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[MOD] More Style for Mages (v1.56)

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  • GardeminerGardeminer Member Posts: 6

    Yes, Staff of Dragon Power is the staff for Dragon disciple.

    Thank you!
  • GardeminerGardeminer Member Posts: 6
    Pecca said:

    I will update the installation instructions in the OP. I guess it is after all every mod's bussiness to describe to people how to properly install it. And using modmerge doesn't seem to be obvious at all.

    Yeah, I don't know if it is, like I said, I got this game really recently and don't know much of anything about modding, I was just trying to find a mod that would work for all three games. Thank you for helping me though!
  • InglorInglor Member Posts: 2
    Hello, maybe it is just me, but the tra directory seems to be missing from the msfm v1.5.rar. I'm on a mac, so I cannot use the .exe file and I got my BGEE directly from Beamdog. Thanks!
  • PeccaPecca Member Posts: 2,218
    Hi @Inglor. I'm not sure what specifics has the installations of mods on mac, but tra file certainly isn't missing from the mod folder (but there is only english in v1.5, additional translations to russian and polish languages are only in v1.43).

    Anyway, the next update is still being pushed back unfortunatelly.
  • InglorInglor Member Posts: 2
    Hi @Pecca, then it is just me... I was getting these "No translation provided for @..." messages, but not anymore. BTW, thanks for the quick reply. Great mod!
  • KrotosKrotos Member Posts: 156
    Is there a conflict between this mod and IWD house rules? I used BWS to install both and one of the HR's components is a change that causes Orrick to sell all his items instead of revealing them over time. BWS installs that after MSFM and it seems that because of that Orrick isn't selling the new items.

    Below's my WeiDU log.
  • PeccaPecca Member Posts: 2,218
    I have no knowledge of IWD house rules, neither of workings of BWS. I would recommend to reinstall MSFM, because it just updates his stock with the staffs, it doesn't change anything else iirc.
  • KrotosKrotos Member Posts: 156
    Pecca said:

    I have no knowledge of IWD house rules, neither of workings of BWS. I would recommend to reinstall MSFM, because it just updates his stock with the staffs, it doesn't change anything else iirc.

    The only change these two have in common is that they both modify Orrick - is there any way of creating a similar check like the one in subtledoctor's might and guile mod for kits?
  • PeccaPecca Member Posts: 2,218
    I have no idea what check that is, just try to install MSFM after IWD HR.
  • EtaminEtamin Member Posts: 830
    Is it possible for you to add this mod to github or shs forum, so we could add it to BWS?
  • PeccaPecca Member Posts: 2,218
    @Etamin: as embarassing as it is, I haven't update this mod for complete compatibility with v2.0+ patches yet. Once I do that I can put it on shs. I have zero time for modding though, so I don't know when it will be.
  • agb1agb1 Member Posts: 249
    edited December 2016
    @Krotos - I don't see any obvious conflict between this mod and IWD House Rules. The HR mod adds the extra items to Orrick's store via a script. However, the HR mod sets the flag for all of the added items to 1, which seems to be "allowed to sell", while it is missing "allowed to buy" ... so I guess that if you aren't seeing any of the items from the HR mod, that is probably why. I take it back. Allowed to buy is assumed (flag 0), so that's not the problem. I was looking at the wrong flags list. The value of "1" here means unstealable.

    The items should be visible if the HR script is running. The script is attached to area AR2100 and should run as soon as you enter. Use the console and type C:GetGlobal("UNIORRIK","AR2100") to check. If the value is 0, the HR script to add items didn't run. If it is 2, it did.
  • EtaminEtamin Member Posts: 830
    @Pecca No problem, you can update this mod to 2.0 whenever you want. Just move 1.5 to shs if you can. It would be shame to not be able to install it and in my opinion it's in very good shape.
  • PeccaPecca Member Posts: 2,218
    @Etamin: pst animations are broken in 2.0+, it's also missing some translations and english language corrections. I originally wanted to include some new opcodes, but I think I just fix these and release it, hopefully over christmas.
  • ReddbaneReddbane Member Posts: 222
    edited February 2017
    @Pecca
    Is there any mods that might cause the familiar's spells not to appear on the familiar's spell button after selecting them through the special ability? I'm running BGEEtrilogy with quite a few mods:

    My weidu log below.
    Post edited by Reddbane on
  • The user and all related content has been deleted.
  • kjeronkjeron Member Posts: 2,368

    Could the ranged attack be converted into a melee attack with a long range - like Spell Revisions' Spriritual Hammer, as an example .itm file for comparison - while retaining the animation and fired projectile of the current ranged attack? That would be very convenient.

    Melee and Magical weapon attacks ignore their projectile field.
    The closest you can get is have it cast a spell on hit containing the projectile/damage/visuals, but then there is no projectile when you miss, and when you hit you will get 2 hit recoils(interrupts) on the target, one from the weapon, and one from the projectile.
  • [Deleted User][Deleted User] Posts: 0
    edited February 2017
    The user and all related content has been deleted.
  • ReddbaneReddbane Member Posts: 222
    edited February 2017
    Reddbane said:

    @Pecca
    Is there any mods that might cause the familiar's spells not to appear on the familiar's spell button after selecting them through the special ability? I'm running BGEEtrilogy with quite a few mods:

    My weidu log below.

    Using EEkeeper I managed to narrow down the problem. The spells appear in the familiar's EEkeeper spell page, and he has 1 spell limit in each arcane level, but for some reason the spells don't actually "refresh" (that is appear on its spell button) until I manually increase the max from 0 to 1 in EEkeeper, then it seems to work fine: allowing one use per day, per rest. Anyone have idea what may interfere with the initial spell granting?
  • PeccaPecca Member Posts: 2,218
    Ouch this mod, I'm so out of loop. And I don't even have my laptop, had to go to be repaired. I hope I get to update it for proper compatibility one day, though additional features are unlikely to happen at this point.
  • [Deleted User][Deleted User] Posts: 0
    edited March 2017
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • Jonas083Jonas083 Member Posts: 1
    I've been running into a horrible error in BG1; the circlets (or at least the archmagi one) are counted as armor, so putting them on leaves me unable to cast wizard spells.
  • PeccaPecca Member Posts: 2,218
    @Jonas083: I think that bug is caused by another mod, which tweaks armors. You must probably manually edit circlet files in Near Infinity program. Their names are "band01.itm", "band02.itm", "band03.itm" and "band04.itm", and remove "disable spellcasting" global effect from them.
  • ReddbaneReddbane Member Posts: 222
    edited March 2017
    @Pecca
    I'm playing BG2 and my familiar isn't leveling up, is there a way I can do manually using EEkeeper?
    (I'm a Dual classed Fighter/Wizard, is that the problem?)
    Post edited by Reddbane on
  • PeccaPecca Member Posts: 2,218
    Hmm, not sure, I'm not much familiar with EE keeper, but the mechanic is simply that he gets some special abilities at some point, you should be able to add these with CLUA console.
  • RaduzielRaduziel Member Posts: 4,714
    @Pecca is this compatible with EET?

    If so, should I install it before or after EET?

    Thanks!
  • PeccaPecca Member Posts: 2,218
    @Raduziel it is not compatible with EET. I am not familiar with EET so I cannot give you any advice, sorry.
  • PeccaPecca Member Posts: 2,218
    So at loooong last, I compiled fixes for post v2.0 patch animation problems and other bug reports.

    v1.51
    -Lim-Lim animation fix
    -Dragon form animation fix
    -Dual-classed character not receiving a specialist bonus spell fix
    -Alternation string fixed to Alteration

    Dragon form was fixed to red abishai animation which slot now exists within the game, and was only missing bams. Lim-Lim doesn't exist so I replaced a white abishai animation, which to my knowledge, doesn't appear anywhere in the games (hopefully). As an extra, the lim-lim walk sound is now normal, so the fix I used before which muted all large creatures walking sounds in the game is not necessary anymore.

    The issue with some characters not receiving bonus spells upon gaining specialization and leveling up was identified to be a dual-class problem (when the mage class is not original class). It might be a problem with specialist properties and bonuses being hardcoded, instead of being in 2da files. The fix for this is unfortunately unperfect. Since the class name is the same for multi and dual classed characters, while behaving differently, I simply had to apply the fix for humans only. So now you should avoid tweaking the rules of dual and multi classing and expanding it to other races, while using this mod. Dual-classed humans now receive the bonus spells immediatelly, all others must still wait until level up, but the engine treats them appropriately.
  • southfla79southfla79 Member Posts: 214
    any chance the new version being EET compatible?
  • PeccaPecca Member Posts: 2,218
    I was browsing through the old files and I found a little gem. An almost finished teleport mod. I finished it an now I'm releasing it in a beta state, because I tested it only briefly.

    v1.53
    -Stone of Teleportation component
    -Some other grammar string corrections

    This component adds unique artifacts into SOA and TOB campaigns, which allow the whole party to be instantly teleported to previously visited surface areas. The effect does not work at plot critical places, such as Spellhold, Underdark etc for sake of compatibility. The component is currently in a beta state, because I didn't test it through the whole game. Use it with caution, it is theoretically possible to skip plot critical triggers. Location of the stones is in the spoiler tags in the OP.

    Now about the EET compatibility, is there anyone here, who can tell me what needs to be done?
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