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Altered Knock spell Mod


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#1 sotona

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Posted 14 June 2009 - 12:46 PM

File Name: knock_v1_11.7z
File Submitter: sotona
File Submitted: 16 Jun 2009
File Category: Miscellaneous Released Mods
Forum: No Information
Readme: No Information

Altered Knock spell (v1.11) by sotona(Constantine)

This Mod is largely inspired by the King Dutka's Thief wizard spell that summons a thief to disarm traps.
I have, in my own way, altered the standard 2nd level wizard spell "Knock" so it now also disarms traps.
All traps (from both unmodded and modded game) should be covered. Though you cannot directly target with the spell
the floor traps, however you still can target someone standing very close to the trap, e.g. another party member or
a summoned monster. That will do the trick. I assume you have no rogue able to find/remove traps in your party,
so use the priest spell "Find Traps" to make them visible.
Enjoy!


Click here to download this file

Attached Files


Edited by sotona, 21 July 2009 - 08:56 AM.

Whoa lord, it's hard to be humble, when you're perfect in every way.

Altered Knock Spell

#2 GeN1e

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Posted 14 June 2009 - 02:17 PM

BTW, you can change the spell's target type to 'area' (in the ability header), so it won't need a bait standing near a trap. IIRC it can work without crashes.

Retired from modding.


#3 sotona

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Posted 14 June 2009 - 09:11 PM

BTW, you can change the spell's target type to 'area' (in the ability header), so it won't need a bait standing near a trap. IIRC it can work without crashes.

I thought I might, but you cannot target trapped doors and containers in that case, IIRC.
Whoa lord, it's hard to be humble, when you're perfect in every way.

Altered Knock Spell

#4 Sam.

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Posted 15 June 2009 - 06:15 PM

This seems pretty cool, but will in unlock a container or disable a trap if the difficulty is 100%? Normally these containers return the message

The mechanism that operates this does not have a conventional lock, and may be warded against simple spells.

when you try to pick them or cast a knock spell on them.... I always thought there should be a higher level spell that was an "Improved Knock" that would open even these containers (and now disarm these 'undisarmable' traps). Is there any chance this mod could add such a spell, or does the ordinary Knock now do this?

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

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#5 sotona

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Posted 15 June 2009 - 09:43 PM

This seems pretty cool, but will in unlock a container or disable a trap if the difficulty is 100%? Normally these containers return the message

The mechanism that operates this does not have a conventional lock, and may be warded against simple spells.

when you try to pick them or cast a knock spell on them....

This spell shall disarm any generic trap placed on the door or container, and possibly any other trap that can be disarmed normally by the rogue.

I always thought there should be a higher level spell that was an "Improved Knock" that would open even these containers (and now disarm these 'undisarmable' traps). Is there any chance this mod could add such a spell, or does the ordinary Knock now do this?


AFAIK, there is a way to further alter the spell so that it will also open the doors that can be opened only by the script (e.g. the door to the Harper Hold in the Docks) but it will certainly break several game quests, don't you agree?
As for the doors that require a special key item to open, I doubt that it is even possible to open these with the spell.
Whoa lord, it's hard to be humble, when you're perfect in every way.

Altered Knock Spell

#6 sotona

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Posted 16 June 2009 - 09:05 AM

Oops, it appears this thread was created by accident! :whistling:
Whoa lord, it's hard to be humble, when you're perfect in every way.

Altered Knock Spell

#7 vilkacis

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Posted 18 June 2009 - 04:27 AM

Oops, it appears this thread was created by accident! :whistling:

I merged the threads and your intro posts (since they were pretty much identical). Keep up the good work. :new_thumbs:

#8 i30817

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Posted 22 September 2011 - 02:50 PM

Couldn't the target be "self"?

#9 i30817

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Posted 14 October 2011 - 11:57 AM

Here is a bug


Spoiler


Spoiler


#10 GeN1e

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Posted 14 October 2011 - 01:04 PM

Known problem, when mass-copying AREs. Needs to add
DISABLE_FROM_KEY xr2400.are xr2600.are
at the beginning.

Retired from modding.


#11 i30817

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Posted 14 October 2011 - 05:59 PM

New one :

Spoiler



here is a changelog of that file, if it is relevant
Spoiler


No files in the changelog dir but it seems like a BP ascension SNAFU

"ActionOverride("dw#bazpf",DisplayStringHead(Myself,@2200))"

Edited by i30817, 14 October 2011 - 06:26 PM.


#12 i30817

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Posted 14 October 2011 - 06:34 PM

Commenting that line gives us:
Spoiler


Spoiler

Bizarre, obviously SCS backed it up, but it was not altered by any mod?

Seems like this is a excellent way to find missing string resources in mods. Or maybe WeiDU reorders them when compiled, idk.

Edited by i30817, 14 October 2011 - 06:53 PM.


#13 i30817

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Posted 14 October 2011 - 06:43 PM

It continues on. Obviously commenting all strings in the baf files in override is wrong.

What is this doing recompiling spells anyway?
Seems to me it should only require area scripts files.

Any ideas how to fix this in the code?

Spoiler

Edited by i30817, 14 October 2011 - 08:43 PM.


#14 i30817

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Posted 14 October 2011 - 09:19 PM

Well, i moved all the baf files into a folder outside, installed it, moved them back in.

Hope it works...

#15 Wisp

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Posted 15 October 2011 - 12:47 AM

The mod is (wrongly) trying to compile the override folder.

Change
COMPILE ~ce#knock\ce#knock.baf~ ~override~
into
COMPILE ~ce#knock\ce#knock.baf~


#16 i30817

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Posted 15 October 2011 - 04:37 AM

Thanks. What i did worked, but yours is likely needed to uninstall correctly.

#17 i30817

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Posted 16 October 2011 - 07:10 AM

Known problem, when mass-copying AREs. Needs to add

DISABLE_FROM_KEY xr2400.are xr2600.are
at the beginning.


Uh, i don't know where i put this before, but now it's not working again.

If i put it or not the errors the same (the first one there).


EDIT: Jesus, its a WeiDU bug. Version 229 works, that's why it stopped. The Bigg was notified.

Edited by i30817, 16 October 2011 - 08:28 AM.


#18 i30817

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Posted 16 October 2011 - 11:51 PM

It conflicts with spell revisions damn.

The effect doesn't trigger because the thing needs to be targeted to a npc and spell rev already does damage in that case, short circuiting this somehow.

I removed the effect from the spell and created a item that just calls the effect created by the tp2. Works for me, though the summoned creature is a bit fiddly (needs to summon on top of the trap, only spawns on a direction instead of where your pc is facing - i think).

Edited by i30817, 21 October 2011 - 08:32 AM.