Bartimaeus Posted August 24, 2019 Author Share Posted August 24, 2019 (edited) @n-ghost Thanks for the silly tilde error spot - that was a recent addition from not too long ago that I clearly did not test with SR pre-installed, . Nothing to worry about with the opcodes - just means you're not on an EE install, and that it's patched them out some opcodes that would otherwise crash the game! I'm actually going to silence them since you're not the first person to be concerned about that. @DrAzTiK Ring of Energy: I had wondered this a while back, too, and was tempted to change it but left it be seeing as Robe of Arcane Might is 25% MDR as well. Magical Stacking Ammunition: I was under the impression that this was already fixed by simply not allowing ammunition to be equipped while the given launchers are being used. Is that not the case? +HP items: Yeah, I don't love that little "feature", either, but the "add bonus HP" version of the opcode is bugged in at least ToBEx (and non-ToBEx) games to basically be an infinite heal via multiple equipping exploit (though I'm not sure about EE games). I don't really fancy changing Adjatha the Drinker, Defender of Easthaven, and Axe of the Unyielding all to be Regeneration at this time, though (also, Axe of the Unyielding already has regeneration...), so it's unfortunately an issue that'll still continue to exist. If the normal mode opcode works correctly in EE games, I could at least patch those to use the correct mode when detecting an EE install, though. Edited August 24, 2019 by Bartimaeus Quote Link to comment
DrAzTiK Posted August 24, 2019 Share Posted August 24, 2019 (edited) Quote Magical Stacking Ammunition: I was under the impression that this was already fixed by simply not allowing ammunition to be equipped while the given launchers are being used. Is that not the case? well it depends, sometimes I can equip ammunitions but overall it's ok, we just need to not cheat.. . But I find the description to be not very accurate, for exemple with firetooth +4 : "normal bolts cannot be fired with this crossbow" ===> by reading this, I was thinking that non magicals bolts cannot be fired but magicals bolts can be fired". Nevermind. Edited August 24, 2019 by DrAzTiK Quote Link to comment
Bartimaeus Posted August 25, 2019 Author Share Posted August 25, 2019 12 hours ago, DrAzTiK said: well it depends, sometimes I can equip ammunitions but overall it's ok, we just need to not cheat.. . But I find the description to be not very accurate, for exemple with firetooth +4 : "normal bolts cannot be fired with this crossbow" ===> by reading this, I was thinking that non magicals bolts cannot be fired but magicals bolts can be fired". Nevermind. It can be pretty difficult to write succinctly as well as accurately, . What launchers with their own magical ammo in particular are letting you use other ammo? Quote Link to comment
DrAzTiK Posted August 25, 2019 Share Posted August 25, 2019 2 hours ago, Bartimaeus said: It can be pretty difficult to write succinctly as well as accurately, . What launchers with their own magical ammo in particular are letting you use other ammo? I took a video to show you : https://www.youtube.com/watch?v=MvKB0YKXrSY&feature=youtu.be Quote Link to comment
Bartimaeus Posted August 25, 2019 Author Share Posted August 25, 2019 4 hours ago, DrAzTiK said: I took a video to show you : https://www.youtube.com/watch?v=MvKB0YKXrSY&feature=youtu.be "This video is private." Quote Link to comment
DrAzTiK Posted August 25, 2019 Share Posted August 25, 2019 1 hour ago, Bartimaeus said: "This video is private." fixed ^^ Quote Link to comment
Bartimaeus Posted August 28, 2019 Author Share Posted August 28, 2019 On 8/25/2019 at 9:55 AM, DrAzTiK said: fixed ^^ Thanks for the demonstration, I'll have to look at that other mod to see how it does and possibly replicate it, . Quote Link to comment
Azoth Posted September 2, 2019 Share Posted September 2, 2019 (edited) Playing NTotSC + IRR + EET + more. NTotSC adds several items. So far i found: "Black Swan Armor +2" (ntplat03.itm) - found in dungeon in Beregost temple area Umber Hulk Plate +1 - found on Tytus in Cloakwood Mines Girdle of Stromnos (sets strength to 19) - found on Tytus in Cloakwood Mines These items are not modified based on IR standards. Is there any chance to include them in IRR? Just asking, i could also ignore these items. Also calling @jastey Edited September 2, 2019 by Azoth Quote Link to comment
grodrigues Posted September 2, 2019 Share Posted September 2, 2019 3 hours ago, Azoth said: These items are not modified based on IR standards. Is there any chance to include them in IRR? Bartimeus will answer for sure, but I would hazard a guess that he will say that that sort of thing is outside of the scope of the mod. What I myself do with mods that I use and introduce items that I do not like is cook up a mod that is installed after and changes the item to suit whatever I think is right (sometimes is nerfing, other times is correcting mistakes, other times is plugging a hole in my chosen party item setup, other times is just a new item idea that I found interesting, etc.). Now this is of course time consuming, and needs some weidu modding knowledge (but I found that the basics are enough -- NI and overwriting is sufficient for most purposes -- and if you have some programming discipline things go much easier) since I am basically doing a mini-IR for every mod that I want to change, but such is life. Quote Link to comment
Bartimaeus Posted September 4, 2019 Author Share Posted September 4, 2019 Grodrigues is correct - outside of the scope of the mod (...and I don't use NTotSC, so it's kind of out of my interest as well). IR only deals with vanilla game items for actual revision, and it's already difficult to come up with unique and useful design concepts for just those - it would become way too much to start revising other modders' items on top of it. Quote Link to comment
Mike1072 Posted September 4, 2019 Share Posted September 4, 2019 Yes, changing mod items to make them follow the philosophies from IR's main component is out of scope. On 9/2/2019 at 1:00 AM, Azoth said: "Black Swan Armor +2" (ntplat03.itm) - found in dungeon in Beregost temple area Umber Hulk Plate +1 - found on Tytus in Cloakwood Mines However, if you mean that these aren't (correctly) identified as armors by the global components (e.g. casting in armor, thieving in armor), then that can be fixed. Quote Link to comment
Bartimaeus Posted September 6, 2019 Author Share Posted September 6, 2019 On 9/4/2019 at 2:11 PM, Mike1072 said: Yes, changing mod items to make them follow the philosophies from IR's main component is out of scope. However, if you mean that these aren't (correctly) identified as armors by the global components (e.g. casting in armor, thieving in armor), then that can be fixed. I did consider that, but NTotSC is such an old mod that I didn't even bother to check that those items were already in there as I assumed they would be. I just did now, though, and...only ntplat01, some ntleats, and ntchans are? Kind of surprises me. Quote Link to comment
Azoth Posted September 9, 2019 Share Posted September 9, 2019 On 9/6/2019 at 10:20 AM, Bartimaeus said: I did consider that, but NTotSC is such an old mod that I didn't even bother to check that those items were already in there as I assumed they would be. I just did now, though, and...only ntplat01, some ntleats, and ntchans are? Kind of surprises me. NTotSC is old, but its currently maintained by Jastey: https://forums.beamdog.com/discussion/66572/northern-tales-of-the-sword-coast-ntotsc-for-bg-ee-and-bgt-and-eet-download/p1 Quote Link to comment
zenblack Posted September 13, 2019 Share Posted September 13, 2019 I just wanted clarification on something that I can't quite discern from the readme. If SR is not installed will spell abilities that are a part of magic items be reverted to whatever the base vanilla (or SCS) spell is used or will the ability always use the SR variant? Quote Link to comment
Jarno Mikkola Posted September 14, 2019 Share Posted September 14, 2019 8 hours ago, zenblack said: If SR is not installed will spell abilities that are a part of magic items be reverted to whatever the base vanilla (or SCS) spell is used or will the ability always use the SR variant? Yea-no-hmm-nad. Punctuation !! Learn to use it. And try to make a question that has a "Yes" or "No" answer, NOT; BOTH ! 8 hours ago, zenblack said: If SR is not installed, will spell abilities that are a part of magic items be reverted to base vanilla or SCS spells ? heh, "Yes". That's your answer. Now, were we talking about a game installed with SCS or not... no, I won't care. Quote Link to comment
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