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[v2.5.0] OlvynSpells: 150 New Spells for BG:EE, BG2:EE, IWD:EE and EET

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  • seraglioseraglio Member Posts: 122
    Another question, anyone can answer I hope. Has EEex or another change extended HLA's available? Last I remember the table was limited to 24. Asking in reference to the new GreatX HLA's added by the mod.
  • kjeronkjeron Member Posts: 2,368
    seraglio wrote: »
    Another question, anyone can answer I hope. Has EEex or another change extended HLA's available? Last I remember the table was limited to 24. Asking in reference to the new GreatX HLA's added by the mod.
    It's 256 in EEs.
    But you cannot select more than 24 per level-up. Not per "level", but per clicking "level-up". No matter how many levels you gain at once, you can't take more than 24 at a time.
  • seraglioseraglio Member Posts: 122
    Thanks a to Kjeron! That 24 number was stuck in my head, easy to avoid!
  • seraglioseraglio Member Posts: 122
    So it looks like the functionality of the effect menu has been moved to a spell? Previous to this latest install I could left-shift click and see spell effects, now it looks like I have to cast detect magic. How do I restore previous usage?
  • OlvynChuruOlvynChuru Member Posts: 3,079
    @seraglio
    seraglio wrote: »
    So it looks like the functionality of the effect menu has been moved to a spell? Previous to this latest install I could left-shift click and see spell effects, now it looks like I have to cast detect magic. How do I restore previous usage?

    Open B3EFMEN.lua (in your override folder) with Notepad or some other text editor. You should see at the top:
    B3EffectMenu_Stat_Required = true
    

    Change that to:
    B3EffectMenu_Stat_Required = false
    
  • seraglioseraglio Member Posts: 122
    Thanks so much!
  • Mantis37Mantis37 Member Posts: 1,177
    Greetings. I'm doing an IWDEE installation with a few quest mods, npc mods, and eeex, but the additional spells component of the mod choked at:

    ERROR: [luabbr.2da] -> [override/luabbr.2da] Patching Failed (COPY) (Invalid_argument("index out of bounds"))
    Stopping installation because of error.
    ERROR: [kitlist.2da] -> [override/kitlist.2da] Patching Failed (COPY) (Invalid_argument("index out of bounds"))
    Stopping installation because of error.
    Stopping installation because of error.

    Game is the 2.5 version from GoG.

    If you have any suggestions then would be happy to hear them but no hurry, it would have been nice to try out a few new spells this run is all.
  • FlashburnFlashburn Member Posts: 1,847
    For some reason, the Meteor Swarm spell never produces any visual effects.
  • EndarireEndarire Member Posts: 1,519
    @Flashburn
    What's your game version?
  • FlashburnFlashburn Member Posts: 1,847
    Endarire wrote: »
    @Flashburn
    What's your game version?
    Still using 2.5 but more importantly, I'm using v2.0 of this mod (and not v2.2.0 like I should be).
  • hotaruhotaru Member Posts: 25
    OlvynChuru wrote: »
    jrnjxbpqb61c.png

    Version 2.2.0

    Download

    This mod adds up to 151 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 4th-level spell Linked Portals, which creates two portals you can teleport between:

    7ucw7fwgzo44.gif

    And here's an 8th-level spell that lets you reverse gravity. Creatures that hit the ground or the ceiling at high speed take massive falling damage.

    m783vfe5ilsn.gif

    Ever wondered what a 10th-level lightning spell would look like?

    pq6jlo8c7ybb.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.

    You can find a list of all the new spells here.

    In addition, there are many other components which modify existing spells. Here is a list of the components and what they do:
    *Improve Bless and (if in-game) Curse

    Bless and Curse aren't great spells. They have too many drawbacks: they take a whole round to cast, they only last six rounds, and they only give small bonuses/penalties. This component reduces the casting time of Bless and Curse to 1 and/or increases their duration to 1 turn (your choice).

    *Make it so that Command takes control of the target for 1 round instead of putting them to sleep

    With this component installed, the spell Command dominates the target for 1 round, so you can actually give them the command of your choice.

    *Improve Entangle

    This component has several options: you may either make it so Entangle only affects enemies in the area of effect when the spell is cast (as in the original Baldur's Gate), remove the saving throw bonus from Entangle (as in Icewind Dale), or both.

    *Improve Magical Stone

    This component makes Magical Stone deal 3d4 magic damage, or 6d4 against undead. It's like the IWD version except it deals magic damage rather than crushing damage. This component also makes Magical Stone usable by druids.

    *Turn Know Alignment into Identify Creature, which reveals info about the target

    This component requires EEex. It turns the useless Know Alignment spell into Identify Creature, which gives useful information about the target (e.g. HP, stats, resistances).

    *Increase the duration of Negative Plane Protection to 8 hours

    Negative Plane Protection's original duration was way too short. This component extends it to 8 hours.

    *Improve Cloak of Fear

    In BGEE and BG2EE, Cloak of Fear is just a one-shot fear effect, even though the spell is supposed to give the caster an aura of fear. With this component installed, Cloak of Fear actually gives you an aura of fear. Creatures within 5 feet must Save vs. Spell or run away for 1 round. The aura lasts 1 turn.

    *3E-like Flame Strike and Fire Storm

    With this component installed, Flame Strike is an AoE spell that deals 1d6 damage per level (max 15d6), with a Save vs. Spell for half. Half the damage is fire and the other half is magic fire. Fire Storm deals 1d6 fire damage per level (max 20d6), with a Save vs. Spell at -4 for half, and only lasts one round.

    *Make it so Champion's Strength sets the target's Strength to 25

    Champion's Strength is a bit too weak normally. This component makes the spell set the target's Strength to 25. However, the caster is still prevented from casting any more spells for the duration.

    *Make it so Nature's Beauty charms enemies rather than blinding or killing them

    With this component installed, Nature's Beauty charms all enemies within 15 feet for 12 rounds (Save vs. Spell at -3 negates). Only humanoids and animals are affected, and elves and half-elves have a chance to resist the spell.

    *Original BG1-style Monster Summoning and Animal Summoning spells

    This component makes it so the Monster Summoning and Animal Summoning spells summon tons of creatures like they did in the original Baldur's Gate; the creatures will ignore the summoning limit.

    *Restore original BG1 Animate Dead

    This component makes it so Animate Dead summons 1 skeleton per level, and the skeletons ignore the summoning limit. You choose whether the component changes both the priest and wizard versions of Animate Dead or just the wizard version.

    *Weaken devas but allow more than one to be summoned at once

    Normally, summoned devas in BG2 are almost as powerful as summoned planetars but have the same one-at-a-time restriction. This component lets you summon more than one deva at a time, but weakens them to make it fair.

    *Turn Infravision into True Strike

    This component turns the useless Infravision spell into True Strike, which grants +20 THAC0 for just 9 seconds.

    *Revise Sleep

    With this component installed, the spell Sleep has no Hit Dice limit, but it lasts shorter and the targets will wake up when damaged.

    *Revise Power Word, Sleep

    With this component installed, Power Word, Sleep works regardless of the target's Hit Points (so it's a no-save Sleep effect), but it lasts only 3 rounds and the target will wake up when damaged.

    *Improve Shocking Grasp, Chill Touch and Ghoul Touch

    Normally these spells require you to hit someone with an attack, and the spell is wasted if you miss. That makes these spells almost useless because mages aren't very good at hitting things. This component makes it so you can simply cast these spells on a creature (as with Vampiric Touch) without having to attack them. It also improves Chill Touch significantly.

    *Improve Larloch's Minor Drain and Vampiric Touch

    This component improves these two life-draining spells. Larloch's Minor Drain now drains 12 hit points; Vampiric Touch now drains 3 hit points per level, up to 30 at level 10. In addition, casting these spells multiple times will increase the caster's HP even further.

    *Allow familiars to deliver the wizard's touch spells

    This component requires EEex. With it installed, if the PC casts a touch spell on a distant enemy and the familiar is next to that enemy, the familiar will cast the touch spell on the enemy (at the PC's caster level).

    *Improve low-level spells that detect illusions

    This component improves Detect Invisibility, Detect Illusions, and Invisibility Purge. Detect Invisibility is now a buff that gives the target creature the ability to see invisible creatures for the duration (this requires EEex; if you don't have EEex installed then Detect Invisibility won't be modified). Detect Illusions is now Dispel Illusions, which dispels all illusions on enemies (like True Sight except it only triggers once). Invisibility Purge now also prevents enemies from going invisible again for several rounds.

    *Improve spells that merely weaken enemies rather than disable them

    This component greatly improves three spells: Ray of Enfeeblement, Deafness, and Contagion. Their saving throws are made with large penalties, and if the caster is higher level than the target, these spells will offer no save.

    *Have Skull Trap cap at 10d6 damage

    It makes no sense for Skull Trap to deal up to 20d6 damage. This means it deals more damage than Delayed Blast Fireball despite being four levels lower. This component makes Skull Trap cap at 10d6 damage from a 10th-level caster like other AoE 3rd-level spells.

    *Improve Ice Storm

    In both Baldur's Gate and Icewind Dale, Ice Storm could use some improvement. In Baldur's Gate, Ice Storm only lasts 3 rounds when it should last 4 rounds. In Icewind Dale, Ice Storm deals less damage than Fireball despite being a level higher. This component has two options, which can be installed in either game:
    • BG2-style improved Ice Storm: 2d10 damage per round for 4 rounds
    • IWD-style improved Ice Storm: 6d10 damage all at once

    *Prevent Stoneskin from making characters grey

    This component requires EEex. With it installed, Stoneskin effects won't give the character a grey color. This component involves patching creature AI, so if you're using SCS, install SCS first, then install this.

    *Restore original BG1 Otiluke's Resilient Sphere (no saving throw)

    To make Otiluke's Resilient Sphere more useful, this component restores it to how it was in the original Baldur's Gate, where it offered no save.

    *Restore original BG1 Cone of Cold

    The Cone of Cold spell in the pre-enhanced version of Baldur's Gate was quite unusual (though you never got to see it because the original Baldur's Gate didn't have any Cone of Cold scrolls). It had longer range the higher level the caster, and the cone was bigger the farther away the target point. This component restores Cone of Cold to how it was in the original Baldur's Gate, with these features.

    *Make it so the spell Oracle lets you foresee what spells enemies are going to cast (like Spellcraft in 3rd-edition games)

    This component requires EEex. With this component installed, Oracle doesn't detect illusions. Instead, it detects the spells enemies are casting. For the duration, whenever and enemy starts casting a spell, you learn what spell they're casting.

    *Make it so Mislead's invisibility becomes partial invisibility when you attack or cast a spell, just like Improved Invisibility (regardless of whether the image is still alive)

    Normally Mislead keeps you completely invisible even after you attack if the image is still alive. This is very overpowered, especially when combined with backstabbing. With this component installed, Mislead is just like Improved Invisibility except with an extra image spawned.

    *Make it so Protection from Magical Weapons only lasts 3 rounds but Absolute Immunity lasts 5 rounds

    Protection from Magical Weapons is better than or as good as Mantle, Improved Mantle and Absolute Immunity despite being a lower-level spell. This component weakens Protection from Magical Weapons but improves Absolute Immunity. This way, you might want to use Mantle, Improved Mantle or Absolute Immunity sometimes, and not just Protection from Magical Weapons all the time.

    *Improve Chain Lightning

    Chain Lightning deals too little damage normally. This component changes Chain Lightning to be more like its Icewind Dale version (it bounces between creatures, dealing 1d6 less damage with each bounce), except it deals up to 20d6 damage and doesn't harm allies.

    *Improve Delayed Blast Fireball

    This component gives Delayed Blast Fireball some level scaling: it deals 1d6 per level, up to 20d6.

    *Make Meteor Swarm bombard the area randomly with small meteors rather than a single area of effect

    Normally Meteor Swarm is flat-out worse than Incendiary Cloud (at level 18, Meteor Swarm deals 4d10 damage (22 on average) per round while Incendiary Cloud deals 9d4 damage (22.5 on average) even on a successful save). This component doesn't significantly improve Meteor Swarm, but it makes it more different from the many other high-level fire spells.

    *Improve Energy Drain

    With this component installed, the spell Energy Drain drains 1 level per 3 caster levels.

    *Revise Comet and Dragon's Breath

    Normally Comet and Dragon's Breath are basically the same spell, except Dragon's Breath is a bit better. This component makes the two spells more different. Comet now deals more damage than Dragon's Breath, but takes longer to cast and hits allies.

    *Let Contingency and Chain Contingency be cast as a free action

    Originally, Contingency spells could be cast instantly, even while the game was paused. This component restores that functionality.

    *Let Farsight be cast as a free action

    This component lets you also cast Farsight instantly even while the game is paused.

    *Let Clairvoyance be cast indoors

    This component lets you cast Clairvoyance to reveal the map indoors.

    *Let Rangers and Paladins gain spells quicker and up to 6th-level spells

    This component lets rangers and paladins gain spells at a reasonably fast rate. They get 1st-level spells starting at level 2. For every additional 3 levels, they gain a new spell level (2nd-level spells at level 5, 3rd-level spells at level 8... 6th-level spells at level 17). This way, they gain their highest-level spells at approximately the same time that mages get their highest-level spells.

    *Let Rangers and Paladins cast spells at their full caster level

    The makers of the Baldur's Gate games really were determined to make Paladin and Ranger spellcasting as crappy as possible. Not only do they get spell slots and new spell levels much slower than Clerics or Druids (which by itself is fine), they also cast spells at a much lower level than they should. Rangers cast spells as if 7 levels lower (so a spell that lasts 1 round/level only lasts 2 rounds if cast by a level 9 ranger), and Paladins cast spells as if 8 levels lower. This component fixes this unnecessary drawback, letting Rangers and Paladins cast spells at their full caster level.
    Download

    Hi. So, I got a question. If I don't have the EEex does it mean none of these will appear or just some of these spells won't appear in mage or priest book?
  • hotaruhotaru Member Posts: 25
    hotaru wrote: »
    OlvynChuru wrote: »
    jrnjxbpqb61c.png

    Version 2.2.0

    Download

    This mod adds up to 151 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 4th-level spell Linked Portals, which creates two portals you can teleport between:

    7ucw7fwgzo44.gif

    And here's an 8th-level spell that lets you reverse gravity. Creatures that hit the ground or the ceiling at high speed take massive falling damage.

    m783vfe5ilsn.gif

    Ever wondered what a 10th-level lightning spell would look like?

    pq6jlo8c7ybb.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.

    You can find a list of all the new spells here.

    In addition, there are many other components which modify existing spells. Here is a list of the components and what they do:
    *Improve Bless and (if in-game) Curse

    Bless and Curse aren't great spells. They have too many drawbacks: they take a whole round to cast, they only last six rounds, and they only give small bonuses/penalties. This component reduces the casting time of Bless and Curse to 1 and/or increases their duration to 1 turn (your choice).

    *Make it so that Command takes control of the target for 1 round instead of putting them to sleep

    With this component installed, the spell Command dominates the target for 1 round, so you can actually give them the command of your choice.

    *Improve Entangle

    This component has several options: you may either make it so Entangle only affects enemies in the area of effect when the spell is cast (as in the original Baldur's Gate), remove the saving throw bonus from Entangle (as in Icewind Dale), or both.

    *Improve Magical Stone

    This component makes Magical Stone deal 3d4 magic damage, or 6d4 against undead. It's like the IWD version except it deals magic damage rather than crushing damage. This component also makes Magical Stone usable by druids.

    *Turn Know Alignment into Identify Creature, which reveals info about the target

    This component requires EEex. It turns the useless Know Alignment spell into Identify Creature, which gives useful information about the target (e.g. HP, stats, resistances).

    *Increase the duration of Negative Plane Protection to 8 hours

    Negative Plane Protection's original duration was way too short. This component extends it to 8 hours.

    *Improve Cloak of Fear

    In BGEE and BG2EE, Cloak of Fear is just a one-shot fear effect, even though the spell is supposed to give the caster an aura of fear. With this component installed, Cloak of Fear actually gives you an aura of fear. Creatures within 5 feet must Save vs. Spell or run away for 1 round. The aura lasts 1 turn.

    *3E-like Flame Strike and Fire Storm

    With this component installed, Flame Strike is an AoE spell that deals 1d6 damage per level (max 15d6), with a Save vs. Spell for half. Half the damage is fire and the other half is magic fire. Fire Storm deals 1d6 fire damage per level (max 20d6), with a Save vs. Spell at -4 for half, and only lasts one round.

    *Make it so Champion's Strength sets the target's Strength to 25

    Champion's Strength is a bit too weak normally. This component makes the spell set the target's Strength to 25. However, the caster is still prevented from casting any more spells for the duration.

    *Make it so Nature's Beauty charms enemies rather than blinding or killing them

    With this component installed, Nature's Beauty charms all enemies within 15 feet for 12 rounds (Save vs. Spell at -3 negates). Only humanoids and animals are affected, and elves and half-elves have a chance to resist the spell.

    *Original BG1-style Monster Summoning and Animal Summoning spells

    This component makes it so the Monster Summoning and Animal Summoning spells summon tons of creatures like they did in the original Baldur's Gate; the creatures will ignore the summoning limit.

    *Restore original BG1 Animate Dead

    This component makes it so Animate Dead summons 1 skeleton per level, and the skeletons ignore the summoning limit. You choose whether the component changes both the priest and wizard versions of Animate Dead or just the wizard version.

    *Weaken devas but allow more than one to be summoned at once

    Normally, summoned devas in BG2 are almost as powerful as summoned planetars but have the same one-at-a-time restriction. This component lets you summon more than one deva at a time, but weakens them to make it fair.

    *Turn Infravision into True Strike

    This component turns the useless Infravision spell into True Strike, which grants +20 THAC0 for just 9 seconds.

    *Revise Sleep

    With this component installed, the spell Sleep has no Hit Dice limit, but it lasts shorter and the targets will wake up when damaged.

    *Revise Power Word, Sleep

    With this component installed, Power Word, Sleep works regardless of the target's Hit Points (so it's a no-save Sleep effect), but it lasts only 3 rounds and the target will wake up when damaged.

    *Improve Shocking Grasp, Chill Touch and Ghoul Touch

    Normally these spells require you to hit someone with an attack, and the spell is wasted if you miss. That makes these spells almost useless because mages aren't very good at hitting things. This component makes it so you can simply cast these spells on a creature (as with Vampiric Touch) without having to attack them. It also improves Chill Touch significantly.

    *Improve Larloch's Minor Drain and Vampiric Touch

    This component improves these two life-draining spells. Larloch's Minor Drain now drains 12 hit points; Vampiric Touch now drains 3 hit points per level, up to 30 at level 10. In addition, casting these spells multiple times will increase the caster's HP even further.

    *Allow familiars to deliver the wizard's touch spells

    This component requires EEex. With it installed, if the PC casts a touch spell on a distant enemy and the familiar is next to that enemy, the familiar will cast the touch spell on the enemy (at the PC's caster level).

    *Improve low-level spells that detect illusions

    This component improves Detect Invisibility, Detect Illusions, and Invisibility Purge. Detect Invisibility is now a buff that gives the target creature the ability to see invisible creatures for the duration (this requires EEex; if you don't have EEex installed then Detect Invisibility won't be modified). Detect Illusions is now Dispel Illusions, which dispels all illusions on enemies (like True Sight except it only triggers once). Invisibility Purge now also prevents enemies from going invisible again for several rounds.

    *Improve spells that merely weaken enemies rather than disable them

    This component greatly improves three spells: Ray of Enfeeblement, Deafness, and Contagion. Their saving throws are made with large penalties, and if the caster is higher level than the target, these spells will offer no save.

    *Have Skull Trap cap at 10d6 damage

    It makes no sense for Skull Trap to deal up to 20d6 damage. This means it deals more damage than Delayed Blast Fireball despite being four levels lower. This component makes Skull Trap cap at 10d6 damage from a 10th-level caster like other AoE 3rd-level spells.

    *Improve Ice Storm

    In both Baldur's Gate and Icewind Dale, Ice Storm could use some improvement. In Baldur's Gate, Ice Storm only lasts 3 rounds when it should last 4 rounds. In Icewind Dale, Ice Storm deals less damage than Fireball despite being a level higher. This component has two options, which can be installed in either game:
    • BG2-style improved Ice Storm: 2d10 damage per round for 4 rounds
    • IWD-style improved Ice Storm: 6d10 damage all at once

    *Prevent Stoneskin from making characters grey

    This component requires EEex. With it installed, Stoneskin effects won't give the character a grey color. This component involves patching creature AI, so if you're using SCS, install SCS first, then install this.

    *Restore original BG1 Otiluke's Resilient Sphere (no saving throw)

    To make Otiluke's Resilient Sphere more useful, this component restores it to how it was in the original Baldur's Gate, where it offered no save.

    *Restore original BG1 Cone of Cold

    The Cone of Cold spell in the pre-enhanced version of Baldur's Gate was quite unusual (though you never got to see it because the original Baldur's Gate didn't have any Cone of Cold scrolls). It had longer range the higher level the caster, and the cone was bigger the farther away the target point. This component restores Cone of Cold to how it was in the original Baldur's Gate, with these features.

    *Make it so the spell Oracle lets you foresee what spells enemies are going to cast (like Spellcraft in 3rd-edition games)

    This component requires EEex. With this component installed, Oracle doesn't detect illusions. Instead, it detects the spells enemies are casting. For the duration, whenever and enemy starts casting a spell, you learn what spell they're casting.

    *Make it so Mislead's invisibility becomes partial invisibility when you attack or cast a spell, just like Improved Invisibility (regardless of whether the image is still alive)

    Normally Mislead keeps you completely invisible even after you attack if the image is still alive. This is very overpowered, especially when combined with backstabbing. With this component installed, Mislead is just like Improved Invisibility except with an extra image spawned.

    *Make it so Protection from Magical Weapons only lasts 3 rounds but Absolute Immunity lasts 5 rounds

    Protection from Magical Weapons is better than or as good as Mantle, Improved Mantle and Absolute Immunity despite being a lower-level spell. This component weakens Protection from Magical Weapons but improves Absolute Immunity. This way, you might want to use Mantle, Improved Mantle or Absolute Immunity sometimes, and not just Protection from Magical Weapons all the time.

    *Improve Chain Lightning

    Chain Lightning deals too little damage normally. This component changes Chain Lightning to be more like its Icewind Dale version (it bounces between creatures, dealing 1d6 less damage with each bounce), except it deals up to 20d6 damage and doesn't harm allies.

    *Improve Delayed Blast Fireball

    This component gives Delayed Blast Fireball some level scaling: it deals 1d6 per level, up to 20d6.

    *Make Meteor Swarm bombard the area randomly with small meteors rather than a single area of effect

    Normally Meteor Swarm is flat-out worse than Incendiary Cloud (at level 18, Meteor Swarm deals 4d10 damage (22 on average) per round while Incendiary Cloud deals 9d4 damage (22.5 on average) even on a successful save). This component doesn't significantly improve Meteor Swarm, but it makes it more different from the many other high-level fire spells.

    *Improve Energy Drain

    With this component installed, the spell Energy Drain drains 1 level per 3 caster levels.

    *Revise Comet and Dragon's Breath

    Normally Comet and Dragon's Breath are basically the same spell, except Dragon's Breath is a bit better. This component makes the two spells more different. Comet now deals more damage than Dragon's Breath, but takes longer to cast and hits allies.

    *Let Contingency and Chain Contingency be cast as a free action

    Originally, Contingency spells could be cast instantly, even while the game was paused. This component restores that functionality.

    *Let Farsight be cast as a free action

    This component lets you also cast Farsight instantly even while the game is paused.

    *Let Clairvoyance be cast indoors

    This component lets you cast Clairvoyance to reveal the map indoors.

    *Let Rangers and Paladins gain spells quicker and up to 6th-level spells

    This component lets rangers and paladins gain spells at a reasonably fast rate. They get 1st-level spells starting at level 2. For every additional 3 levels, they gain a new spell level (2nd-level spells at level 5, 3rd-level spells at level 8... 6th-level spells at level 17). This way, they gain their highest-level spells at approximately the same time that mages get their highest-level spells.

    *Let Rangers and Paladins cast spells at their full caster level

    The makers of the Baldur's Gate games really were determined to make Paladin and Ranger spellcasting as crappy as possible. Not only do they get spell slots and new spell levels much slower than Clerics or Druids (which by itself is fine), they also cast spells at a much lower level than they should. Rangers cast spells as if 7 levels lower (so a spell that lasts 1 round/level only lasts 2 rounds if cast by a level 9 ranger), and Paladins cast spells as if 8 levels lower. This component fixes this unnecessary drawback, letting Rangers and Paladins cast spells at their full caster level.
    Download

    Hi. So, I got a question. If I don't have the EEex does it mean none of these will appear or just some of these spells won't appear in mage or priest book? And does it work with BGT?

  • OlvynChuruOlvynChuru Member Posts: 3,079
    @hotaru
    hotaru wrote: »
    Hi. So, I got a question. If I don't have the EEex does it mean none of these will appear or just some of these spells won't appear in mage or priest book?

    If you don't have EEex, then some of the spells won't be added to the game (this means their scrolls won't appear in the game either). The rest of the spells will still be added to the game.
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    Our family has been looking forward to using OlvynSpells in our game for months now but what stopped us was that this mod isn't yet fully EET compatible on the familiars part. (Subledoctor and k4thos overhauled familiars to EET compatibility in this thread and would likely help you if you asked!) We would *love* to have this mod be fully EET compatible!

    Thankee!
  • UOLegacyUOLegacy Member Posts: 153
    This is an awesome mod, but Linked Portals (at least) isn't working for me. I did install Eeex before hand. When I cast the spell for the first and second instance of the portals, they walk right up to the blue one and nothing happens. They just walk right through it and don't teleport.
  • OlvynChuruOlvynChuru Member Posts: 3,079
    edited July 2021
    @Endarire
    Endarire wrote: »
    @OlvynChuru
    Our family has been looking forward to using OlvynSpells in our game for months now but what stopped us was that this mod isn't yet fully EET compatible on the familiars part. (Subledoctor and k4thos overhauled familiars to EET compatibility in this thread and would likely help you if you asked!) We would *love* to have this mod be fully EET compatible!

    Thankee!

    There's only one component in this mod that does anything with familiars: the "Allow familiars to deliver the wizard's touch spells" component. What exactly is the issue? Does this component fail to install when you have EET installed? Or does the feature not work for you even if you have the component installed? Give me more details.
  • OlvynChuruOlvynChuru Member Posts: 3,079
    @UOLegacy
    UOLegacy wrote: »
    This is an awesome mod, but Linked Portals (at least) isn't working for me. I did install Eeex before hand. When I cast the spell for the first and second instance of the portals, they walk right up to the blue one and nothing happens. They just walk right through it and don't teleport.

    Which game are you playing, and what version? EEex doesn't work on v2.6 of the EE games. Though I'm not quite sure if that's the issue.
  • EndarireEndarire Member Posts: 1,519
    We're on 2.5 so we can play with EEex specifically for your mod.
  • OlvynChuruOlvynChuru Member Posts: 3,079
    @Endarire
    Endarire wrote: »
    We're on 2.5 so we can play with EEex specifically for your mod.

    I wasn't talking about you with that comment. I was talking to someone else.

    Here was my response to your comment earlier:
    OlvynChuru wrote: »
    There's only one component in this mod that does anything with familiars: the "Allow familiars to deliver the wizard's touch spells" component. What exactly is the issue? Does this component fail to install when you have EET installed? Or does the feature not work for you even if you have the component installed? Give me more details.

  • GiovanskiGiovanski Member Posts: 13
    Hi @OlvynChuru

    I have a problem with the "Make Meteor Swarm bombard the area..." component.

    No matter what caster level a mage is, only 1 meteor will fall in the AoE when casting Meteor Swarm.
    However, when a cleric uses the level 7 divine spell "Elysium's Tears" the spell functions as it should which is similar to Meteor Swarm and how that spell should work with the mod component.

    Screenshots to demonstrate (I wanted to do video, but I think this should suffice :p)

    Here's a level 30 sorcerer with 1 puny meteor
    m8gv0reu7jy7.png
    Here's a level 30 cleric with several meteors
    vou4xm7rwyqq.png

    I've attached the .spl files as well. I looked at them in NI to try and compare the effects, but it's way over my head.
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    I recently installed a fresh EET 2.5 with DLCMerger, EEex, and OlvynSpells. For OlvynSpells, I installed all options. How do I have my Wizard's familiar deliver touch spells?
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    To clarify, we started on the BG1 part of EET.
  • ashkynashkyn Member Posts: 4
    Hi, I got the following error while trying to install:
    ERROR: illegal 228-byte read from offset 1212 of 1212-byte file AR2624.ARE
    ERROR: [AR2624.ARE] -> [override/AR2624.ARE] Patching Failed (COPY) (Failure("AR2624.ARE: read out of bounds"))
    

    I have METweaks installed already, as well as a few kits.

    Any ideas?
  • EndarireEndarire Member Posts: 1,519
    @ashkyn
    EEex doesn't work with 2.6+.

    Post your full Weidu.log file in a post or linked so @OlvynChuru and maybe others can help you fix things.

    Enjoy!
  • ashkynashkyn Member Posts: 4
    Thanks Endarire, I rolled back to 2.5 - all is well. Appreciate the response!
  • deratiseurderatiseur Member Posts: 250
    unfortunaly, EEex no more work on 2.6. Crash. So no EEex, no 151 spells.
  • EndarireEndarire Member Posts: 1,519
    @deratiseur
    I used the 2.5 installers from GOG.com.
  • JunctionJunction Member Posts: 3
    Bug report for @OlvynChuru: installing the mod without EEex crashes the game when trying to finish character creation. I get as far as the part where you select the game difficulty before it happens.

    Game version: BG:EE with SOD, version 2.5.17 from GOG. WeiDU log:
    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.3
    ~MESPELLS/MESPELLS.TP2~ #0 #11021 // Make it so that Command takes control of the target for 1 round instead of putting them to sleep: 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #11052 // Improve Entangle -> B: Remove the saving throw bonus from Entangle: 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #11061 // Improve Magical Stone: 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #25011 // Restore original BG1 Animate Dead (one skeleton per level, which ignore the summoning limit) -> Restore original Animate Dead for both priests and wizards: 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #21161 // Revise Sleep (no Hit Dice limit, but lasts shorter and creatures will wake up when damaged): 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #22201 // Revise Power Word, Sleep (no HP limit, but lasts shorter and the creature will wake up when damaged): 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #21151 // Improve Shocking Grasp, Chill Touch and Ghoul Touch: 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #24042 // Improve Ice Storm -> IWD-style improved Ice Storm: 6d10 damage all at once: 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #24131 // Restore original BG1 Otiluke's Resilient Sphere (no saving throw): 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #26071 // Make it so Mislead's invisibility becomes partial invisibility when you attack or cast a spell, just like Improved Invisibility (regardless of whether the image is still alive): 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #26151 // Improve Chain Lightning: 2.2.0
    ~MESPELLS/MESPELLS.TP2~ #0 #1001 // New spells -> Add all the new spells to the game, excluding the really powerful spells: 2.2.0

    Installing EEex afterwards fixes this, though I'm not sure if it'd have adverse effects on the mod beyond the lack of EEex-exclusive features.
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    What happens to items in a Dimensional Chest once the spell expires?
  • OlvynChuruOlvynChuru Member Posts: 3,079
    Endarire wrote: »
    @OlvynChuru
    What happens to items in a Dimensional Chest once the spell expires?

    They stay there. If you cast the spell again to access the chest, you can retrieve those items.
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