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SR Revised V1.3.900 (2022 August 8th)


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46 minutes ago, NdranC said:

Ok yeah, I did what you told me and my banished is not working correctly. All summons are getting a save, and it seems its not just a fake chat save since I quicksaved while having a Glabrezu, Nishruu, Hakeashar (which btw not sure if you fixed this but is named and looks exactly like a nishruu), a djinn which in turn summoned a lesser air elemental and my own Earth Elemental.

The first thing I noticed is that there is no animation when they "die" they just go plop and disappear. The second thing is that all of those summons are randomly going or not going. There isn't a single one of them that the spell works on the 100% of the time. Afaik, the nishruu should die 100% of the time and it isn't, it's getting a save because I've seen him die some times.

Now interestingly enough, with your updated one (that still targets party summons) I've been testing it for the last 5 minutes and no one is getting a save. And I mean I've tried it 10 times now and unless they've all gotten really unlucky with their saves I've managed to dismiss the demons, elementals and djinnis every time.

What fortune that nobody ever uses Nishruus or Hakeashars to be able to notice to begin with! :p

I took another look at your Google Drive files, and I'm happy to say that I finally, finally noticed the issue - or at least the critical part of the issue. Is there any way you could do a changelog on DVBANISH.spl? Your copy of it uses the "DESTSELF" effect which basically tells a creature to disappear/delete itself from the gamewith a plain save vs. spell saving throw. This is very odd, because I went back and checked github, before I just very recently made the "no fake saving throw messages" fix (which happened after your installation), github says this file had not been modified for over two years...and I downloaded that 2 year-old version, and it does not grant a saving throw. So what gave it one?

Here's a video of me successfully and unsuccessfully banishing a bunch of crap (again, having made no changes except for the projectile working on friendlies): https://dl.dropboxusercontent.com/s/ftuusxjlnhjbjzd/c2APVlXMHL.mp4

 

Edited by Bartimaeus
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10 minutes ago, Jarno Mikkola said:

Here's how. And yes, technically it's --change-log ... because of the command.

❤️

@Bartimaeus https://drive.google.com/drive/folders/1MsmId9uHpyOsuhkLN74bf0BuhIk_X8H9?usp=sharing

I also went ahead and uploaded my spell_rev folder that was extracted into my bg2 folder just in case you think maybe the original files could have been the problem. All in all it seems that your new files work because after trying a little longer I finally managed to get 2 grabrezus to succeed their saves and didn't get banished. Apparently they were just that unlucky when I tried NO JOKE 10 times.

I don't know if there is anything we could learn from this experience. Your new files are good so it's definitely something you can't "fix" since it's not a problem. Maybe I feel a little better about myself since I was not imagining things.

Speaking of other issues. This is an IR thing but I guess might as well  post it here. I noticed some items that give a special abilities allow you to cast these abilities even if you don't have them as the 'active' weapon. For example Ilbratha +1 and Silverblaze both allow you to cast Mirror Images/Negative Plain Protection by just having them in your weapon slots. While the Staff of Curing +1 doesn't allow you to use Mass Cure unless it's active as you current weapon.

btw, I don't know why but I lost the ability to upload files to these posts, says I can upload files of 0 mb. I contacted support a couple days ago but no one replied.

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5 hours ago, NdranC said:

❤️

@Bartimaeus https://drive.google.com/drive/folders/1MsmId9uHpyOsuhkLN74bf0BuhIk_X8H9?usp=sharing

I also went ahead and uploaded my spell_rev folder that was extracted into my bg2 folder just in case you think maybe the original files could have been the problem. All in all it seems that your new files work because after trying a little longer I finally managed to get 2 grabrezus to succeed their saves and didn't get banished. Apparently they were just that unlucky when I tried NO JOKE 10 times.

I don't know if there is anything we could learn from this experience. Your new files are good so it's definitely something you can't "fix" since it's not a problem. Maybe I feel a little better about myself since I was not imagining things.

Speaking of other issues. This is an IR thing but I guess might as well  post it here. I noticed some items that give a special abilities allow you to cast these abilities even if you don't have them as the 'active' weapon. For example Ilbratha +1 and Silverblaze both allow you to cast Mirror Images/Negative Plain Protection by just having them in your weapon slots. While the Staff of Curing +1 doesn't allow you to use Mass Cure unless it's active as you current weapon.

btw, I don't know why but I lost the ability to upload files to these posts, says I can upload files of 0 mb. I contacted support a couple days ago but no one replied.

I think I said once upon a time that -4 may be too severe for Banishment, though from my tests, it's never been nearly as reliable as what you experienced, haha. It's such a particular case-use spell that I don't really want to nerf it even so.

And now, we finally have the root problem - both IR and SR (including the non-Revised versions) install a file called "dvbanish" which differ in implementation. IR's grants a saving throw in the .spl of the effect itself, SR's does it before that - in other words, by installing IR after, SR's Banishment is subject to a double saving throw. This is a problem inherited from IR, as IRR has never made any modification to it. However, it's easily fixed...and this mess has now been officially solved. Thanks for your patience and cooperation!

Special Abilities: Yeah, it's an engine thing, nothing I can do about it. Although...I don't know what you mean regarding Staff of Curing, I just put it in my second slot, then Staff or Rynn in my first, and I was able to use the Mass Cure ability (after identifying Staff of Curing, of course).

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1 hour ago, Bartimaeus said:

I think I said once upon a time that -4 may be too severe for Banishment, though from my tests, it's never been nearly as reliable as what you experienced, haha. It's such a particular case-use spell that I don't really want to nerf it even so.

And now, we finally have the root problem - both IR and SR (including the non-Revised versions) install a file called "dvbanish" which differ in implementation. IR's grants a saving throw in the .spl of the effect itself, SR's does it before that - in other words, by installing IR after, SR's Banishment is subject to a double saving throw. This is a problem inherited from IR, as IRR has never made any modification to it. However, it's easily fixed...and this mess has now been officially solved. Thanks for your patience and cooperation!

Special Abilities: Yeah, it's an engine thing, nothing I can do about it. Although...I don't know what you mean regarding Staff of Curing, I just put it in my second slot, then Staff or Rynn in my first, and I was able to use the Mass Cure ability (after identifying Staff of Curing, of course).

No really, thank you for your patience. I thought maybe I was just an idiot that was overwhelmed by the SCS RTwP combat not to notice some basic stuff. Minor thought, do you think dispelling screen should block banishment once? I'm not a big summon kind of guy but maybe there could be a way to involve banishment into the mage chess even if minor.

Staff of Curing: Hmmm, well that is interesting. I went to try it again and just realized it happens (or doesn't happen in this case) if you have a range weapon (maybe launcher types since boomerang dagger seems fine) active. In other words, if you current active weapon is a (I tested crossbow and sling) launcher? it will hide the special skills from other melee weapons that you have equipped but not active. Shrug.

Random Suggestion:

- Dispelling Screen smaller circle? It's really bright and really wide. Maybe 3/4 diameter or even half?

- Should Negative Plain Protection protect you from attribute drain? The buff is already pretty specific in its use as is, maybe it could be expanded a little?

- Should invisibility/improve invs have a buff icon? This is just about improving clarity in combat but I'm noticing is hard sometimes to tell if you are still invisible, specially for mages with mirror images/stoneskin, since only the original gets the transparency effect. My friend is also trying to backstab with the Pixie Prick +2 and that has a 15% chance to proc invis on swing. He also finds it hard to tell if his character is transparent or not on certain tile sets due to the black hood he wears matching the dark grimy dungeon floors.

Random Weird things about IR items: I'm gonna bug you again over here about IR stuff.

- The Periapt of Life Protection claims to protect from Death and Level Drain. I haven't tested this but isn't this the same as having Death Ward + Negative Plane Protection? If this is the case, should it give you both of those buff icons to your character?

Edited by NdranC
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49 minutes ago, NdranC said:

No really, thank you for your patience. I thought maybe I was just an idiot that was overwhelmed by the SCS RTwP combat not to notice some basic stuff. Minor thought, do you think dispelling screen should block banishment once? I'm not a big summon kind of guy but maybe there could be a way to involve banishment into the mage chess even if minor.

Staff of Curing: Hmmm, well that is interesting. I went to try it again and just realized it happens (or doesn't happen in this case) if you have a range weapon (maybe launcher types since boomerang dagger seems fine) active. In other words, if you current active weapon is a (I tested crossbow and sling) launcher? it will hide the special skills from other melee weapons that you have equipped but not active. Shrug.

Random Suggestion:

- Dispelling Screen smaller circle? It's really bright and really wide. Maybe 3/4 diameter or even half?

- Should Negative Plain Protection protect you from attribute drain? The buff is already pretty specific in its use as is, maybe it could be expanded a little?

- Should invisibility/improve invs have a buff icon? This is just about improving clarity in combat but I'm noticing is hard sometimes to tell if you are still invisible, specially for mages with mirror images/stoneskin, since only the original gets the transparency effect. My friend is also trying to backstab with the Pixie Prick +2 and that has a 15% chance to proc invis on swing. He also finds it hard to tell if his character is transparent or not on certain tile sets due to the black hood he wears matching the dark grimy dungeon floors.

Random Weird things about IR items: I'm gonna bug you again over here about IR stuff.

- The Periapt of Life Protection claims to protect from Death and Level Drain. I haven't tested this but isn't this the same as having Death Ward + Negative Plane Protection? If this is the case, should it give you both of those buff icons to your character?

Negative Plane Protection: Very problematic to implement in a way that doesn't create all sorts of inconsistencies and annoyances. Additionally, it's difficult to tie to the spell's concept.

Dispelling Screen: The classic Cloak of Mirroring graphics, isn't it? It is quite obnoxious, and I'd prefer a different graphic altogether, but I really don't enjoy messy around with animations (also, because of the pixel-based nature of IE graphics, while doing multiplicative resizes are no big deal - say, if you wanted a bigger Globe of Invulnerabilty for Firkraag, you might just do a straight 3x increase - doing non-multiplicative size changes, like decreasing by 15%, tends to create ugly, pixely graphics unless you do a lot of work to smooth them over).

Invisibility: It absolutely 'should' - but it doesn't in the vanilla games, and I don't think new slots can be added to non-EE games, and it's a little bit of a pain to implement even in EE games. The worst part is trying to design the tiny little portrait icons that are very particularly stylized to fit in with the rest. While I do have some proficiency in Photoshop and such, art is simply not my forte. Another thing to do with art if I could is design some "Elemental Conjuring" spell icons, so that the different elemental conjuring spells could go under unified select-a-spells a la Protection from Elemental Energy as was originally planned, but alas, those icons were never finished.

Periapt: At one point, I actually had it exactly like that, but....I felt as though, sometimes less is more. It is not always necessary to conflate protection from death effects as being the exact spell "Death Ward" - not everything needs to fall so neatly into that sort of box. Additionally, the other two periapts are "Protects Against: [status]", and I realized that making Life Protection instead "Spell: Death Ward and Negative Level Protection" kind of seemed weird and out of place, so I decided to nix the whole thing.

Staff of Curing: Huh, didn't know that. Good to know. Launchers have that weirdity in that you can't equip two at the same time, wonder if that's at all related in an under-the-hood sense.

Edited by Bartimaeus
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I've been meaning to fix the Light Cure Wounds icon that comes with Spell Revisions for years, but I kept forgetting. Now it's finally done.

bgmain_vovkwc9Nhg.png

bgmain_jmVJEasSJ3.png

I don't know why it looked that way when none of the other Cause Wounds icons did - I remade it from scratch rather than try to fix up the broken one. ...Might be just a touch too red, but it's pretty close to right.

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1 hour ago, Bartimaeus said:

I've been meaning to fix the Light Cure Wounds icon that comes with Spell Revisions for years, but I kept forgetting. Now it's finally done.

bgmain_vovkwc9Nhg.png

bgmain_jmVJEasSJ3.png

I don't know why it looked that way when none of the other Cause Wounds icons did - I remade it from scratch rather than try to fix up the broken one. ...Might be just a touch too red, but it's pretty close to right.

Don't you mean Cause Light Wounds? Cure Light Wounds look the same to me? Cause Light Wounds on the other hand, mines look like the bottom one, is it supposed to look like the thicker/rounder one?

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1 minute ago, NdranC said:

Don't you mean Cause Light Wounds? Cure Light Wounds look the same to me? Cause Light Wounds on the other hand, mines look like the bottom one, is it supposed to look like the thicker/rounder one?

Doh, yes, Cause Light Wounds. It's supposed to look like the bottom one. Since you haven't yet reinstalled, can I get a screenshot of a spellbook of yours that contains it?

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I have found some bugs in some spells while toying with Near Infinity :

- Spell Scrolls (SCRLXX.ITM) The opposite schools for specialists mage are messed up in Illusion, Necromancy and Evocation spells : 
byte offset is 0x2f when it should be 0x2e

- Lesser Restoration (SPPR417.SPL) has incorrect fatigue duration in description : 
it says 5 rounds, but the dvwinded.spl called spell is only 2 rounds duration

- Otiluke's Resilient Sphere (SPWI413.SPL) has incorrect saving throw in spell description.
It says vs. spell and breath both (first in spell details and other in description) while it should be only vs. breath

- Metil's Acid Sheaf (SPWI525.SPL) has incorrect spell level in headers, it's stuck at level 20 but the duration still is incremented to level 40
→ should level up to 40

- Mordenkainen's Sword (SPWI716.SPL) the summoned sword weapon  (MORSWORD.ITM) has incorrect target flag for opcode 206 protections
(should be target : self) and the stats in the spell description do not match the creature stats

- Summon Shadows (SPWI501.SPL) the creatures sumoned by this spell do not have the backstab immunity (neither from item nor effect)
as it's written in spell's description creature's stats

 

Edited by ptifab
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1 hour ago, Bartimaeus said:

Doh, yes, Cause Light Wounds. It's supposed to look like the bottom one. Since you haven't yet reinstalled, can I get a screenshot of a spellbook of yours that contains it?

FZDVikg.jpg

You know what, now that I look it it does look a little chuncky but I believe I'm using the Spell Bams that come with Lefreut's Enhanced UI.

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1 hour ago, ptifab said:

I have found some bugs in some spells while toying with Near Infinity :


- Spell Scrolls (SCRLXX.ITM) The opposite schools for specialists mage are messed up in Illusion, Necromancy and Evocation spells : 
byte offset is 0x2f when it should be 0x2e

- Lesser Restoration (SPPR417.SPL) has incorrect fatigue duration in description : 
it says 5 rounds, but the dvwinded.spl called spell is only 2 rounds duration

- Otiluke's Resilient Sphere (SPWI413.SPL) has incorrect saving throw in spell description.
It says vs. spell and breath both (first in spell details and other in description) while it should be only vs. breath

- Metil's Acid Sheaf (SPWI525.SPL) has incorrect spell level in headers, it's stuck at level 20 but the duration still is incremented to level 40
→ should level up to 40

- Mordenkainen's Sword (SPWI716.SPL) the summoned sword weapon  (MORSWORD.ITM) has incorrect target flag for opcode 206 protections
(should be target : self) and the stats in the spell description do not match the creature stats

- Summon Shadows (SPWI501.SPL) the creatures sumoned by this spell do not have the backstab immunity (neither from item nor effect)
as it's written in spell's description creature's stats

 

Mestil's Acid Sheath: Fixed.
Lesser Restoration: Heyo, another bug caused by IR and SR deciding to install similar idea files but which aren't quite the same to the same filename! Fixed.
Otiluke's: Underwent a revision very recently (past couple of weeks), don't think this applies any longer?
Mordenakinen's Sword: Not sure if it does anything, but fixed anyways.
Summon Shadow: Fixed, I think.
Spell Scrolls: I'll look into it, but I think this is Subtledoctor's code, so it may or may not be difficult to fix.

@NdranC Yeah, that does look distinct from either of the two I showed before, but it's closer to the new one I made and looks fine.

Edited by Bartimaeus
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I do notice a little black border edges around some of them. Next time I might try not using those bams and I guess it will default to the SR ones.

Quick question, what happened to the Spirit Armor animation? The vanilla one is so awesome with a big green skull that eats your paperdoll. But currently in my install is vaguely similar but but not a defined skull and a lot tinier? It used to be one of my favorite animations.

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42 minutes ago, NdranC said:

I do notice a little black border edges around some of them. Next time I might try not using those bams and I guess it will default to the SR ones.

Quick question, what happened to the Spirit Armor animation? The vanilla one is so awesome with a big green skull that eats your paperdoll. But currently in my install is vaguely similar but but not a defined skull and a lot tinier? It used to be one of my favorite animations.

1. I actually wouldn't recommend it after checking it out. It's not either SR's or that UI mod's fault, it's just that the UI they designed for BG2EE gives all of the icons a sort of washed out, pixely-look to them in general - it looks quite bad compared to the original game's lighter and flatter look, IMO. That's what you get for using an ultra contrast-cranked gradient look on a UI, EE devs. And I'm actually going to have to make more corrections to the icon I just created for Cause Light Wounds, because it shows up pretty weird and not how it's supposed to on the BG2EE UI as well. Bah, humbug.

2. SRR's version of the spell uses "SPARMOR", which is an original BG2 graphic. For EE games, I have it set to patch the spell to use the 1pp effect instead (1WDSARMR, also used by the EEs) - problem is, there's a typo that's preventing it from patching correctly, so it's using the original graphic. I've now fixed it. Thanks!

Edited by Bartimaeus
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