Demivrgvs Posted April 13, 2010 Author Share Posted April 13, 2010 Ice Storm Shouldn't it add a slow icon when char is affected?No, a Slow icon would imply a Slow effect (half attack rate, half regeneration rate, hit/AC penalties, anti-Haste removal property) whereas being within an Ice Storm causes only 50% movement rate penalty. Link to comment
Shaitan Posted April 13, 2010 Share Posted April 13, 2010 Ice StormShouldn't it add a slow icon when char is affected?No, a Slow icon would imply a Slow effect (half attack rate, half regeneration rate, hit/AC penalties, anti-Haste removal property) whereas being within an Ice Storm causes only 50% movement rate penalty. You're right. Thanks for the clarification. Cheers Link to comment
Shaitan Posted April 23, 2010 Share Posted April 23, 2010 Barkskin Is still available to Priests. Link to comment
Demivrgvs Posted May 5, 2010 Author Share Posted May 5, 2010 Barkskin Is still available to Priests.Very strange...it doesn't in my game and I just checked its flag, which is correctly set to "druid/ranger". Perhaps it's not removed from pre-existing spellbooks by the patching code...I'll check it. Link to comment
Shaitan Posted May 5, 2010 Share Posted May 5, 2010 It was Gavin I noticed it in (and I think Aerie too). I even installed that "update NPC spellbooks" component after. Cheers Link to comment
Mike1072 Posted May 5, 2010 Share Posted May 5, 2010 It was Gavin I noticed it in (and I think Aerie too). I even installed that "update NPC spellbooks" component after. This should not be happening. I can reproduce it so my spellbook updating code is definitely at fault. I'll look into it and see what's up. Link to comment
Mike1072 Posted May 5, 2010 Share Posted May 5, 2010 Okay, I figured it out. Turns out I wasn't crazy in thinking that I had made sure this stuff worked when I wrote it. Apparently I was one of those nonexistent people who used the old stupid way of passing parameters to functions and had forgotten doing so. This method was deprecated in a recent version of WeiDU. I've added a fixed version of the component to the hotfixes. Link to comment
Guest n-ghost Posted June 3, 2010 Share Posted June 3, 2010 For some reason new Dark Celestials avatars (both Devas and Planetars) just crash the game. Have encountered that with that Illyich's cleric first and later by beginning new ToB game and trying to summon some for myself. Good ones are fine, though. Maybe this have something to do with new flaming sword animations from Item Revisions? Link to comment
Demivrgvs Posted June 3, 2010 Author Share Posted June 3, 2010 For some reason new Dark Celestials avatars (both Devas and Planetars) just crash the game. Have encountered that with that Illyich's cleric first and later by beginning new ToB game and trying to summon some for myself. Good ones are fine, though. Maybe this have something to do with new flaming sword animations from Item Revisions? Actually they do use such animation with or without IR installed. I never had a crash, nor a reported one, thus it must be a compatibility issue with some other mod. Can you make a changelog to see what other mod has altered those summons? If not, I need at least a Weidu log to start guessing... P.S I suppose you're using Tactics Uber-Ilyich... Link to comment
Guest n-ghost Posted June 3, 2010 Share Posted June 3, 2010 Deva: Mods affecting DEVAEVIL.CRE: 00000: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01 00001: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 3 // BETA Core Fixes (please check the readme!): v9.01 00002: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisions: v3 00003: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 10 // Deva and Planetar Animations: v3 00004: ~SETUP-TACTICS.TP2~ 0 0 // Improved Ilyich (requires ToB) 00005: ~SCSII/SETUP-SCSII.TP2~ 0 1000 // Detectable spells (required for most other components): v13 00006: ~SCSII/SETUP-SCSII.TP2~ 0 6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v13 Mods affecting PLANEVIL.CRE: 00000: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01 00001: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 3 // BETA Core Fixes (please check the readme!): v9.01 00002: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisions: v3 00003: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 10 // Deva and Planetar Animations: v3 00004: ~SCSII/SETUP-SCSII.TP2~ 0 1000 // Detectable spells (required for most other components): v13 00005: ~SCSII/SETUP-SCSII.TP2~ 0 6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v13 Hope that´s the right files. Now I believe that crashes were caused by messing new avatars with 'Celestial Weapons Lose Glowing Effects When Attacking' from the fixpack-beta — but that's just a guess for sure. Link to comment
Guest n-ghost Posted June 3, 2010 Share Posted June 3, 2010 Also, argh. Dark Planetar is working fine after all. Only Deva and something with Tactics also maybe then. Link to comment
Mike1072 Posted June 4, 2010 Share Posted June 4, 2010 Also, argh.Dark Planetar is working fine after all. Only Deva and something with Tactics also maybe then. The problem lies with Improved Ilyich, which tries to replace memorised spells by writing haphazardly into the unknown regions of the file. This ends up corrupting it because it ends up writing over something it shouldn't. This can be fixed, but there is another compatibility issue to consider. Right now, the Improved Ilyich component changes all Fallen Devas in the game, giving them different spells and scripts. This is not mentioned in the readme. I think it might be better to make the Fallen Deva summoned by Ilyich a unique creature instead of changing all Fallen Devas, at least if SR is installed. Link to comment
Guest n-ghost Posted June 5, 2010 Share Posted June 5, 2010 Suddenly, had been killed by the revised Flame Arrow in the cutscene which occurs after exiting Irenicus' dungeon. That's kinda sinister. But, ah, on the other hand, Irenicus should have done that to protagonist, like, every time they have met at least in the second half of the game. And there is no obvious way to bypass this, because all the magic are dispelled from the party upon exiting. Link to comment
Guest Guest Posted June 5, 2010 Share Posted June 5, 2010 add: have tricked this by changing protagonist position in the party. No issues. But still. Link to comment
Ardanis Posted June 10, 2010 Share Posted June 10, 2010 If you're short of time then just say what of the belowmentioned needs fixing (some look rather arbitrary), I'll assemble the package myself. Clairvoyance Description says '+3 bonus', but it gives +2. Which is correct? Neutralize Poison It's 206s need target set to 2 (is 1). Needs to protect against golem clouds (spin979). Shouldn't it grant immunity to poison opcode (25)? If it goes as far as 100% poison res (which also blocks the disease damage!) then 101ing 25 is a given. Ghostform Scroll uses wrong bam, should be 'spwi315a'. Stinking Cloud Golems, Mists and Slimes should be immune too. I think. Shield Not a real bug, but it's 'display special effect icon' effect carries the weird 0x010102 as a resource (0x14) and the variable value of 64. Winged Celestials 'dvwings.itm' has no animation set, needs to be 'zw'. INTMOD.2DA Crazy bitch was bugging remains of my sanity outta me head, not letting folks out of the Maze. Dunno what precisely it didn't like or why, but PRETTY_PRINT_2DA command seemed to solve the matter. COPY_EXISTING ~intmod.2da~ ~override~ // Int Modifier for Maze & Imprisonment SET_2DA_ENTRY 0 4 6 ~7200~ SET_2DA_ENTRY 0 5 6 ~1~ SET_2DA_ENTRY 1 4 6 ~7200~ SET_2DA_ENTRY 1 5 6 ~1~ SET_2DA_ENTRY 2 4 6 ~7200~ SET_2DA_ENTRY 2 5 6 ~1~ SET_2DA_ENTRY 3 4 6 ~10~ SET_2DA_ENTRY 3 5 6 ~4~ SET_2DA_ENTRY 4 4 6 ~10~ SET_2DA_ENTRY 4 5 6 ~4~ SET_2DA_ENTRY 5 4 6 ~10~ SET_2DA_ENTRY 5 5 6 ~4~ SET_2DA_ENTRY 6 4 6 ~5~ SET_2DA_ENTRY 6 5 6 ~4~ SET_2DA_ENTRY 7 4 6 ~5~ SET_2DA_ENTRY 7 5 6 ~4~ SET_2DA_ENTRY 8 4 6 ~5~ SET_2DA_ENTRY 8 5 6 ~4~ PRETTY_PRINT_2DA BUT_ONLY_IF_IT_CHANGES Bhaalspawn abilities The ones PC acquires through completing Pocketplane challenges, namely Regeneration (bhaal1b), Mass Healing (bhaal1a), DUHM (bhaal2a) and Resurrection (bhaal4a) - not updated by SR. Scrolls We've got LOTSA things to fix here, really. Had you used files corrected by the Fixpack, there'd be far less stuff in this section. For future, since you prefer to just overwrite everything, I strongly encourage you to install FP first and ship fixed resources instead of broken vanillas. These scrolls, shipped with SR, mismatch the spell's target (in ability headers). The casting opcode also needs to be changed in most cases (146 <-> 148). SCRL68.ITM = 1 <=> SPWI103.SPL = 4 // Burning Hands SCRL70.ITM = 1 <=> SPWI105.SPL = 4 // Color Spray SCRL6D.ITM = 5 <=> SpWi123.SPL = 4 // Find Familiar SCRL75.ITM = 2 <=> SpWi110.SPL = 3 // Identify <-- okay, this one doesn't matter SCRL76.ITM = 1 <=> SpWi111.SPL = 5 // Infravision/True Strike SCRLA3.ITM = 1 <=> SPWI224.SPL = 4 // Glitterdust SCRL94.ITM = 1 <=> SpWi210.SPL = 4 // Resist Fear SCRL1O.ITM = 1 <=> SPWI312.SPL = 4 // Slow SCRL6J.ITM = 1 <=> SPWI321.SPL = 4 // Spell Thrust SCRLA7.ITM = 1 <=> SPWI302.SPL = 4 // Remove Magic SCRL6O.ITM = 1 <=> SPWI419.SPL = 4 // Secret Word SCRLA1.ITM = 5 <=> SpWi425.SPL = 4 // Wizard Eye SCRL6W.ITM = 4 <=> SpWi515.SPL = 5 // Oracle SCRL8G.ITM = 1 <=> SPWI704.SPL = 4 // Ruby Ray SCRL8Y.ITM = 5 <=> SPWI803.SPL = 1 // Protection from Energy SCRL9M.ITM = 1 <=> SPWI903.SPL = 4 // Spellstrike These scrolls have usability flags broken ~scrl1w.itm~ // fireshield (blue) ~scrl2b.itm~ // stoneskin ~scrl3h.itm~ // protection from evil ~scrl5t.itm~ // protection from electricity ~scrl7u.itm~ // contingency ~scrl8e.itm~ // protection from the elements ~scrl9a.itm~ // pierce shield ~scrl9b.itm~ // summon fiend ~scrla1.itm~ // wizard eye Now, things unrelated to Fixpack. These scrolls have inconsistent price value set // 2nd = 200 SCRLA2 300 // Deafness SCRLA3 300 // Glitterdust SCRL3G 300 // Vocalize // 3rd = 300 SCRL1G 900 // Fireball SCRL1H 900 // Haste SCRL1K 900 // Lightning Bolt SCRL1N 900 // Protection from Missiles // 4th = 500 SCRLAQ 700 // Farsight SCRL5G 400 // Break Enchantment // 5th = 1000 SCRL5T 500 // Protection from Electricity SCRLAR 500 // Sunfire // 8th = 5000 SCRL9H 3000 // Maze // 9th = 6000 SCRLB2 5000 // Bigby's Crushing Hand SCRL9Z 500 // Freedom - 300 or 600? SCRL9S 5000 // Imprisonment SCRLB4 5000 // Wish And these two as well, although they're untouched by SR (see below) SCRLAJ 300 // Farsight SCRLAL 500 // Sunfire Tell me, you've been looking at what Lazarus sells when updating scrolls, weren't you? Some of his scrolls don't match resource names called by the rest of storekeeps, and as such, SoA vendors will offer old versions. So far, it'd be four instances I have found: 'SCRLAI' -> 'SCRL6F' // Ray of Enfeeblement 'SCRLAJ' -> 'SCRLAQ' // Farsight 'SCRLAK' -> 'SCRL5G' // Remove Curse 'SCRLAL' -> 'SCRLAR' // Sunfire I've updated StR to use SR's resources, but you nonetheless may want to include the left column as well. There're others, like 'SCRL5Z' (Fireball), but none appears to be used anywhere. Link to comment
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