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My new "Made in Heaven" mods


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15 hours ago, polytope said:

I have a suspicion you're responding to a bot/scammer because of their reference to "most of the techloky apk mod games" and "your article".

Yeah, I have to agree there is something fishy about this.  Although since there are no links or anything, I'm not sure what was intended.

15 hours ago, polytope said:

Seems to be part of a wave of astroturfing to get people to install techloky (whatever it is, I'm not visiting the website) on their phones, see a similar post and timestamp here

I did a bit of digging around.  It seems to be a site for archiving game mods for Android games.  There wasn't anything openly malicious about it that I could find and it's not on any blacklists,  although the way they wrote their "DMCA Disclaimer" hints they may not be very concerned about copyright.  And there is no Baldur's Gate content there at all.

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 Updates, updates, cursed updates.  I couldn't resist temptation to grab newest versions of excellent MiH mods but unfortunately newest v.6 of MiH Spellpack component "Expanded Temple Services" crash the game when you click healing in Temple of Oghma in Candlekeep unlike  v.5 which seems to work without problems ( uninstalled it 3 days ago). 

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32 minutes ago, Greenhorn said:

 Updates, updates, cursed updates.  I couldn't resist temptation to grab newest versions of excellent MiH mods but unfortunately newest v.6 of MiH Spellpack component "Expanded Temple Services" crash the game when you click healing in Temple of Oghma in Candlekeep unlike  v.5 which seems to work without problems ( uninstalled it 3 days ago). 

Mm, most likely it gets confused about whether or not CLERIC_CURE_BLIND_DEAF is available and tries to use it while it's not there.  This component actually didn't change at all, but the restored spells component did, it was moved to MiH F&R (currently unreleased).

As a test, could you edit override/spell.ids and remove the line for CLERIC_CURE_BLIND_DEAF from it before installing this component?  If I am correct, this should resolve the crash.  Or if you are adventurous, you could try installing F&R (at least the Restored Spells component) before this component, that should resolve it too.

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15 minutes ago, Angel said:

Mm, most likely it gets confused about whether or not CLERIC_CURE_BLIND_DEAF is available and tries to use it while it's not there.  This component actually didn't change at all, but the restored spells component did, it was moved to MiH F&R (currently unreleased).

As a test, could you edit override/spell.ids and remove the line for CLERIC_CURE_BLIND_DEAF from it before installing this component?  If I am correct, this should resolve the crash.  Or if you are adventurous, you could try installing F&R (at least the Restored Spells component) before this component, that should resolve it too.

Not feeling particularly adventurous after solving various compatibility problems between 200 or so mods last week. But removing Cure blind deaf from spell.ids did the trick! :beer:

Thank you for your help and fast reply. 

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15 hours ago, Greenhorn said:

Not feeling particularly adventurous after solving various compatibility problems between 200 or so mods last week. But removing Cure blind deaf from spell.ids did the trick! :beer:

Thank you for your help and fast reply. 

Alright, that should be an easy fix then.  I'll upload a minor release tomorrow.

EDIT: And done, release 6.1 fixes this specific issue.

Edited by Angel
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On 12/27/2022 at 8:18 PM, Angel said:

Alright, that should be an easy fix then.  I'll upload a minor release tomorrow.

EDIT: And done, release 6.1 fixes this specific issue.

Well, the good news is that indeed there are no more crashes with healing in the temples. Bad news is that the main reason why I installed this component:

Quote

In addition, this component restores a bunch of dummied out priestly spell scrolls and makes them available for purchase at temples. These include Cure Light/Serious/Critical Wounds and a couple of buffing spells.

isn't working. Not a single new scroll in the Temple of Wisdom nor Candlekeep temple. Or any other temple for that matter, judging from what I saw in NI. That was not an issue in the old v.5. 

Edited by Greenhorn
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3 minutes ago, Greenhorn said:

Well, the good news is that indeed there are no more crashes with healing in the temples. Bad news is that the main reason why I installed this component:

isn't working. Not a single new scroll in the Temple of Wisdom nor Candlekeep temple. Or any other temple for that matter, judging from what I saw in NI. That was not a issue in the old, v.5. 

Sorry, item- and spell restorations have been moved to a different mod, MiH F&R (not yet released, but current master should work).  I should update the readme on that fact I guess.

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35 minutes ago, Angel said:

Sorry, item- and spell restorations have been moved to a different mod, MiH F&R (not yet released, but current master should work).  I should update the readme on that fact I guess.

Oh, OK, one more of your fine mods is always a good thing, luckily it was not a bug. Since I'm already here could you please elaborate a little what exactly are changes introduced by Arcane spells component in this mod. I think I found most of them looking through files but just to be on the safe side little more details won't hurt. 

Edited by Greenhorn
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13 minutes ago, Greenhorn said:

Oh, OK, one more of your fine mods is always a good thing, luckily it was not a bug. Since I'm already here could you please elaborate a little what exactly are changes introduced by Arcane spells component in this mod. I think I found most of them looking through files but just to be on the safe side little more details won't hurt. 

Ah, you mean the lore changes.  Fairly minimal at the moment, but this is still a work in progress:

  1. Thalantyr, being a conjurer specialist in canon, actually carries conjuration spells in his scroll selection.
  2. Thalantyr's appearance is brought more in line with his canon description by giving him a Staff of Power.  (It's not possible to steal or loot this.)
  3. Thalantyr's flesh golems are replaced by invisible stalkers, as by canon and how inappropriate creating flesh golems is for a neutral good character.
  4. The Nashkell Inn is renamed "The Northern Light" as by canon.
  5. The owner of said inn is a wizard named Ries Kensiddar, as by canon.  A few low-level scrolls are added to his inventory.
  6. The Nashkell Store is renamed "Cloud Peaks Outfitters", as by canon.
  7. The owner of said store is a halfling cleric named Salla Pitontoes, as by canon.
  8. Berrun Ghastkill is changed to a human fighter, as by canon.
  9. A few spells are given their correct creator's names: Storm's Spell Thrust, Alustriel's (Improved) Mantle, Symbul's Spell Sequencer/Trigger, Sylune's Absolute Immunity.  (I'm considering making this part optional.)

There are no BG2-specific changes at this time.

 

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1 hour ago, Angel said:

Ah, you mean the lore changes.  Fairly minimal at the moment, but this is still a work in progress:

  1. Thalantyr, being a conjurer specialist in canon, actually carries conjuration spells in his scroll selection.
  2. Thalantyr's appearance is brought more in line with his canon description by giving him a Staff of Power.  (It's not possible to steal or loot this.)
  3. Thalantyr's flesh golems are replaced by invisible stalkers, as by canon and how inappropriate creating flesh golems is for a neutral good character.
  4. The Nashkell Inn is renamed "The Northern Light" as by canon.
  5. The owner of said inn is a wizard named Ries Kensiddar, as by canon.  A few low-level scrolls are added to his inventory.
  6. The Nashkell Store is renamed "Cloud Peaks Outfitters", as by canon.
  7. The owner of said store is a halfling cleric named Salla Pitontoes, as by canon.
  8. Berrun Ghastkill is changed to a human fighter, as by canon.
  9. A few spells are given their correct creator's names: Storm's Spell Thrust, Alustriel's (Improved) Mantle, Symbul's Spell Sequencer/Trigger, Sylune's Absolute Immunity.  (I'm considering making this part optional.)

There are no BG2-specific changes at this time.

 

Heh, I had found them all. Thank you. :)

Edited by Greenhorn
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Good day @Angel. Is there any chance in your .tp2 file that you do BEGIN @x DESIGNATED 100 (DESIGNATED 101, DESIGNATED 102, etc.) for each of your components. This will greatly assist in component detection to determine which components of your mods are installed and which version specifically is being installed. Starting at number 100 would also easily allow me, and others, to see if it is the current version or your previous version since some components got moved around. I've gone ahead and created a pull request if that would make it easier for you. Thank you!

Edited by morpheus562
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8 hours ago, Angel said:
  • Thalantyr, being a conjurer specialist in canon, actually carries conjuration spells in his scroll selection.
  • Thalantyr's appearance is brought more in line with his canon description by giving him a Staff of Power.  (It's not possible to steal or loot this.)
  • Thalantyr's flesh golems are replaced by invisible stalkers, as by canon and how inappropriate creating flesh golems is for a neutral good character.
  • The Nashkell Inn is renamed "The Northern Light" as by canon.
  • The owner of said inn is a wizard named Ries Kensiddar, as by canon.  A few low-level scrolls are added to his inventory.
  • The Nashkell Store is renamed "Cloud Peaks Outfitters", as by canon.
  • The owner of said store is a halfling cleric named Salla Pitontoes, as by canon.
  • Berrun Ghastkill is changed to a human fighter, as by canon.
  • A few spells are given their correct creator's names: Storm's Spell Thrust, Alustriel's (Improved) Mantle, Symbul's Spell Sequencer/Trigger, Sylune's Absolute Immunity.  (I'm considering making this part optional.)

This is great. Something very similar was done by elminster in Eve of War mod, and this was one of my favourite features of that mod. I was always a sucker for canonical lore and each time I encountered bits of lore I knew from p&p, I felt like a kid in a candy store.

If I could suggest a couple of more features of this kind:

  • Allow Halbazzer Drin to cast Meteor Swarm (as per "Volo's Guide to the Sword Coast", p.219).
  • Give duke Eltan some of his canonical items - according to Forgotten Realms Campaign Setting (TSR1085), p. 34, he possesses following items: greenstone amuletplate mail +2, displacer cloak +2, ring of absorption, ring of anti-venom, girdle of storm giant strength and gauntlets of ogre power. As for weapons, he wields a silver long sword +2, silver dagger +2 and neutral, telepathic short sword +1, called "Roan", who is his longtime friend. Roan can detect magic, invisible creatures, illusion, traps and know alignment, each once per day. It also automatically returns to Eltan if it leaves him. His most prized possession is, however, a hammer of thunderbolts, which he rarely uses. Now, I realize canonically he is loaded with magical items, but it would be fun to give him at least one or two most iconic items.
  • Scar - give him his canonical items: scimitar +2, six throwing axes, bracers of defense (AC2) and greenstone amulet. Also, his real name is Hurbold Duethkatha, which is a secret known only to his surviving youthful acquaintances in Waterdeep, as well as his friends Eltan and Moruene (Forgotten Realms Campaign Setting (TSR1085), p. 35)
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Angel,

Curious why "Revised Corporal Undead" touches Kobolds:

Mods affecting KOBCOMM.CRE:
00000: /* created or unbiffed */ ~MIH_IP/SETUP-MIH_IP.TP2~ 0 14 // Miscellaneous Item Improvements (see readme)v7
00001:  ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ 0 200 // SBO - Stat Bonus Overhaulv6.3.4
00002:  ~MIH_EQ/SETUP-MIH_EQ.TP2~ 0 0 // Revised Corporal Undeadv5.1

Mods affecting KOBOLA_A.CRE:
00000: /* created or unbiffed */ ~MIH_IP/SETUP-MIH_IP.TP2~ 0 14 // Miscellaneous Item Improvements (see readme)v7
00001:  ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ 0 200 // SBO - Stat Bonus Overhaulv6.3.4
00002:  ~MIH_EQ/SETUP-MIH_EQ.TP2~ 0 0 // Revised Corporal Undeadv5.1

 

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