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[v1.72] Warlock Mod

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  • winstonwinston Member Posts: 1
    Could eldritch blast/shapes equip a weapon permanently, so that the AI will use the last one you selected instead of trying to melee and you can just click on an enemy to to pick who you want to blast? 3.5 Warlocks typically spam one blast for most of a fight, so it seems like playing this kit that way shouldn't take so much micromanaging.
  • Joeykyle88Joeykyle88 Member Posts: 1
    When you select the class under bard kits it says placeholder (story ring) it seems to still be the warlock but it has a completely unrelated name and description in selection
  • KaysonasKaysonas Member Posts: 3
    Hello everybody!!! i need your help please... I managed to play IWDEE with the warlock and it was exelent but i have many troubles installing it on BGEE and BG2EE. The install always stops and it says that SPLPROT.2DA was not found in .KEY file. I have no experience in moding and i am desperate haha!
  • GusindaGusinda Member Posts: 1,917
    Hi @Kaysonas and welcome to the forum. What version of the BGs are you installing onto? SPLPROT.2DA exists in 2.x but not in 1.3.x versions.

    Gus
  • KaysonasKaysonas Member Posts: 3
    Hello @Gusinda thnx for the immediate response. well my bgee and sod is v 2.0.62.2 and in bg2ee i cant see the edition :( Etheir way i cant seem to be able to install the warlock mod and its killing me... :)
  • GusindaGusinda Member Posts: 1,917
    Hi @Kaysonas, I had thought it started with 2.x, maybe it was a little later. I don't have that version to check, but if you grab hold of NearInfinity (needs Java Runtime), place it in the root of the game and start it, you can have a look to see if it exists. If not, you will likely have to update the game (current version for BG1EE and SOD is 2.5.17.0, for BG2EE 2.5.16.6, btw IWDEE is also at 2.5.17.0) to play the mod. Is there any specific reason it isn't updated now?

    Gus
  • KaysonasKaysonas Member Posts: 3
    I guess because i dont play it that often(especialy BG1 cause i find it excruciatingly slow :P )i am more of a iwd fan though i really like bg2 for the plot... by the way how can i update the game?
  • GusindaGusinda Member Posts: 1,917
    @Kaysonas, updating the game would depend on where you bought it. If it is was GoG, you can log in and download the latest version (unless you are also using Galaxy in which case, the update can occur though it). For Steam and Beamdog, you should be able to the clients to update the game. If you are installing from a DVD, then you can use the Beamdog client (once it is registered). If this is the case, let me know and I will try and find the link for registering the game.

    They are many improvements in the updates since the version you are running now and most mods have been updated as well.

    Gus
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited April 2019
    Updated to v0.9.
    • Increased range of Eldritch Chain
    • Fixed Vitriolic Blast not getting its secondary effect
    • Advanced AI Script will automatically cast Beguiling Influence, Dark One's Own Luck and Leaps and Bounds when Party AI is enabled
    • Added optional component for menu-based invocation learning
    Eldritch Chain was a really, really bad blast shape ever since its damage was halved because the splash range was so low enemies had to be practically touching each other to the point where the chain effect was barely visible. It's been increased from 85 to 200 as a result.

    The new component changes the spell learning interface, similarly to the component I added to Shadow Magic. Some dialogue still remains though due to the invocation swapping mechanic. Very likely to be have a few bugs, so use with caution.
  • ggallegherggallegher Member Posts: 78
    edited May 2019
    @AionZ The following error occurs when attempting to install the component "[Optional: Menu-Based Spell Learning System (BETA)]" from v0.9 of this mod to version 2.5.17.0 of Baldur's Gate Enhanced Edition with the Siege of Dragonspear expansion from GOG, modmerged together:

    ERROR: error loading [C0Warlock/scripts/spellselect/bdbaldur.baf]

    Examining both the filepath within the game's directory that weidu copied files to as well as the original .zip archive downloaded for the mod, there is no file named "bdbaldur.baf" in C0Warlock\scripts\spellselect. The only file present in the "spellselect" subdirectory is named "baldur.baf".

    "bdbaldur.baf" also isn't present in either version of the archive from the provided links to version 0.9 from both Github and Spellhold Studios.
  •  TheArtisan TheArtisan Member Posts: 3,277
    @ggallegher

    Okay, yeah. Typo in the compiling script that only gets picked up for SoD, while I do my testing on BG2 so I never noticed. Fixed now.
  • StoenotovStoenotov Member Posts: 1
    Hello @AionZ.
    After installation v0.9, I noticed that only one skeleton warrior can be summoned with the "the dead walk" invocation, not a few as before. So it should be?
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited June 2019
    Playing on BGEE (v2.5.17.0) and noticed the following which I believe are all mod conflicts.

    1) I can scribe most wizard scrolls.
    2) I am able to equip small shields.

    Attached my weidu log.
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited June 2019
    @Necromanx2
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #150 // Revised Specialists: 0.8.32
    
    A component that loosens specialist restrictions isn't going to play well with either this or Shadow Magic. Unless someone shows me a method to restrict scrolls from arcane kits without using a 'combine every specialist restriction' solution there's nothing I can do.

    Edit: by the way, that's not rhetorical. I'd absolutely love if someone had a solution for this long running problem as I'd no longer need to resort to the stupid 'dummy kit' workaround to get the kits to make it through character creation. I just haven't found any way to do it yet.

    Edit2: ALRIGHT I THINK I'VE FOUND A WAY, PRETTY SURE IT'S NOT A SUREFIRE FIX THOUGH AND MIGHT END UP BEING ROLLBACKED, UPDATE PENDING.
    Post edited by TheArtisan on
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  •  TheArtisan TheArtisan Member Posts: 3,277
    @subtledoctor

    Check this and see if it's of any use. I don't know enough to be aware of any underlying issues (basically, I go with whatever seems to work right away) but it seemed like a relatively simple process. I'll do the same stuff with the Warlock later, as I've exhausted myself now.

    This does not change the 'pick a bunch of spells that are removed anyway' restriction of chargen, which I don't see a way around.
  • Necromanx2Necromanx2 Member Posts: 1,246
    I am getting the one skeletal warrior only even when I cast more. @AionZ has it been limited to 1 active at a time?
  •  TheArtisan TheArtisan Member Posts: 3,277
    Yes, needed to be done since it was one of the most blatantly abusive things about the class, will try to figure out how to work around the issue of it only working when there’s no other summons out.
  •  TheArtisan TheArtisan Member Posts: 3,277
    v1.0
    • Improved kit functionality
    • Added compatibility with mods that remove/alter specialist restrictions
    • Added Deceive Item innate
    As with my Shadow Magic mod, the kit now functions better in the background and is compatible with mods that remove opposition spell schools. Additionally, the warlock gains a new passive ability at level 12: Deceive Item, granting them the ability to use spell scrolls (but not memorize them).
  • Necromanx2Necromanx2 Member Posts: 1,246
    @AionZ the first page and in game description says I should get 10 lore per level. I am getting 5 per level in both BGEE and BG2EE (INT 13, WIS 10). Also, the mod install says it is 0.9, but I have the deceive item at 12th level in my kit description (so I think it is 1.0).
  •  TheArtisan TheArtisan Member Posts: 3,277
    @Necromanx2

    If another mod changes the bard lore table values, I cannot make the description change the displayed amount except by identifying the mod that makes the change and doing it manually.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Ah. I think I have 4 Bard mods. Bardic Wonders, Charlatan, Warlock and Shadow Magic (installed in this order).
  • RaduzielRaduziel Member Posts: 4,714
    Necromanx2 wrote: »
    Ah. I think I have 4 Bard mods. Bardic Wonders, Charlatan, Warlock and Shadow Magic (installed in this order).

    Charlatan doesn't change the bard lore table.
  • HalcyonHalcyon Member Posts: 56
    Is there somewhere in the Mod documentation that details exactly what Word of Changing grants the caster?
  • southfla79southfla79 Member Posts: 214
    From his link in the first post. Think it's mentioned there as well that it's a lesser slayer form. Stats in the description would be helpful!

    WORD OF CHANGING
    (Alteration)

    Power: Dark
    Effective Spell Level: 5
    Range: Self
    Duration: 10 turns
    Casting Time: 9
    Area of Effect: the caster
    Saving Throw: None

    With this invocation, the warlock utters a powerful word that transforms him into a devilish being, often connected to whatever outsider granted the warlock <PRO_HISHER> fiendish powers. The warlock may not use invocations while transformed.
  • HalcyonHalcyon Member Posts: 56
    Hence my use of the word exactly.
    southfla79 wrote: »
    Stats in the description would be helpful!

    Yup, hence my use of the word exactly.
  •  TheArtisan TheArtisan Member Posts: 3,277
    @Halcyon @southfla79

    I'll add this into the html later:
    • Transforms into black abishai
    • 20 Strength
    • 20 Dexterity
    • 3 attacks per round
    • Regenerate 1hp/3 seconds
    • Immunity to +1 weapons and below
    • Immunity to charm, domination, feeblemind, confusion, polymorph, fear, poison,
    • Disables spellcasting and thieving
    • Attacks deal 1d6+3 slashing damage, +3 to hit, poison 1hp/second for 10 seconds (save vs. death), stun for 10 seconds (save vs. breath), enchantment level +3
  • HalcyonHalcyon Member Posts: 56
    Thanks!
  •  TheArtisan TheArtisan Member Posts: 3,277
    Cause of lore issue found. The Blade kit's lore penalty is hardcoded into its usability number. Absolutely ridiculous. I'll fix this tomorrow.
  •  TheArtisan TheArtisan Member Posts: 3,277
    Fixed the Lore issue.
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