I was contacted by KevLs who was interested in updating my little project. Since it's been a very long time since I played NWN2, and am not likely to start to playing again, I gladly gave him my blessing.
If you enjoyed this mod, please give his a try, you can find it here:
The "Rod of Preparation" helps you quickly and consistently recast the same party-buff spells and feats.
This is the second preview release for 0.04. Fixed a number of bugs from the first preview found through testing. Further feedback is appreciated.
Note that if you used the previous preview release, this version will delete the "Book of Preparations" the old release created.
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New in Version 0.04 (preview 2):
- Updated for Storm of Zehir expansion.
- Now uses a custom "bag" for storing the preparation in each character's inventory. You can take preparation out of the bag to disable them, and either hold onto them for later, or delete them.
- Anyone in your party can use the rod, not just your main character.
Preparations will be automatically added to this notebook. You can remove individual preparations from the notebook to temporarily disable or delete them.
Posted by mro78 at 2012-06-30 17:52:27 Voted 10.00 on 06/30/12
the best mod of all time. the only thing that would make it better was if it were to recognize metamagic. I tried extended resistance (level 1 spell slot) and it cast the level 0 version. Regardless, this eliminates a MAJOR pain in the buttocks when buffing your character as I think we can all agree.
Hmm.. any chance of getting a version out to support Kaedrin's PRC Pack? I've had no joy running this mod with any custom modules, and my guess is that's the source of the problem.
It doesn't work for me. Tried a cleric with extended Divine Power and Haste.
Posted by anstinus at 2010-08-18 02:04:58 Voted 10.00 on 08/18/10
excellent mod.
But it seems do not support magics cast using meta magic feat such as Persistent Spell.
Posted by ShaySignyr at 2010-04-03 18:13:41 Voted 10.00 on 04/03/10
Pure win.
Posted by Apep at 2010-03-27 18:03:28 Voted 10.00 on 03/27/10
Pretty much a must for those going through the campaigns and not wanting to recast a mountain of spells every time they rest. _________________________ AP Magical Miscellanea Package (v1.5, over 750 items): Link
Posted by _MAU_ at 2009-12-26 23:57:11 Voted 9.50 on 12/26/09
One of the most important additions to the game, makes buffing a hundred times less tedious and improves overall game experience a LOT. The only thing preventing me from giving a full 10 is the fact it doesn't work on quite a few mods.
Posted by Ovocean at 2009-11-15 01:22:11 Voted 9.75 on 11/15/09
Essential addition to the game. Having to manually cast each buff after each rest is an immense pain without this adorable Rod of Preparation ! ^^
Posted by Chr0niC at 2009-10-18 05:47:42 Voted 10.00 on 10/18/09
love this mod
Posted by ubernerd at 2009-07-10 06:39:00 Voted 10.00 on 07/10/09
Can't play without this mod. I placed the folder in override. It works in SoZ. I have some troubles getting it to work on some modules however. The rod gave no response when activated. I tried both Pool of Radiance remastered and Moonshadow to no avail. I even imported the .erf in the toolset but still doesn't solve the problem. What's wrong?
"An onrightclick context menu for books/preparations in the inventoryscreen.xml/container.xml to delete all or one of the preparations would be nice too :)"
BTW: you can erase everything in a book by targeting it with the rod of preparation. (You'll get a confirmation box before they go poof.) Not as intuitive as an actual GUI would be, but it gets the job done.
The problem is that you cannot detect what MMF was used to cast a spell after it has been cast (you can only detect it while it's being cast). I thought by using "metamagic_any" the engine would cast the spell no matter what MMF you memorized it with, but that doesn't work (at least in 1.22). You have to tell the game explicitly which MMF you want to use, "any" doesn't seem to work.
I have an experimental version that works something like how you thought it did. I had tried this approach a while back and abandoned it for various reasons. Since I have time now, I want to play around with it again. This would fix several issues/shortcomings with the current design, but it is not sufficient to actually replace it.
A better GUI is on my to-do list, but I need to do it in a way that doesn't require end users to modify any 2DAs or merge XML files.
Sorry, I misunderstood how the rod was supposed to work ... I thought it registered all the spells I used after activation, not the active spells during activation.
About metamagic feats, couldn't you add an override quickspell.xml to add extra callbacks for onleftclick for spells? (Extracting the metamagic feat and executing a script to pass it on to the rod.) An onrightclick context menu for books/preparations in the inventoryscreen.xml/container.xml to delete all or one of the preparations would be nice too :)
I'll take a look myself, but I haven't done much NWN2 script/gui.
You're right. MMF do *not* work. I thought they had started working in earlier versions, but I've confirmed that spells memorized with MMFs do not cast at all in 1.22.
Haven't seen the issue where you need to use the rod twice. TonyK's AI was included in patch 1.21, so I'm not sure if having it in the override as well could be causing your problem or not.
I'll be keeping a closer eye on comments here, since I'm finally able to start looking at this extension again. As always, my email address is in the readme file, if you want to get my attention directly.
MMF should work fine as long as that's the only copy of a spell you have memorized. I'll add that to my to-do list though, and verify.
When you rest, all of the spell effects vanish, so you need to use the rod on itself *before* you rest. That will add all of the spells that are currently active on any of your party members to the casting characters book. Resting afterwords to "finalize" the spells is optional, just to make sure the game correctly identified the spells you want to cast.
Oh I see in earlier discussions you can't detect the metamagic feats. Any chance of adding an activation menu to each book where you can specify a metamagic feat afterwards? :)
Trying out 0.4 second preview and it's acting a bit weird. Playing MotB with SoZ installed, only other override is TonyK's AI.
When I cast spells after activating the rod on itself spells cast don't immediately appear in the book. I have to activate the rod on itself a second time before they appear. I have to do this before I rest, after I rest they simply won't show up at all even if I activate the rod again.
Metamagic feats don't seem to work either :/
Posted by wes471 at 2009-05-02 09:15:08 Voted 8.50 on 05/02/09
Useful stuff definitely should have it in my collection.
I'll be entering summer break here in a week or so. This little project is near the top of my to-do list.
I agree that Aura spells are annoying. Unfortunately, I haven't stumbled on a way to handle them without adding individual exceptions. I'd like to avoid doing that if possible. (I tried using the spell category/target type from spells.2da -- can't recall which row exactly -- but it didn't work well.)
Also: you don't actually need to delete them. They're not no-drop, so if you like you can just stuff them in a container somewhere and forget about them. Alternatively, you can take the ones you want out of the book and use the rod on the book to delete them with one click. Neither of these are perfect solutions, I know, but may be preferable while I look for a better way.
Posted by nicethugbert at 2009-04-21 13:53:11 Voted 10.00 on 04/21/09
It's really annoying that it always registers paladin aura of courage as a buff you cast on every single member of your party. Especially because the script starts to fail when it gets too big.
Could you make a small exception for aura of courage and just not put it in the book ever? It never needs to be cast after all.
Posted by Dragoon001 at 2009-03-01 23:24:44 Voted 10.00 on 03/01/09
Thanks for your effort and the new preview fix a couple of strange behavior for me indeed.
Updated preview release 0.04. Unless some sort of major bug is found, this is likely to become the "final" 0.04 release.
If you downloaded an earlier 0.04 preview, this release will delete your preparation book. The previous preview release changed a core 2DA file in NWN2. I didn't want the end user to need to reconcile my 2DA file with any modules that used custom bags.
Posted by RyanJ at 2009-02-04 06:13:40 Voted 9.50 on 02/04/09
If you are always casting the same, multiple buffs on your character, this item is a must-have. Easy to use and works great. My cleric loves it!
Mooosicle, I haven't tried overloading the number of buffs being cast. If you can give me some idea of how many spells you're talking about (raw numbers) I can look at it a bit more. I do know that if a script takes too long to complete, NWN will kill it. There's a couple of changes I've been thinking about that could help there.
As far as multiple clerics... the rod will *not* cast a buff if the target already has an effect from that buff on it. So if you have two clerics casting Bless, the second cleric will only cast Bless if its outside the AoE from the first cleric's. It's a compromise, but I think a good one. There aren't many spells that stack, and if I get rid of that check, you'll have problems with classes that cast spontaneously. I want to be able to use the rod in combat to recast buffs that have expired or were dispelled. Without that check there, you'll use spell slots recasting buffs that are still in effect.
I have noticed some weirdness with weapon/armor targeting spells, too. They're on my to-do list to look at closer. There's also some issues with mixing feats and spell casting that I noticed tonight. I hope to get something new out that handles these corner cases better, and maybe add in a new GUI editor to the rod. Stay tuned, but don't hold you're breath. ;)
Posted by mooosicle at 2008-09-06 09:16:16 Voted 9.50 on 09/06/08
This is a GREAT mod. I used to get frustrated sitting around 45 sec buffing everyone. This cuts it down to about .5 sec
Some ideas
Elanee's flame weapon never seems to save. If multiple party members have circle buffs, sometimes it doesn't work properly, like if the gith cleric has bless and stuff.
You can also overload if there's TOO many buffs. I tried a party with Elanee, myself as a wiz, and gith cleric, and tried to buff myself with nearly every good buff (premonition, shield,mirror,spell resist,sup resistance,stoneskin,tortoise shell,prot against spell,mind blank,bless,aid,protect other,greater heroism, few others)
It'll cast maybe 2/3 of it.
Aside from the pretty high max limit, this is a very useful mod. Get this if you have any magic users at all.
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