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I realise the readme states you can comment out certain sections for particular spells you don't want, but there are other things that i don't perhaps want, e.g. the universal spell thing, the changing of certain spells to be only druid/ranger or cleric/paladin, and this whole restoration scroll thing - is there no other way to do this via scripting?

 

I guess i like a few of the things but actually, despite the mod's aim being to be compatible with scs2, from what i've read i have to say it sounds more incompatible by the second - in terms of how scs2's AI will be further and further diminished by each change.

 

the only way for it to be truly compatible is if and when the changes you make are taken into account by scs2, and while a few are/have been, it seems this mod is making evermore changes, and evermore drastic ones too.

 

Not that there is anything wrong with all this, just that it rather destroys this whole concept that it is somehow designed around scs2, it clearly might be trying to but it seems there are numerous issues, e.g please refer to the demon problems, more significantly the disagreements about magic protections, spell immunity stackage, spell immunity combinations (SI:Abj + SI:Div + II), certain anti magic spells being aoe in one mod, whereas not in the other - this all leads to inconsistencies.

 

Anyways, sorry to rant but those are issues that stick out to me as a newcomer to this mod, and the reason i'm writing is because even though i only 'discovered' this mod recently, i like its train of thought, so please don't be put off by the above.

 

What it boils down to is that as things stand i'd like very few things installed rather than very few things omitted, e.g. the spell changes to project image, barkskin, blade barrier (i love this new thing of it acting every second, but the save might be a bit harsh...anyways, really like it - i mean it's not as though those hundreds of swirling blades will come around once every 6 seconds -_-) and a few others, but i do not want anything else that might spoil scs2 and my current understanding of how it works, it's hard enough keeping track of how to deal with those darn smarter mages.

 

So, is there any way to take a select few of your components and ignore other things?

 

Thanks.

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What I did for my last run:

 

Comment out the revised lvl 5 arcane Spell Immunity, then during the installation of scs2 ( after SR ) install the component 'antimagic attacks penetrate (improved) invisibility' so that all those spells get a aoe. That will make sr and scs2 work fine together.

You could comment out the revised lvl 8 arcane Pierce Shield if you think a aoe breach + 1 spell removal is too powerful ( vanilla/scs2 don't have the breach effect ); I didn't find it overpowered being that high level and the AI never uses it so no need to comment it out imo.

 

Finally, register to the board.

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What I did for my last run:

 

Comment out the revised lvl 5 arcane Spell Immunity, then during the installation of scs2 ( after SR ) install the component 'antimagic attacks penetrate (improved) invisibility' so that all those spells get a aoe. That will make sr and scs2 work fine together.

You could comment out the revised lvl 8 arcane Pierce Shield if you think a aoe breach + 1 spell removal is too powerful ( vanilla/scs2 don't have the breach effect ); I didn't find it overpowered being that high level and the AI never uses it so no need to comment it out imo.

 

Finally, register to the board.

 

This is 'guest'.

 

I've already installed SCSII, so would it be ok to do the above even though SR would be going after it in my install, and also would it only work for a new game, rather than my saved games?

 

If not, i'll just hold off until a new install.

 

As for pierce shield, i can't seem to find the changes you're talking about there, care to direct me to an appropriate link? (couldn't find a different description in the pinned arcane spell changes, nor in the readme's link to spell descriptions, but i might just be being silly and have missed it).

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The readme is a bit outdated. This is how the spell description looks in my installation; the green part is what is new about it, altered by SR. The red addon comes from SCS2.

 

Pierce Shield

Level: 8

School: Abjuration

Range: Long

Duration: Special

Casting Time: 3

Area of Effect: 1 creature

Saving Throw: None

 

By means of this spell, the wizard may launch a massive attack on a target's physical and magical defenses. The target's magic resistance will be lowered by 10%, plus 1% for every level of the caster, one spell protection of any level will be removed from the target creature, and all combat protections on the target creature will be breached and dispelled. The resistance remains lowered for 1 round per level of the caster, and cannot be dispelled. The target's magic resistance does not affect this spell.

 

The list of magical protections that can be removed includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe of Invulnerability, Spell Turning, and Spell Trap.

 

The combat protection spells dispelled are: Armor, Shield, Armor of Faith, Barkskin, Ghost Armor, Defensive Harmony, Protection from Missiles, Protection from Normal Weapons, Spirit Armor, Stoneskin, Protection from Magical Weapons, Blade Barrier, Physical Mirror, Mantle, Improved Mantle, and Absolute Immunity.

 

The spell actually affects a region a few feet across; this allows the caster to target it on invisible creatures. However, since the creature may move before the spell is completed, the caster must take great care not to waste the spell.

 

SR rewrites spell description, where SCS2 adds something if installed last.

Notice how this could cause some problems when SCS2 doesn't bother to take into account spell descriptions altered by other mods like the fixpack+melf meteors issue here ( SR does the same thing of SCS2 regards mmm but like all descriptions it's changed )

 

I've already installed SCSII, so would it be ok to do the above even though SR would be going after it in my install, and also would it only work for a new game, rather than my saved games?

 

What's your installation order? ( post weidu log might help )

 

Anyway: uninstall scs2 and the other mods that are usually installed last like tweackpacks, install ( customized ) SR, reinstall scs2 and everything else and you can keep your saved games ( you might have to clua a scroll of restoration, used by SR to change priest/druids spellbook, but it's not a must ).

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Here's my weidu log:

 

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: 6.1

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: 6.1

~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette

~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship

~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised

~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest

~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest

~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn

~SETUP-UB.TP2~ #0 #7 // Restored Encounters

~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair

~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations"

~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0

~SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher

~SETUP-UB.TP2~ #0 #12 // Item Restorations

~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations

~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts

~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies

~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider

~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions

~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations

~SETUP-UB.TP2~ #0 #22 // Justifier Kit

~SETUP-UB.TP2~ #0 #23 // Feralan Kit

~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse

~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn

~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal

~IEPBANTERS/IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA

~IEPBANTERS/IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB

~IEPBANTERS/IEPBANTERS.TP2~ #0 #2 // NPC Conflict Revisions

~IEPBANTERS/IEPBANTERS.TP2~ #0 #7 // Install Banter Accelerator? How much time would you like in between NPC banters in-game? -> 45 Minutes

~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence

~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest

~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement

~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw

~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper

~SETUP-D0QUESTPACK.TP2~ #0 #13 // New Fate For The Dryads' Acorns

~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen

~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement

~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home

~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich

~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation

~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery

~DC/SETUP-DC.TP2~ #0 #0 // Dungeon Crawl, v4

~ASSASSINATIONS/SETUP-ASSASSINATIONS.TP2~ #0 #0 // Assassinations mod for Baldur's Gate II, v3

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #80 // Restore SoA Load Screen Logo (ToB Only)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning

~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells and effects (required for most other components): v8

~SCSII/SETUP-SCSII.TP2~ #0 #4000 // Increase the price asked by Gaylan Baele -> Gaylan wants 40,000 gold pieces: v8

~SCSII/SETUP-SCSII.TP2~ #0 #4020 // Make Watchers' Keep accessible between SoA and ToB: v8

~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v8

~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Prevent party members from dying irreversibly: v8

~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v8

~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v8

~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v8

~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All unused potions on dead enemies are retrievable by the party: v8

~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v8

~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v8

~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v8

~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v8

~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v8

~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: 6.1

~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v8

~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v8

~SCSII/SETUP-SCSII.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v8

~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v8

~SCSII/SETUP-SCSII.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v8

~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v8

~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v8

~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v8

~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v8

~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v8

~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v8

~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v8

~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v8

~SCSII/SETUP-SCSII.TP2~ #0 #6162 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v8

 

 

So basically near the end is tweaks, and then scsII, but as you can see i went back and removed restrictions from stalkers/archers and then added some scsII components i wasn't using.

 

Would I be correct in saying that if i was to comment out spell immunity from SR's .tp2, uninstall scs2, install sr, install scs2, then i would have the changes to all spells but scs2's AI would still work fairly well, and most importantly; the system of magic/antimagic/combat protections would be the same as SCSII intends it?

(I'm thinking specifically about SI:Abj + SI:Div + II, i.e. that the SI:Abj would not stop antimagic).

 

Let's see...what else, would i be able to skip this whole universal spell component? So that dispel magic/remove magic IS affected by SI:Abj, because again this is the way SCSII AI percieves it to be?

 

I may comment out changes to demon summoning spells too, they seem powerful enough to me as is, would this have any adverse effects?

 

That's all i can think of at the moment, feel free to add anything you think might help.

 

As for the scroll of restoration; is it a normal scroll or a particular one created for the mod? would a memorised spell work just as well? Or even buying a 'service' from a temple?

 

Last but not least, thanks for all the info so far. I hope the readme is updated then, since i'm sure there's spells other than pierce magic that may be different (one of the first things that caught my attention was this whole idea of accurate spell descriptions that is advertised in the readme, with a standard format, look forward to this at any rate if i install the mod), but i'm sure it will be for v3 or something, which is more important.

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Would I be correct in saying that if i was to comment out spell immunity from SR's .tp2, uninstall scs2, install sr, install scs2, then i would have the changes to all spells but scs2's AI would still work fairly well, and most importantly; the system of magic/antimagic/combat protections would be the same as SCSII intends it?

(I'm thinking specifically about SI:Abj + SI:Div + II, i.e. that the SI:Abj would not stop antimagic).

 

Remove the tweaks and install them after everything else too; so the order is fixpack, ub/qp/bp/others, SR, SCS2, Tweaks.

If the SCS2 takes place last then previous changes get overwritten so you'll never see the Questpack AI in game; drow powers from QP ( darkness, faerie fire etc ) get overwritten too for example.

 

You didn't install some very important components of SCS2:

More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning

and

Antimagic attacks penetrate improved invisibility

Install them; even if you don't

Enemy wizards will assume Breach works this way (and so won't target characters protected by Spell Turning etc with a Breach), even if you don't install this component.
The antimagic attacks of enemy mages will bypass Improved Invisibility even if you don't install this component.

 

If you install SR and then don't install those 2 components of SCS2, you can't use breach against liches and rakshasa and can only use the level 8 pierce shield to remove their combat protection, but it ( and pierce magic ) won't be able to penetrate improved invisibility, so for consistency sake choose to install those two things from scs2.

 

Universal School of Magic

Spells that belong to the universal school can be learned and cast by every specialist mage (in the case of arcane spells), and cannot be blocked by the Spell Immunity spell. Universal spells include all level 10 wizard spells, all level 8 priest spells, Find Familiar, and Dispel Magic.

Dispel Magic is the one you want to comment out; enemy mages don't throw familiars at you and there're no offensive abj/div HLA afaik ( the SCS2 AI only casts those 2 variations of the spell ).

 

I may comment out changes to demon summoning spells too, they seem powerful enough to me as is, would this have any adverse effects?

I see you don't want SCS2 improved demons too so avoid install the SR+SCS hotfix ( it was needed to correct some odd behaviour of your own summoned demons using scs2 scripts afaik ); comment out the sr2 changes is needed too. I never played SCS2 with the vanilla demons btw so no clue how it handles it; they are very silly btw, you'll proly see them attacking their own summoner spoiling all the fun.

 

As for the scroll of restoration; is it a normal scroll or a particular one created for the mod? would a memorised spell work just as well? Or even buying a 'service' from a temple?

No, it's this:

Scroll of Restoration

Some spells that had previously been available to both clerics/paladins and druids/rangers are now accessible by only one pair. After starting the game, the protagonist will be given a Scroll of Restoration. Use it on all clerics, druids, paladins and rangers in your party - spells with changed restrictions will be removed, and the correct ones will be added to the spellbook after the next level-up.

 

Note: characters created after the mod has been installed will already have the correct spells in their spellbooks. In this case, you will only have to use the scroll on NPCs in the party.

You will be given one after you install a new soa/tob game, so I guess if you want to use a old save just give one to your character with shadowkeeper.

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This is confusing.

 

Demivrgvs says this about SCS Tweaks to Spells and Spell Revisions:

 

More consistent Breach spell

SR doesn't change Breach, but makes Pierce Shield a sort of Breach+Pierce Magic, and being it a lvl 8 spell it will affect both Liches and Rakshasas (which is the main reason behind this SCS's tweak).

 

Antimagic attacks penetrate improved invisibility

Both mods do it in the same way, but SR leaves Pierce Magic and Pierce Shield unaffected by this tweak (they remain single target only/never miss).

 

Can Mike or Demivrgvs make it clear for us somehow if SCS II + SR users should or not install the above mentioned components as well?

 

Thanks!

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You didn't install some very important components of SCS2:

More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning

and

Antimagic attacks penetrate improved invisibility

 

I do in fact have these, i installed them later on as i said in my earlier post, take another look at the end of the weidu log.

 

Dispel Magic is the one you want to comment out; enemy mages don't throw familiars at you and there're no offensive abj/div HLA afaik ( the SCS2 AI only casts those 2 variations of the spell ).

 

Ok, makes sense, this way any HLA's are not blocked by a level 5 spell. What do you mean by 'scsII AI casts those 2 variations of the spell'; not sure which spell you are referring to, i think you mean SI:Abj and SI:Div, but let me know if not.

 

I see you don't want SCS2 improved demons too so avoid install the SR+SCS hotfix ( it was needed to correct some odd behaviour of your own summoned demons using scs2 scripts afaik ); comment out the sr2 changes is needed too. I never played SCS2 with the vanilla demons btw so no clue how it handles it; they are very silly btw, you'll proly see them attacking their own summoner spoiling all the fun.

 

Again, I do have these, so enemy demons are always loyal to their caster, mine are not. But I meant I don't want further improvements by SR to these, seeing as it's already lopsidedly favourable to enemies.

 

You will be given one after you install a new soa/tob game, so I guess if you want to use a old save just give one to your character with shadowkeeper.

 

Allright, i just wasn't sure if a scroll was required or any form of that spell would be ok.

 

Thanks once again, and Salk, what you're saying is exactly the issue(s) I was thinking about and is why i'm making sure to get this stuff right so things work as smoothly as possible. These differences regarding the significance of the consequences to SCSII if SR's version of spell immunity is installed really ought to be made clearer in the readme. I realise the change itself is very well documented: 'Spell immunity now correctly grants protection against all abjuration spells', but it is the end effect which is quite profound, and not immediately obvious, in that it blocks anti magic for SR, whereas SCSII allows anti magic, despite it being abjuration, through spell immunity and the AI will treat it as such.

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sry didn't see those scs2 components installed last :( all fine then

 

 

SCS2 mages only cast SI:Div and SI:Abj, not SI:Evo for example. They only use those SI in contingencies/sequencer too, usually at the start of the fight, sometime (SI:Div) in some emergency combination along with a invis spell.

 

About demons, if you don't use them ( heck they steal experience ) then you could comment out their revisions, not install the scs+sr hotfix and forget about it; if you use them, with scs2 alone I think they act 'odd', like your glabrezu casting true sight and dispelling your own illusions ( being enemies afterall ) so the hotfix is recommended for a more friendly usage.

 

 

 

 

Personal review, the revisions to the antimagic system made by SR have their pro but after three ( holidays, nerd time ) runs through the game with sr+scs2 I can say it's better not to mess with it or scs2 becomes lot less than perfect.

SCS2 mages don't know SI:Abj can't be dispelled by anything but ruby ray or spellstrike and liches are buffed in a way that takes in account the usage of breaches from the party for example, so overwrite SR changes with SCS2 ones might be preferred. I let pierce shield have both SR and SCS2 changes in order to have a ( not cheap ) way to deal with rakshasas who cast pfmw+imp invis, being them immune to all illusions removals, but for the other antimagic scs2 edits alone are preferred if you play with scs2 AI.

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SR's SI and SCS

I'll revert the changes previously applied (even though I strongly believe they were well deserved) in order to make SR completely compatibile with SCS. Thus SI:Abj will only protect from Dispel and Imprisonment, and any Abjuration anti-magic attack will bypass it.

 

P.S This will make Ruby Ray of reversal extremely less appealing...

 

Dispel Magic and Universal School

This change too will be reverted, but dispel check will be limited to 20th level to limit the overpowerness of this spell for incredibly high level mages (e.g. liches).

 

More consistent Breach spell

Demivrgvs says this about SCS Tweaks to Spells and Spell Revisions:SR doesn't change Breach, but makes Pierce Shield a sort of Breach+Pierce Magic, and being it a lvl 8 spell it will affect both Liches and Rakshasas (which is the main reason behind this SCS's tweak).

 

Can Mike or Demivrgvs make it clear for us somehow if SCS II + SR users should or not install the above mentioned components as well?

This really doesn't affect the AI, thus if you think it's fair for a 5th level spell to bybass liche/rakshasas' immunity to 5/7th level spell you can install SCS's component, else you can use SR's Pierce Shield.

 

Antimagic attacks penetrate improved invisibility

Both mods do it in the same way, but SR leaves Pierce Magic and Pierce Shield unaffected by this tweak (they remain single target only/never miss).
This may slightly affect the AI if it uses Pierce Magic/Shield much against PC's character under Improved Invisibility. I don't remember SCS's AI using them much (especially the latter) but I may be wrong. Someone with more playtesting like Raj probably know this better than me.

 

As a general rule SR V3 will give precedence to SCS, and thus I'll revert the changes that currently cause some issues with it. Anyway I'm quite sure that by not installing SR's SI and Dispel Magic you'll be fine even with SR V2.

 

SR's Fiends

I consider vanilla's Devils and Demons pathetic to say the least, I just can't stand a Pit Fiend being killed by a few blows, and not having all the classic PnP's abilities. SR's ones are extremely similar to SCS's ones, thus they work very well together. The only minor issue right now is that you should avoid SCS's component which adds additional hit points to them, as SR's fiends already have quite a lot of staying power.

 

The same is valid for Devas, and Planetars, though in this case SR alters them considerably compared to SCS which leaves them untouched.

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Well, first of all, in regards to all that you say about reverting things; it really isn't a big deal if you leave them as they are for V3, as long as it is made clear what changes the user needs to make to have SCSII and SR be as compatible as possible (that is unless you decide you don't want this to be the case, which is fair enough). We've figured the stuff out after a few posts and it boils down to commenting out SI and dispel magic, really no big deal for anyone to do, hence why i think you would be fine to even perhaps leave these alone (as of course the changes you make DO make sense - of course SI:Abj should protect against all Abj spells really... - and therefore these changes can still cater for vanilla/non SCSII users) as long it is made clear in the readme what the user needs to do if they have SCSII.

 

Some of the things said earlier probably sounded harsher than i meant them to be, but i look forward to using this mod now, and can't wait for barkskin to finally be useful, aswell as goodberries, and the moving down a level of some of the heal spells is also a good addition, i think (and that blade barrier thing...sounds truly great).

 

SR's SI and SCS

I'll revert the changes previously applied (even though I strongly believe they were well deserved) in order to make SR completely compatibile with SCS. Thus SI:Abj will only protect from Dispel and Imprisonment, and any Abjuration anti-magic attack will bypass it.

 

P.S This will make Ruby Ray of reversal extremely less appealing...

 

I might well be missing something here (as per usual) but i don't see why it would be so much less appealing; it is the lowest level spell that can take out the 9th level spell trap, no?

 

Dispel Magic and Universal School

This change too will be reverted, but dispel check will be limited to 20th level to limit the overpowerness of this spell for incredibly high level mages (e.g. liches).

 

More consistent Breach spell

Demivrgvs says this about SCS Tweaks to Spells and Spell Revisions:SR doesn't change Breach, but makes Pierce Shield a sort of Breach+Pierce Magic, and being it a lvl 8 spell it will affect both Liches and Rakshasas (which is the main reason behind this SCS's tweak).

 

Can Mike or Demivrgvs make it clear for us somehow if SCS II + SR users should or not install the above mentioned components as well?

 

This really doesn't affect the AI, thus if you think it's fair for a 5th level spell to bybass liche/rakshasas' immunity to 5/7th level spell you can install SCS's component, else you can use SR's Pierce Shield.

 

See my first paragraph for thoughts on changes; as i say, enitrely fine with whatever, it's your mod and my only issue was that if the mod claims compatibility with SCSII i was hoping for it, obviously.

 

Antimagic attacks penetrate improved invisibility
Both mods do it in the same way, but SR leaves Pierce Magic and Pierce Shield unaffected by this tweak (they remain single target only/never miss).
This may slightly affect the AI if it uses Pierce Magic/Shield much against PC's character under Improved Invisibility. I don't remember SCS's AI using them much (especially the latter) but I may be wrong. Someone with more playtesting like Raj probably know this better than me.

 

As a general rule SR V3 will give precedence to SCS, and thus I'll revert the changes that currently cause some issues with it. Anyway I'm quite sure that by not installing SR's SI and Dispel Magic you'll be fine even with SR V2.

 

SR's Fiends

I consider vanilla's Devils and Demons pathetic to say the least, I just can't stand a Pit Fiend being killed by a few blows, and not having all the classic PnP's abilities. SR's ones are extremely similar to SCS's ones, thus they work very well together. The only minor issue right now is that you should avoid SCS's component which adds additional hit points to them, as SR's fiends already have quite a lot of staying power.

 

The same is valid for Devas, and Planetars, though in this case SR alters them considerably compared to SCS which leaves them untouched.

 

I have no issues with the fiend changes, it's clear enough what's going on with that and there's other info here on the forums, so no rant from me there!

 

Last but not least, of course i realise this mod is only in V2 and fairly new compared to some others out there and hence much can change, therefore i hope you take everything said as constructive criticism as after all it is your mod and one i look forward to using.

 

Thanks.

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SR's SI and SCS

I'll revert the changes previously applied (even though I strongly believe they were well deserved) in order to make SR completely compatibile with SCS.

On paper those changes looked fine but I guess you can't ask DavidW to rewrite a well oiled magic system to take into account another mod ^^ Reverting SI:Abj/Dispel to the original concept is the easier solution.

Anyway I'm quite sure that by not installing SR's SI and Dispel Magic you'll be fine even with SR V2.

Doing that right now and it's working fine.

 

SCS2 mages usually use their level 6 and level 8 slots to memorize common used spells like pfmw and adhw while most of their antimagic attacks come from level 7 slots ( ruby rays and khelben ); I can't remember a single encounter the AI used pierce shield.

 

Ruby ray is still a level 7 able to take down spell trap, I think it's not that underpowered. You are talking about adding something else to it based from pnp on the v3 topic btw :(

 

I keep overwriting SR with SCS breach mostly because of all the rakshasas you encounter very early ( the transmuter in Firkraag lair, the rakshasas in the druid groove, the sewers and the asylum.. ) who have like 5 stoneskins and 3 pfmw memorized :( Things they didn't have in the vanilla and scs2 adds them on the condition the player can deal with them.

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