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Unearthed Arcana presents Faiths & Powers: Gods of the Realms


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This is a repeat of the first fatal error that I though I had gotten rid of after replacing mih-ip with item-rev. So the error lies with one or more of the following, Spell revisions, IWDification, Divine Remix, D5 random tweaks, tome and blood, MSFM and Item Revisions. I doubt that the last four are the problem, but I'll let the Good Doctor take a stab at identifying the issue before I start rolling back the mods.

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@sturmvogel are you getting this error when trying to install the new priest scroll component? (Component 70?) Or a different component?

That error sounds like there are  simply too many spells being added to the game. If that's what it is, it's not an error particularly in this or that mod, but rather just a result of installing too many mods together. Endarire was running into the same thing: he wanted to have thousands of spells, but the game can only have 50 per level. It is, sadly, a hard-coded limit.

That said, I have an install right now with SR + IR + MiH-IP + IWDification + DR + SDRT + TnB + MSfM + FnP  and I didn't run into the spell limit. It's  possible @Grammarsalad is ADD_SPELL'ing even more spells  in the latest versions?

Or, consider this:  DR has a small spell  pack in it... but for whatever reason, I have found it to be problematic. It  has caused later  mods to fail to install for me, though I never figured out why.  Between SR, IWDification, and FnP, I think all the DR spells are covered, anyway; so if that is part of your install, try skipping  it.

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19 minutes ago, subtledoctor said:

@sturmvogel are you getting this error when trying to install the new priest scroll component? (Component 70?) Or a different component?

That error sounds like there are  simply too many spells being added to the game. If that's what it is, it's not an error particularly in this or that mod, but rather just a result of installing too many mods together. Endarire was running into the same thing: he wanted to have thousands of spells, but the game can only have 50 per level. It is, sadly, a hard-coded limit.

That said, I have an install right now with SR + IR + MiH-IP + IWDification + DR + SDRT + TnB + MSfM + FnP  and I didn't run into the spell limit. It's  possible @Grammarsalad is ADD_SPELL'ing even more spells  in the latest versions?

Or, consider this:  DR has a small spell  pack in it... but for whatever reason, I have found it to be problematic. It  has caused later  mods to fail to install for me, though I never figured out why.  Between SR, IWDification, and FnP, I think all the DR spells are covered, anyway; so if that is part of your install, try skipping  it.

I know what the issue with the scroll component and it isn't this one (I forgot to copy over some files to the right folder in fnp and the install choked because of it). That's the update I was talking about.

But no, I'm not adding any spells for the priest scroll thing.

Sorry, I got a pm with the relevant error. I just assumed this was the same one.

Edited by Grammarsalad
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Let me give a little background. I'm attempting a BG:EE install on my Mac because I get a security error when I try and install EET. I'm roughly following your BG:EE install in an attempt to minimize problems.

I'm getting the error when I try to install the nuFnP sphere system so my install never gets to the priest scroll component. After rolling everything back so I could delete MiH-ip earlier, I installed FnP as a test and it was successful, except for the priest scroll component. I reinstalled everything, following your example, but did not test FnP until it was scheduled to be installed. This time I will try after every uninstall and see if that helps to identify the problem. Good idea about the DR spells, but, sadly, I didn't install them.

This is my weidu log, post EEEE.

Spoiler

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4.19
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4.19
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4.19
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #10 // Icewind Dale Casting Graphics (Andyr): v5
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two-Handed Axe Item Pack: v5
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #130 // Use IWD Damage Animations: v5
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: v5
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: v5
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #5010 // Cure and Similar Spells Bypass Spell Protections: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2105 // Add 1-Round Blindness Effect to Color Spray: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2108 // Change Protection from Petrification into 'Mirrored Eyes': 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2116 // Allow Targets of Sleep to Wake on Hit: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1151 // Reduce Damage but Improve Blindness in SR's Sunscorch: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1152 // Improve Faerie Fire: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2201 // Add Missile Avoidance to Blur: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2209 // Make Luck Affect Whole Party: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2212 // Move Mirror Image to 3rd Level: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2213 // Add Lingering Effects to SR's Stinking Cloud: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2215 // Make Web Slow Instead of Hold: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2217 // Change Agannazar's Scorcher to Melf's Fiery Missiles: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2224 // Improve Glitterdust: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2251 // Add Deafening Effect On Hit to Decastave: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1202 // Make Barkskin Block One Attack Each Round: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1207 // Make Goodberry an Out-of-Combat Mass Regeneration: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1212 // Tweak Slow Poison: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1251 // Improve Damage and Damage Type of Alicorn Lance: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2305 // Make Haste and Slow Properly Cancel Each Other: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2321 // Make Spell Thrust Target Actors: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2324 // Make Hold Undead and Control Undead Bypass MR: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1323 // Improve Casting Time of Exaltation and Spiritual Clarity: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1351 // Add Faerie Fire and Slow On Hit to Moonblade: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1352 // Increase Range of Icelance: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2413 // Allow Target of Otiluke's Sphere to Use Inventory Screen: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2418 // Set Fire Shield and Acid Sheath Spells to be Breachable: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2451 // Make Shadow Monster Summons More Illusionary: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1404 // Change Neutralize Poison into 'Remove Afflictions': 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1451 // Make Smashing Wave Party-Friendly: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2508 // Improve Function of SR's Waves of Fatigue: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2518 // Change Damage Type and School of Phantom Blade: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2523 // Change Sunfire into 'Missile Storm': 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1505 // Make True Seeing Party-Wide: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1603 // Set Blade Barrier to be Breachable: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1609 // Make False Dawn Bypass Magic Resistance: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1611 // Make Wondrous Recall Restore all 1st- and 2nd-level Spells: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1613 // Make Physical Mirror Block 1 Attack Per Three Seconds: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1614 // Make Sol's Searing Orb Easier to Throw: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1707 // Make Sunray Bypass Magic Resistance: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2708 // Change Mantle into 'Iron Skin': 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2711 // Adjust the Effects of Chaos: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2714 // Change the Effects of Prismatic Spray: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1710 // Add Slow Effect to Holy Word: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2808 // Set Moment of Prescience to Not Breachable: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2811 // Move Symbol: Fear to 7th Level: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2916 // Move Shapechange to 8th Level: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2915 // Move Black Blade of Disaster to 8th level: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2914 // Add Instant Death Effect to Energy Drain: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3000 // Set Spell Weapon APR to 2: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3010 // Add Backstab Immunity to the Ring of Danger Sense: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3020 // Proper Missile Deflection for the Gloves of Missile Snaring: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3030 // Improve Detonating Weapons: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3040 // Add Revised Barkskin to 'Skin of the Forest' Armor: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3050 // Make IR's Rod of Absorption Truly Instantaneous: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3070 // Make the Dwarven Thrower Hammer Usable by Non-Dwarves: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3080 // Improve Azlaer's Harp and Methild's Harp: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3092 // Nerf Edwin's Amulet -> Limit Bonus Slots to 7th Level Spells: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3100 // Metamagic Instead of MR for Cloak of the Weave: 1.5.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #4010 // Add a Saving Throw Against Level Drain Effects: 1.5.6
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #1201 // Rebalanced Arcane Opposition Schools -> No Opposition Schools: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #16 // Improved Identify spell (usable by Arcanist/Multi Sorcerers): 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #40 // Revised Specialists: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #54 // Revised Metamagic -> Innate metamagic, learned from scrolls ONLY (none for sorcerers): 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #62 // Cantrips -> Level One Cantrips: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #72 // Sorcerer Spell Switching -> Change spells once every three levels: 0.9.38
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.9.38
~MSFM/MSFM.TP2~ #0 #0 // Add Wizard's Staff -> Add Wizard's Staff with 7 old color sets: v1.57
~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.57
~MSFM/MSFM.TP2~ #0 #13 // Add Wand Case: v1.57
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 SD 15

 

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Rolled back to EEEE and FnP installs, except for the priest scroll component. It failed to install after uninstalling every mod until Spell Revisions was removed. Right now I'm kinda wondering if some of my NPCs and extra quests above subtledoctor's install might have come with extra spells and that Spell Revisions was enough to exceed the limit.

I'm for bed. I'll likely be unavailable until tomorrow afternoon.

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@Grammarsalad  did  you add more spells recently? I don't recall Feral Instinct in my current game with 0.83...

EDIT - actually Feral Instinct is in my game, and  the ADD_SPELL worked for me. So @sturmvogel you must be adding more spells from other mods than I have in my game.

If  you want to brute-force this, just get things installed so that you can play, I'll tell you how: open faiths_and_powers/lib/spells_new_fnp.tpa in a text editor, (I'm partial to  TextWrangler/BBEdit if you're on a Mac), and  go to line 2512, where you'll find the  Feral Instinct spell. Delete that whole block of code, aand  then do the sameforthenext  two spells, Murderous Command and Snare. So, delete  everything from line 2512 to line 2678. Those three 3rd-level spells are putting you over the limit. (Lots of mods add lots of 3rd-level priest spells, for whatever reason.) Then FnP should install.

What we should really do (and I guess sooner than later?) is go through /lib/spells_new_fnp.tpa and add logic to remove the ADD_SPELL bits if (FILE_EXISTS_IN_GAME ~d5__spheres.d5~). If that marker file is detected we can just copy spells in the old-fashioned way. And then adjust the various sphere systems to use the RES filenames instead of IDS names.

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42 minutes ago, subtledoctor said:

What we should really do (and I guess sooner than later?) is go through /lib/spells_new_fnp.tpa and add logic to remove the ADD_SPELL bits if (FILE_EXISTS_IN_GAME ~d5__spheres.d5~). If that marker file is detected we can just copy spells in the old-fashioned way. And then adjust the various sphere systems to use the RES filenames instead of IDS names.

That makes sense. Do we need to even use ADD_SPELL for new spells, at least where we are installing one of the sphere systems? 

It won't mess with the scroll code. That only cares if it's a priest spell, and is not a subspell (i.e. the filename does not end with a letter following any three number combination).

Edited by Grammarsalad
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So I  just checked, and my  game with SR + IR + MiH-IP + IWDification + DR + SDRT + TnB + MSfM + FnP only goes to SPPR341. So somewhere, somehow, you have added ~nine more 3rd-level priest spells than I did, before FnP was installed. It's definitely not SR doing that.  (Though, if you are using SRR, I think that version  adds more spells, so you might want to use the base version of SR instead.

Are you installing some of the old "mega" quest mods - DSotSC, CtB, etc.?  I recall that some of though pack in lots of spells even though they aren't billed as spell packs. (Once upon a time it was seen a a point of pride for mods to pack in as much stuff as possible and shout out big numbers - "A thousand [fetch] quests! A zillion new spells!")

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Guest Graion@Work

Regarding quest mods:

DSotSC-BGT/EET's master revision's explicit spell components will filter out it's duplicates if installed after SR(R)/IWDification/MiH, and only will install the spells unique to the mod (the previous version did introduce duplicates against IWDification for certain). IIRC the BGEE version also uses ADD_SPELL these days although without the IDS duplication check (notsure if that has these additional spells separated into components).

SoD2BG2 IU also adds unique spells via ADD_SPELL as part of the main component. Think Will o' the Wisp also adds a few unique shaman spells with ADD_SPELL as part of their main component. SoA doesn't install any of it's spells on the EEs.

SoS only adds one wizard spell to the game using a static index. CtB would be the source of the issue, because it adds multiple spells using static indexes (in the X40s range) without duplicate checks and those could throw ADD_SPELL off and even offset the spell mods coming after them. Using static indexes instead of ADD_SPELL and filtering against the already-included IDS entries is more of the problem with these mods then them adding spells arbitrarily IMO. I want to fix these two but the coding is just bogglesome and very hardwired (just look at the commit history of my PR attempting to duplicate-check the sole Belytn's Burning Blood in SoS, seriously).

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1 hour ago, Guest Graion@Work said:

CtB would be the source of the issue, because it adds multiple spells using static indexes (in the X40s range) without duplicate checks and those could throw ADD_SPELL off and even offset the spell mods coming after them.

That's interesting. I had no idea that was a strategy used once upon a time. Probably from before the advent of ADD_SPELL - each mod grab a block of open slots, and collaborate to make sure there is space for all. Yeah I can see how that would be problematic nowadays.

1 hour ago, Guest Graion@Work said:

Using static indexes instead of ADD_SPELL and filtering against the already-included IDS entries is more of the problem with these mods then them adding spells arbitrarily IMO.

Totally. I also notice that CtB does not put its spells into the community spell IDS name list.  (And, note to self, I am reminded that we need to get SR's recent ADD_SPELL stuff onto that list. (EDIT - not to mention FnP!))  So CtB is an outlier here... other mods like DSotSC may add a lot of spells, but at least they conform to the community form, so they avoid  duplication.

It is still easy, these days, for players to go over the limit. Ultimately players are going to have to make some hard choices about which spell mods they want to include in this or that install. OlvynChuru had a good start of getting around this via modern UI modding, but unfortunately his solution caused other compatibility issues - specifically, it renders SPELL.IDS useless as a record of spells that other mods can refer to. Faiths & Powers more  or less does the same with its sphere systems, but it also creates a new .2da table with all spells in the installed sphere system, so a mod that knows where to look  can easily be on top of it. I think all OlvynChuru needed to add was something like an EXTSPELL.2DA table, with each spell's RES and its IDS name or a newly-added pseudo-IDS name. That way a later mod could simply do something like:

ACTION_IF !(FILE-EXISTS_IN_GAME ~EXTSPELL.2DA~) BEGIN
  COPY_EXISTING ~SPELL.IDS~ ~override~
    [check for spell]
  BUT_ONLY
END

ACTION_IF (FILE_EXISTS_IN_GAME ~EXTSPELL.2DA~) BEGIN
  COPY_EXISTING ~EXTSPELL.2DA~ ~override~
    [check for spell]
  BUT_ONLY
END

Alternatively: it might be worth looking into expending the basic ADD_SPELL function to allow installation of spells in the x51-x99 range. Each spell level has at least 30 extra slots in this range (with the usual exception of SPWI9xx), and this way they could be legitimate occupants of SPELL.IDS and have their IDS names usable in scripts. And just use a slimmed-down version of OlvynChuru's code to get them into the sorcerer spell choice UI.

I don't have the time or expertise to do it myself, but it really is probably worth exploring one of these two options.

Edited by subtledoctor
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This is the first time I hear about that community list and I can think of way too many mods missing from that list to consider it relevant even(Wild Magic Additions, MSFM, SoD2BG2IU, B_Spells, MiH, SoA - still relevant because of TuTu -, probably NeJ). CBisson shared the index list between SoS and CtB though, so I can get behind the assumption. Note that I also don't know what TDD(z) does. I've mentioned static indexes being a pet peeve of mine multiple times by now though and I do consider it a bug in the mods outright these days. It's just really, the code is brittle and the scrolls' naming is lost among all the other items (and let's not mention BG1NPCSoA and the problems I still haven't found time to fix in that one yet).

Olyvn's tool does a lot more than enabling stuff to sorcerers, it literally includes every filtering possible and then some, but a 2DA with enough coloumns + the LUA code literally parsing it would have done the job, I give you that one.

I'd really appreciate you wouldn't cite DSotSC as the primary example for this though. The community worked hard to clean that one up and succeeded (only the prechecks against individual spells are missing from the BGEE version still, the code is prepared to put them in easily).

EDITX: NeJ also uses static indexes. Glad it's classic-only.

Edited by Graion Dilach
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