Edit: Actually, installing OlvynSpells after other spell mods is probably better. OlvynSpells does some patches to all spells in the game, so the new spells of other mods won't patched if you install them after OlvynSpells.
Thank you Olvyn for this great mod. I really love Shapeshifting fireball and chain contingency.
Mass cast is really cool too, but should be limited to low level spell (May be you can't do that, my knowledge in spell edition is too limited)
I've notice Slime drop animation is very pixelized and may be too big.
Do you think you could manage to do a spell like Ice assassin with EEX? It create a simulacrum of an ennemy
I tried to install the new spells but get the following error:
ERROR: Failure("GET_2DA_ROW: Could not find a row that contains * in column 1.")
Attached is the debug-file
Thanks for the fix, the old problem is gone but i now encounter this error-message, maybe because of some other mod incompability?
ERROR: Failure("Uninitialised return value: filename")
@Necromanx2 It can block off a hallway, and for most enemies there's no way to get past it. Other spells that could potentially block a hallway (like Web) offer a saving throw, whereas with Wall of Force, even powerful BG2 enemies with high Saving Throws and high Magic Resistance can't pass the wall.
@ArjukKagrim Ugh, those errors are the worst! The place where it crashed was not changed in v1.4.1 from v1.4. Are you using different mods from when you installed v1.4 successfully?
In any case, I'll try to solve the problem in the next update.
One is Familiar Spell, a special sequencer spell which lets you choose a 1st-level spell for your familiar. The familiar will automatically cast a copy of that spell each time it hits an enemy.
Other new spells:
Critical Boon (2nd-level priest spell for rangers and paladins only)
There are two new components. One of them lowers the duration of Protection of Magical Weapons to 3 rounds but also raises the duration of Absolute Immunity to 5 rounds (this is so you have a reason to use Mantle, Improved Mantle and Absolute Immunity more rather than just Protection from Magical Weapons all the time).
The other component revises Chain Lightning. In Baldur's Gate 2 normally, the spell barely does any damage. This component makes it more like the IWD version: it bounces between enemies and does a good amount of damage (1d6 per level, max 20d6, 1d6 less each time it chains to a new enemy). It won't harm party members.
(The chain-looking animation is only present if you have EEex installed; otherwise it's a normal-looking Lightning Bolt projectile bouncing between the creatures like in IWD).
@ArjukKagrim In this new version, I changed the part that crashed for you. Try it out and see if it works now.
I just tested the new version and receive unfortunately another error:
ERROR: illegal 2-byte read from offset 2354 of 2354-byte file SPWI202.SPL
ERROR: [SPWI202.SPL] -> [override/SPWI202.SPL] Patching Failed (COPY) (Failure("SPWI202.SPL: read out of bounds"))
Levitate (2nd-level wizard alteration spell). A levitating creature cannot move unless it can fly, and it gets a +20 AC bonus against melee attacks, but also a -20 THAC0 penalty with melee attacks.
Comments
Sure.
This will be true if Beast Sense is not in the game.
This will be true if Extend Vision is not in the game.
Edit: Actually, installing OlvynSpells after other spell mods is probably better. OlvynSpells does some patches to all spells in the game, so the new spells of other mods won't patched if you install them after OlvynSpells.
I fixed a game-breaking bug that had made it impossible to rest or leave Candlekeep in BG1 if SoD wasn't installed.
I also added some new components, which enhance certain existing spells.
One component makes Animal Summoning and Monster Summoning spells more useful, causing them to summon more creatures based on caster level:
Another component makes Meteor Swarm more awesome by having it drop individual meteors randomly in the area of effect (one meteor per level).
You can download the latest version here!
Mass cast is really cool too, but should be limited to low level spell (May be you can't do that, my knowledge in spell edition is too limited)
I've notice Slime drop animation is very pixelized and may be too big.
Do you think you could manage to do a spell like Ice assassin with EEX? It create a simulacrum of an ennemy
ERROR: Failure("GET_2DA_ROW: Could not find a row that contains * in column 1.")
Attached is the debug-file
@nysi Chain Contingency was already in the game. Were you talking about Recurring Contingency or something?
Mass Cast cannot be made to only work with lower-level spells, for technical reasons.
There isn't much I can do to make the Slime Drop animation look better.
A spell that creates a simulacrum of an enemy should be possible.
Thank you both of you for feedback!
I will try to make the ice assassin if you think it's possible , thanks for the advice.
ERROR: Failure("Uninitialised return value: filename")
Five new spells:
Contingent Resurrection (HLA cleric spell)
Vampiric Link (4th-level wizard necromancy spell)
Warrior Simulacrum (5th-level wizard illusion spell)
Clone Other (8th-level wizard illusion spell)
Damage Turning (9th-level wizard abjuration spell)
@nysi On your request, I made a spell that creates a simulacrum of an enemy:
@ArjukKagrim This new version fixes that installation issue.
You can download the latest version here!
I will try it
Edit : It work perfectly. Great idea to add a maximum level requirement to balance the spell.
One new spell: Wall of Force!
In any case, I'll try to solve the problem in the next update.
There are five new spells.
One is Familiar Spell, a special sequencer spell which lets you choose a 1st-level spell for your familiar. The familiar will automatically cast a copy of that spell each time it hits an enemy.
Other new spells:
Critical Boon (2nd-level priest spell for rangers and paladins only)
Mind Fog (6th-level wizard enchantment spell)
Empower Familiar (6th-level wizard conjuration spell)
Eclectic Recall (HLA wizard spell)
There are two new components. One of them lowers the duration of Protection of Magical Weapons to 3 rounds but also raises the duration of Absolute Immunity to 5 rounds (this is so you have a reason to use Mantle, Improved Mantle and Absolute Immunity more rather than just Protection from Magical Weapons all the time).
The other component revises Chain Lightning. In Baldur's Gate 2 normally, the spell barely does any damage. This component makes it more like the IWD version: it bounces between enemies and does a good amount of damage (1d6 per level, max 20d6, 1d6 less each time it chains to a new enemy). It won't harm party members.
(The chain-looking animation is only present if you have EEex installed; otherwise it's a normal-looking Lightning Bolt projectile bouncing between the creatures like in IWD).
@ArjukKagrim In this new version, I changed the part that crashed for you. Try it out and see if it works now.
ERROR: illegal 2-byte read from offset 2354 of 2354-byte file SPWI202.SPL
ERROR: [SPWI202.SPL] -> [override/SPWI202.SPL] Patching Failed (COPY) (Failure("SPWI202.SPL: read out of bounds"))
Three new spells:
Levitate (2nd-level wizard alteration spell). A levitating creature cannot move unless it can fly, and it gets a +20 AC bonus against melee attacks, but also a -20 THAC0 penalty with melee attacks.
Contingency Curse (8th-level wizard enchantment spell).
Teleport Step (9th-level wizard alteration spell). This spell lets you teleport around simply by moving.
Also I added scrolls for most of the new spells to stores in the Black Pits 1 and 2, and to various places and stores in Siege of Dragonspear.
You can download the latest version here!