Grammarsalad Posted October 9, 2015 Share Posted October 9, 2015 Redoing creature MR is a bit outside of SR's scope, no? Maybe save that for a different *R that will affect the relevant spells if installed. Creature revisions... Or maybe it was quest revisions. It's a possibility... Er, I've never heard demi, Mike or arda say that these won't happen. A guy can hope! Quote Link to comment
subtledoctor Posted October 9, 2015 Share Posted October 9, 2015 (edited) I pretty much agree with Toxin here. Magic Resistance should really be something very special and really rare Redoing creature MR is a bit outside of SR's scope, no? Maybe save that for a different *R that will affect the relevant spells if installed. Ya it's best to leave that kind of thing for a different mod altogether. Which, as I said, I have already made. http://gibberlings3.net/forums/index.php?showtopic=27573 IRv4 and SRv4 compatibility is already baked in. It's a blunt tool right now (no MR for anyone, replaced by save bonuses and various resistances and immunities), but anyone around here is welcome to fiddle with it. Edited October 9, 2015 by subtledoctor Quote Link to comment
toxin Posted October 9, 2015 Share Posted October 9, 2015 I just conjured an earth elemental and it turned on me after the mental combat. That's not supposed to happen, right? My Wiedu log is here: http://pastebin.com/fG4GWvkp Perhaps it has something to do with the improved aTweaks elementals I have installed? Quote Link to comment
kreso Posted October 10, 2015 Share Posted October 10, 2015 Perhaps it has something to do with the improved aTweaks elementals I have installed? Yes. There's a CLUA command you can enter to disable the mental combat part of the spell (check aTweaks Readme for details). Quote Link to comment
toxin Posted October 10, 2015 Share Posted October 10, 2015 Yes. There's a CLUA command you can enter to disable the mental combat part of the spell (check aTweaks Readme for details). The only CLUA commands I see in the readme have to do with fiendish and mephit gating, am I looking in the right place? Quote Link to comment
kreso Posted October 10, 2015 Share Posted October 10, 2015 CLUAConsole:SetGlobal("RR#NOEMC","GLOBAL",1) - mental combat with elementals summoned by arcane spellcasters (0 = on, 1 = off) You might have an outdated version...newest seems to dated August 24th. Quote Link to comment
toxin Posted October 10, 2015 Share Posted October 10, 2015 CLUAConsole:SetGlobal("RR#NOEMC","GLOBAL",1) - mental combat with elementals summoned by arcane spellcasters (0 = on, 1 = off) You might have an outdated version...newest seems to dated August 24th. Thanks! I guess they're not updating the online readme. Quote Link to comment
toxin Posted October 17, 2015 Share Posted October 17, 2015 When I summon Death knights and Glabrezu I can't control them, they just follow the caster. The weird thing is, if I reload I can control them directly. With "Animate Skeleton Warrior" it's even weirder - the skeletons kind of follow the caster (sometimes they stop) but they don't even have selection circles. Quote Link to comment
Demivrgvs Posted October 17, 2015 Author Share Posted October 17, 2015 When I summon Death knights and Glabrezu I can't control them, they just follow the caster. The weird thing is, if I reload I can control them directly. With "Animate Skeleton Warrior" it's even weirder - the skeletons kind of follow the caster (sometimes they stop) but they don't even have selection circles. Really weird...I may suspect aTweaks for DK issue but the Skeleton Warrior script has always worked fine afaik. Does anyone else have similar issues? Quote Link to comment
toxin Posted October 17, 2015 Share Posted October 17, 2015 Really weird...I may suspect aTweaks for DK issue but the Skeleton Warrior script has always worked fine afaik. Does anyone else have similar issues? I do have aTweaks installed. Any specific component I should uninstall to fix this? Also, just to clarify, the expected behavior is that I should be able to directly control all the summons I mentioned? Quote Link to comment
toxin Posted October 24, 2015 Share Posted October 24, 2015 Pierce Shield doesn't seem to remove combat protections. I'm hitting Deirex with it and the console says Deirex: Pierce Shield but his combat defenses are still up (specifically, Protection from Magical weapons). Quote Link to comment
cipher Posted October 24, 2015 Share Posted October 24, 2015 Breach and Pierce Shield have a (superfluous?) effect that displays the string "Combat Protections Dispelled" and the same sting is displayed by the actual removal effect too. It always displayed twice in my game (BGT). Maybe your target has protections from PS (f.e. Spell Shield) that blocks the actual spell but the string is still displayed? I've noticed it happening a few times myself. Quote Link to comment
toxin Posted October 24, 2015 Share Posted October 24, 2015 No, because when spell shield is active I can then see "Spell Shield Dispelled" which is not the case. The only other protection I can think about would be Immunity:Abjuration but I don't see it cast it (it does cast dispelling screen, which appears in the list of spells PS should dispel anyway). Quote Link to comment
toxin Posted October 24, 2015 Share Posted October 24, 2015 I also noticed that Spell Thrust doesn't do anything against Deirex, whereas Secret Word works perfectly. Quote Link to comment
Demivrgvs Posted October 25, 2015 Author Share Posted October 25, 2015 I also noticed that Spell Thrust doesn't do anything against Deirex, whereas Secret Word works perfectly. Very strange... I'll try to investigate it immediately. Spell Immunity doesn't even exist anymore and its replacement, Otiluke's Dispelling Screen, doesn't grant immunity to spell removals. Mind you, Spell Immunity never granted immunity to spell removals either in vanilla (even if its name and concept would have clearly suggested it). Quote Link to comment
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