Author Topic: New Mod: Wild Mage Additions  (Read 13760 times)

Offline yarpen

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Re: New Mod: Wild Mage Additions
« Reply #25 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. :-)

Sayyar

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Re: New Mod: Wild Mage Additions
« Reply #26 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?

Offline JOG

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Re: New Mod: Wild Mage Additions
« Reply #27 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.

Offline JOG

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Re: New Mod: Wild Mage Additions
« Reply #28 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.
« Last Edit: January 02, 2008, 02:56:32 AM by JOG »

Offline Bursk

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Re: New Mod: Wild Mage Additions
« Reply #29 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?

Offline JOG

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Re: New Mod: Wild Mage Additions
« Reply #30 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:
  • Added russian translation
  • Fix: Spellshaper: Class-name wasn't displayed on top of character sheet (Again... Fix from v1.4a didn't make it into v1.5...)

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

kineticdreams

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Re: New Mod: Wild Mage Additions
« Reply #31 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

Offline Magus_BGforge

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Re: New Mod: Wild Mage Additions
« Reply #32 on: October 07, 2021, 05:36:55 AM »

New Wild Mage Additions release is available.
 
Nothing fancy, just some fixes:
 
  • Fix for PI not showing component names properly.
  • Fix Random Missiles being possible to interrupt after been cast (some other spells too).
Also, started Portuguese translation.
 
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