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PnP Celestials


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#1 Caedwyr

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Posted 30 April 2004 - 02:46 PM

P&P Celestials
Version 2
Author: Caedwyr

Something that bothered me from the first time I played Baldur's Gate II, was the weakness of many of the creatures. Among these were the elemental princes, the devas and planetars, and the various demons and devils. In Pen and Paper AD&D these are powerful and scary enemies if you get on their wrong sides. In Baldur's Gate II, they were minor obstacles to be plowed over by the Bhaalspawn and his/her party.

What I have done in this mod is to modify the Devas and Planetars that are summoned by the player so they gain most of their Monster Manual abilities and stats. I have taken some small liberties in how I adapted some of these abilities. Since the devas and planetars that are summoned are level 25 creatures and the monster manual lists them as much lower level creatures, I have chosen a class for each of the creatures and increased their statistics according to their class.

1.0 - Major Changes
One of the largest changes the player will notice is that Summon Deva doesn't always summon the same creature anymore. There are now two different types of devas that can be summoned depending on which area the player is in.

1.1 The Astral Deva

1.1.1 A General Overview
Whenever matters in the lower planes require the attention of the powers of good, Astral Devas are employed. These powerful warriors have both the strength and purity for just such missions They can pass into any of the lower planes at will bringing the force of their justice to the heart of evil. Astral Devas possess another ability that will allow them to perform their missions. If directly commanded by the power that they serve, an Astral Deva can pass into any layer of the lower planes without passing through the higher layers. Astral Devas also commonly travel through the Astral plane, performing any needed tasks there. They are commonly sent to rescue good aligned mortals that have become stranded or lost in the Astral plane. (Shamelessly taken from the Monster Compendium 8)

1.1.2 Combat
Although they are sevants of goodness, Astral Devas often find themselves in positions where they must deliver their messages of good by the points of their swords (or maces in the Astral Deva's case), figuratively speaking.

Astral Devas have the following innate powers:

Aid, at will 1/round.
Cure Serious Wound, 3/day.
Detect Evil, at will 1/round.
Know Alignment, at will 1/round.
Teleport Without Error, at will 1/round.
Cure Disease, 3/day.
Cure Light Wounds, 7/day.
Detect Snares and Pits, 7/day.
Heal, 1/day.
Infravision, at will 1/round.
Invisibility 10' Radius, at will 1/round.
Polymorph Self, at will 1/round.
Protection from Evil, at will 1/round.
Remove Curse, at will 1/round.
Remove Fear, at will 1/round.
Blade Barrier, 1/day.
Detect Invisibility, at will 1/round.

In addition Astral Devas are immune to Cold, Electricity, Magic Missle, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never suprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment.

Astral Devas weild a mace like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells is knocked senseless for 6 rounds.

For a complete list of the changes made to the Astral Deva see the file Celestials/Docs/Astral Deva Changes.txt

1.2 The Movanic Deva

1.2.1 A General Overview
Movanic Devas are perhaps the most privileged of all the devas, for they are sent to the Prime Material Plane where they often directly aid the mortal followers of the good deities. They will normally only do this in moments of dire need and usually only for the more prominent or powerful mortals. Of course, Movanic Devas are able to pass directly into the Prime Material Plane at will. (Shamelessly taken from the Monster Compendium 8)

1.2.2 Combat
Although they are sevants of goodness, Movanic Devas often find themselves in positions where they must deliver their messages of good by the points of their swords, figuratively speaking.

Movanic Devas have the following innate powers:

Aid, at will 1/round.
Cure Serious Wound, 3/day.
Detect Evil, at will 1/round.
Know Alignment, at will 1/round.
Teleport Without Error, at will 1/round.
Cure Disease, 3/day.
Cure Light Wounds, 7/day.
Detect Snares and Pits, 7/day.
Heal, 1/day.
Infravision, at will 1/round.
Invisibility 10' Radius, at will 1/round.
Polymorph Self, at will 1/round.
Protection from Evil, at will 1/round.
Remove Curse, at will 1/round.
Remove Fear, at will 1/round.
Cast any Evocation/Invocation Spell, 1/day.
Anti-Magic Shell, at will 1/round.
Protection from Normal Missles, at will 1/round.
Spell Turning, at will 1/round.
Call Planetar, 1/day with 30% chance of success.

In addition Movanic Devas are immune to Cold, Electricity, Magic Missle, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never suprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They regenerate 2 hit points per melee round, and are permanently surrounded by a double strength Protection from Evil.

Movanic Devas weild an two-handed sword that deals 1D10+1 with a +1 attack bonus, and which has all the powers and enchantments of a Flame Tongue +1.

For a complete list of the changes made to the Movanic Deva see the file Celestials/Docs/Movanic Deva Changes.txt

1.3 Planetar

1.3.1 A General Overview
Planetars are powerful spirits that directly serve the deities and powers of the upper planes. Planetars will typically come to the aid of only the most powerful mortal servants of good.

1.3.2 Combat
Planetars have the spell ability of a priest half the level of the planetar and with wisdom equal to 21. They have major access to all spheres, and in addition have the following innate powers:

Aid, at will 1/round.
Cure Serious Wound, 3/day.
Detect Evil, at will 1/round.
Know Alignment, at will 1/round.
Teleport Without Error, at will 1/round.
Blade Barrier, 3/day.
Cure Disease, at will 1/round.
Detect Invisibility, at will 1/round.
Detect Snares and Pits, at will 1/round.
Dispel Magic, at will 1/round.
Earthquake, 1/day.
Feeblemind, 1/day.
Fire Storm, 1/day.
Flame Strike, 3/day.
Heal, at will 1/round.
Holy Word, 1/day.
Improved Invisibility 10' Radius, at will 1/round.
Insect Plague, 1/day.
Limited Wish, 1/day.
Polymorph Any Object, at will 1/round.
Protection From Evil 40' Radius, at will 1/round.
Raise Dead, 3/day.
Remove Curse, at will 1/round.
Remove Fear, at will 1/round.
Resist Cold, at will 1/round.
Greater Restoration, 1/day.
Shapechange, 1/day.
Symbol- any, 1/day.
True Seeing, at will 1/round.

In addition Planetars are immune to Cold, Electricity, Magic Missle, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never suprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil.

Planetars weild a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.

For a complete list of the changes made to the Planetar see Celestials/Docs/Planetar Changes.txt

2.0 Bugs
None known at this time, but I'm sure I'll hear lots of reports. Send bug reports to Caedwyr@hotmail.com, or post them at the Gibberlings Three forum.

3.0 Thank yous
Since this is my first major project using Weidu, and some of the more advanced spell creation techniques by myself, I had lots of questions. Without the assistence of the following people this mod would never have been finished.

Help with spell creation and scripts
hlidskialf ---- Everywhere
Stone Wolf ---- TeamBG
galactygon --- TeamBG

Tools and spell creation
Avenger --- TeamBG, DLTCEP

Spell Creation
SimDing0 --- Pocketplane Mods
Ghreyfain --- Pocketplane Mods
igi--- TeamBG
Idobek --- Gibberling Three Mods

Weidu Debugging Help
jcompton --- Pocketplane Mods.

Mac version compatibility
Idobek --- Gibberling Three Mods

French Translation
Mathrim Cauthon

I would also like to extend special thanks and credit to Galctygon who has provided the new AI scripts for the summoned Devas and the new graphics and effects for Anti-Magic Shell and Dimensional Door.

If there is anyone who helped and I have left you out, contact me and I'll make sure to add your name to the list.

4.0 Version History
v1.01 -Removed some leftover files in the backup directory
-Changed the Planetar summoning spell and creature file to bypass the celestial summoning cap.

v2 -Added new scripts for the celestials courtesy of Galctygon
-Added new spell graphics for Dimensional Door and Anti-Magic Shell courtesy of Galctygon.
-Made some small modifications to the functional properties of Anti-Magic Shell. It now protects from more and disables all of the correct buttons.
-Added a french translation by Mathrim Cauthon

5.0 References:
Aasimon, Devas-- Monster Compendium 8.

6.0 Note to Developers:
I have no objections to the material contained within this mod being used in other mods or modified for personal use. All I ask is that I be asked for permission to use the material prior to the release of a mod using the material and for the appropriate credit to be given for my work. The scripts, Anti-Magic Shell graphics and sounds, and the Dimensional Door graphics and sounds are by Galctygon and he should be contacted for permission before using either in your mod.



Edit: Updated to Version 2. Mac version can be found at post at bottom of thread.

Edit: Fixed a path separator in the tp2. - Idobek

Cam edit - Removed file from thread as it is now on the main site

Edited by CamDawg, 29 August 2006 - 04:59 AM.


#2 icelus

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Posted 30 April 2004 - 02:51 PM

Wow! Good job, Caedwyr! Please ignore any muttering you might hear from my direction about having to update the mod list AGAIN. :)

Seriously, though, this is very cool. Very impressive for your first official mod. :rant:

#3 Andyr

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Posted 30 April 2004 - 03:26 PM

R0X!!!!1111 I'll definitely check this out. :rant:
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#4 Caedwyr

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Posted 30 April 2004 - 03:39 PM

Thanks for the kind words. Please feel free to tear this apart from a modding perspective. I'm sure there are many things I could have done better, espeically with my Weidu packaging. I am already aware that the new deva summon bypasses the limit on celestials, but the Planetar summon does not. I'll be changing the Planetar so it will also bypass the limit, since I never liked summoning caps and the player can summon as many demons as they desire with the Gate Spell, and other more evil spells.

#5 Andyr

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Posted 30 April 2004 - 03:50 PM

A quick look for now:

1. You've packaged it with a full backup directory (the folder 0). You'll want to have this empty. :rant:

2. Why is there a .txt file saying not to delete it in the backup folder?

Looks good for now though.
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#6 Caedwyr

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Posted 30 April 2004 - 03:56 PM

Heh, I thought I had got those files. Oh well, I'll just be uploading a version 1.01 later today with a couple of minor changes.

#7 Userunfriendly

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Posted 30 April 2004 - 04:17 PM

this change also affects the fallen dava summoned by illych, in tactics mod, and the fallen solar in the pocket plane challenge, correct???

:) :O :O

great work!!! :rant:

#8 Caedwyr

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Posted 30 April 2004 - 04:39 PM

Nope, only the non-fallen Celestials. The evil version of the celestials being fallen, doesn't really make sense lore-wise. A Celestial falls when their alignment/actions varies from the the alignment set by their deity. This can mean that a Lawful Good Planetar can fall if he/she becomes Neutral Good. Also, with the fall comes a loss of powers, resistances, immunities. If the fallen Celestial becomes evil enough, then they turn into one of the lower-planar fiends/creatures.

Sorry, no new nasty enemies for you to fight. Also, they don't have new scripts, so it wouldn't be much of a challenge to fight these guys. If someone feels like making a script for them, then please do, otherwise it'll be a while before I start developing my IE skills in that direction.

#9 Caedwyr

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Posted 30 April 2004 - 06:25 PM

Version 1.01 uploaded. Fixed Backup folder issues and changed the .cre name of the planetar so it Summon Planetar will bypass the Celestial summoning limit.

#10 hlidskialf

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Posted 30 April 2004 - 08:27 PM

2. Why is there a .txt file saying not to delete it in the backup folder?

Because most decompression programs delete empty files when doing so. That's why you see all those "keepme"-type null files located in the various mod's backup folders.

#11 Andyr

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Posted 01 May 2004 - 06:25 AM

Oh, I didn't know that. Perhaps I should put one in mine, then... Thanks! :rant:
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#12 Caedwyr

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Posted 07 July 2004 - 05:20 PM

The version 2 for Macs can be downloaded from this thread until Camdawg updates the main site, etc. You can find the PC version 2 and the new readme in the first post in this thread.


Edit: Since I cannot upload .rar files as attachements on this board I've uploaded the file as a .zip. Hopefully this won't cause too great problems for anyone.

Edit: Fixed a path separator in the tp2. - Idobek

Cam edit - Removed file from thread as it is now on the main site

Edited by CamDawg, 28 August 2006 - 10:20 AM.


#13 Galactygon

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Posted 07 July 2004 - 07:53 PM

So you figured out how to work off of my scripts? Good work; let's hope they REALLY do work the way I intended. ;) I'll promise shorter scripts for the P&P abyssals (I am guessing your next mod).

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#14 Caedwyr

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Posted 07 July 2004 - 08:13 PM

In the end I just packaged the .bcs with the mod. If you get the chance I'd appreciate a copy of your .baf file. It'd be nice for me to have a copy that wasn't all funky when decompiled.

About the scripts. I noticed that many of the spells are cast by an invisible creature and not the devas/planetars. For example you will frequently see the message "casts Aid", "casts x" instead of "Planetar casts Aid" or "Planetar casts x". Is this just a cosmetic issue or will it prevent the deva/planetar from being interrupted? If its just cosmetic then that isn't game breaking, but if it affects the spell casting process then it is a bit more serious. I hate it when the computer cheats against me and having it do so for my party isn't much better. Either way, if/when you can spare the time I'd appreciate a look at it.

Thanks for the nice additions though and I hope people enjoy this small upgrade.

#15 seanas

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Posted 08 July 2004 - 06:29 AM

FWIW, when i installed PnP Celestials, it caused my TOB game to crash to desktop every time there was a dialogue...

some more detail: i've got a BP install which is working quite well - only the usual and aviodable BP bugs, no messed up dialogue strings - that i've been playing for about a month. last night i completed the SOA part and entered the TOB part, up to completing the first ('revenge') task in the pocketplane.

i installed the PnP Celestials today, and decided to summon a few to test them out. everything went smoothly until the planetar's limited wish dao gave us all the minor globe of invulnerability, when the whole thing went and CTD'd.

at the same time i realised the planetar had the wrong name: it was 'SHADOW MASTER' (capitals included). so i looked at it through DLTCEP and found its strrefs in the name field (74139 ad 74140 in this case) did indeed point to the name of and the description for the TDD druid kit 'shadow master'. i changed this to the strref that PLANGOOD.cre uses in my override folder (63489 and 63490) and saved the revised .cre to the override folder.

i cleaned out cache and temp folders, restarted, tried again, same result, CTD: except this time i noticed that imoen had just finished a banter with sarevok (this had happened the first time as well, i just didnt think it was important initially). the planetar was at least named a planetar, however.

i cleaned out cache and temp folders, restarted again, but this time didnt try summoning any celestials, instead did a ctrl-I to spawn a dialogue. got a tashia-sarevok dialogue, got a CTD as soon as it was finished. cleaned out cache and temp folders, restarted, tried again, same result. cleaned out cache and temp folders again, restarted, went immediately to saradush, avoiding any banters (i wanted to see if there was a problem with the pocketplane area or its .bcs). got melissan's speech, fight started, CTD before one round of combat was completed.

shut computer down (thought it might be XP not realising it had crashed), rebooted, restarted game after cleaning the cache and temp folders again, spawned a dialogue, got the tashia-sarevok dialogue again, followed immediately by the CTD. cleaned cache and temp folders again, restarted game, loading a saved SOA game i *knew* for certain worked, ctrl-i'd a dialogue: CTD.

uninstalled PnP Celestials, cleaned cache and temp folders, restarted saved SOA game, ctrl-i'd a dialogue: no problem, worked as it should. tried a few more, still fine. restarted TOB game, ctrl-i'd a dialogue (the tashia-sarevok dialogue): worked fine, didnt CTD.

conclusion: PnP Celestial isn't compatible with my install.

also FWIW: the deva .cre files in ...Celestials\Devas\Astral_Deva\Creatures and Celestials\Devas\Movanic_Deva\Creatures *also* had erroneous names: 'Priest of Auril' (strref 68214) for the astral deva, and 'Cerebral Knight' (strref 117480) for the movanic deva; in the override folder, however, and ingame, they had correct names - but the same strrefs as the erroneously named .cres in the install folders.

the Setup-Celestials.tp2 doesnt seem to indicate there's any dialog.tlk overwriting talking place, but something in PnP Celestials was clearly messing with it.



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