I actually think that the .mes file system is pretty easy to modify if you can add a new range and everyone is on the same page, it is just unnecessary if I missed that the information is actually already there. Then my modification would be dumb For example let's imagine someone wants to do an adventure pack where the home plane of the gods actually matter, you could simply add it, just everyone modyfing the deity.mes needs to be aware that let's say the 4000 range is the home plane. So you could use the deity.mes with the deities that matter for the content (Forgotten Realms, Greyhawk, you name it) and still add your needed modifications, as long as everyone is on the same page and uses it's own range. {1}{Athena} {1001}{The goddess of courage, inspiration, civilization, law and justice, just warfare, mathematics, strength, strategy, the arts, crafts, and skill. Minerva is the Roman goddess identified with Athena.} {2001}{the goddes of just war, civilization and law, lawful good. Her domains are War, Knowledge, Law and Good} {3001}{Defend the innocent!} {4001}{Venya, Mount Celestia} //<--- Home plane {5001}{ALIGNMENT_LAWFUL_GOOD} // <--- New alignment field Not that I think this will ever matter
Well for one thing you're mixing strings and specs in the same file, that's generally undesirable. I do intend to add modular deity specs at some point, which is where the alignment spec will go in the future (IIRC it's currently hard coded). I'd prefer to add a simple python API that queries this rather than bake it in a mes file.
Oh I agree I prefer your solution as well, I will use it, when it's there Can I access the deities favored weapon somehow? The game has this information somewhere I guess.
Favoured weapons are hard coded and were discussed at length in the IWD TC thread from page 73 onwards
Sorry for the delay, but we have school holidays here at the moment, so my freetime is rather limited right now I've updated the first post, I added spells from the paladin and blackguard level 3 spell list. Changes: Summon Undead II now allows to summon two level 1 skeletons or a single level 2 summon. Fixed: Improvisation has now correct Bonus Type (Luck), Redid Buff symbols, now they all link to the help file properly. Spells Added: Blessing of Bahamut Righteous Fury Undead Bane Weapon Axiomatic Storm Holy Storm Unholy Storm Summon Undead III I also tried to do Diamondsteel and Weapon of the Deity, which are not included in the update as they are not working atm. WIP as they say
Hey everyone, I've created a github page, so you can access my daily changes. On the github page just click on the "Code" button and then "download zip" on the bottom of that menu to download the latest changes. Please consider this as a "nightly" build, the chances are slightly higher, that there is an error as I have not done a final check I do before I upload the overrides.zip here. You see the the changes compared to the last overrides.zip from here in the readme on the github page (scroll to the bottom). I will usually add one or two spells per day Please be aware, that the spell "Nimbus of Light" uses a python action. The ID for this action is 1701 atm this could change or maybe get's removed entirly and if it changes/gets removed you would need to to remove a single file manually from the overrides folder. I will not add a new overrides.zip to the first post until I've got feedback from @Sitra Achara about the Nimbus spell, because I am unsure if it is the right way to do it, and if it is totally fine to do it that way, what pyhton action ID it should use in the end. In addition I have a list of spells that would use the same mechanic (Bolts of Bedevilment, Light of ... series of spells) and I do not want to change all of those spells retroactively. Anyways here is the link: https://github.com/Sagenlicht/ToEE_Mods
Thank you Ted for your kind words I am actually really happy that I can add something to a game I enjoy
I have had to make one or two small changes to overrides/rules/spells/summon_undead_v.txt on my pc to allow casters of Summon Undead V to manifest undead at close range (rather than actually on top of the summoner). These are mode_Target: Location to mode_Target: Area and/or radius_Target: 0 to radius_Target: 1 Love the great work Sagenlicht
Thanks Pygmy, will change it, did not test what happens if you try summon them on top of you. Will add this to my checklist What do you think balance wise about the summon undead? I am unsure that I actually did assign summon undead IV and V properly
Obviously it would be nice as a very low priority for the wight to add a negative level when it hits, without this Summon Undead V is obviously too high. I was testing Summon Undead III -V using my favourite 7HD Greater Temple Bugbear test subject which was eventually killed by a number of ghasts from damage alone without failing a single saving throw. I would say that Summon Undead iV is too high for a ghast bearing in mind their saving throws are fortitude based.
This is the offical list for the summon spells: Now ofc, a lot of those listed monster are not in ToEE,so how did I do my list? In the game I opened the console and filtered the monsters with category undead. Then you get the list of undead mobs, their protos_id and their HD. Now I tried to mix and match them to the list above. It is very easy to change the list and try to get better results than me. So let me post a short how to so anyone can play around with it. Open the file overrides\rules\1144 - Summon Undead V.txt and add the protos_id to the protos id line: Code: proto choices: 14828 14954 14135 14821 14128 14602 14081 14092 14107 To be safe add it as the first number and leave a space to the next. Also be sure that the file ends with this line (NO new line afterwards!) or the game might crash when you open the radial. Afterwards open the overrides\scr\Spell1144 - Summon Undead V.py file and edit following line: Code: if undeadToSummon == 14828 or undeadToSummon == 14954: #Level 5 summons and simply add before the or Code: or undeadToSummon == [your new protos id] it should look like this then: Code: if undeadToSummon == 14828 or undeadToSummon == [your new protos id] or undeadToSummon == 14954: #Level 5 summons I was not aware that the wight does not level drain.
Sorry I wasn't trying to criticise your marvellous work and am fully aware that you have duplicated the Spell Compendium lists as closely as you possibly could. I was merely trying to suggest that WotC had nerfed many of the Summon Undead spells
Oh I did not feel critizied at all Pygmy, I just wanted to give you (and everyone else) my starting point. I am unsure how to populate the summon undead spells properly myself. If you give me feedback Pygmy never worry about it, as long as you do not insult me, and you sure did not Actually I am pretty happy if I get feedback because then I know someone actually is using those spells Even if we are ending up using different summons in our game, I will still appreciate your feedback and I will be happy that you are using those spells no matter what you end up summoning with it