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Miscellany, Inc. => Mod Discussion and Announcements => Topic started by: JOG on October 28, 2005, 09:13:12 AM

Title: New Mod: Wild Mage Additions
Post by: JOG on October 28, 2005, 09:13:12 AM
Hy, this is a Mod for BG2/Tob as well as BG1TuTu. It's exclusively for Wild Mages, so feel free to skip it if you don't plan to play one...

Wild Magic in D&D remind me a bit of Moorcock's worlds, where magic is incredible powerful and also incredible dangerous for the caster as much as for his foes. Throne of Bhaal introduced the wild mage, but Wild Magic was reduced to Nahals Reckless Dweomer and the Chaos Shields to make a favourable result more likely.

This mod adds 18 Wild Magic Spells (well, at least they're chaotic/randomized) to BG2 and BG1TuTu. Among these Spells are "Vortex", "Wildstrike" and "Hornung's Random Dispatcher" from the Tome of Magic.

In addition, there's a new mage "kit": the Spellshaper, a chaotic practitioner of wild magic, who memorizes spells like a Wizard but has the talent to cast spells spontaneously on demand like a Sorcerer. This talent isn't very reliable, and the Spellshaper suffers strong restrictions to the number of spells he can cast per day, as well as the speed in which he gains access to new spell levels. To hedge his bets, the Spellweaver learns a bit of physical combat as well. (THAC0 Progress like a Thief, and Combat related "Feats" like Ambidextrousity and Backstabbing)

http://home.tiscali.de/jo.ge/bg/shaper.htm
Title: Re: New Mod: Wild Mage Additions
Post by: Borsook on October 28, 2005, 10:52:29 AM
Correct me if I'm wrong, but didn't Bioware fill all the screen space with ther wizard kits? If so does your new kit substitute an old one or what?
Title: Re: New Mod: Wild Mage Additions
Post by: Ashara on October 28, 2005, 11:13:56 AM
I'd venture a guess that it substitutes WM itself
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on October 28, 2005, 12:45:58 PM
Technically it's not a real kit but an in-game modification of the wild mage, you're free to decide if you actually want to play a Spellshaper.

When you start a new game, you don't choose my "kit", but "Wild Mage" instead. When the protagonist is a neutral or chaotic wild mage, he will cast a spell spontaneously when he's badly hurt in combat, and then have the opportunity to become a spellshaper. Lawful protagonists and other chars in multiplayer games can learn a spell that makes the same happen to them.

No matter how far you're in the game, you always can become a Spellshaper. If you don't want to become one, you don't need to: Just suppress the spontaneous change, remove the Spell from your spellbook. And continue to play a true wild mage.
Title: Re: New Mod: Wild Mage Additions
Post by: Borsook on October 28, 2005, 03:09:45 PM
That sounds very interesting, gotta have a closer look :)
Title: Re: New Mod: Wild Mage Additions
Post by: Ashara on October 28, 2005, 09:17:33 PM
Concur, I always felt that a wild mage was sort of dissappointing for the name. Kudos on making this mod.
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on October 30, 2005, 08:53:17 AM
Well, what did I expect when making a mod of such chaotic nature... :-\

Seems like a chaos-magic mod isn't needed at all, the engine itself is very apt at behaving inconsistent and unpredictable  ;)

I've just released it, started playing and found a bunch of bugs I never happened to notice during weeks of testing...

Uploaded V1.1, The changes only apply to Spellshapers, and the first two bugs will only be fixed when you create a new Spellshaper.  :-[

Bugfixes:

Title: Re: New Mod: Wild Mage Additions
Post by: Ashara on October 31, 2005, 10:06:15 AM
Keep up the good work :) If I will have to run a new BG2 campaign, I will definetly run it with a WM and this modification.
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on November 24, 2005, 10:28:38 AM
Another update:

This time mainly balancing/enhancements for the spellshaper kit:

[/list]   
Title: Re: New Mod: Wild Mage Additions
Post by: ronin on November 24, 2005, 02:01:32 PM
Congratulations on an awesome mod.  I started a game with a wild mage and in Chateau Irencus got hurt badly and had the option to change and took it.  Your mod makes the wild mage actually interesting to play and also makes it a class to actually consider for CHARNAME.

thank you

ronin
Title: Re: New Mod: Wild Mage Additions
Post by: Borsook on November 24, 2005, 02:04:55 PM
BTW will it work ok with dual-class? Anyway great job!
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on November 25, 2005, 09:05:25 AM
BTW will it work ok with dual-class? Anyway great job!

It will work fine with a cheated character with Wild Mage as second class, a character that dual-classed from Wild-mage to another class will gain the Spellshaper abilities from the other (higher) class.

So it kinda works, but since the Spellshaper is already a very combative mage (dagger mastery, two weapon fighting without penalties, THAC0 like a rogue, optional backstabbing, optional 20% HP bonus by chosing a feat) multi/dual-class combinations might be a bit overpowered...

Mainly the class is meant as a rogue who has specialized on magic, although he can't steal or hide in shadows he would fit very well into a thieves guild.

Title: Re: New Mod: Wild Mage Additions
Post by: ronin on November 25, 2005, 01:39:29 PM
Quick queston JOG, will this work with the Druidic Sorcerer kit?  That would make that kit more uber than it is   ;D

ronin
Title: Re: New Mod: Wild Mage Additions
Post by: Wounded_Lion on November 25, 2005, 02:53:02 PM
I am not sure, but this mod may be incompatible with the Druidic Sorcerer.  The Art of Weaving ( available at http://www.rpgdungeon.net/weaver/ ), another great Wild Magic mod, does some similiar things but is incompatible with the Druidic Sorcerer because of an HLA conflict (if I remember correctly).  Do you know if this mod and The Art of Weaving are compatible?  I love Spellweavers...   :)

In regards to Dual-Classing, one of the components of G3 Tweaks allows Wild Mages and Barbarians to Dual-Class.  Check it out at http://www.gibberlings3.net/g3tweak/index.php

Is there a more detailed readme file for your mod, perhaps one that includes spell descriptions?

a W.L.
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on November 26, 2005, 02:35:40 AM
I am not sure, but this mod may be incompatible with the Druidic Sorcerer.  The Art of Weaving ( available at http://www.rpgdungeon.net/weaver/ ), another great Wild Magic mod, does some similiar things but is incompatible with the Druidic Sorcerer because of an HLA conflict (if I remember correctly).  Do you know if this mod and The Art of Weaving are compatible?  I love Spellweavers...   :)

Sorvan's Spellweavers were the base for my Spellshapers. A Spellweaver can turn into a Spellshaper, but stops to gain new Spellweaver abilities (since both kits accomplish this by using the override-script) The new spells work fine, of course.

The same applies to all other wild mage-mods: They can learn the spells (Only characters with the wild-mage kit may learn the spells), but when a char becomes a Spellshaper, the old mod might be deactivated, if it also uses the character's override-script.

My mod doesn't add any HLA's, I just set the "excluded_by" entries for the extra spell-slot HLA's, since the Spellshaper isn't supposed to get them. So if the HLA's are the only conflict between the "Art of Weaving" mod and the "Druidic Sorcerer" mod, then the Spellshaper "kit" should run with it. (if need be you can always install the Druidic Sorcerer after my mod and thus allow the Spellshaper to gain extra spells slots as HLA's)

Quote
Is there a more detailed readme file for your mod, perhaps one that includes spell descriptions?

See the PDF-Files on the right side under "detailed information" at http://home.tiscali.de/jo.ge/bg/shaper.htm
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on January 06, 2006, 04:50:13 PM
Yet another update... v1.3 now: 



http://home.tiscali.de/jo.ge/bg/shaper.htm
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on February 17, 2006, 10:29:03 AM
Just uploaded the new v1.4

[/list]
[/list]

http://home.tiscali.de/jo.ge/bg/shaper.htm
Title: Re: New Mod: Wild Mage Additions
Post by: Aran on February 23, 2006, 06:54:11 AM
I haven't had a chance to try this yet, but it looks interesting. A couple of nitpicks after reading your PDFs:

- The Spellshaper kit entry mentions that at level 45, the duration of the Weaveshear ability increases to 15 rounds. I must mention that BGII: ToB can't handle levels past 40 to my knowledge. (Hey, if you found some way to make it work, I'd be interested in seeing it.)

- The "Ambidextrousity" ability name isn't a word. I believe the word you're looking for is ambidexterity - that is, "to have dexterity with both" (in reference to hands).
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on February 23, 2006, 09:35:10 AM
I haven't had a chance to try this yet, but it looks interesting. A couple of nitpicks after reading your PDFs:

- The Spellshaper kit entry mentions that at level 45, the duration of the Weaveshear ability increases to 15 rounds. I must mention that BGII: ToB can't handle levels past 40 to my knowledge. (Hey, if you found some way to make it work, I'd be interested in seeing it.)

I have this old level 50 mod from TeamBG-days: http://home.tiscali.de/jo.ge/bg/dl\BG2_lvl50.exe
I always have it installed, but I don't think I ever had a char with level 40+


Quote
- The "Ambidextrousity" ability name isn't a word. I believe the word you're looking for is ambidexterity - that is, "to have dexterity with both" (in reference to hands).

Hm... well, I'm no native english speaker, but as I understand it, ambidextrousity is a synonym for ambidexterity, maybe a bit more old-fashioned and maybe used because it rhymes with "virtuousity"

The word is used in some computer games (Jagged Alliance 2, the old Exile games, Dune Mud) for chars that are skilled with both hands, and I read it in real-life when someone described the skills of guitar-players like yngwie malmsteen that play the guitar using both hands.

Also, dict.cc (http://dict.cc) gives me 3 different translations for ambidextrous: "two handed", "sly/sneaky/scheming/duplicitous" and "bisexual" :)

Title: Re: New Mod: Wild Mage Additions
Post by: Aran on February 23, 2006, 11:11:53 AM
"Ambidextrous" is an adjective, meaning "possessing dexterity with both" (again, with the connotation being of hands.) "Ambidexterity" is the noun form of the same word. "Ambidextrousity" is a malformed adjective form of ambidexterity. It's not real.
Title: Re: New Mod: Wild Mage Additions
Post by: Chiz on February 23, 2006, 11:33:42 AM
Seconded. I only bother to reply since you mentioned the old exile games, showing that you have taste. Even so, in exile they didn't say ambidextrousity.
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on February 23, 2006, 12:04:44 PM
So okay, "ambidextrousity" is bad english; but I'm certainly not the only one using it. Just do a google search ;)

At least I have an excuse ;D

If there is another version I'll change it (you read it only twice in-game anyway).

With the dict.cc comment I meant to ask if the word is really that ambiguous; I already had some funny experience with the reactions to the title of my Morrowind Mod "Booty Island" (which is all about pirates...)
Title: Re: New Mod: Wild Mage Additions
Post by: Alladan on June 28, 2006, 04:21:19 PM
I just wanted to post a few things I encountered while trying your mod. (Thanks for making it, by the way. Wild Mages might finally become playable now). Anyway, there seems to be an incompatibility with G3Tweaks-v18:ExpandedDualClassOptions. At least, my problems went away when I uninstalled it. I started a Wild Mage but I couldn't use any items except staffs. I couldn't read spells, the game said "wrong spell school". And I was just a mage on the character record screen and in kit description. It was as if I had no kit. I looked at a game in Shadow Keeper and the kit field was greyed out, not assigned, and unalterable. Actually, I don't know if the problem was there before I installed your mod. Anyhow, I suppose this is not your problem as much as those guys of G3, but I thought you should know of the apparent incompatibility.
And thanks again for those wonderfully chaotic spells.
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on December 26, 2007, 04:44:46 AM
A bit of thread-necromancy, but hey, BG2 is much older!!!

Just updated to v1.5:

http://home.tiscali.de/jo.ge/bg/shaper.htm (http://home.tiscali.de/jo.ge/bg/shaper.htm)

Title: Re: New Mod: Wild Mage Additions
Post by: AnnabelleRose on December 27, 2007, 11:15:51 AM
I am very happy to see an addition to this mod!
Title: Re: New Mod: Wild Mage Additions
Post by: yarpen on December 28, 2007, 03:44:15 AM
Have you got any contact with polish translator? He made good job, but I found some minor things to fix-tweak. :-)
Title: Re: New Mod: Wild Mage Additions
Post by: Sayyar on December 29, 2007, 11:10:21 PM
Will this mod work with the Xan mod and if so, can you add the new wild spell scrolls into the game?
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on January 02, 2008, 02:18:59 AM
Have you got any contact with polish translator? He made good job, but I found some minor things to fix-tweak. :-)

I don't want to let out his email adress without his consent. But I'll contact him and ask him to look here.
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on January 02, 2008, 02:29:33 AM
Will this mod work with the Xan mod and if so, can you add the new wild spell scrolls into the game?

Wild magic spells are learned by browsing trough a spellbook. I haven't tested it with the Xan mod per se but I have tested it with an edited BG1 mage (either Xzar or Imoen). It should work with any wild mage NPC: The spellbook is a "talking" quick-slot item restricted to wild mages. In dialogue (i.e. reading the book) the item's owner can learn the spells. The spells you already know are stored in a local variable, so more than one char can use the book.

Edit:
Even the Spellshaper class works that way. A Wild Mage main char can become a spellshaper spontaneously, but there is a spell in the spell book for everyone else.
Title: Re: New Mod: Wild Mage Additions
Post by: Bursk on January 02, 2008, 08:02:15 AM
This looks like a cool mod.

JOG, are you the same JOG who got fed up with modding Oblivion?
Title: Re: New Mod: Wild Mage Additions
Post by: JOG on March 27, 2008, 10:09:18 AM
JOG, are you the same JOG who got fed up with modding Oblivion?

Jep, and now I made yet another update to this mod. (Though to be honest I didn't really do much myself this time, not even play BG...)

1.6:

http://home.tiscali.de/jo.ge/bg/shaper.htm (http://home.tiscali.de/jo.ge/bg/shaper.htm)
Title: Re: New Mod: Wild Mage Additions
Post by: kineticdreams on July 07, 2008, 05:23:20 PM
Question:  What are the specific parameters for the switch to a spellshaper?  I have a first level chaotic good wild mage (playing BG Trilogy so I can do the first level character) who has been reduced to 1 HP on a couple of occasions, but I have not been offered the chance to switch to the spellshaper kit.  Do you have to be a certain level or at a certain point in the game?

Thanks for the help!

kineticdreams
Title: Re: New Mod: Wild Mage Additions
Post by: Magus_BGforge on October 07, 2021, 05:36:55 AM

New Wild Mage Additions release is available.
 
Nothing fancy, just some fixes:
 Also, started Portuguese translation.
 
Download (https://github.com/BGforgeNet/bg2-wildmage/releases/tag/v2.2) | Forum (https://forums.bgforge.net/viewforum.php?f=29) | Discord (https://discord.gg/4Yqfggm) | Translate (https://tra.bgforge.net/projects/infinity-engine/wild-mage-additions/)