Okay a real update with a realistic ETA (yay!) Friday, July 22, 2005 I will be releasing a new spell mod. In addition to the already included spells (all two of them) will be: Miracle, and modified versions of all the Ranger/Paladin 3rd/4th level spells so that they can actually be used by Rangers and Paladins. I found a way to implement these by just using the existing spells and modifying them to act properly, Still haven't found a way to actually give Paladins and Rangers proper access but my new workaround allows me to: a) give access to the spells and b) make sure they are memorized in a proper level spell slot before the spell will be cast. There will be more details when I release. If I get time, I will add more spells. Right now I have the Paladin/ Ranger stuff 90% done, Miracle is solid but, due to radial menu inabilities you will have only one choice. More testing and revising as necessary is all that is required for these spells. I fell in love with cujo's mod, which was a hindrance as I had to redo much of what I had already done to accomodate it. Needless to say my new spells will be based on what cujo has released, but (AFAIK), using my spells will not require cujo's mod to work. Darmagon
Just a quick question, I added a couple of floater text lines to the spell.mes Are these lines in yours?
yeah they are. I switched over to using your files once I had downloaded your mod, so all your stuff will be intact in my release. Darmagon
New spells revision released. See the first post in this thread for details. Have Fun If you use these spells and find any bugs, please let me know. thnx Darmagon
Actually it can be a problem. If you cast a damaging spell on a party member, the whole party ends up going into combat mode until something happens to bring them out of (like a damaging spell that does call for initiative being cast on a party member.) You cannot go through doors when in combat mode, and there may be other things you can't do. I need to find some way to fix this. It has been added to my task list.... Darmagon
After casting the spell, I have to enter combat mode and exit again (by pressing c twice) to be able to loot the gear thats dropped. Did you change Neutralize poison in your most recent mod? I'm asking because now when I use a potion of neutralize poison I get a ctd. [EDIT] I added " P4 R3" after neutralize poison for the potion in protos, it works now, but there are a whole bunch of wands, scrolls, potions, wonderous items, staves, and rods that need to be fixed.
Untill protos.tab can be fixed, yes. Darmagon changed the spell names of a whole bunch of spells, so rangers and paladins could use them, Untill protos.tab is updated to include the changes to the spell names for all items that use those spells, expect CTD's all over the place! I'll have a go at fixing it as quick as I can.
Ok so I spent all morning on this one, Put these files in the rules folder, all items/npc's and crafting should work again. Use with Darmagons newly updated spell additions at the top of the page (do that first, then this one).
Damn, I knew I should have posted here last night but I was already going to be late for work. I only had time to post a warning and disable the download link until this got fixed... Anyway, really sorry to put you to all the hassle allyx. Especially when it wasn't necessary. I wasn't thinking about item spell abilities, just assumed they were referenced by spell number as everything else I have been working on has turned out to be. Anyway, instead of changing all the stuff in the protos, the spell slot level hints could have just been put in the spell diescriptions in spell.mes. Harder to notice but still workable. The spell names in spell.mes, and spell_enum.mes were only changed to give a hint as to the minimum spell slot level needed for Paladins and/or Rangers to cast the spells. Now that all the work has been done I think it would be a shame to throw it all away. However my thought is that this might make things overly complicated for future mods. Does anyone else have any input? Should we keep things as they are now, with Allyx' fix and my original release or should I go ahead and make the necessary changes to my original mod? Darmagon P.S. I am going to leave the download link disabled for now.
Well as I already have all the files, I'll test this setup - give it some fine tuning and whatnot (as it is I think I need to double check that all the npc's spell names are as they should be) I can also test any other variation you can think of relatively easily (Agetians Frontend 3 - is a wonderful thing!).