Jump to content

SR V4 Open Beta (last update 25 October 2018)


Recommended Posts

Uh, it probably could be added as an optional component, right?

Yeah, but going around it is going to be some what work intensive. As you have to add custom .spl files on the go.

Was the preferred SR vs IR install order ever set ? Cause the .itm files are IR's stuff while the .spl files are SR's... :p

Link to comment

 

Uh, it probably could be added as an optional component, right?

Yeah, but going around it is going to be some what work intensive. As you have to add custom .spl files on the go.

IF (if!) the items are already coded to use opcode 146 'Cast Spell' and custom spell files, rather than using item effects, then it would be dead simple to add an optional component at the end of the mod, which would ask "Do you want wand use to call down the Cowled Wizards on you, or not?" and just flip a switch in those custom spells to make it happen or not happen.

 

Load order is easy too: if SR is last, then it could alter the custom spells so that they would reflect how SR changes magic. If IR is last, you preload the SR-specific versions of the spell effects with SR, and have IR do a simple check and use those variants if SR is present. Either way, making future changes to SR would automatically be reflected in IR without a need to also update IR. Win!

 

Theoretically.

Edited by subtledoctor
Link to comment

Wands

Leaving aside this has little to do with SR imo, you guys have almost convinced me. I already did the most time consuming thing as I think 99% of IR's items, not only wands, already have their effects turned into actual spl files. for those items it will be just a matter of flagging those spl files as "mage spells".

 

I fear we'll have to add a .ini option to revert the change though because I'm sure some players will complain about it.

 

@subtledoctor I think IR wands need to remain "independent" from SR for various reasons I mentioned before. And regarding the whole "Lightning Bolt wizard spell should mimic the Wand of Lightning - not the other way around", I don't agree, and that mechanic would not work with triggers.

Link to comment
I fear we'll have to add a .ini option to revert the change though because I'm sure some players will complain about it.

Will this be an install time reversal or during game play, cause if it's the former, you should put it in as an install component instead.

Link to comment

Can you give a hint when a new build with above fix is uploadet? It'd be silly to install that when I could wait for it.

 

Cheers and thanks in advance

My plan was:

- new KR build either late tonight or tomorrow after dinner (probably the latter)

- new SR build on Sunday (it's not a major update, only a few fixes/tweaks and maybe a bunch of new spells such as MSVIII and IX)

- new IR build...I have no idea. Either I do some quick stuff (e.g. wands) if we deem an update as necessary (is there any real issue?) or I take some time to finally hande BG1 Store Revisions (for this I think I'll need some help too)

Link to comment

 

Can you give a hint when a new build with above fix is uploadet? It'd be silly to install that when I could wait for it.

 

Cheers and thanks in advance

My plan was:

- new KR build either late tonight or tomorrow after dinner (probably the latter)

- new SR build on Sunday (it's not a major update, only a few fixes/tweaks and maybe a bunch of new spells such as MSVIII and IX)

- new IR build...I have no idea. Either I do some quick stuff (e.g. wands) if we deem an update as necessary (is there any real issue?) or I take some time to finally hande BG1 Store Revisions (for this I think I'll need some help too)

 

 

Sounds like a very good plan.

 

About IR... If you have help available (CrevsDaak? Mike1072? Ardanis?) then I'd say go for BG1 Store Revision! It'd make IR practically ready for the long awaited official release. Otherwise, go for the quick stuff and let the beta testers see if it does as well as in theory it should.

 

Looking forward to the next IR and SR builds to start finally playing! ;)

Link to comment

Demi,

 

Bug report. :)

 

1. With only IR and SR installed (all components): I'm unable to create a wild mage. I get to the selection of known spells, and the Dweomer isn't on the list (removed).

 

2. I uninstalled the component that removes spells in character creation. Creating a wild mage again, the Dweomer shows up in the list of known spells to select, highlighted in the green square. Unfortunately, selection of the memorized spells doesn't work. I can select one, but never the second. The school spell, Nahal's Reckless Dweomer, is NOT highlighted in green. I get the error message that I have to select a school spell, even when I had already done so. Other specialist schools don't appear to have this issue.

 

3. The chaotic good and neutral good familiars have wonky text for their dialog names, and the inventory screen for the familiar also has unusual text (something about Tiax ruling the world). The chaotic neutral familiar (cat) has the proper dialog name, but the same inventory messup as the others.

 

I can always EEKeeper a regular mage from the start, but I figured you'd want to know.

 

Perhaps I'm doing something wrong?

 

Regards,

Dewman

Link to comment

New builds

Can you give a hint when a new build with above fix is uploadet? It'd be silly to install that when I could wait for it.

My plan was:

- new KR build either late tonight or tomorrow after dinner (probably the latter)

- new SR build on Sunday (it's not a major update, only a few fixes/tweaks and maybe a bunch of new spells such as MSVIII and IX)

- new IR build...I have no idea. Either I do some quick stuff (e.g. wands) if we deem an update as necessary (is there any real issue?) or I take some time to finally hande BG1 Store Revisions (for this I think I'll need some help too)

Sounds like a very good plan.

I got injured with my motorcycle yesterday (though I'm more sad for my yamaha than my leg) thus you'll have to be a bit more patient for KR. :( Anyway, the good news for you is that I'm pretty much forced to stay at home now thus I should be able to make up for the lost time and release both KR and SR this weekend. ;)

 

@I fear your issue has to do with the game requiring you to pick Reckless Dweomer from spell selection screen. I guess I'll have to put it back there. I hope it's not necessary as well for the other Wild Mage spells. :(

Link to comment
Guest
This topic is now closed to further replies.
×
×
  • Create New...