Author Topic: A question about Totemic Druid's Summon Ability  (Read 27318 times)

Offline Siio

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A question about Totemic Druid's Summon Ability
« on: December 24, 2006, 03:32:14 PM »
Is there a reason why I can not summon his spirit animal?  Do I need to be a ceratin level before it works?  When I click on the icon and then pick a place to cast the spell the spell is casted but nothing happens.

I'm running the newest release of EasyTutu with the degreenifier tutufix 17 (everything installed but the walking speeds) in that install order.

Offline Macready

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Re: A question about Totemic Druid's Summon Ability
« Reply #1 on: December 24, 2006, 07:53:11 PM »
Hello -

I can't reproduce that behavior on a clean EasyTutu installation.  Worked fine right at level 1 after I was "born."
EasyTutu: Tutu installation made simple.

Offline ElfBane

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Re: A question about Totemic Druid's Summon Ability
« Reply #2 on: September 14, 2009, 01:59:02 PM »
Sorry about the thread necromancy, but I have the same problem. Totemic druids spirit summon doesn't appear. I've included my WeiDu Log for you folks to give me an idea which mod may be causing the problem. All mods that I have installed are WeiDu. Thanks for any insight.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers   and Stalkers: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v8
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #4 // EasyTutu Spawn Randomizer -> Base Spawn Chance: 70%
~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #12 // Respawn Interval Selection -> Respawn Interval: 5 game days
~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens
~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks
~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced
~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells
~SETUP-TUTUFIX.TP2~ #0 #8 // Hooded unarmoured avatars and hooded bards
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: 7
~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: 7
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v17
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v17
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v17
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v17
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v17
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v17
~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v17
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin.: v17
~BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way.: v17
~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival.: v17
~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost.: v17
~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable until In Party: v17
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v17
~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v17
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v17
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v17
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5
~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #0 // Wild Mage Additions: New Wild Magic Spells
~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #3 // Misc spell modifications
~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #4 // Stationary BG1-Rhialto (haughty pansy mode)
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar: 1.5
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Baldur's Gate v7.1 - including colored Baldur's Gate map icons -> New Worldmap for use with TuTu/EasyTutu...: v7.1
~SETUP-TUTUSOUNDS.TP2~ #0 #0 // Casting Sounds -> Restored BG1 Casting Sounds And Special Effects
~SETUP-TUTUSOUNDS.TP2~ #0 #2 // Restored BG1 Combat Sounds
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters (BETA) -> Arcane & Divine Magic: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3210 // Minimum Stats Cheat: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v7
~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v13
~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v13
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v13
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v13
~SETUP-SCS.TP2~ #0 #1020 // Antimagic attacks penetrate improved invisibility: v13
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v13
~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v13
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v13
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v13
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v13
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v13
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v13
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v13
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v13
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v13
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v13
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v13
~SETUP-SCS.TP2~ #0 #4040 // Ensure Shar-Teel doesn't die in the original challenge: v13
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v13
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v13
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v13
~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v13
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v13
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v13
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v13
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v13
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v13
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v13
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v13
~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries
~SETUP-D0TWEAK.TP2~ #0 #11 // Visual Ioun Stones
~SETUP-D0TWEAK.TP2~ #0 #17 // Sensible Lore Table
~SETUP-D0TWEAK.TP2~ #0 #18 // Improved Backstabbing
~SETUP-D0TWEAK.TP2~ #0 #19 // NPCs/Summons Set Off Traps -> Everyone can set off traps (excluding illusions, etc.)
~SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: Widescreen Mod v2.2

Offline Kulyok

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Re: A question about Totemic Druid's Summon Ability
« Reply #3 on: September 14, 2009, 02:01:54 PM »
I'm not sure if Fixpack is supposed to mess with that, but I'm very sure you aren't supposed to install it on EasyTutu games. Right?

Offline Macready

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Re: A question about Totemic Druid's Summon Ability
« Reply #4 on: September 14, 2009, 06:32:11 PM »
I'm not sure if Fixpack is supposed to mess with that, but I'm very sure you aren't supposed to install it on EasyTutu games. Right?

Correct.  I'm actually astonished that it didn't fail outright.
EasyTutu: Tutu installation made simple.

Offline ElfBane

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Re: A question about Totemic Druid's Summon Ability
« Reply #5 on: September 14, 2009, 08:13:30 PM »
The vast majority of the Fixpack didn't load. It "tried" to load, but had an error and rolled back. What you see installed is what little would load.

Offline ElfBane

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Re: A question about Totemic Druid's Summon Ability
« Reply #6 on: September 15, 2009, 06:12:29 AM »
With this install I have the spirit summon ability, but it's the L9 summon. If I install the "spirit summons are balanced" component, I have NO spirit summon, at least as a L1 druid, and I believe a L1 druid should be able to summon the "weak" spirit summon. So something about that component is preventing the totemic druids spirit summon.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #4 // EasyTutu Spawn Randomizer -> Base Spawn Chance: 70%
~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #12 // Respawn Interval Selection -> Respawn Interval: 5 game days
~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens
~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks
// Recently Uninstalled: ~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced
// Recently Uninstalled: ~SETUP-TUTUFIX.TP2~ #0 #8 // Hooded unarmoured avatars and hooded bards
~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells
~SETUP-TUTUFIX.TP2~ #0 #8 // Hooded unarmoured avatars and hooded bards

Offline ElfBane

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Re: A question about Totemic Druid's Summon Ability
« Reply #7 on: September 17, 2009, 04:22:59 AM »
*bump*  Any idea folks?

Offline ElfBane

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Re: A question about Totemic Druid's Summon Ability
« Reply #8 on: October 03, 2009, 07:48:59 AM »
* bump again*
I have provided info on how to duplicate the problem, has anyone tried yet?

Offline Rika

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Re: A question about Totemic Druid's Summon Ability
« Reply #9 on: October 03, 2009, 09:25:25 AM »
Tried to remove fixpack?
So if the devil wants to dance with you, you'd better say never cuz the dance with the devil might last you forever

Offline ElfBane

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Re: A question about Totemic Druid's Summon Ability
« Reply #10 on: October 03, 2009, 10:39:01 AM »
Tried to remove fixpack?
No. Four posts above I posted a WeiDu log of a build that has the L9 Spirit summon. If I install the "spirir summons are balanced" component of Tutufix, a totemic druid has no summon(the druid goes thru the spell casting and the summoning animation occurs, but no summon appears).

aaaa

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Re: A question about Totemic Druid's Summon Ability
« Reply #11 on: December 11, 2010, 10:15:20 PM »
Same problem here.
Interesting how some people release a mod without testing it first (Tutufix).

Offline RobinHood70

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Re: A question about Totemic Druid's Summon Ability
« Reply #12 on: May 11, 2011, 01:50:33 AM »
Sorry for the necro-reply, but I found the source of the problem and have a tentative solution (so far only tested at level 1). The solution is technical and intended for those who are comfortable with modding "the old-fashioned way". I have no experience with creating or altering WeiDU installs...go bug the tutufix people for that. ;)

First, the problem: The nice people who gave us the Totemic Druid rebalance are trying to use files that they failed to include in the distribution. Specifically, they altered SPCL621.SPL to use SPIRSUM1/2/3.EFF as well as the original SPIRSUMM.EFF, but neglected to include the first three. What's more, they gave you an incorrect version of SPIRSUMM.EFF, so even when you do get it at level 10, it'll be weaker than the unmodified version! As the poster above said, clearly the testing on this particular "fix" was...non-existent.

The solution(s): Well, the most obvious solution is to uninstall the rebalance, but assuming you don't want to do that, the more detailed solution (as I said, so far, I've only tried it at level 1) is to go into your BG1Tutu\override folder and create copies of SPIRSUMM.EFF as SPIRSUM1.EFF, SPIRSUM2.EFF, and SPIRSUM3.EFF. Then use Near Infinity (or a hex editor if you're feeling adventurous) to alter all four of the files so that the "Resource" entry points to the .2DA file with the same name. In other words, SPIRSUM1.EFF should point to SPIRSUM1.2DA (or just "spirsum1" at offset 0x30 if you're hex editing) and the same for for 2 and 3. To fix the weaker version, you also have to modify SPIRSUMM.EFF so that it points to SPIRSUMM.2DA instead of SPIRSUM3.2DA.

There, wasn't that fun?

Edit: Looking at the WeiDU install script, it looks like that's where the problem lies. It was supposed to create the appropriate files based on the original SPIRSUMM.EFF, but instead of creating copies, it redundantly re-creates and modifies SPIRSUMM.EFF 3 times.
« Last Edit: May 11, 2011, 02:17:22 AM by RobinHood70 »

Offline RobinHood70

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Re: A question about Totemic Druid's Summon Ability
« Reply #13 on: May 11, 2011, 02:25:17 AM »
Okay, with a little experimenting, I was able to fix Tutufix itself. If you've already got the Totemic Druid rebalance installed, then for safety's sake, uninstall the existing Totemic Druid rebalance, make the following changes and re-install the Totemic Druid rebalance.

In setup-tutufix.tp2, search for the following text:
Code: [Select]
COPY_EXISTING ~SPIRSUMM.EFF~ ~override~
  WRITE_ASCII 0x30 spirsum1
COPY_EXISTING ~SPIRSUMM.EFF~ ~override~
  WRITE_ASCII 0x30 spirsum2
COPY_EXISTING ~SPIRSUMM.EFF~ ~override~
  WRITE_ASCII 0x30 spirsum3

and replace it with:
Code: [Select]
COPY_EXISTING ~SPIRSUMM.EFF~ ~override\SPIRSUM1.EFF~
  WRITE_ASCII 0x30 spirsum1
COPY_EXISTING ~SPIRSUMM.EFF~ ~override\SPIRSUM2.EFF~
  WRITE_ASCII 0x30 spirsum2
COPY_EXISTING ~SPIRSUMM.EFF~ ~override\SPIRSUM3.EFF~
  WRITE_ASCII 0x30 spirsum3
« Last Edit: May 11, 2011, 02:44:27 AM by RobinHood70 »

Offline RobinHood70

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Re: A question about Totemic Druid's Summon Ability
« Reply #14 on: May 11, 2011, 09:42:11 PM »
While you're changing things anyway, you may also want to change the creatures' levels in the .CRE files. While the stats of the various creatures were lowered, their levels weren't, so when the lower-level creatures are summoned, their maximum hit points are bumped back up to 1 hit-point/level and they appear to be injured. As an example, the lowest-level spirit snake nominally has 6/6 hit points, but when summoned, this gets changed to 6/12, and the snake appears to be "Badly Injured".

Offline itchanddino

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Re: A question about Totemic Druid's Summon Ability
« Reply #15 on: July 07, 2011, 03:10:00 PM »
Trying out the tweak you suggested before I start a new druid.  Any idea on what I should set the levels to in the spirsna1.cre, spirsna2.cre etc. files?  Thanks!

Offline RobinHood70

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Re: A question about Totemic Druid's Summon Ability
« Reply #16 on: July 07, 2011, 09:19:34 PM »
In order, I used 3, 6, 9, and then of course spirsnak.cre is already at 12.

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Re: A question about Totemic Druid's Summon Ability
« Reply #17 on: July 08, 2011, 12:15:19 AM »
I didn't realize before that as long as it's below the set HP it'll be fine (never really tweaked these files before).  Thanks!

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Re: A question about Totemic Druid's Summon Ability
« Reply #18 on: July 08, 2011, 12:19:22 AM »
Yeah, you could probably set them all to level 6, but I made mine linear for anything that might be comparing levels.

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Re: A question about Totemic Druid's Summon Ability
« Reply #19 on: October 23, 2011, 05:07:23 PM »
Okay, with a little experimenting, I was able to fix Tutufix itself. If you've already got the Totemic Druid rebalance installed, then for safety's sake, uninstall the existing Totemic Druid rebalance, make the following changes and re-install the Totemic Druid rebalance.

In setup-tutufix.tp2, search for the following text:
Code: [Select]
COPY_EXISTING ~SPIRSUMM.EFF~ ~override~
  WRITE_ASCII 0x30 spirsum1
COPY_EXISTING ~SPIRSUMM.EFF~ ~override~
  WRITE_ASCII 0x30 spirsum2
COPY_EXISTING ~SPIRSUMM.EFF~ ~override~
  WRITE_ASCII 0x30 spirsum3

and replace it with:
Code: [Select]
COPY_EXISTING ~SPIRSUMM.EFF~ ~override\SPIRSUM1.EFF~
  WRITE_ASCII 0x30 spirsum1
COPY_EXISTING ~SPIRSUMM.EFF~ ~override\SPIRSUM2.EFF~
  WRITE_ASCII 0x30 spirsum2
COPY_EXISTING ~SPIRSUMM.EFF~ ~override\SPIRSUM3.EFF~
  WRITE_ASCII 0x30 spirsum3

It should actually go like this:

BEGIN @11

COPY_EXISTING ~SPIRSUMM.EFF~ ~override/SPIRSUMM1.EFF~
  WRITE_ASCII 0x30 spirsum1
COPY_EXISTING ~SPIRSUMM.EFF~ ~override/SPIRSUMM2.EFF~
  WRITE_ASCII 0x30 spirsum2
COPY_EXISTING ~SPIRSUMM.EFF~ ~override/SPIRSUMM3.EFF~
  WRITE_ASCII 0x30 spirsum3

Robocasper

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Re: A question about Totemic Druid's Summon Ability
« Reply #20 on: October 23, 2011, 05:10:11 PM »
Okay, with a little experimenting, I was able to fix Tutufix itself. If you've already got the Totemic Druid rebalance installed, then for safety's sake, uninstall the existing Totemic Druid rebalance, make the following changes and re-install the Totemic Druid rebalance.

In setup-tutufix.tp2, search for the following text:
Code: [Select]
COPY_EXISTING ~SPIRSUMM.EFF~ ~override~
  WRITE_ASCII 0x30 spirsum1
COPY_EXISTING ~SPIRSUMM.EFF~ ~override~
  WRITE_ASCII 0x30 spirsum2
COPY_EXISTING ~SPIRSUMM.EFF~ ~override~
  WRITE_ASCII 0x30 spirsum3

and replace it with:
Code: [Select]
COPY_EXISTING ~SPIRSUMM.EFF~ ~override\SPIRSUM1.EFF~
  WRITE_ASCII 0x30 spirsum1
COPY_EXISTING ~SPIRSUMM.EFF~ ~override\SPIRSUM2.EFF~
  WRITE_ASCII 0x30 spirsum2
COPY_EXISTING ~SPIRSUMM.EFF~ ~override\SPIRSUM3.EFF~
  WRITE_ASCII 0x30 spirsum3

It should actually go like this:

BEGIN @11

COPY_EXISTING ~SPIRSUMM.EFF~ ~override/SPIRSUMM1.EFF~
  WRITE_ASCII 0x30 spirsum1
COPY_EXISTING ~SPIRSUMM.EFF~ ~override/SPIRSUMM2.EFF~
  WRITE_ASCII 0x30 spirsum2
COPY_EXISTING ~SPIRSUMM.EFF~ ~override/SPIRSUMM3.EFF~
  WRITE_ASCII 0x30 spirsum3

Errr...
BEGIN @11

COPY_EXISTING ~SPIRSUMM.EFF~ ~override/SPIRSUM1.EFF~
  WRITE_ASCII 0x30 spirsum1
COPY_EXISTING ~SPIRSUMM.EFF~ ~override/SPIRSUM2.EFF~
  WRITE_ASCII 0x30 spirsum2
COPY_EXISTING ~SPIRSUMM.EFF~ ~override/SPIRSUM3.EFF~
  WRITE_ASCII 0x30 spirsum3

Offline RobinHood70

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Re: A question about Totemic Druid's Summon Ability
« Reply #21 on: October 23, 2011, 05:17:27 PM »
Yes, you're right, I should have used forward slashes. IIRC, the backslashes worked, but it's been so long, I'm not sure. I may have just made the changes by-hand.

Also, just to avoid confusion, the "BEGIN @11" is already there and doesn't need to be added or changed in any way.

Offline jiansonz

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Re: A question about Totemic Druid's Summon Ability
« Reply #22 on: September 25, 2012, 10:51:45 AM »
The solution(s): Well, the most obvious solution is to uninstall the rebalance, but assuming you don't want to do that, the more detailed solution (as I said, so far, I've only tried it at level 1) is to go into your BG1Tutu\override folder and create copies of SPIRSUMM.EFF as SPIRSUM1.EFF, SPIRSUM2.EFF, and SPIRSUM3.EFF. Then use Near Infinity (or a hex editor if you're feeling adventurous) to alter all four of the files so that the "Resource" entry points to the .2DA file with the same name. In other words, SPIRSUM1.EFF should point to SPIRSUM1.2DA (or just "spirsum1" at offset 0x30 if you're hex editing) and the same for for 2 and 3. To fix the weaker version, you also have to modify SPIRSUMM.EFF so that it points to SPIRSUMM.2DA instead of SPIRSUM3.2DA.

Thanks for finding this - great job.

Since uninstalling and reinstalling Tutufix would take hours in my current EasyTutu setup (lots of mods installed after Tutufix) I thought I'd try the old-fashioned way. But I am having trouble understanding how to do things. I am not familiar with this interface so I pretty much need step-by-step instructions.

I've created three copies of SPIRSUMM.EFF and renamed them to what they should be. I can open and look at them in NearInfinity (for example, starting with SPIRSUM1.EFF as shown in this screenshot):

http://i103.photobucket.com/albums/m156/jiansonz/NearInfinityinterface.jpg

But where do I go to change the "Resource" for the file so it can point to the correct .2DA? I can not find this. Please help.

EDIT: Nevermind - getting a more modern version of NearInfinity solved it!





« Last Edit: September 25, 2012, 11:29:20 AM by jiansonz »

Offline RobinHood70

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Re: A question about Totemic Druid's Summon Ability
« Reply #23 on: September 25, 2012, 12:53:06 PM »
EDIT: Nevermind - getting a more modern version of NearInfinity solved it!

Glad to hear you got it figured out! I didn't even realize that older versions of Near Infinity didn't have it.

Offline Gay Lord

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Re: A question about Totemic Druid's Summon Ability
« Reply #24 on: November 02, 2013, 06:08:32 PM »
In order, I used 3, 6, 9, and then of course spirsnak.cre is already at 12.
Thank you Robin for posting the detailed answers you did for fixing the spirit summons!  Hopefully everyone has been able to fix it themselves, but a post on the Bioware forum makes me think that isn't the case.  Since it wasn't hard to do at all (for me), I've copied the relevant files for others.  Simply drop in the override and you're done!

http://www.mediafire.com/?l1djajxal0bh77e

I also took your suggestion and changed the creature levels.

 

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