DavidW Posted September 2, 2020 Share Posted September 2, 2020 Aesthetically I actually think there's a fairly good case for using the water weird (I use it intentionally in SCS's IWD spell component).Elementals in BG2 have a fairly consistent aesthetic that's quite different from the blocky humanoid elementals in IWD, and (imo) the water weird fits that aesthetic better than the IWD elemental. Quote Link to comment
subtledoctor Posted September 2, 2020 Share Posted September 2, 2020 FWIW when I made a water elemental summons once upon a time, I just used the ice golem animation, which was in the TOB files and, while frozen, is still water. Close enough! But yeah the various mods that do this use IWD resources, I believe - generally one or the other of the two Jarno showed. Quote Link to comment
Endarire Posted September 3, 2020 Share Posted September 3, 2020 @Mike1072 Looking like an ice golem or a water weird for Water Elemental Transformation and Elemental Prince summonin' works for me. Also, monster summoning I should say that Gibberlings have 1 Hit Die, not dice. Quote Link to comment
Jarno Mikkola Posted September 3, 2020 Share Posted September 3, 2020 On 9/2/2020 at 6:20 AM, DavidW said: Aesthetically I actually think there's a fairly good case for using the water weird (I use it intentionally in SCS's IWD spell component).Elementals in BG2 have a fairly consistent aesthetic that's quite different from the blocky humanoid elementals in IWD, and (imo) the water weird fits that aesthetic better than the IWD elemental. Sure... but have you seen it "walk" ? Cause I would remember it to: not be able to ! Or it looked horriffic... cause it's not humanoid. Quote Link to comment
DavidW Posted September 3, 2020 Share Posted September 3, 2020 7 minutes ago, Jarno Mikkola said: Sure... but have you seen it "walk" ? Cause I would remember it to: not be able to ! Or it looked horriffic... cause it's not humanoid. It just slides. Not terribly exciting, but not obtrusive. Quote Link to comment
Endarire Posted September 6, 2020 Share Posted September 6, 2020 SoD seemingly added a Water Elemental model for use with the Wand of Water Elemental Summoning. Quote Link to comment
DavidW Posted September 7, 2020 Share Posted September 7, 2020 6 hours ago, Endarire said: SoD seemingly added a Water Elemental model for use with the Wand of Water Elemental Summoning. It's just the Water Weird model, not a new one. Quote Link to comment
JediMindTrix Posted December 25, 2020 Share Posted December 25, 2020 How is Magic Fang supposed to work visually? Whenever I use it in game, in either the beta and revisions versions, nothing seems to happen. Quote Link to comment
subtledoctor Posted December 26, 2020 Share Posted December 26, 2020 On 12/24/2020 at 11:42 PM, JediMindTrix said: How is Magic Fang supposed to work visually? Whenever I use it in game, in either the beta and revisions versions, nothing seems to happen. I;m pretty sure it adds bonuses appropriately; but be aware it only adds bonuses to the creatures summoned by SR's Summon Animals spells. It doesn't work with other mods' animals (like SCS/IWDification beetles), or with charmed animals or the like. Quote Link to comment
JediMindTrix Posted December 27, 2020 Share Posted December 27, 2020 12 hours ago, subtledoctor said: I;m pretty sure it adds bonuses appropriately; but be aware it only adds bonuses to the creatures summoned by SR's Summon Animals spells. It doesn't work with other mods' animals (like SCS/IWDification beetles), or with charmed animals or the like. It does, I opened the .spl, there just doesn't seem to be any vfx associated with it, and since it's a mod it made me assume it was a bug lol. I saw that list too. Thanks! Quote Link to comment
morpheus562 Posted January 8, 2021 Share Posted January 8, 2021 I really love these mods, but am encountering a number of errors when it comes to scripting and having desired reactions. Specifically: Dispelling Screen does not update a state/spellstate on the character, so standard checks like WIZARD_SPELL_IMMUNITY are not working as originally designed. This impacts not knowing if the spell is already cast on the player, so it will keep casting, or determining if the enemy has it up so a script can react appropriately. My recommendation is updating the Spell State of WIZARD_SPELL_IMMUNITY to 1 on any character with Dispelling Screen. This is the same value that SI: Abjuration uses, so there should be no negative impact with SCS. Scripts are not accurately targeting invisible enemies with Non-Detection with spells after True Sight is cast (specifically the character who cast True Sight is not able to target them). To be clear, the enemy is targetable manually; however, there appears to be a script state working in the background that prevents automated detection by scripts and allowing the character to cast a spell. I think this involves how Non-Detection works in SRR and how True Sight no longer changes the spell state on the enemy like it has in the past since only the character who cast True Sight is able to cast a spell on an invisible creature with Non-Detection. I imagine SCS has some difficulties around this; however, they use a mix of both regular spell casting and forced spellcasting that will work whether the creature is targetable or not. This is a tougher one for me to wrap my head around on figuring out the appropriate way to make it work correctly. Quote Link to comment
neuroghast Posted April 7, 2021 Share Posted April 7, 2021 I don't know why or how I haven't seen this mod before. I'm loving it. Even though it hurts a bit (or a lot) to miss Blindness for BG1 solo runs, the other changes are great IMO. My only suggestion would refer to the page where we can read the new spell descriptions. It looks beautiful but it's not convenient to back and forth between pages to see new and old versions, etc. If there is any way, it would be great if the versions could be seen side by side. Even more if the changed values (like duration, new saving throws, penalties, damage or whatever) could be highlighted. I know this second suggestion may be a little harder to implement, but in an ideal world it would be great. In any case, just seing spells side by side would help a lot! Quote Link to comment
Mike1072 Posted April 8, 2021 Share Posted April 8, 2021 1 hour ago, neuroghast said: My only suggestion would refer to the page where we can read the new spell descriptions. It looks beautiful but it's not convenient to back and forth between pages to see new and old versions, etc. If there is any way, it would be great if the versions could be seen side by side. Even more if the changed values (like duration, new saving throws, penalties, damage or whatever) could be highlighted. I know this second suggestion may be a little harder to implement, but in an ideal world it would be great. In any case, just seing spells side by side would help a lot! Thanks, that is a very good suggestion. Keeping the docs up to date is always a challenge, which is why these are generated using the actual files and descriptions. Displaying both descriptions side-by-side seems doable, but trying to find a way to automatically identify and call out individual differences doesn't seem like a good time investment. I don't know when I'll have time to dedicate to this, but we'll see. We have a topic dedicated to discussion of the docs if you have any additional suggestions: https://www.gibberlings3.net/forums/topic/30765-spell-descriptions-and-other-documentation/ Quote Link to comment
neuroghast Posted April 8, 2021 Share Posted April 8, 2021 (edited) 2 hours ago, Mike1072 said: Thanks, that is a very good suggestion. Keeping the docs up to date is always a challenge, which is why these are generated using the actual files and descriptions. Displaying both descriptions side-by-side seems doable, but trying to find a way to automatically identify and call out individual differences doesn't seem like a good time investment. I don't know when I'll have time to dedicate to this, but we'll see. We have a topic dedicated to discussion of the docs if you have any additional suggestions: https://www.gibberlings3.net/forums/topic/30765-spell-descriptions-and-other-documentation/ Yeah, I know that highlighting the differences must be hard to implement, but just being able to see both versions side by side (or in any similar way for easy comparison) is a huge thing. Specially for me, since, as I said before, I've just came to know this mod. I'm reading all the descriptions and it's taking me way more time than I'd like. Btw, if there is any other documentation form (like a Google Docs or Sheet) and if it's ok to share it, it would speed my readings a lot. If I have any other suggestions to the documentations I'll post there. Thanks! Edited April 8, 2021 by neuroghast Grammar Quote Link to comment
Guest Person Posted April 23, 2023 Share Posted April 23, 2023 Here are some things I've houseruled in my current install. (Un)Holy Word - deafness/1 turn to silence/2 rounds Let's compare this spell to PW: Silence. PW:S - Level 6 arcane - Requires a single, visible target - 100% spell failure for 1 turn - Some enemies have immunity - Countered by Vocalize, which almost every arcane caster will have (U)HW - Level 7 divine - Doesn't require a target, affects everything in radius - 50% spell failure for 1 turn - No enemy has immunity, it's magic resistance or bust - Countered by Cure Disease etc which most encounters won't have access to, and no AI is scripted to detect it anyway It's ridiculous how much better HW is. And what's more, all summoned celestials have it memorised, so you won't have to invest a round on casting it. This isn't SR's fault. The deafness effect is functionally the same as it was in vanilla. But I never see anyone talk about how silly it is! Cast it in Twisted Rune, it's hilarious. Within the scope of SCS I don't think there's any spellcaster-focused encounter I wouldn't use it on, which is really boringly overpowered. Spellstrike - removed both spell failure effects Similar rationale to HW. The second 50% spell failure will stack with HW Deafness and produce 100% spell failure, in theory disabling an enemy caster for as long as you have memorisations. My SCS Kangaxx fight went like this: his contingencies go off, I go Pierce Magic, Spellstrike, HW and now he can't do anything. Second form, True Sight then do the same thing again. (note Demilich soul trap is currently broken in SCS, so he can't do much besides cast) Dispelling Screen - affects caster only In the context of SR alone, I think it would be okay as a party effect if the casting time were increased. In the context of my own setup with the SCS-IWD spells too, you get to buff so much that being dispelled is the main way to lose fights, and it's simply too risk-free to be able to repeatedly protect your non-spellcasters from anything short of a dispel sequencer. Quote Link to comment
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