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New Playthrough (SR, IR, SCS)


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Hi, started a new playthrough.

 

ToBEX 0020, G3 Fixpack, BGT, IR, SR, SCS 1 & 2, ATweaks, G3Tweaks

 

// 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]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0020
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.11 (January 2011)
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #2 // Spellcasting in Armor -> Allow Spellcasting in Armor with a Chance of Arcane Casting Failure: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Heavy Armor Encumbrance -> Movement Speed and Dexterity Penalties in Heavy Armor: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #14 // Remove Cleric Weapon Restrictions from Multi-Classed Clerics: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #15 // Prevent Druids from Wearing Helmets: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // Restrict Fighter/Druids to Armor that Druids Can Wear: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons -> Backstabbing Penalties Only: v2 (Hotfix 20100919)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v19
~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v19
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v19
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v19
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v19
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v19
~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v19
~SETUP-SCS.TP2~ #0 #3110 // More realistic wolves and wild dogsS: v19
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v19
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v19
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v19
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v19
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v19
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v19
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v19
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v19
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v19
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v19
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v19
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v19
~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): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v19
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.52
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v9

 

 

Grease & Web

I know it's flagged hostile to prevent the cheesy tactic to cast it on neutral NPCs on purpose but i think it leads to awkward situations, like casting it on Tarnesh/Nimbul and guards who rush in all get hostile. Can i just remove the hostile flag or should i exchange it with another flag, if i want to modify it?

 

Another thing: I just thought the belt fetish ogre (gianttype?) was immune to Grease because he just walked through it with normal movement rate and without save. But after he went back he fell unconscious. Does Grease need a moment after being cast to have a effect or does it need a new enemy round or something to work?

I tested a bit and a wolf ran through 2 times unaffected (no movement hindrance) so i guess it only works at the beginning of every enemy's round.

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Ohh cool, I'll eagerly wait for some feedback.

 

If you have problems with this let me know, the old school solution (the scroll you start with) should at least offer a work around for now, but if it doesn't work as it should (e.g. it doesn't remove a druid spell from cleric or vice versa) I can quickly work on it and post an updated scroll until we wait for a true fix.

 

 

Grease & Web

I know it's flagged hostile to prevent the cheesy tactic to cast it on neutral NPCs on purpose but i think it leads to awkward situations, like casting it on Tarnesh/Nimbul and guards who rush in all get hostile. Can i just remove the hostile flag or should i exchange it with another flag, if i want to modify it?
Just remove the hostile flag, I'll probably do the same.

 

Another thing: I just thought the belt fetish ogre (gianttype?) was immune to Grease because he just walked through it with normal movement rate and without save. But after he went back he fell unconscious. Does Grease need a moment after being cast to have a effect or does it need a new enemy round or something to work?

I tested a bit and a wolf ran through 2 times unaffected (no movement hindrance) so i guess it only works at the beginning of every enemy's round.

The movement rate penalty is applied the instant the spell takes place, and then once every round. I do thought about trying to make it trigger more often (e.g. every 2-3 seconds) to avoid cases like this. I'll work on it as soon as I get back on SR, if not for an hotfix.
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Grease & Web
I know it's flagged hostile to prevent the cheesy tactic to cast it on neutral NPCs on purpose but i think it leads to awkward situations, like casting it on Tarnesh/Nimbul and guards who rush in all get hostile. Can i just remove the hostile flag or should i exchange it with another flag, if i want to modify it?
Just remove the hostile flag, I'll probably do the same.

Cool, I seem to recall we discussed this and reached the concensus that bystanders can be supposed to accept getting a bit "greasy/sticky" when they end up in a middle of a fight. Because, let's face it, the defender (non-agressor) could just as well have chucked out fireballs... ;)

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Lightning Bolt

 

 

It didn't work properly again . I have a screenshot for you:

baldr191.png

 

He just started to cast Slow when the bolt should have hit him. Somehow his casting prevented the projectile to hit i think.

 

 

Wand of Monster Summoning

 

Something for IR. It's still like in vanilla that 12HD of gnolls is more than the 5 summons limit allows.

 

Did you implement that shops recharge wands with 10 charges?

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Friends

It stacks with itself. (iirc this was fixed by SR in a previous install of mine)
You're right, I don't know why it can stack and the current description doesn't mention it cannot stack (at least it's consistent, but I thought I changed both). Internally fixed thanks.

 

Lightning Bolt

It didn't work properly again. ...

He just started to cast Slow when the bolt should have hit him. Somehow his casting prevented the projectile to hit i think.

Mmm. Could your target be affected by ProElectricity spell/scroll? Was he using Mirror Image?

 

Wand of Monster Summoning

Something for IR. It's still like in vanilla that 12HD of gnolls is more than the 5 summons limit allows.
I left it as per vanilla at players request, but I may do something about it (e.g. making it use SR's summons).

 

Did you implement that shops recharge wands with 10 charges?
If you mean "did you changed its charges from 50 to 10", than yes, I did. ;)
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Could your target be affected by ProElectricity spell/scroll? Was he using Mirror Image?

Ahh, it didn't cross my mind that hitting MIs avoids the bolt. My fault.

 

It happened against Ghasts too. baldr212.png

 

 

I left it as per vanilla at players request, but I may do something about it (e.g. making it use SR's summons).

I think they should just work as their associated spells. Perhaps a variance in CL.

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Could your target be affected by ProElectricity spell/scroll? Was he using Mirror Image?

Ahh, it didn't cross my mind that hitting MIs avoids the bolt. My fault.

 

It happened against Ghasts too. ...

;) Let's see then. Is it that casting the spell does nothing (e.g. no animation at all) or the lighting bolt reaches the target without doing nothing?

 

I just hope it's not again something related to ToBEx, I'll try to reproduce it with a SCS v19 install, because in my main install without ToBEx I really cannot reproduce it even casting it an absurd amount of times.

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The bolt animation is fine, it hits and just does nothing.

 

But it certainly is strange. If i try to reproduce it, it works fine again. I can't say what happens here.

I just hope it's not again something related to ToBEx, I'll try to reproduce it with a SCS v19 install, because in my main install without ToBEx I really cannot reproduce it even casting it an absurd amount of times.
Playing SCSv19 with Tobex gives me this issue as well. I think turning ToBex off untill A64 may be a valid solution...

 

Cheers

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Could your target be affected by ProElectricity spell/scroll? Was he using Mirror Image?

Ahh, it didn't cross my mind that hitting MIs avoids the bolt. My fault.

 

It happened against Ghasts too. ...

;) Let's see then. Is it that casting the spell does nothing (e.g. no animation at all) or the lighting bolt reaches the target without doing nothing?

Ghasts have RING95 - undead immunity item - which protects from lightning bolt. Why, I don't know, as undead aren't supposed to be immune to electricity.

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Ghasts have RING95 - undead immunity item - which protects from lightning bolt. Why, I don't know, as undead aren't supposed to be immune to electricity.

 

Probably a typo on the developers part.

 

Judging by the adjacent entries, they were meant to be immune to Hold Person (SPWI306) rather than Lightning Bolt (SPWI308). Looks like fixpack material to me.

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Ghasts have RING95 - undead immunity item - which protects from lightning bolt. Why, I don't know, as undead aren't supposed to be immune to electricity.
Probably a typo on the developers part.

 

Judging by the adjacent entries, they were meant to be immune to Hold Person (SPWI306) rather than Lightning Bolt (SPWI308). Looks like fixpack material to me.

:p How could it remain unnoticed till now? Was vanilla's Lighting Bolt so unappealing that none ever used it against an undead? Anyway, good catch, thanks!

 

On a side note, undead doesn't even need protection from Hold Person, as it uses Hold Creature Type (175) set to Humanoid. ;)

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Ghasts have RING95 - undead immunity item - which protects from lightning bolt. Why, I don't know, as undead aren't supposed to be immune to electricity.
;) How could it remain unnoticed till now? Was vanilla's Lighting Bolt so unappealing that none ever used it against an undead? Anyway, good catch, thanks!

That's bizarre and hilarious! Vanilla LB wasn't much loved by the masses it would seem. Wow that no one has noticed that...

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Some further notes.

 

-With BG2 spells in BG1 SCS & SR all Stoneskin scrolls are now Dimension Door. Since there are already two (Davaeorn and Dezekiel) added by SCS, it would be good if one was really Stoneskin.

 

-Dimension Door behaves differently when cast from memory and from a scroll. The latter only works in LOS, while the first works like it should.

 

-Atweaks' scribe scrolls isn't 100% compatible with SR's changed spells (e.g. Dimension Door, Element protection spells. etc).

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