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BWP Installation order of two spell mods


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#1 Strontium Dog

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Posted 21 October 2013 - 02:08 PM

I am planning to do a BWP install including an altered spell revisions mod and some of the components of the spell pack lost  crossroads mod so as to avoid clashes. It would greatly help me if someone could tell me  which of those two mods gets installed first before the other. Thanks a lot!

 

Oh, and I would also like to know the installation order of the spell50 mod in relation to the 2 mods I mentioned above. Thanks so much!


Edited by Strontium Dog, 21 October 2013 - 02:09 PM.


#2 Mike1072

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Posted 21 October 2013 - 03:15 PM

I am planning to do a BWP install including an altered spell revisions mod and some of the components of the spell pack lost  crossroads mod so as to avoid clashes. It would greatly help me if someone could tell me  which of those two mods gets installed first before the other. Thanks a lot!
SR first.
Oh, and I would also like to know the installation order of the spell50 mod in relation to the 2 mods I mentioned above. Thanks so much!
It would go after both, but I have no idea if it would work properly, let alone produce a desirable result.

#3 The Imp

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Posted 21 October 2013 - 11:54 PM


Oh, and I would also like to know the installation order of the spell50 mod in relation to the 2 mods I mentioned above. Thanks so much!

It would go after both, but I have no idea if it would work properly, let alone produce a desirable result.


It won't... because it basically overwrites everything...

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#4 Strontium Dog

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Posted 22 October 2013 - 08:02 AM

That is a pity to learn. I had hoped it would simply allow the spell to be extended to level 50 rather than a whole overwriting of the spell. Well, at least the spell revisions mod allows one to exclude via complicated brackets certain spells and the lost crossroads spell pack seems to allow spells to be installed one by one via components which is easy. At any rate, thanks a lot, both of you! One does not always get such useful advice online.



#5 The Imp

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Posted 22 October 2013 - 08:18 AM

That is a pity to learn. I had hoped it would simply allow the spell to be extended to level 50 ...

Meaning exactly what... the common spell is as good at level 50 as it is at level 20 in the current system, so why would it need to be changed.

And if you notice, most of the level 50 spells either do more damage which makes them totally over powered especially your tripla 50th level characters ... or they make the saving throws impossible for the enemies to do... or they cramp out 25-50 skeletons which is impossible for the AI to handle with a dignity, nor is your game going to be really fast cause the animations going on the screen.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#6 kreso

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Posted 22 October 2013 - 09:09 AM



Oh, and I would also like to know the installation order of the spell50 mod in relation to the 2 mods I mentioned above. Thanks so much!

It would go after both, but I have no idea if it would work properly, let alone produce a desirable result.
 


It won't... because it basically overwrites everything...
 


This. It's pure copy/paste to Override.

#7 Strontium Dog

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Posted 22 October 2013 - 01:16 PM

Umm, no animate dead is not affected by the spell50 mod. I intend to have triple-classed PCs and not nerf xp gains so I assume that my characters will be c. 30/30/30 by the end of the game or so, perhaps if aided by some xp bonus gimmick I once dreamt up. At any rate, I have always frowned upon the nerfing of spells like fireball to 10th or 20th level or whatever as that always led to fighters  reigning supreme if they had enough protective devices. The spell50 mod will at least make mages as powerful as fighters.Sadly, the spell50 mod does not allow saving increased throw penalties but I think a mod I once encountered does do that(bg2tweaks?). I also do not think that there are extra animations onscreen to slow the game down as the spell50 mod merely increases the damage involved, nothing more.

 

What I meant was that it would have been nice if I could have had the altered spells from spell pack and spell revisions mods and then extended their damage to a potential 50d6 or whatever with the spell50 mod.


Edited by Strontium Dog, 22 October 2013 - 01:24 PM.


#8 Strontium Dog

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Posted 22 October 2013 - 01:31 PM

Oh, I see you were referring to the spell revisions mod perhaps when writing about the "level 50 mods". It is true that spell revisions mod has some spells with saves at -6 but in the past vanilla game I had to stop wasting time casting spells at high level NPCs as they always managed to save easily and thus avoid petrification or death or whatever. With spells like fireball etc. nerfed at 10-20th levels, it was hopeless for mage PCs.