aTweaks and BGEE
Madrict
Member Posts: 141
in BG:EE Mods
Hello all,
I am wondering if it possible to get the below components from aTweaks to work for BGEE?
Most of the mod installs but it skips these and says ToB is required. I am particularly looking to get the revised call woodland beings and PnP Fiends gating included in BGEE as they rocked in BG2EE.
Any chance this is possible?
PnP Fiends
This component brings all Fiends in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. The Fiends' AI has been enhanced as well, and it now allows them to act in accordance to their PnP behavior and intelligence scores. In effect, these changes moderately increase the difficulty of dealing with Fiend opponents. Finally, the Blood War now plays a slightly more prominent role. Whenever Baatezu and Tanar'ri meet, they will taunt and fight each other. This will take precedence over any other actions unless the Fiends' existence is endangered by a more powerful enemy.
This component is available as three subcomponents.
The first subcomponent installs PnP Fiends without making changes to mod-added fiends. This means that mod-added fiends can have different statistics and abilities than normal fiends.
The second subcomponent installs PnP Fiends while aiming to affect mod-added fiends as well (currently this only extends to affecting fiends from SCSII). This means you won't necessarily encounter fiends that have different statistics and behave differently, merely because they belong to another mod. Some unique or otherwise special fiends can have better statistics than the corresponding regular fiend. Also, not every mod-added fiend is affected.
The third subcomponent installs PnP Fiends without making any notable changes to the statistics of the fiends. I.e. it only installs aTweaks' fiend scripts (governing behaviour and abilities). Mod-added fiends are affected to the same extent as in the second subcomponent.
In addition to altering the statistics and abilities of fiends, this component also affects several aspects of the fiend-summoning process. Firstly, while summoned Fiends still remain uncontrollable, they now match the allegiance of their summoner. This allows the summoner to receive experience points for each opponent that the Fiends defeats, but it also applies the appropriate reputation penalty for each innocent that the Fiend murders. Secondly, the nature of a summoned Fiend now corresponds to the alignment of its summoner. A Baatezu appears if the caster is lawfully aligned, while a Tanar'ri appears if the caster is chaotically aligned. If the caster is neither lawfully nor chaotically aligned, a Yugoloth will be summoned instead. Lastly, the party now gains XP for killing Fiends summoned by opponents. More information is available online.
Even More Revised Fiend Summoning
This component is an optional add-on to 'PnP Fiends' and, as such, it requires that 'PnP Fiends' be installed first.
The component alters the Fiend-summoning spells to, instead of summoning a specific type of fiend, give you a choice as to what type of find to summon. Chaotically aligned casters may choose between summoning a Tanar'ri and a Yugoloth and lawfully aligned casters may choose between summoning a Baatezu and a Yugoloth. Casters who are neither chaotically nor lawfully aligned may choose between any of the three types of fiends. The choice is made when the spell is cast by having the player choose from a sub-menu of spells (analogously to how the spells Enchanted Weapon or Spell Immunity or work).
Fiendish gating
This component is an optional add-on to 'PnP Fiends' and, as such, it requires that 'PnP Fiends' be installed first.
The component gives fiends the ability to gate in other fiends, as outlined in PnP sources. A fiend may only attempt to open a gate every so often and the attempt may not necessarily be successful. Only fiends which were not themselves gated may open gates. Fiendish gating can be disabled at any time with the following console command:
CLUAConsole:SetGlobal("RR#FNOGT","GLOBAL",1) It can also be re-enabled with the following command:
CLUAConsole:SetGlobal("RR#FNOGT","GLOBAL",0) The frequencies, chances of success and creatures gated in are summarised in table 1.
Table 1: Table of the gating abilities of different fiends.
Fiend
Chance of success
How often it may be attempted
Type and number of creatures gated
Balor 100 % 1x/hour 4 lesser, 2 greater or 1 true tanar'ri
Marilith 35 % 1x/hour 4 lesser, 2 greater or 1 true tanar'ri
Glabrezu 50 % 1x/day 1 true tanar'ri
Succubus1 40 % 1x/day 1 balor
Nabassu2 45% 3x/day 3 cambions or 1 nabassu
Pit Fiend 100 % 1x/round 2 lesser or 1 greater baatezu
Gelugon 30 % 1x/day 5 bone fiends or 1 gelugon
Cornugon 30 % 1x/day 8 abishai or 2 cornugons
Abishai 30 % 1x/day 1–3 abishai
Bone Fiend 35 % 1x/day 1–2 bone fiends
1. Kirinhale, the succubus encountered in Durlag's Tower and Amelia, the succubus from Coran's quest (BG1 NPC mod) will not attempt to open any gates.
2. Aec'Letec, the Nabassu encountered in Ulgoth's Beard will not attempt to open any gates.
PnP Mephits
This component brings all Mephits in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. The Mephits' AI has been enhanced as well, and it now allows them to act in accordance to their PnP behavior and intelligence scores. In effect, these changes moderately increase the difficulty of dealing with Mephits opponents. More information is available online.
PnP Fey creatures
This component brings all fey creatures (Dryads, Hamadryads, Nymphs and Sirines) in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. The creatures' AI has been enhanced as well, and it now allows them to act in accordance to their PnP behavior and intelligence scores. In effect, these changes moderately increase the difficulty of dealing with fey creatures. More information is available online.
Revised Call Woodland Beings spell
This component alters the Call Woodland Beings spell in an attempt to bring it slightly closer to its PnP counterpart. The spell now summons different creatures according to the caster's level:
7th: 2 Dryads or 1 Hamadryad
10th: 3 Hamadryads
13th+: 4 Hamadryads and 1 Nymph
Note: this component requires the "PnP Fey creatures'' component.
I am wondering if it possible to get the below components from aTweaks to work for BGEE?
Most of the mod installs but it skips these and says ToB is required. I am particularly looking to get the revised call woodland beings and PnP Fiends gating included in BGEE as they rocked in BG2EE.
Any chance this is possible?
PnP Fiends
This component brings all Fiends in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. The Fiends' AI has been enhanced as well, and it now allows them to act in accordance to their PnP behavior and intelligence scores. In effect, these changes moderately increase the difficulty of dealing with Fiend opponents. Finally, the Blood War now plays a slightly more prominent role. Whenever Baatezu and Tanar'ri meet, they will taunt and fight each other. This will take precedence over any other actions unless the Fiends' existence is endangered by a more powerful enemy.
This component is available as three subcomponents.
The first subcomponent installs PnP Fiends without making changes to mod-added fiends. This means that mod-added fiends can have different statistics and abilities than normal fiends.
The second subcomponent installs PnP Fiends while aiming to affect mod-added fiends as well (currently this only extends to affecting fiends from SCSII). This means you won't necessarily encounter fiends that have different statistics and behave differently, merely because they belong to another mod. Some unique or otherwise special fiends can have better statistics than the corresponding regular fiend. Also, not every mod-added fiend is affected.
The third subcomponent installs PnP Fiends without making any notable changes to the statistics of the fiends. I.e. it only installs aTweaks' fiend scripts (governing behaviour and abilities). Mod-added fiends are affected to the same extent as in the second subcomponent.
In addition to altering the statistics and abilities of fiends, this component also affects several aspects of the fiend-summoning process. Firstly, while summoned Fiends still remain uncontrollable, they now match the allegiance of their summoner. This allows the summoner to receive experience points for each opponent that the Fiends defeats, but it also applies the appropriate reputation penalty for each innocent that the Fiend murders. Secondly, the nature of a summoned Fiend now corresponds to the alignment of its summoner. A Baatezu appears if the caster is lawfully aligned, while a Tanar'ri appears if the caster is chaotically aligned. If the caster is neither lawfully nor chaotically aligned, a Yugoloth will be summoned instead. Lastly, the party now gains XP for killing Fiends summoned by opponents. More information is available online.
Even More Revised Fiend Summoning
This component is an optional add-on to 'PnP Fiends' and, as such, it requires that 'PnP Fiends' be installed first.
The component alters the Fiend-summoning spells to, instead of summoning a specific type of fiend, give you a choice as to what type of find to summon. Chaotically aligned casters may choose between summoning a Tanar'ri and a Yugoloth and lawfully aligned casters may choose between summoning a Baatezu and a Yugoloth. Casters who are neither chaotically nor lawfully aligned may choose between any of the three types of fiends. The choice is made when the spell is cast by having the player choose from a sub-menu of spells (analogously to how the spells Enchanted Weapon or Spell Immunity or work).
Fiendish gating
This component is an optional add-on to 'PnP Fiends' and, as such, it requires that 'PnP Fiends' be installed first.
The component gives fiends the ability to gate in other fiends, as outlined in PnP sources. A fiend may only attempt to open a gate every so often and the attempt may not necessarily be successful. Only fiends which were not themselves gated may open gates. Fiendish gating can be disabled at any time with the following console command:
CLUAConsole:SetGlobal("RR#FNOGT","GLOBAL",1) It can also be re-enabled with the following command:
CLUAConsole:SetGlobal("RR#FNOGT","GLOBAL",0) The frequencies, chances of success and creatures gated in are summarised in table 1.
Table 1: Table of the gating abilities of different fiends.
Fiend
Chance of success
How often it may be attempted
Type and number of creatures gated
Balor 100 % 1x/hour 4 lesser, 2 greater or 1 true tanar'ri
Marilith 35 % 1x/hour 4 lesser, 2 greater or 1 true tanar'ri
Glabrezu 50 % 1x/day 1 true tanar'ri
Succubus1 40 % 1x/day 1 balor
Nabassu2 45% 3x/day 3 cambions or 1 nabassu
Pit Fiend 100 % 1x/round 2 lesser or 1 greater baatezu
Gelugon 30 % 1x/day 5 bone fiends or 1 gelugon
Cornugon 30 % 1x/day 8 abishai or 2 cornugons
Abishai 30 % 1x/day 1–3 abishai
Bone Fiend 35 % 1x/day 1–2 bone fiends
1. Kirinhale, the succubus encountered in Durlag's Tower and Amelia, the succubus from Coran's quest (BG1 NPC mod) will not attempt to open any gates.
2. Aec'Letec, the Nabassu encountered in Ulgoth's Beard will not attempt to open any gates.
PnP Mephits
This component brings all Mephits in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. The Mephits' AI has been enhanced as well, and it now allows them to act in accordance to their PnP behavior and intelligence scores. In effect, these changes moderately increase the difficulty of dealing with Mephits opponents. More information is available online.
PnP Fey creatures
This component brings all fey creatures (Dryads, Hamadryads, Nymphs and Sirines) in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. The creatures' AI has been enhanced as well, and it now allows them to act in accordance to their PnP behavior and intelligence scores. In effect, these changes moderately increase the difficulty of dealing with fey creatures. More information is available online.
Revised Call Woodland Beings spell
This component alters the Call Woodland Beings spell in an attempt to bring it slightly closer to its PnP counterpart. The spell now summons different creatures according to the caster's level:
7th: 2 Dryads or 1 Hamadryad
10th: 3 Hamadryads
13th+: 4 Hamadryads and 1 Nymph
Note: this component requires the "PnP Fey creatures'' component.
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