This mod implements the method of buff/effect preservation for the Storm of Zehir overland map I suggested on the forums.
On entering the overland map it copies all effects to dummy creatures, and restores them on exit.
However, due to lack of a GetEffectRemainingDuration function or some equivalent, I had to edit all spell scripts to store the duration, using a mass find and replace program.
This makes this modification incompatible with any spell modifying mods, although changing the scripts in such a mod to use my changed ApplyEffectToObject function is not such an amount of work.
This is a beta/test release. There may be some bugs, unforeseen problems or spells/effects that are not preserved.
Use at your own risk.
To Install, extract the directory to one of your override directories.
Version 1.3 changes:
Effects are now also preserved during module changes, such as entering/exiting crossroad keep and certain dungeons, or by using the teleporter gate.
Also some minor fixes.
BETA compatibility set.
This file must be downloaded in addition to the main download if you wish to make this mod compatible with kaedrin's prc pack. This compatibility pack is for version 1.34.4 for Storm of Zehir.
Install instructions:
Remove the "spellscripts" directory from my overland buff mod and all of its contents.
Remove the "cmi_spells" and "cmi_feats" directory from Kaedrin's mod.
Put the combined directory from this mod in the override directory.
I'm having the tiny character effect happening as well. Sometime it happens, sometime it doesn't, but it seems to be fixed from the time I load the game. I haven't yet figured out what the pattern is. Has anyone else yet?
Simple but effective. Exactly what it says on the tin as far as I can tell. Only thing so far I had trouble with is Bard inspirations - they stay active, but without getting the actual benefits of them. Before each battle, you have to activate the inspiration twice to get the effects if you didn't deactivate it before leaving an earlier battle. (Wastes two rounds, but not really a big deal, especially if you remember to deactivate it.) No problems with Awakened animal companions getting huge hitpoint counts or anything. I'm not using the Kaedrin pack by the way, might be relevant. Oh, and no tiny bug either.
Haven't tried loading a savegame where you're on the overland map. Just never occurred to me to save on the overland map, heh. And what's this about equipment based bonusses? Guess I'll try mucking around with it a bit more before voting. Nevertheless, still better than the WotC "solution" I guess.
Posted by Droiyan7 at 2009-08-07 04:17:40 Voted 9.75 on 08/07/09
I think it would solid 10 if '1.23 + player1 Spell Fixes compilation v3.40' based version and Kaedrin's PrC compatible version are available.
I just tried this and Greater Stoneskin did not stick from one OM encouter to another. Does this not work for GS spell or did I install it wrong?
"To Install, extract the directory to one of your override directories."
So keeping the "Olbuffs" directory right? In other words path is ..\Neverwinter Nights 2\Override\Olbuffs\ or do you mean Olbuffs directory contents into ..\Neverwinter Nights 2\Override
@Player1 -- I don't think preserving durations are really an issue that should or could be tackled here. The problem is MUCH more pervasive. Ever notice that spells with a duration of 10m/level are of such long duration that they might as well be considered "permanent until rest"?
The durations for spells just isn't consistent anywhere in the game. Considering all the different durations, I have no idea how WotC ever imagined a human DM would track the durations in a PnP campaign.
IMHO, I'd just change the restore-buffs phase to check for whether the transition is a surprise (ambush) or not. If it's not an ambush, it's pretty safe to assume the party is smart enough to put up a completely fresh set of full-duration buffs when they notice they're approaching something interesting and potentially dangerous.
If you want to be really nice to the party, you could try and guess the duration of the transition and only restore buffs that would last longer. Would be nice if the transition supplied the data, but a simple check for outdoor->outdoor for a long transition (say 4H) and anything else for a 1 round transition would work for most situations.
Posted by thesisko at 2009-04-09 18:32:49 Voted 10.00 on 04/09/09
Thanks for doing this! :)
Posted by Offkorn at 2009-03-25 02:08:18 Voted 7.00 on 03/25/09
It would be great, if someone made modification of this, that would only preserve buffs that have duration in hours or last for whole day.
Well, the altering all spell scripts instead of just the buff scripts is a certainly touch annoying, but you can't really just restrict it to the hour+ duration spells due to Persistant Spell's existance.
I suspect you might be able to add the duration storage part to just the Persistant Spell if-block though. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Posted by player1 at 2009-03-04 01:56:54 Voted 7.75 on 03/04/09
Script-wise, this mod deserves a 10, but balance-wise it goes in the other way too much.
Spell that has duration in rounds or even minutes should not last that long as it takes to go from one city to the another.
It would be great, if someone made modification of this, that would only preserve buffs that have duration in hours or last for whole day.
Sorry for "low" rating (7.75), but I used NWN2 Voting guidelines. I just can't recommend this to everyone.
Posted by MaXiMiUS at 2009-02-19 21:04:17 Voted 9.00 on 02/19/09
Doesn't seem to work if you load a save game that is already on the overland. As soon as you go in to a town/area/etc, your buffs get messed up terribly.
Honestly, it wouldn't be all that bad if it didn't affect equipment-based buffs as well. Re-equipping 4 characters worth of equipment gets horribly tiresome..
Posted by Chatterbox1 at 2009-01-20 22:33:00 Voted 9.00 on 01/20/09
Very good - though I also started to see the "tiny" bug, once I updated to 1.22 beta.
Posted by Emiren at 2009-01-03 22:08:22 Voted 10.00 on 01/03/09
It may be flee the scene, but not sure. It seems half the time I make sure it's off I'm fine, but other times it doesn't seem to matter, so perhaps it's not it. My party seems to be the size they are on the mini-map when they're in encounters and the like, which is rather hilarious.
Having the same problem as E.C.Patterson, as posted below. My party is a Warlock, two Favored Souls, Druid, Warrior, Rogue, if that matters. Not sure on buffs that are up for it, but I think Flee the Scene may have been.
Great work. But I noticed it does not work with all spells, namely natural armor buffs do not stay from fight to fight.
Barkskin should last a long time in the game but it does not.
Posted by Kissamies at 2008-12-14 01:29:54 Voted 9.00 on 12/14/08
Very useful for the heavily buff reliant types especially. Extra points for Kaedrin compatibility. One bug I encountered is having a permanent red light over my main overland character on normal areas. This appeared after doing the New Leaf bandit quest with the serpent figurine. Could be that it's not even caused by this script, but I didn't encounter this bug on my first playthrough when I didn't have this.
Posted by Patch61 at 2008-12-13 23:10:05 Voted 9.00 on 12/13/08
Works beautifully
Posted by bumbler at 2008-12-12 13:53:39 Voted 9.00 on 12/12/08
Well done. this saves a whole lot of unnecessary resting.
Posted by lockeslylcrit at 2008-12-12 04:35:30 Voted 7.00 on 12/12/08
Maybe it's just me, but this fix doesn't work with Bard Inspirations. The Inspirations stay on when you go to/from the overworld map, but the bonuses gained from such are lost until you switch to another Inspiration or turn it off and then back on (two rounds of combat!). This is a major annoyance to me since I run with a Bard in my party.
Really appreciate the effort. This fix makes a big difference. One thing, it doesn't seem to work with Elephant's Hide. Not sure if that is correctable or not. Thanks!
Posted by Coelocanth at 2008-12-11 14:02:58 Voted 10.00 on 12/11/08
Been using this for a while now, and I've not run into any issues. Outstanding work!
Posted by irreg at 2008-12-09 16:23:54 Voted 8.50 on 12/09/08
I really appreciated this coming out but I had a number of problems with it that required me to periodically remove it from the override, load, save and reinstall.
The biggest issue is with +hitpoint enchantments. With the druid spell "awakening" cast on the cohort's dinosaur companion, the dino's hitpoints would increase by the amount of the spell every time that we changed modules by entering Neverwinter or the Keep. This effect would return even if the dinosaur was resummoned once we entered the world map. He obtained around 800 hp at one point, which really isn't much of a problem but feels a little cheap.
Similarly, the +2 constitution inventory item that you get from freeing Port Llast would also increase my mage's HP by around 10 every time we switched modules.
Also, spell effects return sporadically after switching world spaces, even after resting. At one point, a persistent haste effect cast at Mt Hotenow disappeared for 2 characters upon entering Chult, was absent entirely in Samarach, but reappeared when we returned to the sword coast, despite having rested several times in the interim.
Posted by ericgs at 2008-12-09 11:19:10 Voted 10.00 on 12/09/08
Brilliant! I'm not a big buffer, but still appreciate this a lot.
Posted by ledgabriel at 2008-12-08 18:59:40 Voted 10.00 on 12/08/08
Oh man, thank you for this!! Fixing the weird bugs of Obsidian is a hell of a job. I wonder why they don't give the rights back to Bioware... would be much better.
Thanks again _________________________ By helping each other we become free
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone