Skip to content

Removing Delay from Spellcasting with Shadowkeeper

j_Lockej_Locke Member Posts: 2
So I've always wanted a mage that could cast non-stop ever since seeing Irenicus blow up everyone in SofA. I used to just make the level 9 spell "Improved Alacrity" permanent on my mage, but they have replaced that spell in this game. This method simply makes the level 2 spell "Dae'Ragh's Mental Agility" permanent on your character. Undoing this effect is beyond me, so I just used Neera as a tutorial example, as my character has it already.
_______________________________________________________________________________________________________________

Presteps: a. Get shadowkeeper to work for enhanced edition. I followed this: http://forum.baldursgate.com/discussion/8798/heres-how-to-get-shadowkeeper-working
b. On your game, get your mage/cleric/druid/bard/ect. to cast any sort of defensive spell on himself/herself; it doesn't matter which one. In my case, Neera had cast the level 1 mage spell "Armour" on herself. Then, save with the effect still active.

1. Open your file with Shadow Keeper

image

2. Go to the "Affects" tab on Shadowkeeper. Here, so long as you did prestep "b", you will have a number of affects already present.

image

3. Select any of the effects and click the "Duplicate" button on the bottom. The duplicated effect will be listed last, as depicted in the red oval below.

image

4. With the duplicated effect selected, press "Edit." It will bring up a screen that looks more or less like this.

Note: the actual figures at this point do not matter, so don't panic if these values are not the same as yours.

image

5. We must edit the values in the red box depicted above to look like this:

image

6. Alright. Press "Ok" and save your file. Now you have a beefed up caster.
1.PNG 60.5K
2.PNG 89.9K
4.PNG 92.1K
6.PNG 30.6K
Post edited by j_Locke on

Comments

  • lunarlunar Member Posts: 3,460
    Hmm, cool stuff! So now Neera can cause even more havoc in a single round with wild surges! ^^ You can use Reckless Dweomer spell continously too, it does not count as a spell cast in that round, so you can abuse it to try to cast magic missile with NRD 5 times in a row in single round..ofcourse, results will be catastrophic, more than likely. But that's our 'girl gone wild!' :-)
  • AkuroAkuro Member Posts: 93
    Whenever I reinstall the game, I mod all the spells by removing their spellcasting delay, so that enemies also profit from the removed 6-seconds-delay. This brings a lot of thrill into the game, I can assure you that ;)
    It always annoyed me that you had to wait those 6 seconds to cast another spell anyway. Now playing a wizards is much more fun :)
  • bbearbbear Member Posts: 1,180
    You may want to try out the spell 50 mod. It removes the restriction on the level cap of spells. The current cap is level 20. Imagine a 50d6 Skull Trap or a 50d8 Horrid Wilting!
  • KaltzorKaltzor Member Posts: 1,050
    You know... Those scenes when Irenicus just throws a mass of spells at everyone killing them, I always found it interesting that going by the spell effects they're mostly just throwing around spells that wouldn't affect anyone due to Hit Die's like sleep and such, non-offensive spells such as Dispel Magic and protection spells and a few Restorations get thrown around too.
  • francofranco Member Posts: 507
    No thanks. I'd rather not have to put up with opponent mages speeding up their spells. We often rely on a powerful enemy mage needing time so our archers and arcane casters have more time to disrupt his spells. The game would become like a rapid fire shoot em up without it.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @j_Locke, and anyone else, would you be interested in adding this information to a library of sorts?

    I created a wiki page here with instructions for anyone that wants to help. Any items added will help improve EE Keeper :).
  • ambrennanambrennan Member Posts: 173
    I mostly use this list of affect codes: http://www.gamebanshee.com/forums/threads/shadowkeeper-effects-codes.31250/

    A bit of tinkering turned out that use any item has the following code which never seems to be included in any such lists.
    0x0000012E
    0
    1
    0x00000009
    6
    100
    0x00000001
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited June 2013
    Most of Irenicus's spells are custom made or Elven High Magic (which borders on pre-Folly level spell-casting due to agreements between Mystra and the Selderine). (Technically they're just scripted casting effects, but some of his spells are super-powered no-save-no-resistance versions of regular spells that have different projectiles).
Sign In or Register to comment.