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Detectable Spells


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#21 Miloch

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Posted 07 June 2018 - 08:40 AM

Well, this is what happens when we let Russians control our voting system.

 

But seriously, thanks for fixing any bugs. This thing has changed hands several times, and there are few mods that can't use a bit of improvement.


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#22 The Imp

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Posted 24 August 2018 - 11:09 PM

This topic needs a real updating of the first post.

The v3 is no longer v3, but a v3.95 ,,, according to the submit here at Spell Revisions ds.tph... :the imp toils like it cares: Like I really could care.


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#23 DavidWallace

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Posted 02 August 2020 - 07:17 AM

This is a fairly belated comment, because I mostly did it a year ago, but I've coded a new version of Detectable Spells (v4.0.1). You can download it from the SCS github repo (it's not in the most recent live release of SCS). Just put ds.tph somewhere in your mod folder structure, INCLUDE it, and then run the 'detectable_spells' function. It works on the EE games (though it's not all that sensitive to IWD) and on the classic ToB engine, with or without ToBEx.

 

This was a recode from scratch so I can't that easily describe fine-grained changes, but I think it's pretty solid (it's been loose in SCS and Ascension for a year or more without any bug being traceable to it). 

 

One of the main changes in this version is that it's radically easier to add detection effects to new spells, over and above the baseline ones included in ds.tph itself. But the use cases for that are relatively niche so ask me if you want them. (At the G3 version of this thread, for preference - I don't read this forum very often these days.)