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Posts posted by Modman1
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1) Did you level up your cleric? Spells only get added at level-up.
2) You can't control the RES of a spell added by ADD_SPELL. You copied it as sppr113,* but the game will add it in the next available sppr slot, whatever that happens to be. So to make the scroll work, you need to run RES_NUM_OF_SPELL_NAME on CLERIC_DOOM, and obtain the resulting %spell_res% variable, and then COPY and ALTER_EFFECT on the scroll to insert that variable into the resource field.
* EDIT - that might be your problem: you COPY the spell in as SPPR113, then ADD_SPELL the one from your mod folder... now, since sppr113 already exists, the ADD_SPELL must find another sppr slot.
1) Did you level up your cleric? Spells only get added at level-up.
2) You can't control the RES of a spell added by ADD_SPELL. You copied it as sppr113,* but the game will add it in the next available sppr slot, whatever that happens to be. So to make the scroll work, you need to run RES_NUM_OF_SPELL_NAME on CLERIC_DOOM, and obtain the resulting %spell_res% variable, and then COPY and ALTER_EFFECT on the scroll to insert that variable into the resource field.
* EDIT - that might be your problem: you COPY the spell in as SPPR113, then ADD_SPELL the one from your mod folder... now, since sppr113 already exists, the ADD_SPELL must find another sppr slot.
1) No, as indicated above, my intent is to get this on the spell selection screen before getting into Candlekeep (character creation).
2) When I open DLTCEP it shows SPPR112 as the last number taken, so I thought ADD_SPELL would allow the spell # SPPR113.
If I remove the "COPY ~modmanmod\spl\SPPR113.spl~ ~override~" line it still does not show Doom on the level 1 cleric spell selection screen during character creation, nor does it show up in game at Candlkeep.
Would not the way to do this be to
- create a unique level 1 spell e..g. MMDoom1.spl from the original.
- add GA_MMDoom1 to the level 1 column in the Clabpr01.2da ...04 files
?
To my knowledge there are no clab... files for Baldur's Gate 1, at least I don't see them in DLTCEP or on the IESDP list for BG1. I'm not importing BG1 into the BG2 engine, this is a pure BG1 + TotSC mod.
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1) Did you level up your cleric? Spells only get added at level-up.
2) You can't control the RES of a spell added by ADD_SPELL. You copied it as sppr113,* but the game will add it in the next available sppr slot, whatever that happens to be. So to make the scroll work, you need to run RES_NUM_OF_SPELL_NAME on CLERIC_DOOM, and obtain the resulting %spell_res% variable, and then COPY and ALTER_EFFECT on the scroll to insert that variable into the resource field.
* EDIT - that might be your problem: you COPY the spell in as SPPR113, then ADD_SPELL the one from your mod folder... now, since sppr113 already exists, the ADD_SPELL must find another sppr slot.
1) No, as indicated above, my intent is to get this on the spell selection screen before getting into Candlekeep (character creation).
2) When I open DLTCEP it shows SPPR112 as the last number taken, so I thought ADD_SPELL would allow the spell # SPPR113.
If I remove the "COPY ~modmanmod\spl\SPPR113.spl~ ~override~" line it still does not show Doom on the level 1 cleric spell selection screen during character creation, nor does it show up in game at Candlkeep.
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I can't get a custom spell to show up on a new character in BG1/TotSC (non-EE, from original discs). I used the official patches but have only 1 mod installed (the Widescreen mod). I searched the forums for ADD_SPELL but couldn't find help.
I copied the level 1 cleric spell 'Doom' from BG2 (SPPR113.spl) and imported it into the BG1 game, including the bam files. My TP2 setup code is below (MMSC21.itm is a Doom spell scroll so I can test it in game).
Does anyone know why this isn't adding the spell to a cleric's book?
// Doom from BG2COPY ~modmanmod\bam\sppr113a.bam~ ~override~COPY ~modmanmod\bam\sppr113b.bam~ ~override~COPY ~modmanmod\bam\sppr113c.bam~ ~override~COPY ~modmanmod\itm\MMSC21.itm~ ~override~SAY NAME2 @97SAY IDENTIFIED_DESC @98COPY ~modmanmod\spl\SPPR113.spl~ ~override~ADD_SPELL ~modmanmod\spl\SPPR113.spl~1 // cleric1 // level 1CLERIC_DOOMSAY NAME1 @97SAY UNIDENTIFIED_DESC @98Thank you.You just add the spell to the game this way. You also need mechanisms to make the spell appear in spellbooks or to be learnable from scrolls or whatever you intend to do.
Is the spell for the protagonist or for an NPC, do clerics (or who?) get it on level up etc? Or you can provide it as an ability from some script triggered by an event.
You need to be more specific about who is supposed to have that spell under which condition.
To be clear, I want to create a new Level 1 cleric spell in Baldur's Gate. I want the spell Doom to appear on the spell selection screen during Character Creation, before getting to Candlekeep. And I want that spell to show up on the Cleric spell book in-game. Eventually I want to use that spell in scripts (referring to it as CLERIC_DOOM).
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I can't get a custom spell to show up on a new character in BG1/TotSC (non-EE, from original discs). I used the official patches but have only 1 mod installed (the Widescreen mod). I searched the forums for ADD_SPELL but couldn't find help.
I copied the level 1 cleric spell 'Doom' from BG2 (SPPR113.spl) and imported it into the BG1 game, including the bam files. My TP2 setup code is below (MMSC21.itm is a Doom spell scroll so I can test it in game).
Does anyone know why this isn't adding the spell to a cleric's book?
// Doom from BG2COPY ~modmanmod\bam\sppr113a.bam~ ~override~COPY ~modmanmod\bam\sppr113b.bam~ ~override~COPY ~modmanmod\bam\sppr113c.bam~ ~override~COPY ~modmanmod\itm\MMSC21.itm~ ~override~SAY NAME2 @97SAY IDENTIFIED_DESC @98COPY ~modmanmod\spl\SPPR113.spl~ ~override~ADD_SPELL ~modmanmod\spl\SPPR113.spl~1 // cleric1 // level 1CLERIC_DOOMSAY NAME1 @97SAY UNIDENTIFIED_DESC @98Thank you.
ADD_SPELL not working please help tp2 code
in Modding Q&A
Posted · Edited by Modman1
I appreciate everyone's help but these suggestions do not work. I renamed the spell from SPPR113.spl to MMDOOM.spl. When I rewrote the spell I tried it like this (commenting out COPY to override) but I used the scroll (MMSC21) in game, the scroll disappeared but no casting animation occurred (it did nothing):