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Daeros_Trollkiller

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Posts posted by Daeros_Trollkiller

  1. 2 hours ago, Quester said:

    @Daeros_Trollkiller

    Could you make a list of the file names or IDS names for all the new spells you added?

    This in order to be able to add some or all spells (at least divine ones) to the spheres of Faiths and Pantheons.

    All of that is in the tp2:

     

    WIZARD_DANCING_LIGHTS
    WIZARD_DARKNESS_15_FOOT
    CLERIC_FAERIE_FIRE
    INNATE_SHINING_BOLT
    CLERIC_GRASPING_SHADOWS
    CLERIC_CAUSTIC_QUAGMIRE
    WIZARD_CONJURE_DEATH
    WIZARD_THUNDER_THRUST
    WIZARD_TROLLKILLERS_FIREBALL
    CLERIC_HOAR_OF_FROST
    CLERIC_PENETRATING_COLD
    WIZARD_CORROSION
    WIZARD_INFERNAL_BONE_SHIELD
    WIZARD_FELL_RAGE
    CLERIC_SHADOW_BOLT
    WIZARD_MULTI_FIREBALL
    WIZARD_SLIME_GOLEM
    WIZARD_CATACLYSM
    WIZARD_MAELSTROM
    CLERIC_SHAR_EMBRACE
    WIZARD_HOLOCAUST
    CLERIC_ENT_SUMMON
    CLERIC_CRUSHING_EARTH
    WIZARD_CAUSTIC_SHELL
    WIZARD_ANTIPODE
    WIZARD_FLAME_VORTICE
    CLERIC_SUNDERING_VITRIOL
    CLERIC_DEVOURING_DARKNESS
    WIZARD_FROZEN_DEATH
    CLERIC_CONJURE_SHADOW_ELEMENTAL

  2. 43 minutes ago, The Artisan said:

    You can try messing with this tool by OlvynChuru. I've had some issues when trying to do more complicated things like a completely custom spellbook, but for something simple like removing a select few spells it should be fine. Try messaging him if you have issues. He's usually active.

    https://forums.beamdog.com/discussion/80718/tool-adding-class-or-kit-specific-spells/p1

    Thank you!  At first glance, it looks like this is more for adding new spells, but I did go ahead and message OlvynChuru to see if there is a way it could be leveraged for what I am trying to accomplish.

  3. I have been working on a new kit for the ranger, and as part of it, I want to limit which of the priest spells it can access, similar to the Justifier kit, but not the exact same limitations.   I've checked the install files for the Justifier kit in UB, but I'm not seeing how this is being done.  I figure I must be overlooking something, but my brain is fried at the moment, and I am just not seeing it.

     

    Would appreciate any advice here!

  4. On 4/4/2020 at 7:42 PM, Guest Noober said:

    This sounds like a great mod thx!  But What's the installation order? 

     Can I Just install it  on top of my other  mods and use it in my current playthrough ?

    Install order with other mods depends on the mods, as mine doesn't currently play well when installed after things like thrown hammers.  Generally speaking I recommend installing my mod first, unless you installing on EET, then it should be installed after EET setup is done.

  5. On 3/26/2022 at 6:55 PM, Guest ted said:

    This mod is honestly amazing. For those of us who have played for so long, the same old items get boring. Lots of item mods introduce ridiculous OP items. This is a must have mod now in my eyes. Very well done sir

    Thank you very much for the compliment!  With all the criticism I've received recently, I was beginning to wonder if I had gone off the rails somewhere along the way 😀.   Your response was what I was going for when I created this mod, something new and fresh.

  6. On 3/16/2022 at 9:05 PM, Gwaihir said:

    I've tried a few. They work well, matching the description. Most have pretty, unique animations. A little bit on the OP side. The biggest issue, arguably, is that enemies won't use them. So you have a set of cool tools to play with for fun, but not integrated into a system, therefore not really part of any strategy. 

    Curious as to which spells you consider to be OP and in which ways?  Some tuning my be in order.  And I really appreciate the compliment on the animations, that's precisely the response I was hoping for when putting them together.

    I am currently making a new mod - a new Kit for the Ranger which will have some awesome, unique new abilities, and animations to go along with them.

  7. On 3/21/2022 at 5:41 PM, Gwaihir said:

    Hmm, I dont't have specific Npcs in mind. In my current playthrough I'm not really thinking about who could cast what. Ent summoning looks cool, definitely an evil druid spell (add a copule of those attacking Trademeet?); kodezza's caustic shell it's basically fire shield (green), so I dont see why many mages shouldn't use it; slime golem is another good addiction to any conjurer's arsenal.

    It probably would make sense to add most of the arcane spells randomly to some enemy mages/sorcerers, and divine spells to clerics/druids, and have them be picked up by SCS. Maybe keep the most powerful (cataclysm, kodezza's frozen death) exclusive to the player, but only available as quest rewards. 

    That said, I fully agree with those that say spells should have their own separate component.

    Thank you for the input, and I can certainly see about peppering in the new spells around for NPC use.

    I will consider making both the new spells and item upgrades into separate, optional component.  I have no plans to make the new spells themselves a separate component, as many of the upgraded items have effects from those spells and it wouldn't really make sense to reference a non-existing spell.

  8. On 2/7/2022 at 5:37 PM, Guest eamon said:

    ah, yes it could be some other mod ofc. i just thought the bug would be in one of the 2 at hand. im also using several parts of the tweaks anthology and the ascension mod. ascension does a lot to dialogue so it might be rooted there.

    balance whise, i think some things actually could be tweaked quite easily and might even seem more balanced to you if i point them out:

    the ioun stone with the aoe no safe blind should be a safe on it imo.
     

    some icewind dale items i really like here (the thief boots with + stealth and + ac, just stealth boots just never cut it and they are quite neat until you get more boots of speed)
    but shimmering sash shouldnt be in bg i think. its to strong. belt slot is really underused in baldurs gate and there are only strength belts and the green anti magic belt in the main game which are good. adding this one gives your team a huge boost. (might seem small but +3 ac on my tank that cant be dispelled.. yeah)

    i mean its all a tough thing balancing this out: just by adding items to the game, youre making the game easier. but adding only items that are worse than the ones in the main game just doesnt make sense since you would just not use them. so the trick is to add unique items that fill some nishes that dont make the game to easy. and maybe make some items or weapon classes a bit better to be comparable to the good stuff in bg2


    these are the items that come to my mind, ill check the list and see if anything strikes my immediately: 


    1) kossuths blood. period. this item cannot be in the game imo. with robe of vexna and amulet of power you get to a maximum of -5 casting time. tuning this up to -7 changes the game drastically with time stop + improved alacrity and allows to insta spamm spells with casting time of 6 and 7 additionally. adding more casting time buffs is getting exponentially better.
    2) kontiks ring of wizardry. lvl 2 spellslots are too good. the ring from bg1 would work since lvl 1 spellslots arent that impactful in bg2 but lvl 2 is just so many really good spells

    3) ulcaster academy ring/eidons ring of wizardry. i dont remember correctly but i think one of these doubles lvl 5 spellslots? i would have to playtest but seems to good with robe of vexxna. for these wizard items, ive seen you changed the enchantment level of soome items, maybe you can tone these down to just give + 2 spellslots of the certain level and make kossuths blood only -1 casting time? its just that arcane casters are already so op in baldurs gate and these items make them so much better..
    4) summoners staff +3 - i dont have problems with this item but its accessible to early. at the time, the things it offers seem a bit to handy.
    (reading the spoilers, seeing you gave anomen an innate once per day, love it. maybe ill give him a chance again one day lol)

    5) horned helm of dunation - not sure about this one but it allows a lot of classes to reach 100% physical dmg immunity that would not be able to without it
    6) belt of the blademaster 20% is a lot, would prefer 15. and +2 thaco on offhand is nothing. could easily make it +4 since only 1/4 or 1/5 attacks is offhand if you max out apr. 
    7) elements fury: last time i created this i was really happy to get a +4 throwing dagger. but it didnt use strength bonus, making it worse in some cases than the dagger used for it. was this intentional to tone it down? i think it could be using strength bonus and then maybe needs some balancing on the effects. throwing daggers without str bonus feels a bit anticlimactic though :)

    8 )  wicked jester bracers: the effect being party-friendly and -4 on saves makes this an allround always good ability to cc a large crowd. allowing this to hit your own group would make it a bit trickier to use. 

    9) sorceres cap & chapeau: same thing. adding this with kossuths blood would allow to insta use casting time 9 spells. with imrpoved alacrity i can spamm horrid wiltings. 
    10) asters edge +4: i dont have a problem with this item but it combined with the dragon scale armors adds a lot of magic dmg resistance to the game, letting one char easily reach 100% resistance. i think it should have another effect, not making it so easy to become immune to horrid wiltings.

    11) acid etched boomerang dagger - didnt test this but probably doesnt use str bonus as well? pliss give :D


    ooh and i remembered one issue: the dervish crescent item line is a bit perculiar to use in akathla outside: killing an enemy might trigger the fireshield red and its considered a spellcast, not an item effect. thus triggering the mages to appear and attack you for casting spells in the city. can you somehow change this effect to a non spell effect? (i think this would require to make a new "spell" whith the fireshield red effect and let the item do that "spell" which should not be considered a spell.)


     

     

    Thank you for the feedback! my rebuttal:

     

    1. Kossuth's blood - The Amulet of Power, which exists in vanilla BG2 has a -1 casting speed property.  Is and additional reduction of one point really that big of a deal?

    2. Kontik's ring of wizardry - That's why it's a randomized, no guarantee of getting it, unless you keep reloading saves, which defeats the purpose, since you are metagaming anyway.

    3. Summoner's Staff +3 - IMO it really isn't really that big of a deal with monster summoning wands all over the place.

    5. Horned Helm of Dumathoin - Could you provide an example of how a character would get to 100% resistance with this?

    6. Belt of the Blademaster - noted, will take it under consideration.

    7. Dagger of Elements - I will check on this one, I wasn't aware it didn't have the STR bonus applied.

    8. Wicked Jester's Bracers - noted, I may restrict it further to Jesters only.

    9. Sorc's cap/Chapeau - I'll have to look further into these casting time issues.  This is why I really don't like the HLA's in BG2 and use mods to turn them off when I play.  They just break the game and gear progression in my opinion.

    10. Aster's Edge +4 - Maybe so, but it's pretty easy to get to 100% fire, cold, etc... too.  But not all of them at the same time.

    11. See #7.

  9. On 3/16/2022 at 9:05 PM, Gwaihir said:

    I've tried a few. They work well, matching the description. Most have pretty, unique animations. A little bit on the OP side. The biggest issue, arguably, is that enemies won't use them. So you have a set of cool tools to play with for fun, but not integrated into a system, therefore not really part of any strategy. 

    Which enemies would you suggest use which spells?  I could add them to their scripts.

  10. On 3/13/2022 at 5:00 AM, Guest Zhalimar said:

    Tried the Mod half of it doesn't work. The upgrades are ridiculous. What are these spells doing in a  item mod? It's not even optional.

    All in all if the mod did what the title says: "move sod items so BG2" would have been better. Less is sometimes more.

    What didn't work for you?

  11. On 3/13/2022 at 8:16 AM, Graion Dilach said:

    Zhalimar's view is actually something I very much agree with. This mod does a SoD to BG2 spell import as well and it doesn't check for anything during it (like for example EET's imports as part of itself). This mod breaks things often during megamod installs and while I considered sitting down a few times to try proposing fixes on GH, the coding style is so messy and confusing that I just don't want to. I like the concept but the implementation is a hammer.

    Sorry you don't like the mod, not every mod will be everyone's cup of tea.   How do you mean the spell import doesn't check for anything?   What specifically does it break for megamods?   I can't fix something if I don't know what's broken, and I never claimed to be the best modder, but I do try my best with the knowledge that I have.

  12. 1 minute ago, Jarno Mikkola said:

    No. It happens when an undefined string used originally in the game you base your mod in is featured in a new game. Take for example, you take the original BG1, you copy a file from it, paste it to your mod file, and then install using weidu the mod that copies that over. It will have plenty of strings that might go all over the place. To fix that, you need to restring all the strings to the new dialog.tlk file using weidu functions.

    So are you sure there are no strings you don't rebind ?

    Thanks for providing the detail, that's what I was referring to, but couldn't put it as eloquently :)

    No missing strings that I am aware of.  I can't replicate his issue on a clean install.

  13. On 2/3/2022 at 8:04 PM, Fishmalk said:

    I am having an issue with the existing importable SoD items not being added with the force import component. No Helm of Dumathion on Tarnor, no Dragon's Blade for Tazok (but he does have the ring of dwarven bone), ect. This is occurring on a new game with no other mods installed.

    WeiDU.log 486 B · 1 download

    I've had other reports of this from folks, but I cant reliably re-create it.  Did you import a character or a saved game from SoD when you started your new game?  For what it's worth, all this component does is set the flag for each item to "true" - the rest relies on the already existing code from Beamdog to place the items.

     

    After a long and much needed break from working on this mod, I am planning to do another update to fix a few things that bug me about it (no major changes planned).  The way BD went about importing items from SoD has never been very reliable at all, in my experience with it, and from reports from others.  I think I will re-do this component altogether to not rely on the BD code at all and just place the items.  I just have to be careful how I go about it so I don't end up spawning duplicates, which is why I did it the way I did in the first place.

     

    I am also contemplating trying my hand at making some custom avatars for half elves, if I can figure out how to actually add the new animations to the game.  It's always bugged me that elves and half elves share the same avatar animation.

  14. On 1/31/2022 at 1:11 AM, Guest eamon said:

    oh i also forgot something. cant edit my original post for some reason.

    in hell there is a black dragon which drops silver dragon scales and blood. dont think its intended since in your location spoilers you said that he would drop black or shadow dragon stuff

    Thanks for this, I will check to see why that might be happening.  Definitely shouldn't be silver scales/blood from that one.

  15. On 1/31/2022 at 1:01 AM, Guest eamon said:

    Hey i got some thoughts:

    I really love the mod. Well lets say parts of it.
    There are some really unique SoD items that i would love to see in BG2 (most importantly the enhanced crit chance items, archers eyes, and the teleport spear)

    But i would really like to see the mod being seperated optional parts.

    There are some additions that i think are quite broken and i would like to be able to say no to those things. (Icewind Dale items should definetly be optional, some are just op and most of them use different gold values wich kind of makes the gold grind obsolete, i remember the katana +3 sells for something around 20k).

    You really did a lot with this mod but let me try to break it down:

    1) Additional Items from SoD get imported
    2) New item Upgrade Paths for these new Items with contents from Sod or BG2
    3) New Item Ugpgrade Paths for Old items with contents from Sod or BG2
    4) New Item Upgrades for old or new items WITH NEW contents (dragon bloods, elemental souls etc)
           4.1) The whole Dragon Armor path, even adding dragon scales to dragons who did not drop them originally
    5) Importing Items from Icewind Dale
    6) Inventing new Items? I found a no-save blinding Ioun Stone. just adding a no-save aoe blind might not seem broken to you but it definetly does for some players.
    7) Adding new Spells for arcane and divine spellcasters

      and i probably missed something, since i only did one playthrough with the mod.

    and while i really dont want to be to harsh here, some of these i really like and some of these i really dont like. so it would be great to have the option to decline some of these.

    personally, i find the armor upgrades way to overpowered, some of the icewind dale items just give that much of a bonus what makes the game a piece of cake and i really dont like to see spells that are not iin the original game since adding any spell thats useful is making the game a lot easier. spellcasters are already super good in the game, and adding a spell that will not be useful is just not productive as well

    so i dont know how much work that would be, but i really am thinking about uninstalling and just getting into modding to get the SoD items into baldurs gate. or try to find an older version where you did not already have that much stuff added.

    also i found some bug/weird interaction with the (CDTWeaks) mod "Avatar Morphing Script", which lets you change your avatar looks:
    i dont know which mod messed it up but with both installed, your armor upgrades kind of overwrite the script and what used to be called avatar morphing script in the script section now has the name of one of your dragon armors. also the dialogue options get converted into some of the armor upgrades.
    i think both somehow got the same directory or idk.

    thanks for reading and would like to hear your thoughts!

    Interesting that you are having issues with the Avatar Morphing script.  I relied on it a lot when making the mod to test appearances of the new items I created.  Never ran into the issue you mention.  Usually that type of thing happens when the dialogue file gets messed up.  I'm not saying it couldn't be my mod, but I would wager its another mod that's the source of the issue.

    As far as OP items go, I specifically set out to *not* create those, and thus far, you are the only person to comment that anything was OP.  I'd like to hear exactly what about these items/effects is OP in your opinion.

    Lastly, not everyone likes everything, there are plenty of mods I don't care for out there too :)

  16. 13 hours ago, Gwaihir said:

    Very good point. The 'cosmetic enhancements' component installed fine for me after EET.. maybe I'll move just that one among the Item mods section. To be fair, I don't even know what these enhancements actually are, so it's hard to judge. Maybe @Daeros_Trollkiller can shed some light on this? 😅

     

     

    I apologize for having to ask, but what is the actual question regarding SoD 2 BG2?

     

  17. Spoiler

    - i can't upgrade any of the dragon armors i can only make the first versions but not upgrade them 

    A. Intended.  You can only upgrade the original "green" dragon armor from SoD, then upgrade it once more.

    - the druid ring can't be upgraded i got all of the gems but cespenar will only make the original with the nymph tear

    A. Not sure what's going on here, maybe a conflict with another mod.  I'm not able to replicate.

    - can't upgrade the robe of vecna 

    A. Correct.  It is used as a component to upgrade other things.

    - suni senni does not drop arbane's sword anymore but a crossbow but i havent found arbanes sword anywhere else 

    A. Not sure on this one, I'll have to check the code.

    - and firkraag dropped the one handed sword wich is cool but i still kinda wished it was still in the game its a minor thing but still 

    A. Intended, you get one or the other, 50% chance.  You can reload a save and kill Firkraag again if you don't get the drop you wanted.

    So i didn't get everything from the mod but for the rest great work!

     

  18. 2 hours ago, Guest Baquan said:

    Does this mod move Carsomyr? I killed Firkraag with my fairly low-level party to get Keldorn his fancy sword, only to find Aster's Edge there instead. 

    Spoiler

    It doesn't move it, there is a 50/50 chance of Firkraag dropping either it, or the Aster's Edge +3.  This is denoted in the location spoilers, along with the other few randoms I placed in the mod.

     

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