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

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  • heatcliffheatcliff Member Posts: 26
    edited June 2023
    Endarire wrote: »
    Are you using EEex before? Are you on EET? What game version do you use? What's your WeiDU.LOG?

    Thankee!

    I dont have eeex ı am using on mobile android


    eeuiweaks
    spell_rev
    iwd spells
    Mespells

    only ı have these mods

    bg2ee 2.6
    Post edited by heatcliff on
  • heatcliffheatcliff Member Posts: 26
    edited July 2023
    edited
    Post edited by heatcliff on
  • heatcliffheatcliff Member Posts: 26
    Mycenius wrote: »
    Endarire wrote: »
    @Mycenius
    Ensure you use the master EEex for now, not the latest release.

    Thanks - I've found its also (after a few hours of play today and the new spells gradually being incorporated into various party members spell books, etc) that its also made resting unstable and the game crashes whenever you try to rest. Couldn't identify a specific spell or change prior to it starting as cause. Completely uninstalling OS and cleaning the game save with eeKeeper (i.e. going through each party member's spell tabs so eeKeeper automatically removes the 'custom' OS entries then saving a copy of the game save) resolves both issues (start up error and resting crash) and game save is loadable, playable, and resting works...

    @Endarire / @OlvynChuru Do you know if installing EEex Master will possibly resolve this resting bug too - is that a know issue previously with OS?

    I've reinstalled temporarily for now with the EEex standard release but (a) have installed OS very last of all - after Powergaming Scripts & SOD to BG2EE Item Upgrade mod - and (b) only enabled one change to existing spells (NPP lasting 8 hours); and not installed any of the new spells. Was planning to test if the resting issue reoccurs (and depending on guidance/response to question above I'll look to reinstall with the Master EEex in the next few hours of game play while continuing testing the rest issue doesn't reappear - if it does even with Master EEex I'll have to uninstall OS for now I guess).

    Many Thanks.

    ı faced a same issue my android phone
  • EndarireEndarire Member Posts: 1,519
    @Bubb
    How compatible is your latest EEex with Android?

    Thankee!
  • BubbBubb Member Posts: 1,005
    Bubb wrote:
    Compatibility
    • Operating systems:
      • Windows — Yes (native)
      • Linux — Proton / Wine with the appropriate option toggled in InfinityLoader.ini
      • MacOS — Wine? (untested)
    It's not.
  • RattleboxRattlebox Member Posts: 2
    Quick question, does this require a new game to use, or can it be added mid run?
  • OlvynChuruOlvynChuru Member Posts: 3,079
    @Rattlebox
    Rattlebox wrote: »
    Quick question, does this require a new game to use, or can it be added mid run?

    You should be able to add this in the middle of a game. All spells that are modified by a mod are modified retroactively in existing saves.

    There are just a few caveats:
    * Divine spellcasters will not learn new spells that are at spell levels they have already reached.
    * Scrolls will not be added to stores the party has already accessed at least once prior to installing the mod, nor will they be added to creatures or containers in areas the party has already gone to at least once.
  • RattleboxRattlebox Member Posts: 2
    OlvynChuru wrote: »
    @Rattlebox
    Rattlebox wrote: »
    Quick question, does this require a new game to use, or can it be added mid run?

    You should be able to add this in the middle of a game. All spells that are modified by a mod are modified retroactively in existing saves.

    There are just a few caveats:
    * Divine spellcasters will not learn new spells that are at spell levels they have already reached.
    * Scrolls will not be added to stores the party has already accessed at least once prior to installing the mod, nor will they be added to creatures or containers in areas the party has already gone to at least once.

    Cool, thanks for the answer! This looks like a really neat mod, and I can't wait to try it out.
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    Greetings, Olvyn!

    Since my last post in this thread I noticed these things:

    -In AD&D 2E and D&D 3.x, wall of force and forcecage are categorized as Evocation spells but you listed them as Abjurations. Is this intentional?

    -I tested your familiar touch spell component with other familiar mods (specifically Tome & Blood and More Style for Mages) and noticed their familiars couldn't deliver touch spells even if I installed the familiar touch spell component after these other mods but still benefited from familiar spell and empower familiar. How can this be reconciled to also allow touch spell delivery with familiars besides the default? (Note that I was on EET for all these tests and used the latest EEex.)

    -You mentioned that some of the material in the long post I made last month was doable. Do you still intend to do these things? What do you say to the other material I proposed but on which you did not yet comment such as new metamagics or using a ghostly summoned creature to deliver touch spells?

    -You mentioned a lack of readily available art as a deterrent for implementing some spells. While I'm unsure what would be involved in making and implementing such assets, what was involved in making the teleport circle graphics? (To reference your example, perhaps invert the color of wall of force and forcecage and use those for the force walls and keep the current blue walls for wall of ice.)

    Thankee!
  • OlvynChuruOlvynChuru Member Posts: 3,079
    edited July 2023
    @Endarire
    Endarire wrote: »
    Greetings, Olvyn!

    Since my last post in this thread I noticed these things:

    -In AD&D 2E and D&D 3.x, wall of force and forcecage are categorized as Evocation spells but you listed them as Abjurations. Is this intentional?

    Yes, as putting a spell that creates a wall in the school that specializes in protection is pretty reasonable.
    -I tested your familiar touch spell component with other familiar mods (specifically Tome & Blood and More Style for Mages) and noticed their familiars couldn't deliver touch spells even if I installed the familiar touch spell component after these other mods but still benefited from familiar spell and empower familiar. How can this be reconciled to also allow touch spell delivery with familiars besides the default? (Note that I was on EET for all these tests and used the latest EEex.)

    Tome & Blood is an extremely complex mod that does a ton of patches to spells. It will be very difficult to make it fully compatible with this mod.
    -You mentioned that some of the material in the long post I made last month was doable. Do you still intend to do these things? What do you say to the other material I proposed but on which you did not yet comment such as new metamagics or using a ghostly summoned creature to deliver touch spells?

    I'll probably get around to some of those things eventually. Currently I've implemented Flaming Sphere and Hide Campsite in High Power Baldur's Gate, and I'll probably add those spells to this mod as well at some point.
    -You mentioned a lack of readily available art as a deterrent for implementing some spells. While I'm unsure what would be involved in making and implementing such assets, what was involved in making the teleport circle graphics?

    Making the teleportation circle graphics was simply a matter of cropping the picture of the Bridgefort teleportation circle from one of the maps in Siege of Dragonspear, and changing it to different colors. Making an actual animation (as opposed to a simple picture) is significantly harder if I can't just modify an existing animation.
    (To reference your example, perhaps invert the color of wall of force and forcecage and use those for the force walls and keep the current blue walls for wall of ice.)

    Does this look like ice to you?

    65wrswlg4it9.gif

    I think it looks much more like a wall of force than a wall of ice.

    Of course, I could potentially just have it be one frame rather than the full animation, and it would look somewhat more ice-like. But a sheet of ice isn't the kind of thing that someone could just "walk through and take cold damage". And if they can't walk through it, then it's basically just Wall of Force.
    Post edited by OlvynChuru on
  • OlvynChuruOlvynChuru Member Posts: 3,079
    For lightning leap, what about just changing a character's graphic into a lightning bolt during transport then changing it back after arrival, or warping the character to the end point and showing a lightning bolt graphic between?

    There's also the issue that placing a fragile spellcaster into the middle of a group of enemies isn't something you typically want to do.
    For spectral hand, what about using a version of the Claw of Kazgaroth, or just a small cloud graphic like the cloud produced from a vampire's mist form? What about making a ghostly humanoid with transparent graphics and permanent blur graphics that delivers the spell from its hand? (Perhaps rename the spell spectral spell emissary.)

    Having the Claw of Kazgaroth icon (which has no animation) serve as the sprite of a creature would look very ugly. Also, the whole idea of this spell is too similar to the already-existing component that allows familiars to deliver touch spells.
    Recall party: What about changing the spell level to 3 to match IWDIIEE?

    It IS a level 3 spell for priests; level 4 for mages. This is to reflect that priests are generally supposed to be more focused on supporting the party than mages are.
    Teleport step: What about reducing this to a level 8 spell to match IWDIIEE?

    I've had a few IWD2EE playtesters say that this spell was overpowered. Level 9 might've been the right level for it all along.
    Translocation trick: What say you about adding it to OlvynSpells for EET? IWDIIEE seemingly had it as an unused spell and it can produce a seemingly unique effect in or out of combat.

    I've tested Translocation Trick in IWD2EE, and it is not particularly useful (less useful than Dimension Door). The fact that it moves the spellcaster closer to the group of enemies is very dangerous.
    Balance-wise, I understand permanency is either uber or near-useless depending on implementation. You mentioned including a plethora of buffs that parties feel encouraged to use often, and perhaps overdoing it on the buffs. As a buff lover and buff caster player, I get it. Feeling like I had to buff a party of 6+ before every fight manually back in the pre-EE days made me quit BG2 for years. Permanency was a simple and likely too good solution for the sake of convenience.

    You didn't actually need to spend a lot of time buffing the party in the original BG2, as there weren't a ton of important buffs. It's worth putting on Chaotic Commands before fighting enemies who use mind-affecting spells, and Haste and Improved Haste were very good, but most buffs typically had very short durations and/or a rather small effect. And that's probably for the best.

    All the new metamagics you suggested are either not possible to implement or are not particularly interesting. This mod already adds a lot of metamagics to the game, so unless I were to come up with a way to let the player choose which metamagics to give to their character, it would probably be best to leave it at the ones I've already created.
  • EndarireEndarire Member Posts: 1,519
    edited July 2023
    I appreciate your thorough but kind response!

    The wall of force looked like shimmering ice to me, but that's a matter of perspective. (I imagined force effects looked like a translucent orange or purple.) Wall of force is already in the game and is likely more useful.

    Regarding buffs, maybe it was because I played with SCS or I just got tired of pushing so many keys to buff (before Morpheus's scripts were publicly available on EE) but I enjoyed the notion of always-on buffs for convenience. When I soloed the game, my main buffs were mirror image, stoneskin, and haste.

    I agree that Tome & Blood is an in-depth mod. However, for familiars, what about MSFM compatibility with touch spells?

    The spectral hand equivalent which I call spectral conduit, a pale white and blurry ghostly-looking human, would be useful for delivering spells for characters besides CHARNAME. That's why I asked.

    For Dalamar's Lightning Web's graphics, what about using standard lightning bolt graphics in a hexagonal pattern with some overlap in the middle to simulate a web? The bolts could be bouncing back and forth or just pulsating in place.

    For metamagics, Fell Drain was the most interesting one to me because it also bestowed a negative level on its target. What say you to this?

    I am still interested in chaos teleport, flaming sphere and hide campsite in OlvynSpells, as well as whatever else you add. Chaos teleport seems useful for those who just want to try going somewhere. Does it also work with mod-added areas?

    Besides the spells from the previous paragraph, what new spells exist in High Power Baldur's Gate not already in OlvynSpells?

    What are the notable engine differences that allow enlarge creature to work in IWDIIEE but not EET?

    For translocation trick, what about changing it so players can target 2 creatures in range to transpose a la baleful transposition? This would increase its usefulness by not requiring the caster to be transposed.

    Why was teleport step considered worthy of a level 8+ spell slot?

    What say you to adding an optional component to allow summons to move between maps via teleport circle? Creatures affected by reanimate can travel between areas. I assumed vanilla summons couldn't move between maps because travel times were too long or for other technical reasons.

    Thankee!
    Post edited by Endarire on
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    In addition to my questions above, I request your input on this:

    I would like to make lichdom available to party members. This isn't necessarily lore-friendly nor 1:1 with tabletop rules. I was mostly concerned about how best to handle auto-revival of a lich after a fight or the start of a new day and asked you since you have contingent resurrection which does similar stuff. I also wanted to know programmatically how best to handle granting permanent, undispellable immunities and resists as mentioned here.

    Thankee!
  • AnstalisAnstalis Member Posts: 17
    Trying to install this mod and in both BGEE1 and BGEE2 I get this error:

    ERROR: cannot convert numKitsChecked or %numKitsChecked% to an integer
    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.

    ERROR Installing [New spells -> Add all the new spells to the game, including the really powerful spells], rolling back to previous state
    Will uninstall 2238 files for [MESPELLS/MESPELLS.TP2] component 1000.
    Uninstalled 2238 files for [MESPELLS/MESPELLS.TP2] component 1000.
    ERROR: Not_found


    Any ideas?
  • OlvynChuruOlvynChuru Member Posts: 3,079
    @Anstalis

    What mods do you have installed prior to installing this one? In your game folder their should be a file called WeiDU.log. Put that in a zip file and post it here.
  • AnstalisAnstalis Member Posts: 17
    First time doing this, hope I did it right. I do have a lot of mods lol
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    Let me know when you are ready to answer my aforementioned questions.

    Thankee!
  • OlvynChuruOlvynChuru Member Posts: 3,079
    edited July 2023
    Endarire wrote: »
    I am still interested in chaos teleport, flaming sphere and hide campsite in OlvynSpells, as well as whatever else you add. Chaos teleport seems useful for those who just want to try going somewhere. Does it also work with mod-added areas?

    Besides the spells from the previous paragraph, what new spells exist in High Power Baldur's Gate not already in OlvynSpells?

    Flaming Sphere and Hide Campsite will be added to OlvynSpells once I get around to it.

    Chaos Teleport currently only works in Baldur's Gate 1 areas, excluding Siege of Dragonspear. I could theoretically extend it to areas in Baldur's Gate 2, Icewind Dale, and mods, but there are a few reasons why it's currently BG1-only:

    1. Baldur's Gate 1 has much more of an emphasis on exploring the wilderness than either of the other two games.
    2. A lot of areas in BG2 (and mods) are tied to quests. Teleporting to such an area from elsewhere could potentially lead to dialogues that don't make sense. For example, if I were to allow you to use Chaos Teleport to teleport from Athkatla to the de'Arnise Keep, you might encounter dialogue that assumed you talked to Nalia even if you didn't. I prefer to avoid breaking the plot like this. I could potentially exclude such areas from teleportation, but these areas are such a large chunk of the game that once you exclude them there isn't much left.
    3. Icewind Dale is a very linear game where this spell doesn't fit. What, do you plan on teleporting from the Vale of Shadows entrance into the heart of Kresselack's tomb and get locked in because you don't have the keys?

    There are two other spells that are only in High Power Baldur's Gate. One is Baleful Teleport, a similar spell of 5th-level that teleports an enemy to a random area. That spell did involve manually making a list of different areas it could teleport to, and currently it only lists BG1 areas. So it's limited to the BG1-only High Power Baldur's Gate.

    The other spell is Detect Shapeshifters, a 1st-level spell which allows the caster to detect which nearby creatures are actually shapeshifters in disguise. This is relevant in High Power Baldur's Gate because the mod makes it so a lot of commoners and minor characters throughout the game are actually doppelgangers (there are a lot more doppelgangers than in the original BG1), which sometimes ambush you when they see you fighting someone else. There's at least one tavern in the mod where literally every single person (including the bartender and cook) is a doppelganger waiting for you to let your guard down.
    For metamagics, Fell Drain was the most interesting one to me because it also bestowed a negative level on its target. What say you to this?

    A few issues:
    * Metamagic abilities are currently implemented as abilities that all spellcasters get once they reach high enough level. A level draining metamagic only really makes sense for certain classes/kits (e.g. it would be weird for illusionists, who can't even learn necromancy spells, to be able to use a level-draining metamagic). Yet it doesn't really feel fair to give a certain metamagic to some specialists and not others, unless the latter also had their own special metamagics.
    * How would this work with spells that deal damage multiple times? Would a spell like Isaac's Greater Missile Storm drain a level for each missile that hits a creature? If so, then that's way to strong. But if all spells cannot drain more than one level from a creature per cast, then the metamagic is way too weak (even if it only added +1 to the level). Draining a only single level from a creature is a very small effect (the spell Energy Drain is extremely underpowered for a 9th-level spell).
    What are the notable engine differences that allow enlarge creature to work in IWDIIEE but not EET?

    In Icewind Dale 2, the in-game data structure for all visual effects that come from BAM files includes a flag which, when set to 1, doubles the size of the visual effect. The Enlarge Creature spell in IWD2EE sets this flag to 1 for the animation of the target creature.

    This flag does not exist in the in-game data structure for visual effects in Beamdog's EEs.
    What say you to adding an optional component to allow summons to move between maps via teleport circle? Creatures affected by reanimate can travel between areas. I assumed vanilla summons couldn't move between maps because travel times were too long or for other technical reasons.

    As far as I know, it just isn't possible for summoned creatures to move between areas. You can try testing it yourself: find an enemy who summons a creature, and then try to move to another area: even if the summoner follows you, the summoned creature won't. This is not a difference in AI. Summoned creatures are just treated differently from other creatures, including charmed/reanimated creatures.
  • EndarireEndarire Member Posts: 1,519
    edited July 2023
    @OlvynChuru, I appreciate your kind and thorough response.

    Chaos teleport seemed worthwhile to include, at least for BG1 areas, because at least in a large mod install, determining where to go next - and arriving there - can sometimes be a slog. This random warp is also a handy way to just quickly visit "somewhere else" and continue the journey from there. Game streamers may enjoy this spell a lot. Another version of teleport that lets users choose where to go but still bounded by the plot would be very handy.

    Chaos teleport for IWDEE is understandably less important. Having finished the base IWDEE but not its expansions, I know it's generally quite linear. I'm unsure how linear its expansions are. If on EET chaos teleport could also warp the party to at least some IWD in EET areas, that would make it at least slightly more viable.

    Chaos teleport for SoD or ToB alone would likely be problematic due to them being so linear and plot-focused/plot-locked. The first few floors of Watcher's Keep and the Pocket Plane could work as destinations.

    Chaos teleport for SoA could include Athkatla (including sewers but not Cult of the Eyeless), Umar Hills, and at least the first few maps of Watcher's Keep.

    Perhaps you'd be willing and able to add the possibility for chaos teleport to warp to mod-added areas.

    Baleful teleport is understandably absent. It effectively says, "I may see you later," and is somewhat like tabletop plane shift but moves a creature only on the same plane.

    EDIT:
    What say you to spectral messenger? For example, each spectral messenger could be a blurry, ghostly-looking version of the caster such as Edwin's Spectral Messenger or Aerie's Spectral Messenger.

    For Darklight's lightning web, what about using the existing web graphic but making it blacker (because 'Darklight') or bluer (because electricity)?

    Translocation trick: As mentioned above, what say you to changing its targeting be 2 creatures in range that swap positions?

    As for minions moving between maps, the Seducer Kit - a thread in which you posted - already did that. I'm unsure off-hand if it also allows summoned creatures to cross map boundaries.

    Thankee!
    Post edited by Endarire on
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    Greetings!

    Since it's been almost a week since your last reply on this thread, let me know when you're ready to answer my above questions. Thankee!
  • EndarireEndarire Member Posts: 1,519
    To clarify, how does the animate dead component from this mod function with Spell Revisions which changes the arcane animate dead to summon shadow?

    Thankee!
  • OlvynChuruOlvynChuru Member Posts: 3,079
    Endarire wrote: »
    To clarify, how does the animate dead component from this mod function with Spell Revisions which changes the arcane animate dead to summon shadow?

    Thankee!

    I think it just overwrites Summon Shadow with Animate Dead. I could probably make it so that it overwrites the lower-level wizard Animate Dead spell instead if you have Spell Revisions installed.
  • mnmansteinmnmanstein Member Posts: 17
    Thanks so much for an incredible mod!! I just uploaded it into my BGEE game. I just started the game a couple of days ago, and my group is still only around 4-5 level. None of my spell casters have gone up in level, so I have not had a chance to try to add any of your spells, but I did go through EE Keeper, and I noticed they were in there. That being said, do you have a list of what spells are in the mod?, and whether they are Wizard or Cleric spells? My apologies if this question has been asked before. Thanks again for the great mod. I can't wait to start casting some of these spells!
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    Thankee for your reply. Let me know when you're ready to respond to my previous, longer post - the one before summon shadow.

    @mnmanstein
    Page 6 of this thread has spoilers for New Wizard Spells and New Priest Spells.

    Enjoy!
  • mnmansteinmnmanstein Member Posts: 17
    Found them! Thanks Endarire!! Much appreciated.
  • mnmansteinmnmanstein Member Posts: 17
    Ok, so it seems like the spell mod is working for me (for the most part), but I would say around 1/3 of the spells are missing their description. That is really unfortunate, as without the description, it is very difficult to figure out what the spell does. I looked in the EE Keeper program, and I went through the spell list and all of the spells seem to be there, but many are missing the description. Is there any way to make the description show up? I have two screenshots of my EE Keeper program with a listing of the spells. Several from the spell package show up with spell names, but many do not (although not all of the ones missing the spell names are from this spell package, but I believe many are).

    hb6fdb0ufz1i.png
    r76ucmhaxgi9.png
  • GraionDilachGraionDilach Member Posts: 584
    edited August 2023
    A lot of the spells won't be installed without EEEx installed before. Their assets will still get copied to the game, but they won't be available and yes, their strings won't be set up either. There's only 2-3 spells turning out like that with EEEx, but I can imaagine a lot doing that without it.

    Don't look at EEKeeper with them, EEKeeper can't handle the EEEx opcodes. (There's absolute zero reason for using EEKeeper anyway.)
  • EndarireEndarire Member Posts: 1,519
    edited August 2023
    @OlvynChuru
    BUG REPORT!

    I tried using OlvynSpells 2.5 with the latest EEex release (0.9.22) but the metamagics seemingly have no effect! I tried consoling Imoen to Wizard level 23 and tested Mass Spell on stoneskin and mirror image. Even with CHARNAME and Minsc close nearby, the caster was the only one to be affected by these effects. (The character menu for Imoen showed stoneskin active, but not on other party members.)

    I tried making a Shadow Magic Sor (Shadow Disciple) and normal Sor. Metamagic seemingly had no effect. With the Shadow Disciple's Mass Spell active, a small purple ball of light repeatedly pulsed from the caster to nearby allies as if to indicate a range. It had no mechanical effect to my understanding aside from perhaps preventing saving while the graphic was displayed.

    Note that on EET, I installed Shadow Magic then Tome & Blood then Spell Revisions then EEex then OlvynSpells then EET End. I used the latest versions of each.

    For another text, I tried removing Shadow Magic from the mix and used EET >> EEex >> Spell Revisions >> OlvynSpells >> Tome & Blood. Metamagics still didn't work for the Sor and a Human Transmuter didn't even learn any metamagics to test! In comparison, the mass cast spell cast by the Transmuter provided mass mirror image to the party just as expected!

    To clarify, with just EEex/OlvynSpells & EET, metamagic worked as intended.

    Thankee!
    Post edited by Endarire on
  • OlvynChuruOlvynChuru Member Posts: 3,079
    Endarire wrote: »
    @OlvynChuru
    BUG REPORT!

    I tried using OlvynSpells 2.5 with the latest EEex release (0.9.22) but the metamagics seemingly have no effect! I tried consoling Imoen to Wizard level 23 and tested Mass Spell on stoneskin and mirror image. Even with CHARNAME and Minsc close nearby, the caster was the only one to be affected by these effects. (The character menu for Imoen showed stoneskin active, but not on other party members.)

    I tried making a Shadow Magic Sor (Shadow Disciple) and normal Sor. Metamagic seemingly had no effect. With the Shadow Disciple's Mass Spell active, a small purple ball of light repeatedly pulsed from the caster to nearby allies as if to indicate a range. It had no mechanical effect to my understanding aside from perhaps preventing saving while the graphic was displayed.

    Note that on EET, I installed Shadow Magic then Tome & Blood then Spell Revisions then EEex then OlvynSpells then EET End. I used the latest versions of each.

    For another text, I tried removing Shadow Magic from the mix and used EET >> EEex >> Spell Revisions >> OlvynSpells >> Tome & Blood. Metamagics still didn't work for the Sor and a Human Transmuter didn't even learn any metamagics to test! In comparison, the mass cast spell cast by the Transmuter provided mass mirror image to the party just as expected!

    To clarify, with just EEex/OlvynSpells & EET, metamagic worked as intended.

    Thankee!

    It probably has something to do with the other mods you're using then.
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    The bugs I encountered were most likely from other mods.

    Still, what say you to implementing flaming sphere and hide campsite and perhaps other IWDIIEE spells in OlvynSpells? What do you say regarding my July 24 post?

    Thankee!
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