Dan_P Posted November 16, 2022 Share Posted November 16, 2022 (edited) If you've played IWD:EE with mod kits, you may have noticed many kits aren't actually compatible with IWD:EE, even if they say they are. Kits will generally work, but they'll be missing IWD:EE abilities, or in the case of druids or paladins, have completely wrong abilities. I decided to do something about it (a long time ago, but only getting it done now). More details below. Download: https://github.com/D2-mods/IWDEE-compatibility-fixer/releases -- Additional info (Kit mods): Paladins: Gains IWD Detect/Protection From Evil (and removes BG2 versions if detected) Cure Disease is given if a kit gains Lay On Hands Gains disease immunity Gains fear immunity at level 3 Blackguard is skipped Smite Evil is skipped (too many different kits with custom smite abilities) Rangers: Gains Tracking at level 1 Thief: Gains Evasion at level 7 Druid Gains Timeless Body at level 15 Gains poison immunity at level 9 Removes BG2 abilities (resists, poison immunity, shapeshifts) Gains IWD shapeshifts (only if BG2 shapeshifts were detected) -- Notes: Safe to install at end of order (i.e. if you notice something wrong after making a big install). Install after all kit mods (kits with correct abilities are skipped by installer). Uses 2DA_MISSING_COLS function by K4thos (https://github.com/K4thos/IE-code-repository) -- v0.8: Installer now avoids adding Detect/Protection from Evil to Paladin kits that should not gain them. This was already done for Blackguard, but will now also account for mod kits. The installer determines if a kit should gain them based on checking each kit's abilities table during install. Removed fix/tweak for subtledoctor's innate metamagic/sequencers (Tome and Blood mod). The actual fix parts were already added to TnB a long time ago. (Note: Use the SCS version of this tweak if your want bards to gain the higher level sequencers.) Fixed an issue related to a naming conflict, caused by some paladin revisions. If you notice a kit gaining 2 Detect Evils and no Protection From Evil, this will fix it. This issue happens if a Paladin revision makes certain changes without properly patching other mod kits. Edited Thursday at 06:43 PM by Dan_P Quote Link to comment
subtledoctor Posted November 16, 2022 Share Posted November 16, 2022 FWIW I just added IWDEE-specific code to TnB to give Chain Contingency to mages (like you, I set it for 18th level). Giving other sequencers and Contingency at different levels than you would get the vanilla spells is quite intentional: as innate abilities they are not leveled, and I think getting special innates at levels 7/10/13/16 is a more pleasing cadence than 7/12/14/16. Plus it jives with some other special abilities in the game (e.g. warrior APR bonuses at 7/13, etc.) Similarly, even though bards get 7th-/8th-level spells in IWDEE, they are still not wizards and reserving e.g. Spell Trigger for mages only is quite intentional, not an oversight - with this TnB component it is not a leveled spell, but a powerful mage-only special ability. So that stuff really doesn't need "fixing." That said, if people want to play this stuff the same way as Dan_P, that's entirely reasonable and I have zero problem with modifying anything introduced by any of my mods. I'm not a purist, I support playing the game your way, and feel free to use, re-use, or change any of my stuff to accomplish that! Quote Link to comment
Dan_P Posted November 16, 2022 Author Share Posted November 16, 2022 9 minutes ago, subtledoctor said: FWIW I just added IWDEE-specific code to TnB to give Chain Contingency to mages (like you, I set it for 18th level). Giving other sequencers and Contingency at different levels than you would get the vanilla spells is quite intentional: as innate abilities they are not leveled, and I think getting special innates at levels 7/10/13/16 is a more pleasing cadence than 7/12/14/16. Plus it jives with some other special abilities in the game (e.g. warrior APR bonuses at 7/13, etc.) Similarly, even though bards get 7th-/8th-level spells in IWDEE, they are still not wizards and reserving e.g. Spell Trigger for mages only is quite intentional, not an oversight - with this TnB component it is not a leveled spell, but a powerful mage-only special ability. So that stuff really doesn't need "fixing." That said, if people want to play this stuff the same way as Dan_P, that's entirely reasonable and I have zero problem with modifying anything introduced by any of my mods. I'm not a purist, I support playing the game your way, and feel free to use, re-use, or change any of my stuff to accomplish that! That's good to know, thanks. You hadn't mentioned this in your reply in the TnB thread. I do personally prefer them gained at the same time as the spell level, but I'll add a note to the readme/GitHub page that your mod works as intended. With Chain Contingency, I'll look into that once you get that out in an update and remove from this mod if necessary. I just put together an IWDEE install, so that's what this "fixes" mod was for (noticed a bunch of issues with various kits). Quote Link to comment
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