this mess up the the distribution of creature alignments which SRR is designed to work based upon it?)

 

same. spell behaviours are spell-casting mechanism are being changed.

    .. 
    bg 2 improved gui, (would those 2 UI tweaks conflic with SRR?)
    (https://spellholdstudios.github.io/BG2_Improved_GUI/bg2improvedgui/documentation/readme.html)
    ~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #300 // Hide 'Write magic' button for already known spells and for opposition schools
    ~BG2IMPROVEDGUI.TP2~ #0 #1400 // Do not clear Drained Spell Slots
    
    
 
 2. 
 also for this option in tobex afterlife, if I opt out of it,
 "~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: v28 "
   what spells would my choice affect and in which way? I am not sure precisely what would happen, and would like to know which one I would prefer.
  
 

3.
for those class kits or items that would trigger spell effects added by mods--are they influenced from SRR's improvements or changes to spells?
do they do things like triggering the spellcodes used by SRR instead of the vanilla ones they are intended for, or is it more likely the spellcodes and related codes would be separate, and SRR could be perfectly compatible? or it has to be determined on a case by case basis?
e.g.

justifier from unfinished business,
https://pocket-plane-group.github.io/readmes/readme-ub.html#vampire
 Chorister from song and silence.
https://gibberlings3.github.io/Documentation/readmes/readme-song_and_silence.html
 

items, spell scrolls that cast magic spells / effects from rogue rebalancing and song and silence
https://avenger981.github.io/doc/doc/rr_core.html#Additional_equipment_for_Thieves_and
https://www.gibberlings3.net/forums/topic/2575-complete-list-of-new-items-in-this-mod/

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32 minutes ago, jacklhoward said:

if i want "disable hostile..after charm", what should i do to make it work in the best way? should i install the tobex+bgt tweak's version of it and make SRR skip it? or should i keep tobex+bgt tweak version of it uninstalled, and let SRR detect it so it would install the best version of that option?

If ToBEx is configured with that installation option, charm will not cause automatic hostile reaction in SRR (nor SR anymore for that matter...I think). That was taken care of years ago for SRR.

1 hour ago, jacklhoward said:

bg2 fixpack,

All fine.

1 hour ago, jacklhoward said:

 the tobex afterlife options I'd like to install,     

Should be all fine.

1 hour ago, jacklhoward said:

 bg 2 improved gui, (would those 2 UI tweaks conflic with SRR?)

SR/R doesn't modify any UI elements, so not a likely cause for conflict. Haven't used the mod in question though, and I suspect it would run afoul of 1pp's own UI edits if you use them.

1 hour ago, jacklhoward said:

 also, i'd like to know whether there are other mods' options that might pose a conflict with SRR, or options that should be chosen in one mod for only once

I am not nearly all-knowing enough to be able to answer that, I'm afraid.

1 hour ago, jacklhoward said:

"~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: v28 "
   what spells would my choice affect and in which way? I am not sure precisely what would happen, and would like to know which one I would prefer.

The blindness effect applies a -4 THAC0 in oBG2: ToBEx corrects it to the intended -10. This is relevant to spells that cause true blindness, such as arcane level 1 Blindness and Power Word: Blind. If you prefer it to be -4, then don't use that option.

1 hour ago, jacklhoward said:

for those class kits or items that would trigger spell effects added by mods--are they influenced from SRR's improvements or changes to spells?
do they do things like triggering the spellcodes used by SRR instead of the vanilla ones they are intended for, or is it more likely the spellcodes and related codes would be separate, and SRR could be perfectly compatible? or it has to be determined on a case by case basis?

Most likely, new kits whose design wildly differ from their base kits are going to have new spell resources that do not intersect with SR/R's, so they should function as originally designed. Same with mods that add new items with spell-like effects, such as that component from RR. Outside of a few global patches like the changes to petrification, SR/R largely concerns itself only with vanilla resources.

10 hours ago, DrAzTiK said:

hello ^^ 

It looks that SRR seems to fix or tweak the official SR (v4.19) in rather minor ways overall.

So is SRR revisited compatible with SCS ? the last SCS readme indicate that SCS is compatible only with the  last official SR release.

I think SCS targets compatibility for beta 18 of official SR. As such, it's my job to make compatibility between SRR and SCS continues to work. As far as I know, there are no outstanding issues.

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18 hours ago, Bartimaeus said:

If ToBEx is configured with that installation option, charm will not cause automatic hostile reaction in SRR (nor SR anymore for that matter...I think). That was taken care of years ago for SRR.

All fine.

Should be all fine.

SR/R doesn't modify any UI elements, so not a likely cause for conflict. Haven't used the mod in question though, and I suspect it would run afoul of 1pp's own UI edits if you use them.

I am not nearly all-knowing enough to be able to answer that, I'm afraid.

The blindness effect applies a -4 THAC0 in oBG2: ToBEx corrects it to the intended -10. This is relevant to spells that cause true blindness, such as arcane level 1 Blindness and Power Word: Blind. If you prefer it to be -4, then don't use that option.

Most likely, new kits whose design wildly differ from their base kits are going to have new spell resources that do not intersect with SR/R's, so they should function as originally designed. Same with mods that add new items with spell-like effects, such as that component from RR. Outside of a few global patches like the changes to petrification, SR/R largely concerns itself only with vanilla resources.

I think SCS targets compatibility for beta 18 of official SR. As such, it's my job to make compatibility between SRR and SCS continues to work. As far as I know, there are no outstanding issues.

Blinded | Baldur's Gate Wiki | Fandom according to wiki, I think it is the oBG2 / oBGT that has -10 THAC0 by default and tobex corrects it to -4?

a couple more compatibility questions

1.
from tweaks anthology, is the option
"Change Magically Created Weapons to Zero Weight"
relevant to any extent for a SRR install? has a similar change to magically created weapons already been implemented?

 2. from SCS, there is a mandatory component called
 "Core Stratagems spell-system changes (assumed by Sword Coast Stratagems mod)"
 would this component affect how SRR spells behave? it is said to be mandatory for AI improvements to work, and SCS works with SRR out of box, so i assume the final result of having both SRR and SCS would not matter too much? is there any notable changes to spell effects or is it more about technical implementation of same features? 
 
 3. does SRR alter non-spell shapeshifting abilities by druids or other classes?

if not, i think i've heard from somewhere that scs / iwdification's druid shapeshift tweak is a perfectly compatible candidate to fill in that capacity , the one that gave you the totem paws ?

 

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24 minutes ago, jacklhoward said:

Blinded | Baldur's Gate Wiki | Fandom according to wiki, I think it is the oBG2 / oBGT that has -10 THAC0 by default and tobex corrects it to -4?

Whoops, looks like I'm wrong here. So there are two changes to Blindness by ToBEx:

1. "Blindness Fix": changing this to 1 makes it so that the blindness effect cannot stack (in the original game, being blinded twice would reduce your THAC0 by 20).
2. "Blindness As Spell Description": changing this to 1 changes the penalty from -10 THAC0 to -4 THAC0 and -4 AC (as per the original spell description & what the EEs do now).

34 minutes ago, jacklhoward said:

relevant to any extent for a SRR install? has a similar change to magically created weapons already been implemented?

Weapons conjured by the oBG2 version of Enchanted Weapon still have weight (and I do not believe that component would affect most Enchanted Weapon items). Besides that, everything else should be weightless already.

37 minutes ago, jacklhoward said:

 3. does SRR alter non-spell shapeshifting abilities by druids or other classes?

if not, i think i've heard from somewhere that scs / iwdification's druid shapeshift tweak is a perfectly compatible candidate to fill in that capacity , the one that gave you the totem paws ?

SR/R do not touch class shapeshifting, except for the Fire/Earth Elemental Transformation HLAs. I've always used SCS's, personally.

39 minutes ago, jacklhoward said:

2. from SCS, there is a mandatory component called
 "Core Stratagems spell-system changes (assumed by Sword Coast Stratagems mod)"
 would this component affect how SRR spells behave? it is said to be mandatory for AI improvements to work, and SCS works with SRR out of box, so i assume the final result of having both SRR and SCS would not matter too much? is there any notable changes to spell effects or is it more about technical implementation of same features? 

Yes, it should be fine. Here's what the SCS says about that component:

Spoiler

These tweaks alter a range of spells, mostly but not entirely focussed around a spellcaster's defenses and abilities to remove other creatures' defenses. What unites them is that all are assumed by the enemy AI in Sword Coast Stratagems, and enemy spellcasters may act quite strangely from time to time if this is not installed.

Alignment-appropriate fiends

The fiend-summoning spells (Cacofiend, Summon Fiend, Gate) are a little inconsistent in the kinds of fiends they summon: Cacofiend and Summon Fiend summon chaotic evil tanar'ri (demons), Gate summons lawful evil baatezu (devils). This component causes the fiends that are summoned to be on the same point of the Law/Chaos axis as the caster: Lawful characters will summon Bone Fiends, Cornugons and Pit Fiends; Chaotic and Neutral characters will summon Nabassu, Glabrezu and Balors.

Allow Spellstrike to take down a Protection from Magic scroll (not Spell Revisions)

"In the original game, the protective sphere produced by a Protection from Magic scroll is completely impenetrable by any spell at all - if you use one, all a hostile wizard can do is run away or fight in melee. This component allows the most powerful mage anti-magic spell, the 9th level spell Spellstrike, to destroy the anti-magic sphere of one of these scrolls. It also allows the anti-magic ray of the Hive Mother beholder to destroy the sphere.

Allow players to use the individual versions of Spell Immunity in triggers (BG1TUTU,BGT,SoA,ToB; not Spell Revisions)

Spell Immunity is really eight sub-spells. This component allows a subspell to be placed into a Contingency or Spell Trigger. (This is already present on Enhanced Edition games.)

Antimagic attacks penetrate Improved Invisibility

"This component changes those spells which target a creature's spell defences (e.g. Secret Word, Spellstrike, Ruby Ray of Reversal - but not Breach) so as to allow them to target creatures which are protected by Improved Invisibility. The idea of this component is that these spells can now be cast on enemy mages who are protected by Improved Invisibility - this makes the Improved Invisibility / Spell Immunity: Divination combination less overpowering.

Make Protection from Normal Missiles affect some magical projectiles (not Spell Revisions)

This component improves the power of the Protection from Normal Missiles spell. It now blocks most magical arrows, bolts etc that lack a formal "plus": that is, it blocks fire arrows, ice arrows and the like. The exceptions are the Arrows of Detonation, the Arrows of Slaying, and the Arrows of Dispelling. This significantly increases the usefulness of the spell (read: makes it not entirely useless for NPC mages).

More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning)

Although it isn't documented, the 5th level spell Breach will remove a creature's combat protections (such as Stoneskin) even if that creature is protected by Spell Deflection, Spell Turning or Spell Trap; it will not, however, affect creatures like liches or rakshasas, because they are immune to spells of level 5 or below. This component removes both features: Breach now bounces off Spell Turning (etc.), but it affects even those creatures immune to "normal" 5th level spells.

Once this is installed, the Breach effect of the Wand of Spell Striking will behave in exactly the same way as the Breach spell.

Remove the battle for control from arcane elemental summoning spells (BG1TUTU,BG2EE,BGEE,BGT,EET,SoA,ToB)

The fifth- and sixth-level Conjure Elemental spells on the mage spell list require a three-round mental battle to control the elemental. This in practice makes the spell mostly useless (three rounds is far too long to stand around in combat; players could cast it in advance, but the AI can't) and in any case very underpowered. This component just makes the summoned elemental directly under the player's control.

Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity (not Spell Revisions)

In the unmodded game, Mantle protects you from +2 or weaker weapons, Improved Mantle from +3 or weaker weapons, and Absolute Immunity from +5 or weaker weapons. In all cases, arguably this is slightly too weak given the prevalence of such weapons in the game. This component increases each protective range by one: Mantle protects against +3 or weaker weapons, Improved Mantle against +4 or weaker weapons, and Absolute Immunity against +6 or weaker weapons (i.e., basically everything.)

 

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