Perhaps we could discuss these spells here: Ghoul Touch, for which I have deleted a line in order to correct the particles to stay with the target rather than the caster. File attached. It is a simple fix, and I am sure someone else could do it better than I did. Animate Dead. I am hoping to mod this spell so it can create bugbears, gnolls, hill giants and ogres. I can see skeletons and zombies are referred to as choices: 201, 202. What file / section are they calling to? I have tried to play with this one to make it animate 6 corpses. Although I can target 6 corpses, only one is raised and it is somewhere out of sight on the map. I can see it momentarily on the initiate order. Since this one hasn't been fixed after 20 years, I'm guessing it isn't possible and, the deeper I go, the more I will be banging my head on a brick wall. Command Undead. This 2nd level arcane spell (PnP 3.5) functions most similarly to Charm Monster in ToEE, I suppose, except that the spell can't be broken unlike Charm. Perhaps this is the easier of the two spells to fix? Is there a system for choosing the new spells ID number? Nothing important here, but I thought Touch of Fatigue and Death Knell were too lame so I arbitrarily put +4 to the DC. I had originally wanted to eliminate the saving throw for Touch of Fatigue since many touch spells only require a successful hit. I'm fine with Ghoul Touch having a saving throw since the creature is set up for coup-de-grace. Chill Touch is a great spell for warmage! Is Create Undead working properly? Lvl 7 Control Undead?
I have made my best attempt at creating Command Undead (spell 1312) by Frankensteining Charm Monster and Halt Undead. I get an error message in the die roll interface explaining "missing line in 21312 rules/spell_enum.mes" I am attaching the relevant files because I can't figure out what it refers to. I added my new spell to dolio_spell_enum AND I put it in my override/rules/spell_enum folder.
I believe I correctly added the right line to 21312. Is this problem with spell_enum also related to the problem with Item_creation that I mentioned in my (the last) post in SGoS bug report?
Re #2 you can edit Temple.dll to allow many more NPC followers the maximum you can have I believe is 7 because it's a single byte that controls the number, any more than that will break the entire engine. I did to an Evil party campaign with a Necromancer and half a dozen randomly controlled undead running around, it was an absolute blast. There is a thread around here somewhere that explains the exact byte that needs a change to make this work.
I wish the game had the spells to create and control higher level undead. Leveling them up to add to the flavor to your undead hoard.
I do not see them I play with Temple + so perhaps they were removed? or are they part of another mod pack?