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IWD:EE compatibility fixer for mod kits (v0.8)


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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

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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)

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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)

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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 by Dan_P
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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!  :goodwork:

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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!  :goodwork:

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).

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