And that's the problem. I just had a look at RR#SCRL.dlg in DLTCEP:
Remove Magic - Condition = HaveSpell(WIZARD_DISPEL_MAGIC)
Dispel Magic - Condition = HaveSpell(WIZARD_DISPEL_MAGIC)
After changing the latter to WIZARD_TRUE_DISPEL_MAGIC I still couldn't scribe remove magic. A look into spell.ids cleared it up for my custom BWP installation: Remove Magic is WIZARD_REMOVE_MAGIC in my spell.ids.
I guess that this will happen to a lot people with megamod installations, if they start to use scribe scrolls on a regular basis.
Here is my change-log of spell.ids:
[WeiDU.exe] WeiDU version 21800
[WeiDU.exe] Using scripting style "BG2"
override/spell.ids bg2fixpack/backup/0/spell.ids
override/SPELL.IDS TDD/backup/0/SPELL.IDS
override/Spell.ids
override/SPELL.IDS scsII/backup/1000/SPELL.IDS
Mods affecting SPELL.IDS:
00000: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01 BWP Fix
00001: ~SETUP-TDD.TP2~ 0 0 // The Darkest Day, v1.13: v1.13 BWP Fix
00002: /* from game biffs */ ~TOD/SETUP-TOD.TP2~ 0 0 // Tower Of Deception Mod (Requires Throne Of Bhaal): v3.3.1 BWP Fix
00003: ~SCSII/SETUP-SCSII.TP2~ 0 1000 // Detectable spells (required for most other components): v13 BWP Fix
Would it be possible/feasible to read the vanilla game spells dynamically from spell.ids and write those values in the tp2 in corresponding condition and action fields?
10th
Edited by 10th, 16 August 2010 - 01:48 PM.
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