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[Mod] Level 40 spell mod for BGEE

leeho730leeho730 Member Posts: 285
edited January 2013 in General Modding
Level 40 spell mod for BGEE

Based on Weimer's excellent Spell50 mod.

1. File and link:
BGEE_spl40.zip
https://docs.google.com/open?id=0B4xflxrrgSrwTV83aXl3b0pwVlE

2. Description:
This mod allows some spells to scale up to level 40 in terms of duration, damage and other characteristics (number of discs/skins, AC/strength/other bonuses etc).

Spells omitted from Weimer's original mod like Sunray, Storm Shield, Boon of Lathander, Seeking Sword, Shiled of Archon, Armor of Faith, Avenger and Stalker spells, Inquisitor Dispel Magic (scales up to effective level of 80), Paladin/Monk Lay on Hands, Absorb Health (for Dorn) etc were added. Some spells like Fireball, Burning Hands, Lightning Bolts, and Sunfire were removed because spell description clearly states that daamage is capped.

In general, damage spells such as skull trap, incendiary cloud, horrid wilting, Sunray (against undead) and cone of cold will scale up to level 40 with damage increase every level whereas duration spells such as improved haste/spell deflection/shield of archon will increase the duration every even levels past level 20 (e.g. 22, 24, 26 and so on) with a few exceptions.

I have also updated spells in general since BGEE contains many fixes such as elves/half-elves being resistance to sleep, free action preventing stun and fixed some spells such as Tenser's transformation not giving fighter's TACH0 at level 18,19,20. For Lower Resistance spell, casting the spell past level 20 will simply display as "Magic Resistance Lowered" instead of "Magic Resistnace Lowered by 30%".

Please note that some spells will not scale every level. It is because I don't have Weimer's programming prowess (which involved analysing algorithms of spells based on progression per level and just chaning a few variables using formula like spreadsheet softwares) nor time and some spells had to be modified by hand, a very tedious task.

Please feel free to use or modify as you see fit. If you believe you can improve the mod, by all means be my guest!


3. How to install:
Unzip to override folder

4. How to uninstall:
Delete files from override folder
Post edited by leeho730 on

Comments

  • LucarioaLucarioa Member Posts: 5
    There were files already there with the same name, is it safe to replace them? or should i keep both? I made back-ups just in case, and don't want to ruin everything!!
  • WispWisp Member Posts: 1,102
    edited June 2013
    @Lucarioa
    If you want to be able to uninstall the mod, you need to keep a backup of your override folder. Or @leeho730 could use WeiDU.
    Also, if anyone cares, the spells in Spell50 predate many, many of the bugfixes made by the G3 Fixpack, and by BGEE.
  • SpaceInvaderSpaceInvader Member Posts: 2,125
    I remember how annoying was to create a string for every different % of lowered magic resistance :/
    Wisp said:


    Also, if anyone cares, the spells in Spell50 predate many, many of the bugfixes made by the G3 Fixpack, and by BGEE.

    Care to give some details about it?
  • WispWisp Member Posts: 1,102


    Care to give some details about it?

    Well, I don't know when Spell50 was released, but it's safe to say it was many years ago. Since then, there have been bugs discovered and fixed. Spell50 and derivatives overwrite files, so unless these mods include the aforementioned bugfixes, they will be undone by the overwriting. Then there are the bugs, if any, introduced by Spell50 itself. There are some examples/discussion in the relevant forum. It should be possible to install v10 of the G3 fixpack over a Spell50ied game and thus get a something of a bugfixed Spell50ied experience, but you don't have that work-around available for BGEE.
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