Aller au contenu

Photo

[Rel] Wicked Magic combi pack


  • Veuillez vous connecter pour répondre
21 réponses à ce sujet

#1
BartjeD

BartjeD
  • Members
  • 249 messages
The Wicked Magic combi pack entry has been approved on NWNVault
nwvault.ign.com/View.php

I've linked this as the place to ask any questions about how it works or anything else because I probably won't be checking the vault page as often as I should when compared against reading this forum.

This mod is a merger of my own custom spells and casting modes using the spell framework, the tome of battle and Kaedrin's PrC 1.41.3.

-Spellcasters gain acces to the feats: Shadow Magic, Blood Magic, Permancency and Circle Magic:

These feats can be switched on and off and do as described in D&D. While using shadow magic a caster cannot produce light for example. Permanency spells cost XP and Circle Magic will greatly boost the circle master's caster level.

Blood magic costs hitpoints to cast as is seen in Dragon Age and doubles the casterlevel. I couldn't find a good parralel for this in the D&D universe although I'm quite sure that it exists.

Other content includes the spells: Contingency, Chain Contingency, Limited Wish, Wish, Repulsion, Gaseous Form, Spell Turning Lesser and Greater, Vocalize (auto still cast for the duration), Protection from Normal Weapons, Protection from Magical Weapons and more for around 60 new spells that add a great deal of versatility to wizards.

Note: Far from all spells are exclusive to wizards / sorcerors. Quite a few can be cast by bards or even druids and clerics if appropriate according to D&D rules.



For Players: This is an override mod with a TLK file. Installation is like Kaedrin's or TOB would be installed. The files go in their respective folders.


For Developers: This is intended mostly as a source project to build from. It can be included as is and will be patched once I have a list of bugs. If desireable I can also upload the original unmerged files which don't include the Tome of Battle or Kaedrin's PrC.


This package does not transform your game into a turn based combat mod. Combat is standard NWN2.


Modifié par BartjeD, 03 juillet 2011 - 12:02 .


#2
kamal_

kamal_
  • Members
  • 5 238 messages
nifty. Wish (I see you used BG2 wishing), contingency, vocalize, summon nishruu!

#3
BartjeD

BartjeD
  • Members
  • 249 messages
I loved BG2 wishing! And it worked well. No Miracle though :(
All I can think of to implement the Miracle spell is: "Need a DM here!! Miracle= " + string sMiracle
I do understand why they never made it in the BG series, far too open ended. Posted Image
Wish can be nasty though Posted Image

Modifié par BartjeD, 02 juillet 2011 - 07:11 .


#4
BartjeD

BartjeD
  • Members
  • 249 messages
I ripped most of these spells from my Turn Based project and translated them into real time. I'm very proud of getting the spell forms up and running because I love Shadow and Blood Magic. I didn't want to end up making a shadow version for each spell and found a workaround for that happily Posted Image

There's also some code in there to tackle spell combinations such as grease + fire and Sleep + Phantasm.

Modifié par BartjeD, 03 juillet 2011 - 12:04 .


#5
The Fred

The Fred
  • Members
  • 2 516 messages
I noticed you appear to be using conversations for things like Contingency. Does this mean they can't be used during combat?

#6
BartjeD

BartjeD
  • Members
  • 249 messages
You can set it during combat but ideally you should have prepared before hand:

-Come to think about it this might be somewhat overpowered since the whole idea of the spell is to prepare for combat before it happens. In essence you could suddenly have 2 simultaneous spells fire in addition to a previous contingency by casting it in combat.

+I'll see if there's any complaints before reversing this because contingency has a long casting time (6 seconds) as well so you might not even have the luxury to cast it in a brawl and then leisurely select everything.



Wish is a spell that can be used during combat and should stay so in my opinion. So currently both conversation spells are usable in combat.

Modifié par BartjeD, 03 juillet 2011 - 10:44 .


#7
Ophilina

Ophilina
  • Members
  • 12 messages
Posted this on the vault page as well, but wanted to do as you suggest and crosspost - Well I'm not sure if I did something stupid or whether it's a bug, but the ToB class abilities are borked for me. I can select the class at creation, and I get the ui elements, but when I load the game up and go to select my stances/maneuvers, it seems like it doesn't save. It moves them into the "learned" column, then I click finish, but they never show up in the learned/ready maneuvers panes, and if I level up it lists none in known and let's me pick the same ones again. It's like it's not setting a learned flag or something. Same thing on all 3: swordsage, warblade, and crusader. In fact, Crusader I can't close the window because it says I have to ready 5 but there are none to pick. Other than that everything works fine that I've tried out.

I really do love the additions to my casters magic, those work, so far, flawlessly. I'm not very far in, just picking up NWN2 and playing again, but what I've seen I like

#8
Ophilina

Ophilina
  • Members
  • 12 messages
Based on what I saw in another post I did a little more research - it looks like the items I pick in the selection for the abilities is not adding the items/blueprints/whatever to the Book (container) in my inventory - hence why nothing is showing up on the main menus for readying maneuvers

Edit: I've been trying to troubleshoot while waiting for info from the author, and it seems that I may have narrowed it down to the dialog file:  I made sure my /steam/nwn2/override was empty, downloaded
Tome_of_Battle_v1.142.7z from the vault, put the contents of the ToB
folder into override, and dialog into my main nwn2 folder. It worked -
like really worked. Since doing that
with what basically amounts to a "clean" install, vs even overwriting
the Wicked Magic files with the ones from the same archive makes the
difference, it would seem that it's not so much that the ToB functions
don't work in and of themselves, but rather something in the WM merge
that blocks them even though they are running okay on their own. maybe
something in the dialog.tlk? Okay, tested - if I unzip the WM pack
files, do NOT override the TOB files in the override folder that just
worked, but DO override the dialog.tlk - back to not working. So I'm
assuming it is confirmed something in dialog.tlk. Also of perhaps
interesting note, the adept training menus run a LOT smoother with just
ToB base, they are laggy with the WM pack.

I'd really like to see this working, because I really love the magic overhaul that came with the WM pack, it adds so much to all the magic and even the hybrid classes - but I'd also love to play with the ToB features because it just looks like it adds so much cool stuff.

Modifié par Ophilina, 12 août 2011 - 01:25 .


#9
Darhuuk

Darhuuk
  • Members
  • 10 messages
Here is the other post: http://social.biowar...3/index/5157206

Modifié par Darhuuk, 12 août 2011 - 05:29 .


#10
BartjeD

BartjeD
  • Members
  • 249 messages
Hey I just noticed your issues. I'm beginning work on fixing them. Your testing has been very helpfull!

Did you take the TOB with Kaedrins merge though? (instead of the standalone)

Modifié par BartjeD, 12 août 2011 - 08:39 .


#11
Darhuuk

Darhuuk
  • Members
  • 10 messages
Yes, both me & Ophilina were using your latest Wicked Magic package. I don't know if he had anything else installed of course. I have Tony_K's AI & some addon that lets me multiclass my companions. No standalone Kaedrin or anything. If you want, I can test without the other mods I have installed.

#12
BartjeD

BartjeD
  • Members
  • 249 messages
Thanks but no; It's a tough nut to rack ToB. I know for a fact that the maneuver creation code isn't getting fed the correct values but threre shouln't be any interference from my code since they don't intermingle.

Maybe too many instructions or something like that.

Modifié par BartjeD, 13 août 2011 - 10:07 .


#13
Ophilina

Ophilina
  • Members
  • 12 messages
Currently I'm running only your pack, the complete pack with your merged files.

When I tried installing the TOB files themselves, in more or less a fresh install, I tried (an admittedly brief test) in so much as starting a new campaign, and creating a warblade. At that point I was able to go through the menus and train, and the items were added to the Bo9S, and were available to be readied. That was as far as I went - I assumed that the rest would work at that point since I was past the point that was stopping me in your pack.

On that same install that had working ToB installed, I unzipped your pack, choosing NOT to overwrite any of the ToB files that were working. Upon entering the game, the classes no longer worked, it was back to the experience described in my original posts. I could choose the class, I get the gui elements, but the training was laggy again (although I know you said you actually had that nailed down already) and when completing the training the items were no longer created inside the Bo9S container. Based on that fact, it seems it's not something directly in the ToB files themselves, but rather some interaction or unexpected consequence in one of the other files that are part of the merged pack. The only file that is in both the WM merge pack AND the ToB that *did* get overwritten was the dialog.tlk, but according to Pain, that shouldn't cause an error of this sort anyway.. I could try putting the ToB dialog back while leaving the rest of the WM pack files installed, just to be 100% if it would help, but I'm not sure if I'd get a crash during char creation due to the missing descriptions for the extra content in Kaedrins.

Also I never mentioned it before, but since I know different campaigns have slightly different mechanics, I did try both in OC and Zehir, with the same results.  Again, I don't know enough about modding NWN2 to know if that's helpful info or not, but there it is.  My modding ability stops at simple things like editing the .txt config files on things like the Total War series prior to Empire, or using the GECK to make very minor changes in objects placement or items in Fallout.  Scripting is way out of my league.

Modifié par Ophilina, 15 août 2011 - 12:44 .


#14
MasterChanger

MasterChanger
  • Members
  • 686 messages
 Though you didn't actually overwrite any files, it's possible that you ended up with more than one copy of a certain file, whether 2da or script, somewhere within your Override folder, and one was overriding the other.

I assume that there are merged classes, feat, and spells.2da files somewhere in the combo-pack--there have to be. I wonder if there is a merged baseitems.2da or whether that's the problem. IIRC at some point Kaedrin did start including a baseitems.2da for some of his content (like custom base armor types). If the maneuver item could not be spawned in via the giveitem console command, there would have to be something wrong with it on a 2da or UTI level. I could spawn in it using either a custom script or the giveitem command.

#15
Ophilina

Ophilina
  • Members
  • 12 messages
I did a comparison of the entire override folder, and it found a number of files that had duplicate filenames.

There were a couple of tga files, I'm assuming those wouldn't cause this.
There were script (NCS/NSS) files that were in both override\\scripts and \\override\\SoZ, I'm assuming since those appear sot be related to SoZ they aren't related
There was a UTI that was in both \\blueprints and \\fletching
There were 4 files that were in both \\scripts and \\Tome_of_Battle\\scripts\\duplicates - I'm assuming this was intentional since the folder was named as such. The 4 files were tob_i0_invocatns.NSS, tob_i0_spells.NSS, tob_x0_i0_spells.NSS, and tob_i0_itemprop.NSS.

Even though I figured they were supposed to be there as I guess maybe backup copies of the original ToB files, I went ahead and deleted them. No effect, positive or negative - still no working ToB classes, nor any apparent deleterious effects due to not having them.

#16
The Fred

The Fred
  • Members
  • 2 516 messages

BartjeD wrote...
-Come to think about it this might be somewhat overpowered since the whole idea of [Contingency] is to prepare for combat before it happens. In essence you could suddenly have 2 simultaneous spells fire in addition to a previous contingency by casting it in combat.

I believe this was the way it was in BG2, and yes you could use it to cast things instantly, basically. It was the source of rather a good degree of cheese, I think. Really it should probably have a very long casting time, as a preparation, so that using it in combat is impractical. Kinda boring to buff with all the time, though.

#17
Ophilina

Ophilina
  • Members
  • 12 messages
Any progress on figuring out what files aren't playing nicey nicey with each other?

Any other tests or experiments you'd like me to run to help figure it out?

#18
glacialmind101

glacialmind101
  • Members
  • 4 messages
Any chance of making this compatible with the Races of Faerun mod? Love the concept here, but I can't part with my monster races. Really need to shake the hand of the designer who made sure every aspect of moddable gameplay was dependent on the same dialog.tlk file. Genius.

#19
Illustair

Illustair
  • Members
  • 62 messages
I'm new to NWN-2 modding. I'll just have to place the combined hakpak (Wicked Magic, Tome of Battle and Kaedrin's PRC) on the override folder in C:\\Documents? And this will work on most of the community modules? Any chance you can integrate spells available in Mage Tome mod that are not available in your mod? http://nwvault.ign.c....Detail&id=280. Many thanks for this mod. Hope you'd continue updating it.

Modifié par Illustair, 14 avril 2012 - 12:18 .


#20
Morbane

Morbane
  • Members
  • 1 883 messages
Illustair:

Some of the hakpaks have edited 2da's thus the likelyhood of conflict is increased for each hak you use.

But to answer your question - if you are going to implement haks they go in the "hak folder" not override.

The way around having to use the hak folder and micro manage your CC you can get NWN2Packer and un-pack the haks then put the unpacked content in your override. That way you can also determine which haks use the same 2da's.

2da's can be combined but it is difficult for new or first-time users of CC - you might look for Combined 2da's on the vault - that would be your best bet.

The other answer is - no haks will not work on any module - thus the need to un-pack and put in override.

If I remember right though those contents have override versions for players to use in any module - haks are usually best suited for the modules they are custom designed for.

#21
Illustair

Illustair
  • Members
  • 62 messages
Has anyone heard of BartjeD? Is this still being worked on? This is the linked forum so I think I could post here even if it's been seemingly dead for half a year now. This is perhaps the best spell pack around; while it's already very near completion, there might still be room for improvement like the working scrying spell, adding new content, an updated Kaedrin pack, or Wild Mage compatibility. I even feel bad for giving this a 9.75 in the vault when I just realized how I'm enjoying this and deserves a 10.

@Morbane, thanks. I think I figured it out now. And there's also an override version, which made things a whole lot simpler.

#22
Telmorial

Telmorial
  • Members
  • 45 messages

Ahh, what a downer. I installed this combo pack and finally got to the level where I can use one of my favorite spells from the BG2 days, Contingency, but unfortunately it doesn't work. What I've noticed is;

1. The conversation dialog box only displays every other casting of Contingency.

2. When it does display, I set the trigger (EG 50% health) and the spell (EG. Stoneskin) then click Set Contingency. I've had it display only once that it has set the contingency in yellow text (but it didn't use up the spell to fuel the Contingency spell), it didn't work though. IE. It didn't cast the Stoneskin when I got to 50% hps.

3. Since that time, it won't even show the yellow 'Contingency Set' text any more.

 

Has anyone else seen this? Any suggestions? I've PMed BartjeD (hopefully he's still around checking his PMs) but I thought I'd ask here as well.

 

EDIT: I forgot to mention, I've already tried removing all the other mods (didn't have many, Tony's AI, a great difficulty mod PIA and some texture mods) but have the same issue.