Moving a spell from BG2EE to BGEE
Ameranthftw
Member Posts: 57
Hello everyone,
I have a spell that I created in BG2EE which has custom projectile files. It works fine in BG2EE but when I install it (via Weidu) on BGEE, the spell loses its projectile. It's not that the projectile doesn't work, it's that for whatever the reason the spell no longer has the custom projectile in its projectile field. If I use Near Infinity to find the file and correct the projectile field to use my custom projectile, it works fine.
I'm pretty confused as to why this would happen.
I have a spell that I created in BG2EE which has custom projectile files. It works fine in BG2EE but when I install it (via Weidu) on BGEE, the spell loses its projectile. It's not that the projectile doesn't work, it's that for whatever the reason the spell no longer has the custom projectile in its projectile field. If I use Near Infinity to find the file and correct the projectile field to use my custom projectile, it works fine.
I'm pretty confused as to why this would happen.
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Comments
ADD_PROJECTILE ~MyKit/data/Projectiles/MYACURS.pro~ ~override~
ADD_PROJECTILE ~MyKit/data/Projectiles/MYACURS2.pro~ ~override~
ADD_PROJECTILE ~MyKit/data/Projectiles/MYACURS3.pro~ ~override~
ADD_PROJECTILE ~MyKit/data/Projectiles/MYSCURS.pro~ ~override~
I do this before I copy my spell files into override.
ADD_PROJECTILE ~MyKit/data/Projectiles/MYACURS.pro~
ADD_PROJECTILE ~MyKit/data/Projectiles/MYACURS2.pro~
ADD_PROJECTILE ~MyKit/data/Projectiles/MYACURS3.pro~
ADD_PROJECTILE ~MyKit/data/Projectiles/MYSCURS.pro~
but the projectiles fields in my spells are still incorrect after installing the mod
I am very confident this will work, thank you, by the way
You shall read the ADD_PROJECTILE description in the WeiDU documentation and the SPL documentation on IESDP. The SPL file wants an identifier for the projectile. %MYCURS% refers to the new value assigned in projectl.ids for your new projectile. It is created dynamically as other mods can also add projectiles.
By the way, offset is not necessarily 0x98. This offset is only valid if the effect is the first extended header of your spell. Furthermore, if you have different effects depending on level, you'll have to patch this projectile id at several offsets in the spell.
If you use projectile on an affect for an item, the offset will depend on the extended header corresponding to the projectile, knowing that first extended header is usually the regular hit of a weapon.
I think I have it right now though, thanks so much everyone!