View Full Version : My tiny mod, have any interest?


Tal Rasha
Sat, 25th Mar '06, 3:09am
Some mods are tough, and your PC or NPCs can use the special equips or items gained in these mods to improve themselves. But your summons have no way to improve themselves, they relatively become weak, and become TRUE cannon fodders. So, recently I have made a tiny mod, I call which "Improved Summons".

Actually, I didn't change all summon spells in the game. I just changed some of them.

1> Call Woodland Being
Before lvl18, caster can still summon a nymph. (NO CHANGE)

During lvl18--lvl25, caster can summon a dryad(All the names I chose exist in your Dialog.tlk, so no translation is needed). She has more useful spells than nymph.
Ability:
--HP 65
--AC 0
--thac0 11
--attack number 1
--Immunity to non-magic weapon

From lvl26, caster can summon a sirine. She has more useful spells than dryad.
Ability:
--HP 80
--AC -3
--thac0 9
--attack number 1
--Immunity to non-magic weapon
--Immunity to +1 weapon
--Can not be dispelled by Death Magic

2> Animate Dead
Before lvl24, caster can still summon a skeleton warrior. (NO CHANGE)

During lvl24--lvl29, caster can summon a greater skeleton (IWD Boneguard animation).
Ability:
--HP 100
--AC -5
--thac0 5
--attack number 2
--Immunity to non-magic weapon
--Immunity to +1 weapon

From lvl30, caster can summon a banshee(IWD Wailing Virgin animation). She has some useful 1-7 wizard spells, and plus 1 Wail of Banshee.
Ability:
--HP 90
--AC -4
--thac0 7
--attack number 1
--Immunity to non-magic weapon
--Immunity to +1 weapon
--Immunity to +2 weapon
--Can not be dispelled by Death Magic
--Each hit the victim must make a save vs death or be doomed for 3 rounds(Allow magic resistance).

3> Mordenkainen's Sword
Before lvl25, caster can still summon a magic sword. (NO CHANGE)

From lvl25, caster can summon a IWD version Mordenkainen's Sword in his/her hand to attack the victim from a long distance.
Weapon Ability:
--2d10 slashing damage + 1d10 magic damage
--to hit +10
--enchantment 5
--not allow str bonus
--increase attack number by 1

4> Summon Deva/Fallen Deva/Planetar/Dark Planetar
Before lvl30, NO CHANGE.

From lvl30, caster can summon a Solar/Fallen Solar. He/She has a similar ability with the final battle Fallen Solar, but without permenant haste, and with some spells(The Final Battle Fallen Solar has no spell memorized, he/she use script to FORCE CAST spells!), and with other differences. And of course you can only summon one Solar/Fallen Solar at a time.

Have any interest?
Can I upload it here and how?

Tim Tim
Sat, 25th Mar '06, 3:24am
sounds like a great mod you made Tal Rasha

can each spell be downloaded separetly or do they all come togetherin a pack?
I know I would use "Call Woodland Being" way more in my game, the other summonings are quite strong/powerful already

Tal Rasha
Sat, 25th Mar '06, 3:44am
can each spell be downloaded separetly or do they all come togetherin a pack? There are subfolders in the main folder, delete any subfolder you don't want before your installation.

But the question is how I upload my work here.

kuemper
Sat, 25th Mar '06, 3:58am
Tal Rasha, if you mean to have Taluntain host your mod, try the Submissions section on the front page of SP; found here (http://www.sorcerers.net/Info/Submissions/index.php). :)

Tal Rasha
Sat, 25th Mar '06, 7:07am
I have made my submission. I hope Taluntain will accept it.

Gregor
Sat, 25th Mar '06, 11:20am
Tal, your mod sounds great! How much testing have you done on it? I live in fear of game-crashing bugs. :eek:

Tal Rasha
Sat, 25th Mar '06, 11:38am
It works well with Ascension, Tactics, and Item Upgrade mods. And it works well without these mods too. Theoretically it won't crash, I think.

Silvershield
Sat, 25th Mar '06, 11:50am
Yes! I'm liking this! I always got annoyed how in BGII the summoning spells didn't increase the summoned monster's level. Especially seeing as how monster summoning stops at level 3! (Monster Summoning 3, Animal Summoning 3 etc) But this, this I like! Do you think you could add in something like a new Monster Summoning spell as well and a druid version if possible?

Either way I'm liking the Call Woodland Being and Animate Dead changes ... Banshees :evil:

Taluntain
Sat, 25th Mar '06, 12:26pm
You can grab it here (http://www.sorcerers.net/Games/dl.php?s=BG2&f=BG2/Improved_Summons.rar) until it's added with the next site update.

Tal Rasha
Sat, 25th Mar '06, 4:24pm
Do you think you could add in something like a new Monster Summoning spell as well and a druid version if possible What monster would like to summon? Theoretically, any creature in the game can be summoned from a spell. :p

Silvershield
Sat, 25th Mar '06, 4:37pm
Theoretically, any creature in the game can be summoned from a spell.Can you summon a Marilith? A Revenant perhaps? Maybe a Wraith? Uh uh. :cry:

Tal Rasha
Sun, 26th Mar '06, 3:29am
Can you summon a Marilith? This a good idea, maybe I will add this to High level Gate spell.

A Revenant perhaps? Maybe a Wraith? Normally, you can only control 5 summons at a time. I think having various summons is a better idea than having all undead ones.

Silvershield
Sun, 26th Mar '06, 4:47am
True, but I like alot more of these undead creatures then just the regular summons. I guess they just add a lot more interesting.

Well if you could perhaps make a super mod for the next site update that would be great! Maybe even a few more spells too! :D

Felinoid
Sun, 26th Mar '06, 5:06am
Summoning a lich would be a neat trick too... :grin:

Silvershield
Sun, 26th Mar '06, 5:31am
:lol: I guess you implicate that into say a modded game, as in a REALLY HARD modded game! Otherwise you would take the cheese to a new level Fel! :D

Felinoid
Sun, 26th Mar '06, 5:34am
Well, for someone like Silverstar, why not turn the Improved Liches to your advantage like the Improved Pitfiends? ;)

Silvershield
Sun, 26th Mar '06, 5:51am
Well I guess if Tal does make another mod like this I can always ask Silver to give me another list of ALL the mods he has! :D He can be my guide!

Goli Ironhead
Sun, 26th Mar '06, 10:00am
Very intresting, I'll download it right away! :)

Tal Rasha
Sun, 26th Mar '06, 10:32am
I am making the Amimal Summons and Monster Summons a little stronger than before so that they can stand a bit longer before your enemies. Is this a good idea?

Silvershield
Sun, 26th Mar '06, 11:45am
^^ Yes it is! Make both those spells like the previous ones you modified and it should work out well. Add a few new ones if you want as well.

Goli Ironhead
Sun, 26th Mar '06, 8:48pm
Weird, it says that override is not found. Could someone shed light to this case? :confused:

Tal Rasha
Mon, 27th Mar '06, 4:09am
There is a hint if it can not find the Override directory, have you read it?
Are you sure you put the mod main directory in BG2 main directory? And the mod main directory is not "Improved_Summons" but "Improved Summons V1.0".

Goli Ironhead
Mon, 27th Mar '06, 6:11am
Oh, I'll try again :)

Silverstar
Mon, 27th Mar '06, 9:36pm
Cool! I like the ideas! Well, generally.

Call woodland being is an extremely useful spell, and with this upgrade it can be the best low-level summoning ever. Though balance is very important. What kind of spells will sirines have?

One hitch though:

I did not like the IWD Mordenkainen sword idea. Mordenkainens are invaluable for a summon, they are excellent and invulnerable fodders till they are hit by Death spell, an instant death attack (why do they have to ALWAYS fail a save vs spell against a Disintegrate?), or huge amounts of pure magical damage (skulltraps or ABDHW) This is the main advantage of the spell, having LOTS of these nearly immortal swords, hasting them, and watch them cut the tougher monsters in to ribbons!

If you give him to the hand of a mage, it will be useless. When does a mage have to fight in combat, when he can cast spells? And then MMMs or Eblades would always be better bets, IMHO.

So if you design the mod so that we can choose parts to install, I am NOT going to install MSword part. :p Just my two cents.

Tal Rasha
Tue, 28th Mar '06, 3:19am
One hitch though:

I did not like the IWD Mordenkainen sword idea. Mordenkainens are invaluable for a summon, they are excellent and invulnerable fodders till they are hit by Death spell, an instant death attack (why do they have to ALWAYS fail a save vs spell against a Disintegrate?), or huge amounts of pure magical damage (skulltraps or ABDHW) This is the main advantage of the spell, having LOTS of these nearly immortal swords, hasting them, and watch them cut the tougher monsters in to ribbons!

If you give him to the hand of a mage, it will be useless. When does a mage have to fight in combat, when he can cast spells? And then MMMs or Eblades would always be better bets, IMHO.

So if you design the mod so that we can choose parts to install, I am NOT going to install MSword part. Just my two cents. IWD version Mordenkainen's Sword is far more powerful than bg2's if you use it correctly.

bg2 Mordenkainen's Sword:
1> Its gender is "SUMMONED". Any creature whose gender is "SUMMONED" can be killed by Death Magic instantly. If the AIs of your enemies are smart enough, it won't stand a single round.
2> Its thac0 is high. The probability it hits a powerful foe is low.
3> Its number of attacks is small.

iwd Mordenkainen's Sword:
1> If you are a fighter-->mage, the power of sword will be immense. If you are a pure mage, you can still use Improved Haste+Tensen's Transformation to become a battle machine.

2> It can make a ranged attack(Don't worry, it has no melee penalty), so you can use hit and run strategy very well.

3> Its attacking animation is very cool. :)

And in my mod, I give Mordenkainen's Sword a +1d10 magic damage. Notice that? You can disturb a mage casting even if he/she has stoneskins.

Oh, sorry. I mean IWD2 version Mordenkainen's Sword is immensely powerful. IWD version's is weak, it set number of attacks to 2 only. While my moded Mordenkainen's Sword increase number of attacks by 1.

--------------------------------------------------

I am adding the followings into my mod, have any advice?

5> Gate
Before lvl25, NO CHANGE.

During lvl25--lvl29, caster can summon a Demon Knight. He is tougher than Pit fiend, but he can not summon another demon.
He uses Soul Reaver two handed sword(undroppable).
Ability:
--HP 160
--AC -10
--thac0 5
--attack number 3
--Immunity to non-magic weapon
--Immunity to +1 weapon
--Immunity to +2 weapon

From lvl30, caster can summon a Marilith. She is more deadly than Demon Knight, and when her HP less than 50% she will summon a Pit Fiend.
She uses Marilith Longsword in her right hand, and Longsword in her left hand. (I know she has six hands)
Ability:
--HP 150
--AC -8
--thac0 6
--attack number 5(She uses one hand to block and the other five hands to attack.)
--Immunity to non-magic weapon
--Immunity to +1 weapon
--Immunity to +2 weapon
--Immunity to +3 weapon

6> Monster Summons
Monster Summoning I:
Mustard Jelly/Ettercap/Ogre Berserker/Hobogoblin Elite

Monster Summoning II:
Minotaur/Yuan-Ti

Monster Summoning III:
Fire Salamander/Ice Salamander

7>Animal Summons
Animal Summoning I:
Wolf/Panther/Brown Bear

Animal Summoning II:
Dire Wolf/Lion/Cave Bear

Animal Summoning III:
Winter Wolf/Polar Bear

[ March 28, 2006, 07:44: Message edited by: Tal Rasha ]

Silverstar
Tue, 28th Mar '06, 10:06am
Then again a fighter/mage will hardly reach level 25 in magehood. So it will not make a big difference. Then again I am sure there will be better weapons.

Main use of the Mordy swords, are, in my game at least, bait as cannon fodders against very tough but dump enemies. Like golems, or hard hitter things with no spells. They are very usefull against them. They do not have to hit the target, their distraction is nice enough IMHO.

I love the latest summoning ideas. Current summon monster spells are total rubbish. Who uses them EVER?

BUT, don't get me wrong, a wand of summoning is invaluable against spellcasters, to exhaust their deadlier spells quickly! :evil:

Tal Rasha
Thu, 30th Mar '06, 5:20am
About Demonic Summons:
Most of your enemies regard your summoned demon as a enemy of you(not a enemy of themselves), because the Enemy/Ally value of your demon is ENEMY by default. So they will not attack your demon actively or cast any spell on it(This is AI settings), which is extremely unbalanced.
Now I use script to change the Enemy/Ally value of your demon between ENEMY and GOODBUTRED dynamically. Whenever it becomes GOODBUTRED, your enemies will attack your demon actively and cast their spells on it normally.
And for the sake of balance, now if you summon multi demons, they will attack each other, because they do not protected by Protection From Evil.
The Pit Fiend is a little weaker than the one in Tactics mod. Don't worry! When your level is high enough, you can summon a more powerful demon.

thetruth
Fri, 31st Mar '06, 8:56am
@ Tal Rasha

About Demonic Summons: ...
This is a very good idea :thumb:

As for the other summoning spells,IMHO Animal Summoning has to be improved.
Monster Summoning is good enough the way it is now.Mages are too powerful,they don't need more power :p
But Druids should have better summons,especially with the Animal Summoning III.

Also it would be a good idea if you could improve the Spirit animals of the Totemic Druid.They are too weak in ToB.

Finally is it possible to make a ''special'' Animal Summoning spell for the Beast Master only?This kit should have sthg special.It's one of the weakest kits in the game ...

Silverstar
Fri, 31st Mar '06, 12:13pm
^thetruth says the truth, why don't you consider those?

Tal Rasha
Sat, 1st Apr '06, 3:53am
now if you summon multi demons, they will attack each other, because they do not protected by Protection From Evil.
I have changed mind to this:
If you summon a Baatezu and a Tanar'ri, they will attack each other. Blood War Never Ends! ;)

Also it would be a good idea if you could improve the Spirit animals of the Totemic Druid.They are too weak in ToB.

Finally is it possible to make a ''special'' Animal Summoning spell for the Beast Master only?This kit should have sthg special.It's one of the weakest kits in the game ... This mod would be a general improve for summons, I don't want it to have anything to do with any kit. I am sorry. :o

thetruth
Sat, 1st Apr '06, 11:21am
This mod would be a general improve for summons, I don't want it to have anything to do with any kit. I am sorry. It's OK Tal Rasha ;) .Let's hope that someone else can do something for those poor Beastmasters :D