I'm unable to sort the spellbook using the "sort" button, when I press it, nothing happens and so the spell scrolls are still invisible. Is there any workaround? (I'm playing on publictest branch)
I've created all saves with v1.54, but switched to v1.61 (as of 4K-support) to play them. Never had any issue to load any of these on 1.61, BUT... I am not using any beta branch version which is currently available on steam.
V2.1 only concerns the 4 SotP-saves. I always spawn merchants, buy scrolls from and then despawn them. Apparently the Mind Magic - Enchantment merchant had all spells except the "Disenchant" one, so I had to add them manually from LVL13 to LVL20 to the 4 saves. These are the only saves where all 50 pages of the scroll inventory are used, just with a few slots remaining. I really hope there are no other spells missing, as the space gets short. oO
The spellbook is occupied from page 29 to 50 with LVL7 to LVL12 spells. I have a few missing slots there, as some of these spells are apparently missing some levels from the game entirely. At least I checked one of these and found that there is no item listed as LVL10 for example.
I don't mind it that much, as these spells are merely intended to be used by someone who uses the LVL30-save and tries to play through SotP as "legit" as possible. But as of the leveling progress to 50, these spells should be replaced by the higher scrolls available in the scroll inventory at some point.
You simply need to open up any map with the merchants you want to spawn in Spellforce Editor and check their ID. My example from TOoD:
Spoiler:
Show
The "SpawnUnit"-command has some numbers in brackets. These are: (Unit ID, Spawn Amount, X-position, Y-position)
Unit IDs 2017 to 2028 are for spell merchants from lvl1 to lvl12. I've checked their ID in the Spellforce Editor myself. Haven't touched it in years though, as that's just coming from my personal notes.
The "Summon Wolf LVL12" spell is missing. I always have to add it independently. So merchants are sometimes lacking items, which is why I added all gear and runes via item IDs. However, here the console commands I used:
Application:Test_SpawnUnit(2017,1,70,250) Application:Test_SpawnUnit(2018,1,70,250) Application:Test_SpawnUnit(2019,1,70,250) Application:Test_SpawnUnit(2020,1,70,250) Application:Test_SpawnUnit(2021,1,70,250) Application:Test_SpawnUnit(2022,1,70,250) Application:Test_SpawnUnit(2023,1,70,250) Application:Test_SpawnUnit(2024,1,70,250) Application:Test_SpawnUnit(2025,1,70,250) Application:Test_SpawnUnit(2026,1,70,250) Application:Test_SpawnUnit(2027,1,70,250) Application:Test_SpawnUnit(2028,1,70,250) GameView:Mode_ToggleDebug() --> To show debug info. DebugInfo:ToggleCategoryMode() --> To show refID for every character.
Application:Test_FigureVanish(refID) --> The refID is below every character.
Use this to despawn the now spawned merchants again.
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I've created all saves with v1.54, but switched to v1.61 (as of 4K-support) to play them.
Never had any issue to load any of these on 1.61, BUT... I am not using any beta branch version which is currently available on steam.
V2.0 does not include any quest item in the SotP-save.
I always spawn merchants, buy scrolls from and then despawn them.
Apparently the Mind Magic - Enchantment merchant had all spells except the "Disenchant" one, so I had to add them manually from LVL13 to LVL20 to the 4 saves.
These are the only saves where all 50 pages of the scroll inventory are used, just with a few slots remaining. I really hope there are no other spells missing, as the space gets short. oO
The spellbook is occupied from page 29 to 50 with LVL7 to LVL12 spells.
I have a few missing slots there, as some of these spells are apparently missing some levels from the game entirely.
At least I checked one of these and found that there is no item listed as LVL10 for example.
I don't mind it that much, as these spells are merely intended to be used by someone who uses the LVL30-save and tries to play through SotP as "legit" as possible. But as of the leveling progress to 50, these spells should be replaced by the higher scrolls available in the scroll inventory at some point.
My example from TOoD:
The "SpawnUnit"-command has some numbers in brackets.
These are: (Unit ID, Spawn Amount, X-position, Y-position)
Unit IDs 2017 to 2028 are for spell merchants from lvl1 to lvl12. I've checked their ID in the Spellforce Editor myself.
Haven't touched it in years though, as that's just coming from my personal notes.
The "Summon Wolf LVL12" spell is missing. I always have to add it independently.
So merchants are sometimes lacking items, which is why I added all gear and runes via item IDs.
However, here the console commands I used:
Application:Test_SpawnUnit(2017,1,70,250)
Application:Test_SpawnUnit(2018,1,70,250)
Application:Test_SpawnUnit(2019,1,70,250)
Application:Test_SpawnUnit(2020,1,70,250)
Application:Test_SpawnUnit(2021,1,70,250)
Application:Test_SpawnUnit(2022,1,70,250)
Application:Test_SpawnUnit(2023,1,70,250)
Application:Test_SpawnUnit(2024,1,70,250)
Application:Test_SpawnUnit(2025,1,70,250)
Application:Test_SpawnUnit(2026,1,70,250)
Application:Test_SpawnUnit(2027,1,70,250)
Application:Test_SpawnUnit(2028,1,70,250)
GameView:Mode_ToggleDebug() --> To show debug info.
DebugInfo:ToggleCategoryMode() --> To show refID for every character.
Application:Test_FigureVanish(refID) --> The refID is below every character.
Use this to despawn the now spawned merchants again.
More info of good ol' times...