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[Tweak Mod] Raduziel's Universal Wizard Spells v2.8 [IWDEE, EET, BGEE, BG2EE]

RaduzielRaduziel Member Posts: 4,714
edited April 2019 in General Modding
This mod removes the school prohibition from certain spells allowing them to be learned and used by any kind of specialist wizard.

Every time I start a new run I make these alterings and some of them are based on the list provided by Spell's & Magic, some of them I just put to make a run with any specialist at least viable, some of them I just thought that makes sense to be universal.

The list of universal spells follows:

Find Familiar

Identify

Knock

Vocalize

Dispel Magic

Dimension Door

Enchanted Weapon

Greater Malison

Minor Spell Sequencer

Minor Globe of Invulnerability

Remove Curse

Wizard Eye

Lower Resistance

Contingency

Globe of Invulnerability

Spell Sequencer

Spell Trigger

Chain Contingency


Anyway, I know it's not a big deal or a revolutionary mod, but this should "allow" new kinds of NPCs/Charnames without some huge altering or overhauls in the game.

I want to thanks @kjeron for the tutoring.

Link to download

---

For future references, info about all my mods (bug fixing, new releases) may be also found on my Twitter: /raduziel

Thanks.
Post edited by Raduziel on
GrammarsaladDark_Ansem

Comments

  • GrammarsaladGrammarsalad Member Posts: 2,582
    That is a good list. These are kind of must haves. The only concern i have is that this may make a particular specialist worse off. Identify, for example, is one of the very few divination spells. But, there are probably other ways to deal with divination specialists
  • RaduzielRaduziel Member Posts: 4,714
    edited February 2018

    That is a good list. These are kind of must-haves. The only concern I have is that this may make a particular specialist worse off. Identify, for example, is one of the very few divination spells. But, there are probably other ways to deal with divination specialists

    I think that Find Familiar is a good trade-off for Identify. The way I see nobody makes a Diviner thinking about Identify. Can you provide me another example so I can analyze it further?

    You got my idea exactly: allowing the "must-haves" so any kind of specialist is viable. TnB did it by giving any specialist some extra power and focusing on ban the Necromancy school, my idea is to alter the game the minimum possible.

    I want to make people create any kind of wizard, focusing on RP, without worrying too much about power. My Enchanter-run ended in ToB (coming all the way from BGEE) because without Sequencer to low enemies saving throws quickly he became inviable.

    Thanks for the feedback :)

    Post edited by Raduziel on
  • RaduzielRaduziel Member Posts: 4,714
    Now that I'm a half good modder, this mod is quite useful (and interesting).

    1) It is now SR-compatible

    2) Now it also removes the restriction from scrolls

    I added Enchanted Weapon to make possible to every wizard to create weapons to use against Belhifet.

    Enjoy! :)
  • RaduzielRaduziel Member Posts: 4,714
    Version 2.6 is up with a minor fix: I was using the Ray of Enfeeblement scroll code (SCRLAI) instead of the Wizard Eye's one (SCRLA1).

    Fixed.
  • RaduzielRaduziel Member Posts: 4,714
    Version 2.7 with coding improvement for better crossmod compatibility.
    Gusinda
  • hybridialhybridial Member Posts: 291
    Hey, I tried installing this on a clean installation of BGEE, gog version 2.63. It gave me an error, I've attached the debug file. Appreciate it if you could look into it, thanks.
  • RaduzielRaduziel Member Posts: 4,714
    @hybridial I'll need some time to crack this one.

    I was able to reproduce your error, it says that a file doesn't exist for be copied, but this file does exist and I can see it in NI right now.

    I'll tag you here as soon as I understand what is going on.

    Sorry about that, this mod never gave me trouble before.
  • kjeronkjeron Member Posts: 2,367
    Raduziel said:

    I was able to reproduce your error, it says that a file doesn't exist for be copied, but this file does exist and I can see it in NI right now.

    It doesn't exist on a clean BGEE install (but it does exist with SoD installed).
    Raduziel
  • RaduzielRaduziel Member Posts: 4,714
    kjeron said:

    Raduziel said:

    I was able to reproduce your error, it says that a file doesn't exist for be copied, but this file does exist and I can see it in NI right now.

    It doesn't exist on a clean BGEE install (but it does exist with SoD installed).
    You're right. I was having this bug because the update messed up with my modmerge. Reinstalling the game and applying modmerge prior to this install fixed.

    @hybridial Do you have SoD? If so, did you use modmerge?

    Thanks!
  • RaduzielRaduziel Member Posts: 4,714
    Version 2.8 is up with a check for SoD.

    That should solve the problem even if you don't have SoD, @hybridial
    hybridial
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited August 2018
    @Raduziel , technical question: are these Universal spells still also part of their schools, or are they now entirely without schools? E.g. is Dispel Magic still an Abjuration, even though everyone can now learn it? This makes a difference for specialist wiard saving throw bonuses and penalties, etc.
    Post edited by Contemplative_Hamster on
  • RaduzielRaduziel Member Posts: 4,714
    edited August 2018
    @Contemplative_Hamster this mod only alters the exclusion flags. All other characteristics remains.

    Should not affect the bonuses or penalties of a specialist wizard.
    Contemplative_Hamster
  • hybridialhybridial Member Posts: 291
    edited August 2018
    Raduziel said:



    @hybridial Do you have SoD? If so, did you use modmerge?

    Thanks!

    Well that's the thing, I didn't have SoD installed, and for this test on a clean installation I downloaded the gog version of the game independent of Galaxy, installed it into its own folder, and then tried to install your mod. And it gave me that error. That said I will try out the updated version and edit this post based on my results, I will check now.


    Yep, it works, both on a clean install and the modded install I intend to play. Fantastic, really cool that you acted so fast, I really appreciate it.
    Raduziel
  • RaduzielRaduziel Member Posts: 4,714
    Happy to help. :)
  • RaduzielRaduziel Member Posts: 4,714
    For future references, info about all my mods (bug fixing, new releases) may be also found on my Twitter: /raduziel

    Thanks.
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