Actually 2925 WIZARD_COMET exists in the spell.ids file.
Yes, TOB decided to use those two spell IDs for Comet and Summon Dark Planetar. Which didn't matter for BG2 TOB since Baresh and Kaisha did not appear in TOB and thus Baresh's and Kaisha's spell were unused...
I would like to recommend modding BERESH_CHANGE (SPWI924.SPL to SPWI938.SPL; 2924 to 2938 in SPELL.IDS) and KAISHAS_CHANGE (SPWI925.SPL to SPWI966.SPL; 2925 to 2966 in SPELL.IDS) instead. Spell codes for HLAs in BG2EE will likely be identical to those in TOB. Thus changing spell IDs for Comet and Summon Dark Planetar spells can make the player characters partially incompatibe with BG2EE should one choose to export CHRs.
I have edited the previous post adding the details of the conflict and included some suggestion. But I recon how BGTutu converted BG1 contents to BG2 engine would be best. I wonder how BGTutu solved the conflict and what spell IDs BGTutu used for Baresh and Kaisha Change spells?
Please test and let me know. I'm still at Chapter 3 and my party members are low level characters so it's too early to attempt the Loup Garou quest at this stage...
Updated override files to fix the bug where Kaisha Gan would cast spell Comet instead of morphing to Loup Garou after level 40 HLA mod is installed. Baresh could also cast "Summon Dark Planetar".
BARESH.BCS - Fixed Baresh morph script KAISHA.BCS - Fixed Kaisha Gan morph script SPWI938.SPL - Baresh's new morph spell to avoid conflict with "Summon Dark Planetar" spell SPWI966.SPL - Kaisha's new morph spell to avoid conflict with "Comet" spell SPELL.IDS - Assigned new spell IDs to Kaisha/Baresh morph spells to avoid conflict with two Wizard HLA spells
Installation:
Please copy files to Data\0766\override folder. CoM_Solaufain, please feel free to add those files to your mod :-)
Tested with new HLA mod (BG_EE_HLAsBeta2.rar) and confirmed working, Kaisha Gan and Baresh properly morphed to Loup Garou before battles.
I have made sure new spell IDs assigned to Baresh/Kaisha morph script won't conflict with current TOB spell codes but who knows? Overhaul may introduce some new spells/abilities in BG2EE which may cause compatibility issues and/or the imported character missing opportunities to gain new HLAs. Please use at your own risk if you wish to export your characters to BG2EE!
If in doubt, please export your character at the following level:
It has been found that the spell.ids file if referencing the same number for two different spells. 2925 WIZARD_COMET and 2925 KAISHAS_CHANGE. Since the comet spell comes first in the .ids file that is the one that gets used. This problem is being addressed.
Several minor points with the mod level40BGEE_Beta2.rar:
1) Luabbr.2da does not contain string for Blackguard (BG), so Blackguard will not gain HLA from level 18.
Also the mod file itself is based on BG Tweak pack and utilizes features such as un-nerfed TACH0, spell tables etc. For those looking for more orthodox, TOB-like character advances, probably "A Simple XP Cap Remover" mod by mlnevese (http://forum.baldursgate.com/discussion/10212/a-simple-xp-cap-remover) might be better, since BGEE comes with TOB engine and most resources needed to advance a player character to level 40 are already in there. There were some missing features but CoM_Solaufein's BG_EE_HLAsBeta2.rar covers them mostly.
2) BG gains "Summon Deva" as HLA. Probably "Summon Fallen Deva" is more suited for BG? But there is no reference to Summon Fallen Deva as an innate ability... perhaps SPCL107.SPL might do?
3) SPCL106.SPL (SPELL.IDS 4106 BLACKGUARD_ANIMATE_DEAD): evidently BG gains "Animate Dead" ability at some point? Missing reference in CLABPA06.2DA?
What is the status so far on installing the mod? The files in the original post are needed, but are any of lehoo's files needed as well or are they included in the install provided by Solaufein? I'm asking because I want to update my mod and install it for some friends as well.
What is the status so far on installing the mod? The files in the original post are needed, but are any of lehoo's files needed as well or are they included in the install provided by Solaufein? I'm asking because I want to update my mod and install it for some friends as well.
just install the files from solaufein and then override with the one from leeho730
Updated override files to fix the bug where Kaisha Gan would cast spell Comet instead of morphing to Loup Garou after level 40 HLA mod is installed. Baresh could also cast "Summon Dark Planetar".
BARESH.BCS - Fixed Baresh morph script KAISHA.BCS - Fixed Kaisha Gan morph script SPWI938.SPL - Baresh's new morph spell to avoid conflict with "Summon Dark Planetar" spell SPWI966.SPL - Kaisha's new morph spell to avoid conflict with "Comet" spell SPELL.IDS - Assigned new spell IDs to Kaisha/Baresh morph spells to avoid conflict with two Wizard HLA spells
Installation:
Please copy files to Data\0766\override folder. CoM_Solaufain, please feel free to add those files to your mod :-)
Tested with new HLA mod (BG_EE_HLAsBeta2.rar) and confirmed working, Kaisha Gan and Baresh properly morphed to Loup Garou before battles.
I have made sure new spell IDs assigned to Baresh/Kaisha morph script won't conflict with current TOB spell codes but who knows? Overhaul may introduce some new spells/abilities in BG2EE which may cause compatibility issues and/or the imported character missing opportunities to gain new HLAs. Please use at your own risk if you wish to export your characters to BG2EE!
If in doubt, please export your character at the following level:
I was wondering how that would work to have new kits using those HLA's ? Is there a way for making weidu check if this is installed and then attribute the appropriate HLA's to the kit being installed ?
It can be done @neoesprit, you can tell weidu only to offer to install a certain component if other certain components are already installed, then its just a case of having weidu append the Luxxx.2da if necessary
Just out of curiosity, how high of a level can you even get in BG:EE? I mean, seeing as most of the enemies hand out less than 100xp, wouldn't you only get a few levels (if even) beyond the old cap? Or does the mod change XP values?
It can be done @neoesprit, you can tell weidu only to offer to install a certain component if other certain components are already installed, then its just a case of having weidu append the Luxxx.2da if necessary
Just out of curiosity, how high of a level can you even get in BG:EE? I mean, seeing as most of the enemies hand out less than 100xp, wouldn't you only get a few levels (if even) beyond the old cap? Or does the mod change XP values?
I think the cap is around level 8-9 depending on your class, but with the xp cap remover you should be able to go to level 12-13 i f you clean everything on everymap and do the quests of Neera, Dorn and Rasaad
There seems to be a problem installing the hla mod with wizard\spcl938.spl. I'm pretty sure it just doesn't exist and it's keeping me from using this mod.
Do the corresponding spwixxx.spl files need to be renamed? After I renamed both 938 and 966 to spcl instead of spwi I was able to successfully install the mod.
COPY ~BGeeSA\wizard\SPCL938.SPL~ ~Override~ SAY 0x8 ~Baresh's new morph spell~
COPY ~BGeeSA\wizard\SPCL966.SPL~ ~Override~ SAY 0x8 ~Kaisha's new morph spell~
Should be:
/* wizard abilities */
COPY ~BGeeSA\wizard\SPWI938.SPL~ ~Override~ SAY 0x8 ~Baresh's new morph spell~
COPY ~BGeeSA\wizard\SPWI966.SPL~ ~Override~ SAY 0x8 ~Kaisha's new morph spell~
The CL should be a WI. If you want to change it just use a text editor to open up the Setup-bgeesa.tp2 file or just redownload it. I just uploaded a fix to it.
HLAs updated to Beta4. Inserted the missing SPIN122-124 and SPINHUM innate spells for transforming into Earth Elemental and Fire Elemental. Their polymorph items, graphic effects, etc are already present in EE so no need to add those into my pack.
HLAs updated to Beta4. Inserted the missing SPIN122-124 and SPINHUM innate spells for transforming into Earth Elemental and Fire Elemental. Their polymorph items, graphic effects, etc are already present in EE so no need to add those into my pack.
Thx very much ! Not that I would use that considering my true level but I like to test everything and report bugs when I find them ^^
Testing out Druids, Mages, Fighters and Thieves by just leveling up with the SetCurrentXP command, Only High Level Abilities that I managed to get to appear were Energy Blades for Druid and Mage, and Mass Raise Dead for Druid. For Figther and Thief ability selection is empty.
Edit: That was trying to install it by throwing the override files into the override folder, looking around I found the WeiDU install thingy and it works now.
I do have another mod installed on top of these 2 (lvl 50 bg2 mod, minus the xplist.2da file), but I ran into a wierd bug. My level 2-3 party was running through the first town when khalim went through New Baresh Transformation and exploded into a loup garou.
I don't really understand how this stuff works fully, but is it possible the new spell id conflicted with something else?
I deleted the other mod and only had this one, and it still happened. The other mod only extracted files into the override folder. It was TeamBG's lvl 50 bg2 mod btw (not that it was designed to work with bg1)
It has happened twice since the first time. The second time it was Jahera in front of the friendly arm inn, and the third time it was Xzar in the wilderness south of the friendly arm inn. There is never anything going on that could logically give a clue to what could be causing it. Due to the random nature of the bug, I wonder if the mod could have introduced a buffer overflow error somewhere... Maybe although it is based off of the BG2 engine they shrank some buffer size somewhere.
Thanks for the mod. It has been working great for me so far - even with CLUAConsoling chars up high to test out stuff.
However, it has been brought to my attention that the Wspatck.2da file that was included is giving the incorrect APR gain for Grandmaster weapon proficiency. It should only be +0.5APR, not +1APR. Looking at the modified date, I'm assuming it was the same file as the "True" GM mod from Baldurdash/BG2Tweaks, which incorrectly added more APR than intended.
Deleting the file fixes the issue, however, (BGEE already has the correct APR values for GM) and everything else works fine I think. Do you know if that file modifies anything else other than weapon proficiencies? On a side note, it would be great if there was a corrected version of the True GM mod for BG2... Since BGEE has the correct version of GM, is there a way I can take the modified weapon proficiency files from BGEE and use it to modify BG2 classic?
Thanx for this mod. Works well on my Mac. Did a quick test by levelling up through the CLUA console on my fighter, on Neera and Imoen right to level 30 and found no real problems. One minor issue seems to occur though: any hit point bonuses for high constitution were ignored. My fighter gained a standard 3 HP with each level.
Still, your mod makes playing BGEE so much more fun!
One minor issue seems to occur though: any hit point bonuses for high constitution were ignored. My fighter gained a standard 3 HP with each level.
Did you account for the fact that you only receive HP bonuses from Constitution for levels 1-9? Receiving 3 HP/level is normal for a Fighter at level 10 and beyond.
One minor issue seems to occur though: any hit point bonuses for high constitution were ignored. My fighter gained a standard 3 HP with each level.
Did you account for the fact that you only receive HP bonuses from Constitution for levels 1-9? Receiving 3 HP/level is normal for a Fighter at level 10 and beyond.
Hi. First, thank you so much for these mods! I have a question about the HLA mod. I've got the level 40 one working, but no matter what I try, the High Level Abilities screen is still blank. I was able to modify the dialog.tlk by copying it into my override folder, using the installer there, and then copying it back into the lang folder and replacing the original. When I run the installer it says it was successful. I'm not the most savvy dude around, so I'm probably missing a step but I can't figure out what it is. Help?
Comments
I would like to recommend modding BERESH_CHANGE (SPWI924.SPL to SPWI938.SPL; 2924 to 2938 in SPELL.IDS) and KAISHAS_CHANGE (SPWI925.SPL to SPWI966.SPL; 2925 to 2966 in SPELL.IDS) instead. Spell codes for HLAs in BG2EE will likely be identical to those in TOB. Thus changing spell IDs for Comet and Summon Dark Planetar spells can make the player characters partially incompatibe with BG2EE should one choose to export CHRs.
I have edited the previous post adding the details of the conflict and included some suggestion. But I recon how BGTutu converted BG1 contents to BG2 engine would be best. I wonder how BGTutu solved the conflict and what spell IDs BGTutu used for Baresh and Kaisha Change spells?
Please test and let me know. I'm still at Chapter 3 and my party members are low level characters so it's too early to attempt the Loup Garou quest at this stage...
File: lv40_override3.zip
Link: https://docs.google.com/open?id=0B4xflxrrgSrwaDBFbUVIUnRrZTQ
Updated/new files:
BARESH.BCS - Fixed Baresh morph script
KAISHA.BCS - Fixed Kaisha Gan morph script
SPWI938.SPL - Baresh's new morph spell to avoid conflict with "Summon Dark Planetar" spell
SPWI966.SPL - Kaisha's new morph spell to avoid conflict with "Comet" spell
SPELL.IDS - Assigned new spell IDs to Kaisha/Baresh morph spells to avoid conflict with two Wizard HLA spells
Installation:
Please copy files to Data\0766\override folder. CoM_Solaufain, please feel free to add those files to your mod :-)
Tested with new HLA mod (BG_EE_HLAsBeta2.rar) and confirmed working, Kaisha Gan and Baresh properly morphed to Loup Garou before battles.
I have made sure new spell IDs assigned to Baresh/Kaisha morph script won't conflict with current TOB spell codes but who knows? Overhaul may introduce some new spells/abilities in BG2EE which may cause compatibility issues and/or the imported character missing opportunities to gain new HLAs. Please use at your own risk if you wish to export your characters to BG2EE!
If in doubt, please export your character at the following level:
fighter 10
mage/sorc 10
druid 11
monk/cleric 10
thief/bard 10
paladin/ranger 10
cleric/ranger 9/9
cleric/mage 8/8
cleric/thief 8/9
mage/thif 8/9
fighter/mage 9/10
fighter/cleric 9/9
fighter/thief 9/11
fighter/mage/thief 8/9/10
fighter/mage/cleric 8/9/8
And again at 2,900k (2,650k for monks).
Several minor points with the mod level40BGEE_Beta2.rar:
1) Luabbr.2da does not contain string for Blackguard (BG), so Blackguard will not gain HLA from level 18.
Also the mod file itself is based on BG Tweak pack and utilizes features such as un-nerfed TACH0, spell tables etc. For those looking for more orthodox, TOB-like character advances, probably "A Simple XP Cap Remover" mod by mlnevese (http://forum.baldursgate.com/discussion/10212/a-simple-xp-cap-remover) might be better, since BGEE comes with TOB engine and most resources needed to advance a player character to level 40 are already in there. There were some missing features but CoM_Solaufein's BG_EE_HLAsBeta2.rar covers them mostly.
2) BG gains "Summon Deva" as HLA. Probably "Summon Fallen Deva" is more suited for BG?
But there is no reference to Summon Fallen Deva as an innate ability... perhaps SPCL107.SPL might do?
3) SPCL106.SPL (SPELL.IDS 4106 BLACKGUARD_ANIMATE_DEAD): evidently BG gains "Animate Dead" ability at some point? Missing reference in CLABPA06.2DA?
just install the files from solaufein and then override with the one from leeho730
I was wondering how that would work to have new kits using those HLA's ? Is there a way for making weidu check if this is installed and then attribute the appropriate HLA's to the kit being installed ?
Do the corresponding spwixxx.spl files need to be renamed? After I renamed both 938 and 966 to spcl instead of spwi I was able to successfully install the mod.
/* wizard abilities */
COPY ~BGeeSA\wizard\SPCL938.SPL~ ~Override~
SAY 0x8 ~Baresh's new morph spell~
COPY ~BGeeSA\wizard\SPCL966.SPL~ ~Override~
SAY 0x8 ~Kaisha's new morph spell~
Should be:
/* wizard abilities */
COPY ~BGeeSA\wizard\SPWI938.SPL~ ~Override~
SAY 0x8 ~Baresh's new morph spell~
COPY ~BGeeSA\wizard\SPWI966.SPL~ ~Override~
SAY 0x8 ~Kaisha's new morph spell~
The CL should be a WI. If you want to change it just use a text editor to open up the Setup-bgeesa.tp2 file or just redownload it. I just uploaded a fix to it.
just me?
Come to think of it, so are full releases.
Edit: That was trying to install it by throwing the override files into the override folder, looking around I found the WeiDU install thingy and it works now.
I don't really understand how this stuff works fully, but is it possible the new spell id conflicted with something else?
It has happened twice since the first time. The second time it was Jahera in front of the friendly arm inn, and the third time it was Xzar in the wilderness south of the friendly arm inn. There is never anything going on that could logically give a clue to what could be causing it. Due to the random nature of the bug, I wonder if the mod could have introduced a buffer overflow error somewhere... Maybe although it is based off of the BG2 engine they shrank some buffer size somewhere.
However, it has been brought to my attention that the Wspatck.2da file that was included is giving the incorrect APR gain for Grandmaster weapon proficiency. It should only be +0.5APR, not +1APR. Looking at the modified date, I'm assuming it was the same file as the "True" GM mod from Baldurdash/BG2Tweaks, which incorrectly added more APR than intended.
Deleting the file fixes the issue, however, (BGEE already has the correct APR values for GM) and everything else works fine I think. Do you know if that file modifies anything else other than weapon proficiencies? On a side note, it would be great if there was a corrected version of the True GM mod for BG2... Since BGEE has the correct version of GM, is there a way I can take the modified weapon proficiency files from BGEE and use it to modify BG2 classic?
One minor issue seems to occur though: any hit point bonuses for high constitution were ignored. My fighter gained a standard 3 HP with each level.
Still, your mod makes playing BGEE so much more fun!
http://playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Progression_Charts#Fighters_and_Barbarians
See the Hit Dice column.