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[v1.3.1] OlvynSpells: 81 New Spells for BG:EE, BG2:EE, IWD:EE and EET

OlvynChuruOlvynChuru Member Posts: 2,356
edited November 8 in General Modding
jrnjxbpqb61c.png

Version 1.3.1

Download

This mod adds up to 81 new spells to the game, which can be learned by spellcasters like any other spell. A lot of these spells are really cool, letting you do things you've never been able to do before. For example, here's the 2nd-level spell Ghostwalk, which lets you move a short distance through a wall:

kz36rv2wygyt.gif

And here's an 8th-level spell that lets you reverse gravity:

yalpt5ru6tfx.gif


The mod also adds scrolls for the new mage spells throughout BG:EE, BG2:EE, and IWD:EE. There's no one store that sells all the scrolls (though big magic stores will sell a decent number of them); rather, you'll find them in various places over the course of the adventure.

I recommend installing EEex before installing this mod, because many of the new spells require EEex to work. Those spells won't be added to the game is EEex is not installed. EEex is currently Windows-only.

A few of the new spells are quite overpowered (like Enoll Eva's Duplication, which causes every spell you cast for the next 5 rounds to be cast twice), so the mod gives you the option not to add the really powerful spells to the game.

Here is a list of all the spells. I don't want to spoil what all the spells do, but you can guess what some of them do. Spells marked with a P will not be added to the game if you chose not to install the really powerful spells.
New Priest Spells:
1.
Snake's Swiftness (Druid/Ranger/Shaman)
Hex (Evil Druid/Ranger/Shaman) - Requires EEex
Hunter's Mark (Ranger only)
2.
Beast Sense (Druid/Ranger/Shaman) - Will not be added if B Spells is installed
Fiery Link (Druid/Ranger/Shaman)
Null Healing (Non-good Cleric/Paladin)
3.
Call Water Weirds (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Shortening (Cleric/Paladin) - Requires EEex
Fire Curse (Druid/Ranger/Shaman) - Requires EEex
Healing Curse (Cleric/Paladin)
4.
Disarm (Cleric/Paladin)
Forest's Blessing (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Turn Creature (Cleric/Paladin)
Wall of Fire (Druid/Ranger/Shaman)
5.
Prolongment (Cleric/Paladin) - Requires EEex, P
6.
Drown (Druid/Ranger/Shaman)
Antiharm Shell (Cleric/Paladin) - P
7.
Power Word, Heal (All divine casters)
Nonrandom Zone (Lawful Cleric) - P
Enhance Attribute (All divine casters)
HLA.
Colossal Growth (Druid only)

New Mage Spells:
1.
Disruptive Surge (Wild Magic)
Inertia (Alteration)
Summon Kobold (Conjuration) - Will not be added if Spell Revisions is installed
Dimension Door (Alteration) - Will not be added if Spell Revisions is installed
Jump (Alteration) - Requires EEex
Hex (Enchantment) - Requires EEex
2.
Power Word, Pull (Conjuration)
Ghostwalk (Alteration)
Power Word, Push (Abjuration)
Intoxicate (Enchantment)
Null Healing (Necromancy)
Specific Spell Immunity (Abjuration) - Requires EEex
3.
Bounce Spell (Abjuration)
Fly (Alteration) - Requires EEex
Displacement (Illusion)
Terror (Necromancy)
Control Slime (Enchantment)
Legend Lore (Divination)
Glyph of Spell Storing (Abjuration)
4.
Wall of Fire (Evocation)
Phantasmal Killer (Illusion)
Ghoulish Feast (Necromancy)
Backstab Sequencer (Illusion)
Redirect Spell (Alteration) - Requires EEex
Copy Spell (Conjuration) - Requires EEex, P
Linked Portals (Conjuration)
5.
Life Transfer (Necromancy) - P
Absorb Spell (Abjuration)
Ball Lightning (Evocation)
Major Mirror Image (Illusion)
Skeleton Horde (Necromancy)
Commando Conjuration (Conjuration)
Missile of Patience (Evocation) - P
Ethereal Jaunt (Alteration) - Requires EEex
Slime Drop (Conjuration)
6.
Isaac's Greater Missile Storm (Evocation)
Freeze Inanimates (Alteration)
Greater Nightmare (Enchantment)
Spellshaping: Fireball (Alteration, Evocation) - Requires EEex
Slaying Sequencer (Necromancy) - Requires EEex, P
Mass Charm (Enchantment)
7.
Mass Cast (Alteration) - Requires EEex, P
Far Sequencer (Divination)
Protection from Time Stop (Abjuration) - P
Stygian Ice Storm (Conjuration)
Death Trigger (Necromancy) - Requires EEex
Critical Sequencer (Enchantment)
8.
Enhance Attribute (Alteration)
Globe of Invisibility (Illusion)
Otto's Irresistible Spin (Enchantment) - Requires EEex
Recurring Contingency (All) - Requires EEex, P
Omnipresence (Alteration) - P
Extend Vision (Divination) - Will not be added if B Spells is installed
Sphere of Reversed Gravity (Alteration) - Requires EEex
False Life (Necromancy)
Enslave (Enchantment)
9.
Perfect Invisibility (Illusion)
Mass Domination (Enchantment)
Attain Perfection (Alteration)
Vampiric Feast (Necromancy)
Mass Sequencer (Evocation) - P
Enoll Eva's Duplication (Alteration) - Requires EEex, P
Executioner's Eyes (Divination)
Phantasmal Dragon (Illusion)


Download

Post edited by OlvynChuru on
BubbMantis37UlbGrammarsaladGusindafearlessRik_KirtaniyaronaldoRavenslightStummvonBordwehrTimbo0o0o0logojin7Sanctiferswitbob_veng

Comments

  • UlbUlb Member Posts: 290
    Very cool, though, you know, there is at least 10 kits worth of spells in there.. not fair to give it (almost) all to mages.. :P

    OlvynChuruGrammarsaladRik_Kirtaniya
  • OlvynChuruOlvynChuru Member Posts: 2,356
    I just uploaded a little fix. OlvynSpells should now be compatible with mods that add Icewind Dale spells to the Baldur's Gate games.

    GusindaGrammarsalad
  • logojin7logojin7 Member Posts: 17
    Very nice mode. Recurring Contingency (All) Looking at this, can the rest of the spells only use the spelling school that each spell is written on?
    And is it compatible with dnd3.5 mode?

    OlvynChuru
  • OlvynChuruOlvynChuru Member Posts: 2,356
    @logojin7 Recurring Contingency is the only universal spell in the mod. I wasn't sure what school it should be. All the other spells cannot be used by certain specialist mages.

    I have no idea if there are any compatibility problems with the DnD 3.5 mod.

  • logojin7logojin7 Member Posts: 17
    Thanks for the quick response
    I'm sorry to ask you the same question.
    Can specialists use Perfect Invisibility (Illusion) if they are not the opposite school? for example, is the Illusionist the only learner of Perfect Invisibility (Illusion) spells?

    You said EEex is only Windows.
    Can I install mod on Windows and play on mobile version without any problems?

  • OlvynChuruOlvynChuru Member Posts: 2,356
    @logojin7 Perfect Invisibility is actually a special case: it can only be learned by Illusionists (both single-classed and multi-classed ones). But most spells in this mod can be learned by any specialist other than the opposite school.

    I've never played the EE games on mobile devices, so I have no idea what problems there would be.

  • BubbBubb Member Posts: 705
    edited October 7
    logojin7 wrote: »
    You said EEex is only Windows.
    Can I install mod on Windows and play on mobile version without any problems?

    EEex only functions on Windows due to how it injects code into the executable. If you attempt to copy an EEex install over to a mobile environment I suspect it'll just crash; and even if it does launch, it won't be functional.

    Edit: Of course, if you use the variant of OlvynSpells that doesn't use EEex you should be able to transfer it to mobile just fine.

  • logojin7logojin7 Member Posts: 17
    @OlvynChuru i See. I think it would be fun to look at the explanation in the mode separately. Thank you
    @Bubb That's too bad. Could it be an improvement if time went by? thank you very much for giving me the answer before trying.

  • seraglioseraglio Member Posts: 97
    I cannot get this to install in BG2. It quits with this error

    ERROR: cannot resolve trigger 0x40de
    ERROR: [AR0900.bcs] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    ERROR: [mewatbg2.2da] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    I installed on BG1 and the installer completed. However when I inspect mew**** spells in EEkeeper or NI, most have failed to write any tlk entry, so I still don't know what they do.

    If you have any idea what the issue is that would be great. But to be honest I have a complex install on BG2 especially so it may well be on my end.

    All I really want is the full spell descriptions. You indicate you don't want to "spoil" people, but I'm not an end user, I'm a modder. I'm using it as a kind of demonstration mod for EEex...as an easy way to try to see what you can do with it since the 30+ page thread dives pretty deep in the weeds. If you have a text file of the spell descriptions in a format easier to read than the translation file that would be swell.

    OlvynChuru
  • OlvynChuruOlvynChuru Member Posts: 2,356
    @seraglio
    seraglio wrote: »
    I cannot get this to install in BG2. It quits with this error

    ERROR: cannot resolve trigger 0x40de
    ERROR: [AR0900.bcs] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    ERROR: [mewatbg2.2da] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    That's weird because the mod installs fine on BG2 for me.

    It seems like your version of BG2 doesn't have the HasDLC() trigger (trigger 0x40de) for some reason, yet AR0900.BCS still uses the HasDLC() trigger. What is your version of BG2:EE? Are you playing it on a computer or on some other device?
    seraglio wrote: »

    I installed on BG1 and the installer completed. However when I inspect mew**** spells in EEkeeper or NI, most have failed to write any tlk entry, so I still don't know what they do.

    The mewi*** and mepr*** files normally don't have descriptions; look at the spwi*** and sppr*** files in the override folder. Those will have the descriptions.

    Alternatively, you could look at MESpells/tra/english/engish.tra, which has all the spell descriptions.

  • ShinShin Member Posts: 2,325
    The summon lesser kobold spell (EET install without SR) seems bugged: the creature the spell is meant to summon, MEKOBOSU.cre, doesn't exist, leading to a crash.

    OlvynChuru
  • OlvynChuruOlvynChuru Member Posts: 2,356
    @Shin Thanks for pointing that out! I should have a fix up today.

    Shin
  • OlvynChuruOlvynChuru Member Posts: 2,356
    I just released Version 1.3!

    @Shin , I solved the issue with the Summon Kobold spell.

    Also, I added 4 new spells! One is Hex, a 1st-level spell which curses the target if they fail the save, causing them to take a flat 6 extra damage whenever they are dealt fire, cold, electricity, acid, or magic damage.

    brdamtbpb9j1.png

    You can download the latest version of the mod here.

    Also, everyone, if you'd like more information on the spells before you'd consider downloading this mod, leave a comment listing up to two spells (from the list on the first post) you'd like to learn more about. For all the spells that each person lists, I will post information on what they do along with screenshots or video footage showing them off.

    ShinfearlessBubbGusinda
  • Maick90Maick90 Member Posts: 45
    edited November 7
    Hi! I tried to install this mod and got:
    ERROR: illegal 228-byte read from offset 21180 of 21180-byte file OH2000.ARE
    ERROR: [OH2000.ARE] -> [override/OH2000.ARE] Patching Failed (COPY) (Failure("OH2000.ARE: read out of bounds"))

    Do you know how to fix this?
    Thanks!

    Edit: I forgot to mention this is an EET installation

    OlvynChuru
  • OlvynChuruOlvynChuru Member Posts: 2,356
    @Maick90 I just released a fix. Try downloading the mod again and see if it installs correctly now. Tell me if you have any other issues.

  • Maick90Maick90 Member Posts: 45
    edited November 8
    It seems to work now! Thanks! :# BTW now that there are so much more spells, is there a way to increase the amount of spells all classes of spellcasters can memorize in their spellbooks?
    Edit: the game seems to crash when using the spell "jump." I installed the EEX but it still happens. Does it have something to do with the EET installation?

  • OlvynChuruOlvynChuru Member Posts: 2,356
    @Maick90 I have no idea what's causing that crash with Jump. In my tests of the Jump spell (on BG1:EE without EET) it has worked fine. The code involved with Jump is really complex, so this bug could take me a long time to fix.

    Just flat out increasing the number of spells spellcasters can memorize would be unbalanced. Do you mean to increase the number of spells they can learn? Tweaks Anthology has a component that lets you do that, I think.

  • Maick90Maick90 Member Posts: 45
    No problem, thanks! :) Yes, i was meaning the number of spells they can learn, not what they can memorize, sorry.

  • seraglioseraglio Member Posts: 97
    OlvynChuru wrote: »
    @seraglio
    seraglio wrote: »
    I cannot get this to install in BG2. It quits with this error

    ERROR: cannot resolve trigger 0x40de
    ERROR: [AR0900.bcs] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    ERROR: [mewatbg2.2da] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    That's weird because the mod installs fine on BG2 for me.

    It seems like your version of BG2 doesn't have the HasDLC() trigger (trigger 0x40de) for some reason, yet AR0900.BCS still uses the HasDLC() trigger. What is your version of BG2:EE? Are you playing it on a computer or on some other device?
    seraglio wrote: »

    I installed on BG1 and the installer completed. However when I inspect mew**** spells in EEkeeper or NI, most have failed to write any tlk entry, so I still don't know what they do.

    The mewi*** and mepr*** files normally don't have descriptions; look at the spwi*** and sppr*** files in the override folder. Those will have the descriptions.

    Alternatively, you could look at MESpells/tra/english/engish.tra, which has all the spell descriptions.


    I run BG2 on a normal windows PC, nothing exotic. Ver (Eeex) V 2.5 .16.6
    Can I manually add this trigger that's missing?

  • OlvynChuruOlvynChuru Member Posts: 2,356
    seraglio wrote: »
    OlvynChuru wrote: »
    @seraglio
    seraglio wrote: »
    I cannot get this to install in BG2. It quits with this error

    ERROR: cannot resolve trigger 0x40de
    ERROR: [AR0900.bcs] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    ERROR: [mewatbg2.2da] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    That's weird because the mod installs fine on BG2 for me.

    It seems like your version of BG2 doesn't have the HasDLC() trigger (trigger 0x40de) for some reason, yet AR0900.BCS still uses the HasDLC() trigger. What is your version of BG2:EE? Are you playing it on a computer or on some other device?
    seraglio wrote: »

    I installed on BG1 and the installer completed. However when I inspect mew**** spells in EEkeeper or NI, most have failed to write any tlk entry, so I still don't know what they do.

    The mewi*** and mepr*** files normally don't have descriptions; look at the spwi*** and sppr*** files in the override folder. Those will have the descriptions.

    Alternatively, you could look at MESpells/tra/english/engish.tra, which has all the spell descriptions.


    I run BG2 on a normal windows PC, nothing exotic. Ver (Eeex) V 2.5 .16.6
    Can I manually add this trigger that's missing?

    I think so, yes.

  • Maick90Maick90 Member Posts: 45
    Hi! I just realized i had some sort of wrong version of Eeex installed. I installed the proper version and now at least the jump spell works without crashes.

    OlvynChuru
  • seraglioseraglio Member Posts: 97
    I took a look at trigger.ids and 0x40DE HasDLC(S:DLCName*) is not there. There are some other oddities in the file though, lots of whats listed in IEDSP isn't in mine, and some things are out of order and listed twice "0x4031 HaveSpellRES(S:Spell*)". I've never messed with this particular ids file. Should I start a separate thread? I'd like to learn more about it before messing with it. These are my last entries starting around at where the missing one should be


    0x40DA HaveSpellParty(I:Spell*Spell)
    0x4031 HaveSpellRES(S:Spell*)
    0x40DB AmIInWatchersKeepPleaseIgnoreTheLackOfApostophe()
    0x40DB InWatchersKeep()
    0x00a1 SpellCastOnMeRES(S:Spell*,O:Caster*)
    0x410d EEex_HasDispellableEffect(O:Object*)
    0x410e EEex_LuaTrigger(S:Function*)
    0x410f EEex_IsImmuneToOpcode(O:Object*,I:Opcode*)
    0x4110 EEex_MatchObject(S:Function*)
    0x4110 EEex_MatchObjectEx(S:Function*,I:nNearest,I:range*,I:Flags*EEEX_MAT)


  • seraglioseraglio Member Posts: 97
    Ok I wen't ahead and added 0x40DE HasDLC(S:DLCName*) to the bottom of trigger.ids, just to see if order mattered. Re-ran installer and It gave similar error that 0x40E0 NextTriggerObject(O:Object*) was missing. Progress! So I added that as well.

    Install went longer, and now errors out here:

    ERROR: illegal 2-byte read from offset 2002 of 2002-byte file SPWI925.SPL
    ERROR: [SPWI925.SPL] -> [override/SPWI925.SPL] Patching Failed (COPY) (Failure("SPWI925.SPL: read out of bounds"))
    Stopping installation because of error.
    Stopping installation because of error.

    What's it trying to do to Comet? Thought this mod just adds some new spells and scrolls on vendors?

  • OlvynChuruOlvynChuru Member Posts: 2,356
    @seraglio
    seraglio wrote: »
    Install went longer, and now errors out here:

    ERROR: illegal 2-byte read from offset 2002 of 2002-byte file SPWI925.SPL
    ERROR: [SPWI925.SPL] -> [override/SPWI925.SPL] Patching Failed (COPY) (Failure("SPWI925.SPL: read out of bounds"))
    Stopping installation because of error.
    Stopping installation because of error.

    Uh oh, those errors are tricky to fix. Could you send me your SETUP-MESPELLS.DEBUG file? I need to have some idea of where in the installation this problem is happening.

  • seraglioseraglio Member Posts: 97
    Uggh, sorry. I just removed the offending spell from override and reran the install. It works now, so the current debug doesn't show any error. Looks like it was trying to increase the range of the spells, many spells have a range of 10000 now, perhaps for some scry and die opcode 262 effect?

    I saw range increase this on shroud of flame, spwi524, an icewind dale spell add on I believe. It has 2 subspells, cdia511a and b. Their range was also increased. Its supposed to work like a contagion, nearby creatures basically catching on fire. In cdia511b this is handled with a torus shaped area small aoe, so maybe it won't change anything, but I'm concerned some offensive spells may have had small ranges for some specific purpose.

  • OlvynChuruOlvynChuru Member Posts: 2,356
    @seraglio
    seraglio wrote: »
    Uggh, sorry. I just removed the offending spell from override and reran the install. It works now, so the current debug doesn't show any error. Looks like it was trying to increase the range of the spells, many spells have a range of 10000 now, perhaps for some scry and die opcode 262 effect?

    I saw range increase this on shroud of flame, spwi524, an icewind dale spell add on I believe. It has 2 subspells, cdia511a and b. Their range was also increased. Its supposed to work like a contagion, nearby creatures basically catching on fire. In cdia511b this is handled with a torus shaped area small aoe, so maybe it won't change anything, but I'm concerned some offensive spells may have had small ranges for some specific purpose.

    The range in a spell file does not determine how large the area of effect is; that's determined by the projectile file.

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