@Necromanx2: The amulet is meant for BG:EE only, in BG2EE there are staffs for that. You can try this attached file but it may not work, because there can be some conflicting files, but I don't remember anymore. The change is under circlets component, burt reinstall the whole mod, just to be sure.
I have another request. Would it be possible to create circlets of specialization for Fighters, Clerics, and Thiefs? That way any class that can multi or Dual can get a specialization?
@subtledoctor: I create my mods on EE platforms, therefore they are available for EEs. I don't play vanilla games anymore, I don't even have them installed, so I'm not planning any convertions. That said, checking for EE engine is just one command at the start of each game section (3 total for BGEE, BG2EE and IWDEE) in the tp2 file (REQUIRE_PREDICATE GAME_IS), so you can delete them and see if they work for vanilla games.
I just noticed I even included the vanilla games engine names for the game checking process, so it should be able to attempt to install the mod on them without the need of deleting these commands.
@subtledoctor: The resources from the game are mainly the in-game staff animation, others are secondary (the basic pink staff icon and description image). I don't actually know if they originally come from 1pp mod, though I think I heard it somewhere. What I remember is that in vanilla, the game would crash on attack if you assign a ranged attack to a weapon with two-handed animation. If the staff comes from 1pp it must have fixed it somehow. I'm not sure about higher opcodes, but it's possible I guess if they were replaced on basic spells.
Yeah, it's a mess, but I think that EEs are the future of the brand, so I didn't really even think about playing and making mods for vanilla games. Anyway, I'll wait for your report and see then.
@subtledoctor: I quick tested it and it works fine for me (with just MSFM installed). There may be a specific condition for trigering the bug, or incompatibility with another mod.
@subtledoctor: The activation is an item dialog, same as Lilarcor has for example. That dialog is written in "wstaf1.d" file in "Dialog" subfolder of MSFM.
Hey everybody. I have a noob question. How do I exactly change the colors of the robes after installing this mod? I mean i need step-by-step instructions. Do I do it after launching the game or somewhere else? Do I need to use any other programs? Thx in advance.
@flybywire: it depends on which option did you choose while installing the robe tweaks component. If you chose robes without colorsets, then robes will have a color of a character clothes, in which case you change it via color button in the inventory. Other options have set colors which cannot be changed ingame.
Hi, I just specialised in Wild Mage using the staff of Wizardry, and my character (Nalia) didn't get the Chaos Shield spells, is it a bug or did I miss something? I'm not sure scrolls of these exists.
New version uploaded. Using SoW or Circlet of Revelation to transform into wild mage now grants the wielder wild magic spells (Dweomer and shaos shields), which otherwise cannot be obtained in game.
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EDIT: Ignore this comment. I did not reinstall before checking. It does work with Winthrop. Thanks! Now just need the amulet at Watchers Keep.
My bad for not reading how BG2:EE works!
Thank you so much for your efforts! This is a great mod and I really like it. Thanks again!
I have another request. Would it be possible to create circlets of specialization for Fighters, Clerics, and Thiefs? That way any class that can multi or Dual can get a specialization?
Yeah, it's a mess, but I think that EEs are the future of the brand, so I didn't really even think about playing and making mods for vanilla games. Anyway, I'll wait for your report and see then.