Wizardry 8

Wizardry 8

dwarner Feb 28, 2024 @ 10:28pm
Flamestryke mod
This is fun so far though the items are mostly trivializing the game. It threw a couple Swallowers at me outside Umpani that could have been trouble but a Lieutenant picked off one with his Blunderbuss.

Playing 4D (says it’s the final version)

There’s a readme that mentions new spells and another describes enchanting items and making a double bow. Haven’t figured out how to do that but did make Double Sling. No sign of new spells, new quests, or new monsters yet.
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Showing 1-14 of 14 comments
Horpner Sneed Feb 29, 2024 @ 8:01am 
Your installation must not be complete. Do you have lot of new folders in the Data folder?
Last edited by Horpner Sneed; Feb 29, 2024 @ 8:38am
Mardoin69 Feb 29, 2024 @ 10:15am 
Honestly, I'm not sure which one is the 'correct' version. I've downloaded 1.1 and the 4d versions and they both 'seem' to be the same thing. They also both claim to be the 'final version' which is confusing. Unfortunately, the mod author is no longer with us so, she can't clarify this. Basically, if you found a bottle, note, and a frog on the beach in monastery, it should be installed correctly. You don't see a lot of the additional stuff till you've left monastery and leveled to 5 or higher... with exception of those ghosts in monastery.

With that said, I installed the 1.1 version and there's additional monsters, spells, and items. Yes, some of the items are quite OP imo. Mainly the custom outfit groups per character type since they almost eliminate the need to make camp due to health, stamina, and mana regeneration. The additional spells give each caster type an earlier spell in each school of magic so you can start leveling each school a lot sooner. Vanilla left some schools empty of spells till you leveled up quite a bit... leading to having to grind to catch those up. The monsters is just a little extra variety... most of which don't seem that difficult--with a few exceptions.
dwarner Feb 29, 2024 @ 10:22am 
I got the note on the beach, but no new spells or monsters.

4D version

The 1.1 version has a Missiles section that contains the spells.

4d files are dated Jan 05, while 1.1 is August.

1.1 is the true final version
Last edited by dwarner; Feb 29, 2024 @ 10:24am
Mardoin69 Feb 29, 2024 @ 10:48am 
You should be able to extract the 1.1 version and then drop the \data and \levels folders into your \Wizardry 8 install--choosing to overwrite same files. It shouldn't mess up your current save--I've done it without issue. That way you can be sure you do have all the content installed.

Edit: I'd actually like to do something to this effect... combining CC's mod and Flame's to get the best of both mods out of the deal. I'm going to experiment with that later--after I finish my current play-thru.
Last edited by Mardoin69; Feb 29, 2024 @ 10:50am
Horpner Sneed Feb 29, 2024 @ 11:43am 
I wonder if I'm confusing two different versions of Flamestryke's mod.

On her webpage is https://www.zimlab.com/wizardry/recovered/flamestryke/wizardry8/downloadsw8/FlamesNewMod-version1-1.exe which might be the one with the new spells and the monsters I've been babbling about.
Horpner Sneed Feb 29, 2024 @ 11:56am 
Yes, FlamesFinalMod-version-4D is the last version of NOT her final mod.
dwarner Mar 2, 2024 @ 5:03am 
1.1 is *much* better balanced/more challenging/interesting.
Mardoin69 Mar 6, 2024 @ 9:40am 
So... about combining mods...
I really like the class changes (some of them) that CC's mod does AND I really like the items and changes to items that Flamestryke did. I can pass on the extra monsters and spells so I didn't experiment much with those. But, so far, I've found that I can install CC's mod and then copy Flame's \Data\Items\ folder over to the Wizardry folder. This will add the extra items. But, then you have to add the 'Items' database files also or the new items won't be recognized. So, I also copied over from Flame's \Data\Databases\ all the 'Items' files. This is the only things I changed in CC's mod and it seems to be working ok. I had originally tried installing Flame's and then overwriting while copying CC's in but, then some databases had erroneous entries... especially the monsters database files. But, I'm sure more of Flame's could be added if done correctly. Would just have to experiment more.
Last edited by Mardoin69; Mar 6, 2024 @ 9:41am
Horpner Sneed Mar 6, 2024 @ 10:10am 
It seems highly unlikely that everything will work right combining mods like that. But it's not impossible if CC didn't make all that many changes to items himself.
Zergs Aug 3, 2024 @ 6:36pm 
@Mardoin69 - Christian Coder's exe can be used with any mod. His class changes are contained within the exe. I've played DSM using Christian Coder's exe before, and I get Bards with Stealth+Wizardry, Lords with KO, etc. As long as you don't replace any of the database files, DSM or any other mod will work as intended.

---

So which version of Flame's mod am I looking for? I gather there are two versions, 1.1 and 4D?
Mardoin69 Aug 3, 2024 @ 7:38pm 
You want the 1.1
I know... it seems a little misleading. Originally, the 4D was to be the 'Final' mod but, then they did some updates / upgrades and published the 1.1. However, the descriptions kind of contradict / conflict making it a 'little' confusing. I did kind of tear them apart though and the 1.1 has more to it than the slightly older 4d version.

And, thx for the heads up. After experimenting and using Cosmic forge a bunch, I figured that out about the databases and associated files for those databases. Have to keep those intact but, other files could be swapped.
Zergs Aug 4, 2024 @ 6:46am 
Yes, and with 1.24 and 1.26, you can even switch between exe's every time you launch Wiz8. So I can start a party in DSM, use CC's exe to create the party, train stealth on my bard and learn a bunch of wizards spells, then switch to the 1.26 exe for uncapped resistances for a specific battle, and then save and continue my playthrough with CC's 1.24.

That's clearly exploitive but you can do it if you want. You can't do this with 1.28 since 1.28 alters the save file structure in some way, where it can't be loaded in earlier game versions.
Mardoin69 Aug 4, 2024 @ 8:58am 
Ha, ha, ha... that's a bit more switching up than I want to do. I'm actually at the point where I'm just creating my own mod using some of the stuff and ideas of the other mods along with making my own balance tweaks to everything. The balancing part of it is the more difficult aspect. Trying to balance wpn / armor / item weight and damage + modifiers as well as the economy. I'm going for a more 'middle of the road' type playstyle... nothing too easy but, not too difficult either. I know some mods shoot for a real challenge while others just make it too easy with some of the gear made available.
Horpner Sneed Aug 4, 2024 @ 10:55am 
That's fascinating! I had forgotten the CC's mod released with a separate EXE. Since then, Cosmic Forge CFAgent.exe is how those kinds of changes are generally released.
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