Jump to content

Is it possible to add a spell from a mod (SR) to my install?


Recommended Posts

Namely the otiluke's resilient sphere from latest spell revisions...

 

I have sr downloaded and looking into near infinity.

 

I'd like to 'add' the spell to my install, mainly to give no save when cast on party members...

 

Install is bg2ee 2.3 and scsv30 plus a couple ease of use tweaks (anthology tweaks)

 

Thanks!

Link to comment

Wow thanks!

 

Looking at the readme i noticed it does say this clearly

 

 

I have opened the setup-spell_rev file with a notepad and found the part with the spell I want to keep:

 

COPY ~spell_rev\spwi4##\spwi413.spl~ ~override~ // Otiluke's Resilient Sphere
SAY NAME1 @585 SAY UNIDENTIFIED_DESC @586
COPY ~spell_rev\spwi4##\scrl5j.itm~ ~override~
SAY NAME2 @585 SAY IDENTIFIED_DESC @586
COPY ~spell_rev\spwi4##\spwi413d.spl~ ~override~
COPY ~spell_rev\spwi4##\spwi413c.eff~ ~override~
COPY ~spell_rev\spwi4##\spwi413d.eff~ ~override~
In the readme it says adding /* before and */ after the section removes it from install.
To keep everything out leaving this spell in (doing the reverse) would it then be:
1 /* at the begining of the document
2 */ before the spell section above (cutting out everything before this spell)
3 /* after the spell section above
4 then */ at the end of the document (cutting out everything after this spell)
(effectly removing everything but this spell section)?
Also if thats true where would the first /* begin and last */ end?
Also it is possible to just find the file spwi413.spl from SR and copy and paste it into the game dir somewhere?
Thank you for any further replies

 

 

 

 

Link to comment

No. Installing part of SR over an existing modded game is inviting a potential disaster.

 

1) Use DLTCEP or Near Infinity to export spwi413 as spwi413A.spl in the override folder.

 

2) Grab the 2 spell files and 2 eff files (spwi413.spl, spwi413d.spl, spwi413c.eff, and spwi413d.eff) from Spell Revisions, and drop them into the override folder.

 

3) Open Near Infinity or DLTCEP, copy the name and description references from the old spell (spwi413A) to the new spell (spwi413).

 

Should be good to go.

Link to comment

No. Installing part of SR over an existing modded game is inviting a potential disaster.

Right... so according to you, one can only install one mod to a game. NO, just NO.

1.2.3. no. One can easily just fake the install by taking existing .tp2 file, put a /* -mark after the README -line, close that with a */ at the last line, and then add this into it:

 

BEGIN ~Otiluke~ DESIGNATED 6661666
COPY ~spell_rev\spwi4##\spwi413.spl~     ~override~  // Otiluke's Resilient Sphere
  SAY NAME1 ~Otiluke's Resilient Sphere~    SAY UNIDENTIFIED_DESC ~Otiluke's Resilient Sphere
Level: 4
School: Alteration
Range: Long
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Spell negates

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to successfully save vs. breath at a -4 penalty. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage. Actually, the only method of removing the sphere is a successful dispel magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world.

The caster has the option of using the spell to protect her allies. Resistances and saving throws are bypassed when the target is willing.~
COPY ~spell_rev\spwi4##\scrl5j.itm~     ~override~
  SAY NAME2 ~Otiluke's Resilient Sphere~    SAY IDENTIFIED_DESC   ~Otiluke's Resilient Sphere
Level: 4
School: Alteration
Range: Long
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Spell negates

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to successfully save vs. breath at a -4 penalty. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage. Actually, the only method of removing the sphere is a successful dispel magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world.

The caster has the option of using the spell to protect her allies. Resistances and saving throws are bypassed when the target is willing.~
COPY ~spell_rev\spwi4##\spwi413d.spl~     ~override~
COPY ~spell_rev\spwi4##\spwi413c.eff~     ~override~
COPY ~spell_rev\spwi4##\spwi413d.eff~     ~override~

And then just install the component it offers to you,

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...