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SR V4 Open Beta (last update 25 October 2018)


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Hey all,

 

Just a quick question regarding Wild Mages. I noticed earlier in this thread that someone was having trouble making a fresh Wild Mage because they were unable to select the proper specialist spell (basically Nahal's) for memorization and the spellbook.

 

I've installed IR and SR with BG1EE and noticed that this problem still exists. I was just wondering if there was a good work-around to start a fresh Wild Mage until SR takes this problem into account?

 

Thanks! Amazing work btw =D.

I've just tried this out. You can't pick Dweomer, but you get it in your spellbook for free, at least on old engine so there's no issue.

In case EE doesn't allow character creation to proceed unless you strictly pick Dweomer from spell selection screen for Wild Mages (I can't check this), then....GJ Beamdog.

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The EEs make you take one spell from your specialty school, which is the actual rule for non-generalist mages and it's a good change by Beamdog IMHO. It works perfectly fine if you don't mod your game so it's not their fault if you change things and it borks wild mages. Mods just need to adjust, is all. With wild magic it's slightly tricky because it's sort of set up as a specialty school, but also sort of not.

 

Demi does SR intentionally remove NRD from the spell selection list? I think the only ways to do that are to add it to hidespl.2da, or applying something to its exclusion flag at offset 0x1e.

 

On the assumption that you did not do that, then the issue probably lies in its setting for school/primary type, at offset 0x25.

 

Long story short, if the spell is not in hidespl.2da and doesn't have any extra exclusion flags and has its primary type set to "generalist (9)" then it should be available for selection in character creation.

 

Alternatively, if you set the spell's primary type to "none (0)" then maybe the game will see that there are no level 1 spells in the wild magic school, and won't try to make you choose one.

 

Play around a bit, it shouldn't be hard to overcome this.

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Demi does SR intentionally remove NRD from the spell selection list?

Yeah.

Demi needs to ad 1 special Wild Mage spell on level 1 to replace the NRD ... cause ... a spell that's like the Random Spell I in this mod, so basically a random offensive 1st level mage spell effect.

It removes the WM's OP ability to cast any 1-10th level spell equal as a level 1 with a very small bad random feature.

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Demi does SR intentionally remove NRD from the spell selection list?

Yeah.

Demi needs to ad 1 special Wild Mage spell on level 1 to replace the NRD ...

I'm pretty sure that's not necessary. Look at level 2: there are no wild mage spells at that level, but it doesn't stop you from rolling a wild mage for SoA.

 

So in this case I think Demi just needs to remove NRD from the wild mage school (set primary type to "none (0)") and when the game sees there are no possible wild magic spells available, it should let you move on.

 

I think.

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I tested it in IWDEE. Presumably, this is the best place to test ee games if you don't have access to the beta. After the patch, they should all be closer to IWDEE.

 

I am also assuming that demi added NRD (and the chaos shield spells?) to hidspl, and the spells are added via clab.

It is tied to both the exclusion flag and the school flag. If the former is set to wildmage or exclude generalist, you get this problem. if the latter is set to its default (0x1a or something), then you have this problem.

 

NRD set to no school and with an unused exclusion flag does not see this error. Try putting the attached files in your override folder if you get this error. Please report back if you still get this error after doing so.

wm.zip

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Demi does SR intentionally remove NRD from the spell selection list?

Yes. Wild Mages got it automatically and no one else could select it...

 

I am also assuming that demi added NRD (and the chaos shield spells?) to hidspl, and the spells are added via clab.

Afaik it was hardcoded, no clab involved...there's not even a clab file for wild mages in my old vanilla install.

 

I guess after EE change I have to either restore it or make it not flagged as "wild school".

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Demi does SR intentionally remove NRD from the spell selection list?

Yes. Wild Mages got it automatically and no one else could select it...

I am also assuming that demi added NRD (and the chaos shield spells?) to hidspl, and the spells are added via clab.

Afaik it was hardcoded, no clab involved...there's not even a clab file for wild mages in my old vanilla install.

 

I guess after EE change I have to either restore it or make it not flagged as "wild school".

Yeah, it can't be flagged as wild school nor can it have either the wild mage exclusion flag nor the exclude generalist exclusion flag...

 

Edit: I'm glad it worked out Xaneth123

Edited by Grammarsalad
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Hello,

I want to make clear for myself - Spell Shield is not implemented yet? Does this mean that all spell immunites work the same as before?

Also, how perfectly does AoE spell deflection work? I started BGT (from BG1), raised mage to lvl 5, experimented with Skull Trap and Minor Spell Deflection: spell deflection didn't protect me from skull trap that I casted near.

Edited by Little Wing
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Hello,

 

I want to make clear for myself - Spell Shield is not implemented yet? Does this mean that all spell immunites work the same as before?

It's implemented.

 

 

Also, how perfectly does AoE spell deflection work? I started BGT (from BG1), raised mage to lvl 5, experimented with Skull Trap and Minor Spell Deflection: spell deflection didn't protect me from skull trap that I casted near.

Less than perfect, but it covers most of the spells. It won't protect you from the spells you cast yourself - I think this is somehow native to the engine.

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Also, how perfectly does AoE spell deflection work? I started BGT (from BG1), raised mage to lvl 5, experimented with Skull Trap and Minor Spell Deflection: spell deflection didn't protect me from skull trap that I casted near.

Less than perfect, but it covers most of the spells. It won't protect you from the spells you cast yourself - I think this is somehow native to the engine.

Wait a sec...are you sure about it? I may actually have no problem with it, but we should add that to spell description if it's true.

 

What do you mean with "cover most spells"? If we missed some spells I can add them to the patching code. Is there some other flaw with the tweak?

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Yea, that's the way it works for some reason. It's not a big deal anyway - it only doesn't stop spells cast from the same caster. It's the same as casting Deflection on yourself and then casting Luck or Haste on yourself- it goes right through. If cast by someone else, even ally, Deflection blocks it.

 

 

What do you mean with "cover most spells"? If we missed some spells I can add them to the patching code. Is there some other flaw with the tweak?

I haven't figured out why Symbols are excluded from patching - I wish Ardanis was here to explain. I've put them in code, nothing bad seems to happen...

And some spell-like abilities (traps etc.) aren't prevented. Other than that, works fine.

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Few things I noticed:

 

Replaced Mantle and Improved Mantle spells are still mentioned in Breach and Pierce Shield spell descriptions. Mantle scroll and spell are also mentioned in IR on the upgrade dialogue and description of Improved Cloak of Protection +2, should be Prismatic Mantle.

 

Summoned Sword Spider from MSIV has Web Tangle ability that is not mentioned in spell description. (BTW I noticed this when testing whether caster level bonuses from several items stack; they do not, pity.)

Edited by F-man
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BGEE v2

BUG1: Almost all familiar .CRE and .ITM files are referencing wrong strings for their names and tooltips in SR.

BUG2: HOBARCSU.CRE has a wrong tooltip string.

 

 

Just saw the issue is already on GITHub.

 

If you want i can make a pull request with the correct strings. You'll need a separate BGEE branch i figure.

 

 

 

Another thing, is the MI fix and DM fix incorporated in BGEE or still needed?

post-3978-0-14532400-1460728828_thumb.png

post-3978-0-06298500-1460728835_thumb.png

post-3978-0-08821300-1460728858_thumb.png

Edited by Incantatar
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