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[MOD] Spontaneous Casting For Clerics and Druids (v1.32)

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  • AedanAedan Member, Translator (NDA) Posts: 8,551
    @Pecca
    Ciao!
    Attached the Italian translation. Can you please add it?
    Thanks for your attention :)
  • PeccaPecca Member Posts: 2,304
    @Aedan added, thanks!
  • AedanAedan Member, Translator (NDA) Posts: 8,551
    Wow, you are fast! Thanks a lot!
  • DavidunDavidun Member Posts: 4
    Ciao scusa una domanda. Funziona anche su ipad?
  • chimericchimeric Member Posts: 1,163
    @Pecca , Just saw this thread. It's very, very impressive. Can you explain in a few words how you replaced the spells?
  • PeccaPecca Member Posts: 2,304
    maybe @Aedan can answer Davidun? :)

    @chimeric: The spells are not replaced, only another effect is added to them, which triggers at high level (higher than can be achieved in game) and which have different icons. An innate ability then triggers a casting level boost for the next casting, which allows the new effect to be cast.
  • chimericchimeric Member Posts: 1,163
    edited October 2017
    This is brilliant!

    And in return I'll give you a tip about the icons: they are best done using an air spray tool for stone texture and half-random pixel strokes for color. Dark dots on light look bad, light on dark are convincing. Also the icons are quite bold with highlights- the top-left side of the image is a good deal brighter than the shady low-right side. The best method, I've found, is to go for a very bright left, then you can tone down the result in the BAM convertor.
  • AedanAedan Member, Translator (NDA) Posts: 8,551
    Davidun said:

    Ciao scusa una domanda. Funziona anche su ipad?

    Nella sezione internazionale del forum, bisogna parlare in inglese. -> In the international section of the forum, you should speak in English language.

    Puoi provare tu stesso leggendo le istruzioni in questo thread -> You can try yourself reading this thread:
    https://forums.beamdog.com/discussion/66484/guida-allistallazione-di-mod-per-bgee-e-bg2ee-su-ipad
  • PeccaPecca Member Posts: 2,304
    The mod is moved to github.
  • EndarireEndarire Member Posts: 1,537
    @Pecca
    How compatible is this mod with Faiths & Powers? Spell Revisions? Sword Coast Stratagems?
  • PeccaPecca Member Posts: 2,304
    From those mods I only played it with SCS and IIRC there was no issue. This mod updates (not rewrites) all cleric spells with additional effects, so if it's installed after those mods, it should work fine.
  • EndarireEndarire Member Posts: 1,537
    @Pecca
    Faiths & Powers + Tome & Blood allows a Sor/Druid multiclass, but it's categorized under the Cleric/Mage class/kit category. Which spontaneous spells does this kit use?
  • PeccaPecca Member Posts: 2,304
    @Endarire Hi, as written in the OP, it is restricted by alignment:

    Good clerics receive spontaneous healing, evil clerics spontaneous harming, and neutral clerics both.
  • EndarireEndarire Member Posts: 1,537
    edited September 2020
    @Pecca
    Thankee. I was more concerned about whether a Sorcerer/Druid would get spontaneous summoning or spontaneous curing/wounding due to it being a Druid who's classified under the category of Cleric/Mage.
  • mddziadekmddziadek Member Posts: 16
    edited July 26
    Hi,
    I have posted information on GitHub regarding issues with the mod:
    1. Incorrect file encoding of .tra files for Polish and Czech languages. This causes an installation error. After changing the encoding to UTF-8 without BOM is OK
    2. The icon for Spontaneous Harming is missing, although the ability works. The rgspharm.bam file is either empty or corrupted (this message appears when opening it in Near Infinity).
    Tested on BGEE and EET.
    But mod is very interesting, thank you for it!
    Regards!
    Post edited by mddziadek on
  • mddziadekmddziadek Member Posts: 16
    Hi
    Rootcause for point 2. Checked rgspharm.bam in Near Infinity, the graphic exists under "Frames", but "Cycle 0" has no frame assigned to it (the "Current cycle" list is completely empty). I fixed it manually by assigning Frame 0 to Cycle 0 in Near Infinity's BAM converter, and now it works perfectly. Please update the BAM file in your mod.
    Thanks!
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