[Tweak Mod] Raduziel's Universal Wizard Spells v2.8 [IWDEE, EET, BGEE, BG2EE]
Raduziel
Member Posts: 4,714
This mod removes the school prohibition from certain spells allowing them to be learned and used by any kind of specialist wizard.
Every time I start a new run I make these alterings and some of them are based on the list provided by Spell's & Magic, some of them I just put to make a run with any specialist at least viable, some of them I just thought that makes sense to be universal.
The list of universal spells follows:
Anyway, I know it's not a big deal or a revolutionary mod, but this should "allow" new kinds of NPCs/Charnames without some huge altering or overhauls in the game.
I want to thanks @kjeron for the tutoring.
For future references, info about all my mods (bug fixing, new releases) may be also found on my Twitter: /raduziel
Thanks.
Every time I start a new run I make these alterings and some of them are based on the list provided by Spell's & Magic, some of them I just put to make a run with any specialist at least viable, some of them I just thought that makes sense to be universal.
The list of universal spells follows:
Find Familiar
Identify
Knock
Vocalize
Dispel Magic
Dimension Door
Enchanted Weapon
Greater Malison
Minor Spell Sequencer
Minor Globe of Invulnerability
Remove Curse
Wizard Eye
Lower Resistance
Contingency
Globe of Invulnerability
Spell Sequencer
Spell Trigger
Chain Contingency
Identify
Knock
Vocalize
Dispel Magic
Dimension Door
Enchanted Weapon
Greater Malison
Minor Spell Sequencer
Minor Globe of Invulnerability
Remove Curse
Wizard Eye
Lower Resistance
Contingency
Globe of Invulnerability
Spell Sequencer
Spell Trigger
Chain Contingency
Anyway, I know it's not a big deal or a revolutionary mod, but this should "allow" new kinds of NPCs/Charnames without some huge altering or overhauls in the game.
I want to thanks @kjeron for the tutoring.
Link to download
---For future references, info about all my mods (bug fixing, new releases) may be also found on my Twitter: /raduziel
Thanks.
Post edited by Raduziel on
2
Comments
You got my idea exactly: allowing the "must-haves" so any kind of specialist is viable. TnB did it by giving any specialist some extra power and focusing on ban the Necromancy school, my idea is to alter the game the minimum possible.
I want to make people create any kind of wizard, focusing on RP, without worrying too much about power. My Enchanter-run ended in ToB (coming all the way from BGEE) because without Sequencer to low enemies saving throws quickly he became inviable.
Thanks for the feedback
1) It is now SR-compatible
2) Now it also removes the restriction from scrolls
I added Enchanted Weapon to make possible to every wizard to create weapons to use against Belhifet.
Enjoy!
Fixed.
I was able to reproduce your error, it says that a file doesn't exist for be copied, but this file does exist and I can see it in NI right now.
I'll tag you here as soon as I understand what is going on.
Sorry about that, this mod never gave me trouble before.
@hybridial Do you have SoD? If so, did you use modmerge?
Thanks!
That should solve the problem even if you don't have SoD, @hybridial
Should not affect the bonuses or penalties of a specialist wizard.
Yep, it works, both on a clean install and the modded install I intend to play. Fantastic, really cool that you acted so fast, I really appreciate it.
Thanks.