Not quite. From what I have been told, the spell50 mod only overwrites the specific spells it mentions in its readme file. All other spells will remain unaffected by the spell50 mod. So, since the spell revisions mod is mostly acceptable to me (with many previously useless spells now with -6 to their saving-throws) and since some of the spell pack mod's components are able to overwrite most of the spell_revision mod's mistakes, with the spell50 mod correcting most of the rest, I am content. In previous megamod games, I had ridiculous situations in which powerful mages soon ran out of spells against fighter-types with lots of protective magical devices. In such games I would have my mages launch ridiculously-nerfed fireball spells at opponents or launch symbols of death etc. which all NPCs almost always saved against easily so that I would have to rely on using the horrid wilting spell and saving and resting all the time - pathetic.Now, finally, not only will liches and the like actually be very dangerous, lethal adversaries for me, but my mage characters will be at least as powerful as my fighters.
Strontium Dog
Member Since 18 Nov 2004Offline Last Active Oct 26 2013 09:41 AM
Community Stats
- Group Member
- Active Posts 360
- Profile Views 8397
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
User Tools
Friends
Strontium Dog hasn't added any friends yet.
Latest Visitors
Posts I've Made
In Topic: Query re mods added to BWP install
26 October 2013 - 09:46 AM
In Topic: Query re mods added to BWP install
26 October 2013 - 09:37 AM
Thanks for the warning. I will see if earlier SOBH versions will be accepted by the BWS setup. I want to make sure that my install is as perfect as possible as I do not want to change it for at least 5 years.
In Topic: Problem with spell revisions mod
23 October 2013 - 04:03 AM
OK, so how do I go about using the BWP batch script?
In Topic: BWP Installation order of two spell mods
22 October 2013 - 01:31 PM
Oh, I see you were referring to the spell revisions mod perhaps when writing about the "level 50 mods". It is true that spell revisions mod has some spells with saves at -6 but in the past vanilla game I had to stop wasting time casting spells at high level NPCs as they always managed to save easily and thus avoid petrification or death or whatever. With spells like fireball etc. nerfed at 10-20th levels, it was hopeless for mage PCs.
In Topic: BWP Installation order of two spell mods
22 October 2013 - 01:16 PM
Umm, no animate dead is not affected by the spell50 mod. I intend to have triple-classed PCs and not nerf xp gains so I assume that my characters will be c. 30/30/30 by the end of the game or so, perhaps if aided by some xp bonus gimmick I once dreamt up. At any rate, I have always frowned upon the nerfing of spells like fireball to 10th or 20th level or whatever as that always led to fighters reigning supreme if they had enough protective devices. The spell50 mod will at least make mages as powerful as fighters.Sadly, the spell50 mod does not allow saving increased throw penalties but I think a mod I once encountered does do that(bg2tweaks?). I also do not think that there are extra animations onscreen to slow the game down as the spell50 mod merely increases the damage involved, nothing more.
What I meant was that it would have been nice if I could have had the altered spells from spell pack and spell revisions mods and then extended their damage to a potential 50d6 or whatever with the spell50 mod.
- Spellhold Studios
- → Viewing Profile: Posts: Strontium Dog
- Guidelines