Gwaihir Posted March 15, 2020 Share Posted March 15, 2020 So I noticed something weird.. my gallant protagonist is saving against some of my buffs. I'm asking for clues here to know wether it depends on the feat system. I'm using MnG v4.4.3 on EET. My protagonist has 'mental resilience' and 'unflagging determination' among his feats. Whenever I cast one of the 'morale' spells, he often saves against polymorph and the spell has no effect on him. I tried with Remove fear, Resist fear, Emotion: courage and Emotion: hope. Could this be a bug from this mod? Quote Link to comment
Jarno Mikkola Posted March 15, 2020 Share Posted March 15, 2020 49 minutes ago, Gwaihir said: ...Whenever I cast one of the 'morale' spells, he often saves against polymorph and the spell has no effect on him. Either or not a creature saves against a spell is definitely dependent on the very spell. It's in the effects save definition, as in, a .spl consist among other things on effects or .eff's which determines this, on it's 0x000d offset. So a random mod or not, it's not determined by that single mod... unless the mod makes, copies over or patches already existing file. Quote Link to comment
Gwaihir Posted March 15, 2020 Share Posted March 15, 2020 So... how do I check in Near Infinity if a spell is giving a save to a specific class? If I open a spell there's an 'effects offset' line, is that it? Quote Link to comment
Jarno Mikkola Posted March 15, 2020 Share Posted March 15, 2020 (edited) 27 minutes ago, Gwaihir said: So... how do I check in Near Infinity if a spell is giving a save to a specific class? If I open a spell there's an 'effects offset' line, is that it? In Near Infinity, you open up the spell (SPL folder, find the specific file etc.) then you go into the edit view... If it's a custom spell from an custom kit or what ever, you need to find the particular one. There's no other options. The Search has a lot of option you can use, but I can't for sure say which is best, so .. When you have the correct file in the edit view, you then double click the "spell ability 0" or which ever you want to see, that opens up the list of effects to view, and you then double click each one of them at a time and there you can see the Dispel/Resistance and save type. To have the spell totally clear any immunities, and not need saves, it should have these as the default ones: If something has altered those, you can reset the Value -fields as you like. To find what mods alters a particular file, you can --change-log the file, but it only can manifest it's weidu history of course. Edited March 15, 2020 by Jarno Mikkola Quote Link to comment
Gwaihir Posted March 15, 2020 Share Posted March 15, 2020 55 minutes ago, Jarno Mikkola said: If something has altered those, you can reset the Value -fields as you like. Hmm.. do I have to change every single effect in the spell ability 0 tab? Cause there's a lot of them, and pretty different from each other: Spoiler Also, how does this explain why only my protagonist has to save? All the other party members are fine (unless they made the save every single time I tried). If it helps, this is the changelog for Resist fear (SPCL104.SPL) Spoiler Mods affecting SPCL104.SPL: 00000: /* created or unbiffed */ ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ 0 14 // Revised Invisibility and True Seeing0.8.45 00001: ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ 0 200 // Feat System4.4.3 00002: ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 160 // PnP Undeadv4.53 Quote Link to comment
subtledoctor Posted March 15, 2020 Author Share Posted March 15, 2020 (edited) Huh. @Gwaihir I think I see what the problem is. Good news is, it should only affect a few spells (those with effects involving fear/morale - it is supposed to affect offensive Cause Fear spells, looks like it us affecting friendly Cure Fear spells as well), and the fix is easy. Open those spells in Near Infinity and you see those two opcode 318 effects, right at the top? Highlight them and press the “remove” button. With them gone the spells should work fine. Edited March 15, 2020 by subtledoctor Quote Link to comment
Gwaihir Posted March 15, 2020 Share Posted March 15, 2020 Hmm, I did that for SPCL104.spl, and nothing changed. I then did that for SPWI210.SPL (there are 5 different resist fear spells in my install) and it changed one thing: the message 'save vs polymorph' was showed for a few party members too. But they get the immunity to fear regardless, while my protagonist keeps getting it only if he doesn't save. Quote Link to comment
subtledoctor Posted March 15, 2020 Author Share Posted March 15, 2020 Whoops, I misspoke. You need to remove the two leading 318 effects, and the two 177 effects immediately following them. (The 177 effects should have “resource” fields that start with “d5”) Quote Link to comment
Gwaihir Posted March 16, 2020 Share Posted March 16, 2020 Done! Resist fear works properly now. I guess now I need to do the same for every other morale spell, right? Isra's 'remove fear' has the same issue. Thank you Doc. Quote Link to comment
subtledoctor Posted March 16, 2020 Author Share Posted March 16, 2020 Yeah. There should only be so many Remove Fear-style spells... Quote Link to comment
subtledoctor Posted March 25, 2020 Author Share Posted March 25, 2020 Question: Most bard kits get as number of extra spells automatically added to their spellbooks. For the Skald it's stuff like Defensive Harmony and Flame Blade, for the Gallant it's stuff like Pro Evil 10' and Cure Disease, for the Meistersinger it's stuff like Entangle and Animal Summoning. For the pure Bard, it is sound-based spells like Sound Burst, Shout, Command, etc. -- It kind of irks me that the Skald and Gallant and Jester and Blade and Meistersinger et al. are bards, but they don't get the special bard spells. -- On the other hand, if they got the Bard spells, then the "pure-class" Bard would be at a distinct disadvantage. I'm not sure how to square this. What do people think about giving those Bard spells to every bard kit, and giving the "pure" Bard an extra spell slot per level? It would be sort of like a wizard specialist: not as many known spells, but more castings per day. Thoughts? Quote Link to comment
Endarire Posted March 26, 2020 Share Posted March 26, 2020 To clarify, which Bard spells go to which kits? Getting extra spell slots is handy. What about giving them extra proficiencies, Lore, skill points, HP, saves, or something to distinguish themselves? For example, what about giving them a level-based scaling luck bonus to everything? Quote Link to comment
4udr4n Posted April 10, 2020 Share Posted April 10, 2020 Installing this on BG2EE after SR, DR (kits and revisions only), TnB & FnP (before multiclass) I'm getting a few warnings: Component 210: "WARNING: no effects altered on SPPR429.spl" I have no idea what that spell might be. Component 220: "WARNING: Internal ability name too long [D5_NUMAT]. Skipping." & "WARNING: Internal ability name too long [D5_NUMAT]. Skipping." Again no idea what these are. Any suggestions? Let me know if logs are needed. Quote Link to comment
subtledoctor Posted April 10, 2020 Author Share Posted April 10, 2020 Sounds harmless. Should be working fine. Quote Link to comment
4udr4n Posted April 10, 2020 Share Posted April 10, 2020 No worries. What are those internal ability names? Quote Link to comment
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