Jump to content

SR Revised V1.3.900 (2022 August 8th)


Recommended Posts

Guest FallenAngel

So I've played the original games decades ago, eventually grabbed the EEs, but never got around to replaying them due to the time investment.
I then recently decided to do The Black Pits 1 & 2, for something that won't require much investment, to get me back into the groove, except this time around I decided looking for a mod to fix what I personally considered the game's biggest flaw...spell balance (or rather lack thereof).

After some browsing I ran across Spell Revisions (the changes to Haste/Improved Haste to +1/2 & +1 APR respectively are what caught my eye/interest at first) and it was pretty much exactly what I was looking for. Reading through all the changed spells and largely thinking "Yeah, I'd cast that." instead of "So XX% of each spell level are garbage, then there's 4 good/great spells and 1/2 that are overpowered" (slightly exaggerating, but you get the gist) was a breath of fresh air. I checked the newest threads, learned about SRR, and looking through the additional changes decided that I'd go for this variant/fork (less due to its individual minor additional changes to spells and more for fleshing out the new spells like Icelance and Vitriolic Sphere, that feel like stubs in standard SR).

So I looked through the instructions and they are...I feel, at least somewhat vague. For SRR, the first line mentions SR Revised V1.3.900, but descriptions tells you to get the master zip...then for the baseline to build on you're told to use the "latest" version of SR V4, but that could technically mean 3 different versions. V3.1 (literally labeled Latest on github), V4b18 (the latest pre-release that isn't a Release Candidate) and V4.19RC4 (as the actual latest version on github).

I eventually downloaded SR V4.19RC4 and the master for SRR (which, I think, translates to v1.3.951?) and then extracted one after the other (overwriting SR with SRR where applicable as described). I then ran the Weidu executable and installed all components. After the installer ran through everything, I was alerted that the main component (Spell Revisions), "INSTALLED WITH WARNINGS", but the installation finished anyway. No other mods were used (obviously), BGEE latest version.

While playing, I didn't notice anything wrong in particular at first, but eventually problems appeared one after another.
The projectiles created by Magical Stone showed their damage as "null" in the inventory screen summary.
Grease still claimed a radius of 10' in its description (like in Standard SR), but had the actual 20' in game from SRR.
The tooltips for items conjured by Enchanted Weapon, instead of reading "Longsword +3" for example, had full lines of quoted game dialogue for like half the options.
Fireburst was still called Sunburst (despite both SR and SRR changing the name), but had the SR description (and effect) instead of SRR.
There were a bunch of times where spell effects were just displayed as "INVALID" in the combat log.
Probably other stuff I didn't catch in the arena.

I could finish the module like that and there was nothing severe enough to crash the game, but it wasn't exactly a perfectly smooth experience.
Moving on to Black Pits 2, I tried just installing plain SR (again, V4.19RC4) and that finishes up with no warnings and works like a charm in game.
Since I would like the SRR version of Icelance and Vitriolic Sphere though, I'm now looking for either a way to "properly" install SRR, or to stick with SR but just overwrite those two spells with their SRR versions (I doubt it's as easy as just copy pasting those two over, but who knows?).

Happy for any help with either option. 😃 

Link to comment

I also installed your mod by unpacking Spell Revisions v. 4.19RC and then replacing it with Revised version. I am not very far into BG EE, as I keep restarting, trying different mods/settings, but I also encountered most of the issues listed above in my game. The most obvious one and easiest to recreate is Enchanted Weapon spell, when set to original BG behaviour, when you summon weapon, almost all of them have random strings from the game assigned as their name. I must admit, it is pretty funny and so far harmless - did not see anything gamebreaking, but it would be cool if you mentioned exact supported version of Spell Revisions on which your mod should be installed upon in order to avoid such issues.

XqViDES.jpeg

Link to comment
Posted (edited)
On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

Grease still claimed a radius of 10' in its description (like in Standard SR), but had the actual 20' in game from SRR.

Let's take, for example, a Fireball: a Fireball has always been the exact same size throughout all the games and throughout the history of SR, but...is it a 30 foot radius, or is it a 15 foot radius? The original games and SR say 30 foot radius, but the EEs and SRR call it a 15 foot radius. The same goes for Grease: what SR called a 10' radius would only be called a 5' radius in SRR. My brain was also used to a Fireball being 30', but after taking a long look into the incredibly inconsistent size of AoE projectiles in oBG1/2 and how they're stated, I began to understand why Beamdog decided to say that a Fireball was 15' and not 30', so I changed SRR accordingly. Especially because range values also happen (or perhaps were deliberately designed) to be the same: for a spell with a range of 10 feet ("short range") that has an AoE size of a 10' radius in the EE notation, the AoE will just about exactly reach the caster when cast at maximum range...whereas a 10' radius in the old notation will only reach halfway (i.e. 5 feet), which doesn't make sense.

16 hours ago, private said:

I also installed your mod by unpacking Spell Revisions v. 4.19RC and then replacing it with Revised version. I am not very far into BG EE, as I keep restarting, trying different mods/settings, but I also encountered most of the issues listed above in my game. The most obvious one and easiest to recreate is Enchanted Weapon spell, when set to original BG behaviour, when you summon weapon, almost all of them have random strings from the game assigned as their name. I must admit, it is pretty funny and so far harmless - did not see anything gamebreaking, but it would be cool if you mentioned exact supported version of Spell Revisions on which your mod should be installed upon in order to avoid such issues.

On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

The tooltips for items conjured by Enchanted Weapon, instead of reading "Longsword +3" for example, had full lines of quoted game dialogue for like half the options.

SR (and thus SRR) were designed for BG2, not BG1, so there are still some rather annoying "wrong strings" oversights like this that would be correct if installed onto a BG2/BG2EE/BGT/EET game, but need manual correction for BG1EE-only games. I've never played a non-EET BG1EE game myself, so it's never something I've personally bug-tested; fixing those does unfortunately rely on people submitting bug reports for them. I guess I should probably install SRR on a BG1EE-only game sometime soon to see and fix whatever warning (likely harmless, as warnings typically are) that you saw.

On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

So I looked through the instructions and they are...I feel, at least somewhat vague. For SRR, the first line mentions SR Revised V1.3.900, but descriptions tells you to get the master zip...then for the baseline to build on you're told to use the "latest" version of SR V4, but that could technically mean 3 different versions. V3.1 (literally labeled Latest on github), V4b18 (the latest pre-release that isn't a Release Candidate) and V4.19RC4 (as the actual latest version on github).

It should not matter what base version of SR you use: anywhere between the officially listed latest version (i.e. b18) and the latest pre-release version will work fine. When I wrote that in the original post, the pre-release and release candidates et al. versions did not exist, so I did not really foresee it as being necessary to state but I guess it is now. I recommend the latest repository version, but people download the latest full "releases" (i.e. V1.3.900 right now), which isn't the end of the world, but it means whatever are the latest fixes I've made are not included in their versions.

On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

Fireburst was still called Sunburst (despite both SR and SRR changing the name), but had the SR description (and effect) instead of SRR.

Something has gone very wrong in your install if that is truly the case, as it's not possible for SR/R to name it "Sunburst": that text is simply not included at all in the mod outside of the description of Sunray ("[...] undead creatures caught within the sunburst instead suffer 1D6 fire damage [...]"), which I just confirmed with a complete textual search of the entire mod directory. And never mind using the SR and not SRR text of the spell.

On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

The projectiles created by Magical Stone showed their damage as "null" in the inventory screen summary.

Hm, I just tested this one on BG2EE and it displays as "Magical Stone +1: 1d4 + 2" in the inventory screen. Not sure why BG1EE would be any different...I'll have to install BG1EE and see.

16 hours ago, private said:

I also installed your mod by unpacking Spell Revisions v. 4.19RC and then replacing it with Revised version. I am not very far into BG EE, as I keep restarting, trying different mods/settings, but I also encountered most of the issues listed above in my game. The most obvious one and easiest to recreate is Enchanted Weapon spell, when set to original BG behaviour, when you summon weapon, almost all of them have random strings from the game assigned as their name. I must admit, it is pretty funny and so far harmless - did not see anything gamebreaking, but it would be cool if you mentioned exact supported version of Spell Revisions on which your mod should be installed upon in order to avoid such issues.

Yeah, as mentioned above, I unfortunately rely on people submitting "wrong text/string" issues for BG1EE; a number of them have actually already been fixed, but there are clearly more to go around. I'll fix these Enchanted Weapon items.

On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

I could finish the module like that and there was nothing severe enough to crash the game, but it wasn't exactly a perfectly smooth experience.
Moving on to Black Pits 2, I tried just installing plain SR (again, V4.19RC4) and that finishes up with no warnings and works like a charm in game.
Since I would like the SRR version of Icelance and Vitriolic Sphere though, I'm now looking for either a way to "properly" install SRR, or to stick with SR but just overwrite those two spells with their SRR versions (I doubt it's as easy as just copy pasting those two over, but who knows?).

No, I would not recommend trying to do that - trying to transplant these mid-installation is very likely to cause more issues and inconsistencies that you would not like.

Thank you for the feedback! There are certainly some things that are less than ideal...and BG1EE-only games have been a major source of these kinds of inconsistencies. SR just wasn't ever intended to be installed on a BG1-only game, so there have been historical difficulties as a result.

Edited by Bartimaeus
Link to comment

Installation warning fixed (harmless: it was just a notice saying that Sleep wasn't patched because of the intended patch accidentally being applied to one of its subspells). Enchanted Weapon spell names & item names/descriptions also fixed - instead of using generic strings from from BG2, I decided to manually name and re-descript all of them, including proper statistics for the weapons themselves. Thank you!

Link to comment
Guest FallenAngel
On 3/23/2024 at 3:49 PM, Bartimaeus said:

Let's take, for example, a Fireball: a Fireball has always been the exact same size throughout all the games and throughout the history of SR, but...is it a 30 foot radius, or is it a 15 foot radius? The original games and SR say 30 foot radius, but the EEs and SRR call it a 15 foot radius. The same goes for Grease: what SR called a 10' radius would only be called a 5' radius in SRR. My brain was also used to a Fireball being 30', but after taking a long look into the incredibly inconsistent size of AoE projectiles in oBG1/2 and how they're stated, I began to understand why Beamdog decided to say that a Fireball was 15' and not 30', so I changed SRR accordingly. Especially because range values also happen (or perhaps were deliberately designed) to be the same: for a spell with a range of 10 feet ("short range") that has an AoE size of a 10' radius in the EE notation, the AoE will just about exactly reach the caster when cast at maximum range...whereas a 10' radius in the old notation will only reach halfway (i.e. 5 feet), which doesn't make sense.

This very much sounds like a diameter vs radius issue. With those numbers in mind though, it makes sense why Grease displays as 10' in-game (and felt as big as I remembered a 20' being), whereas the description of changes in this thread notes it as being "doubled to 20', because that's still referring to the old method of measurement.

Quote

SR (and thus SRR) were designed for BG2, not BG1, so there are still some rather annoying "wrong strings" oversights like this that would be correct if installed onto a BG2/BG2EE/BGT/EET game, but need manual correction for BG1EE-only games. I've never played a non-EET BG1EE game myself, so it's never something I've personally bug-tested; fixing those does unfortunately rely on people submitting bug reports for them. I guess I should probably install SRR on a BG1EE-only game sometime soon to see and fix whatever warning (likely harmless, as warnings typically are) that you saw.

Interesting, I hadn't even considered that. I deleted my modded install pretty much immediately after finishing the Black Pits, but I've since installed BG2EE with SR 4b18 and the SRR Master (from a couple days ago) over it and this time I checked the debug log (gonna be different I figure, due to just now learning that the games even on EE react differently to the mod, but can't hurt to post it I guess). The installation finished with 2 warnings:
"WARNING: parsing log [WeiDU.log]: Sys_error("WeiDU.log: No such file or directory")"
"WARNING: no effects altered on spwi116d.spl"
Reading your latest post and looking up the filename for sleep, I believe you've covered the second warning already (talk about quick!).

Quote

Something has gone very wrong in your install if that is truly the case, as it's not possible for SR/R to name it "Sunburst": that text is simply not included at all in the mod outside of the description of Sunray ("[...] undead creatures caught within the sunburst instead suffer 1D6 fire damage [...]"), which I just confirmed with a complete textual search of the entire mod directory. And never mind using the SR and not SRR text of the spell.

Yeah, no idea. If I still had the debug log I'd check.

Quote

Yeah, as mentioned above, I unfortunately rely on people submitting "wrong text/string" issues for BG1EE; a number of them have actually already been fixed, but there are clearly more to go around. I'll fix these Enchanted Weapon items.

Well, I'm glad I could contribute to a great mod in a small way at least then.

 

By the way, the whole Grease AoE thing made me read through the spell descriptions in the github files for both SR and SRR to do a spell by spell comparison and found that the listed changes are no longer accurate for some. I've only went through spell levels 1 & 2 so far and there's one on each level that deviates:

Shocking Grasp
Changes from vanilla SR are advertised as: "Damage scales with level a la Chilling Touch (+1D6 per 2 extra caster levels)" - except standard SR already works like this (probably got changed somewhere along the way?)
Actual changes in SRR are: Has no level-scaling save penalty (standard SR has a whopping -4 at 9th level), save is made vs breath instead of vs spell

Sound Burst
Changes from standard SR are advertised as: "5D4 crushing damage instead of 4D4".
Actual changes in SRR are: Has a secondary radius outside the primary radius, where enemies suffer half damage and no condition.

Then there's a spell where changes are as advertised, but I feel it could benefit from a change in wording:

Reflected Image
"If the image is struck, then it will temporarily disappear before reappearing the next round. The image will also disappear if a dispel magic or a detect illusion spell is cast upon it."
The second sentence should probably be adjusted to "The image will *permanently* disappear if a dispel magic or a detect illusion spell is cast upon it." to more clearly differentiate from the temporary disabling until the next round by hitting it.

Lastly (and a bit off-topic), in an old post in this thread from 2020 you mention " I usually use 3rd edition style strength because that's clearly what IR and SR were built around". I'm not particularly fond of exceptional strength either, where could I find this mod? Trying to google it was doomed to failure because of Baldur's Gate 3 clogging up the results ^^;

In any case, I'll go through Black Pits 2 with the setup mentioned above and report if I run across anything. Thanks for going into detail explaining stuff and being so quick with fixes/changes as well!

Link to comment
On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

This very much sounds like a diameter vs radius issue. With those numbers in mind though, it makes sense why Grease displays as 10' in-game (and felt as big as I remembered a 20' being), whereas the description of changes in this thread notes it as being "doubled to 20', because that's still referring to the old method of measurement.

I very much suspect that is the case, possibly along with the different people(?) not having the difference made clear to them as they were writing descriptions. If you take a look at the original game text for a lot of area of effect spells in BG1, sometimes a "radius" is mentioned, sometimes a "diameter" is mentioned, and sometimes neither are mentioned...and by the time you get to BG2 which inherited a lot of BG1's text for spells, who knows whether the person(s) who was writing descriptions for the new BG2 spells had any clue how the heck the AoE sizes should be notated for consistency (or rather the lack thereof).

On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

Interesting, I hadn't even considered that. I deleted my modded install pretty much immediately after finishing the Black Pits, but I've since installed BG2EE with SR 4b18 and the SRR Master (from a couple days ago) over it and this time I checked the debug log (gonna be different I figure, due to just now learning that the games even on EE react differently to the mod, but can't hurt to post it I guess). The installation finished with 2 warnings:
"WARNING: parsing log [WeiDU.log]: Sys_error("WeiDU.log: No such file or directory")"
"WARNING: no effects altered on spwi116d.spl"
Reading your latest post and looking up the filename for sleep, I believe you've covered the second warning already (talk about quick!).

Yep, the spwi116d.spl warning is the warning I fixed for Sleep in the latest repository version. The "no weidu.log" error is...curious - the weidu.log is what keeps track of which mods you have installed and in what order, and it's usually generated upon the first run of weidu, if I'm not mistaken, so I'm not sure why it would be missing entirely unless you manually deleted it after starting the SR installer (or unless there's some kind of OS-specific, perhaps OSX, issue that I've not hitherto been made aware of).

On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

Well, I'm glad I could contribute to a great mod in a small way at least then.

It is much appreciated, I've been fixing these little BG1 issues for a number of years, but it's been dependent upon a relatively small set of players who have played BG1EE-only games to tell me about them, and they don't necessarily use every spell, so invariably some have slipped through the cracks.

On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

The second sentence should probably be adjusted to "The image will *permanently* disappear if a dispel magic or a detect illusion spell is cast upon it." to more clearly differentiate from the temporary disabling until the next round by hitting it.

I went with "permanently dissipate" instead, but done, thanks.

On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

Sound Burst
Shochking Grasp

Yeah, the original post's abbreviated "list of changes" is pretty much always sliding into being out-of-date. But I do occasional maintenance on it when I notice egregious omissions, so thank you.

On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

Lastly (and a bit off-topic), in an old post in this thread from 2020 you mention " I usually use 3rd edition style strength because that's clearly what IR and SR were built around". I'm not particularly fond of exceptional strength either, where could I find this mod? Trying to google it was doomed to failure because of Baldur's Gate 3 clogging up the results ^^;

I've always used an old mod called The Bigg Tweak Pack for it.

On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

In any case, I'll go through Black Pits 2 with the setup mentioned above and report if I run across anything. Thanks for going into detail explaining stuff and being so quick with fixes/changes as well!

Yep, thanks for playing with it, and feel free to continue reporting any other problems!

Link to comment

Hello, I encountered issue regarding petrifcation from basilisks and I am not sure if it's intended behaviour - green scroll "Stone to flesh" does not seem to work as intended and does not restore character from "permanently held" status. It works properly when used on vanilla "stoned" characters like Branwen, but not on party members. It really limits number of ways to recover, if something went wrong during fight with basilisk and renders these green scrolls almost useless. I have set "petrification = 2" in spell revisions settings, also tested it numerous times and results are always the same - character struck by basilisk gaze remains held permanently unless I use "break enchantment spell" or CTRL + R. Here is short clip I made to show the problem and weidu.log:

Spoiler

/ Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.5
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.4
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: 27
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: 27
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: 27
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: 27
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: 27
~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: 27
~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Sea Charts Sources: 27
~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the Lady's Hall and the Bitch Queen's Temple: 27
~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: 27
~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: 27
~BGQE/SETUP-BGQE.TP2~ #0 #16 // Finish Cordyr's Quest without killing Sil: 27
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #0 // Endless BG1: Main Component (Required): 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #1 // More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace): 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #2 // Short Public Hero Tribute: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #3 // Sarevok's Unique Items: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #4 // Sarevok's Sword: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #5 // Imoen and Duke Jannath (Imoen Gets Residence Inside Palace): 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #6 // Duke Eltan Is in the Palace: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #7 // Flaming Fist After Final Fight: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #9 // Elminster Makes an Appearance -> Restored BG1 Text: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #10 // First Refugees Come to Baldur's Gate: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #11 // Ophyllis the Treasurer is Inside Palace Dungeon: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #12 // Denkod in Thieves' Guild Comments on Sarevok's Death: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #13 // Skip Thieves' Maze Once After Sarevok's Death: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #14 // Korlasz' Dungeon is in BG1: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #15 // Fenster the Palace Healer Is in the Palace: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #16 // Captain Corwin Is in the Palace: 18.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #2 // Do Not Miss NPC-PC Dialogues -> For NPCs in Party Only: v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #5 // More Dialogue Choices & Prevent Dead Ends: v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #7 // Restore scripted Abduction Scene Fight: v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #12 // SoD Ending: jastey's Tweaks -> Revised Full Version: v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #20 // Make Portal Close from Dragonspear Castle (Aun Argent survives always): v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #21 // Hephernaan takes Dragonspear Vault Key: v12.1
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #0 // Scene at Boareskyr Bridge will be Acknowledged: Add NPC Reactions: v6
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #1 // Add Description Text to Original Scene at Bridge: v6
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #2 // Bridge Scene has Different Choices: v6
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #3 // Add Stat Changes to Choices at Bridge: v6
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v32
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v32
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Ajantis Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #40 // The BG1 NPC Project: Coran's Romance Core (adult content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #50 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #60 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #70 // The BG1 NPC Project: Xan's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #80 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v32
~BG1NPC/BG1NPC.TP2~ #0 #110 // BGEE Banter Timing Tweak -> Banter Timing: Normal (about 27 minutes between banter dialogs): v32
~BG1NPC/BG1NPC.TP2~ #0 #240 // The BG1 NPC Project: Kivan's Proficiency -> Kivan uses spears: v32
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v32
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 19.2
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #1 // Install the unique BG:EE BAM for Ajantis' Family Shield: 19.2
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #30 // Ajantis SoD NPC: Crossmod Content: 19.2
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v5.2
~GARRICK_FLIRT/SETUP-GARRICK_FLIRT.TP2~ #0 #0 // Garrick's Infatuation -> Speed: 1 hour real time (standard) minimum between LoveTalks: Beta 4
~SODRTD/SODRTD.TP2~ #0 #80 // SoD - Stat-based observations and quest options from Lauriel's Themed Tweaks Mod: 3.0
~SODRTD/SODRTD.TP2~ #0 #0 // Main Component: Tracking System: 3.0
~SODRTD/SODRTD.TP2~ #0 #10 // Consistency Changes to Game Dialogues: 3.0
~SODRTD/SODRTD.TP2~ #0 #20 // Officers Are Aware: 3.0
~SODRTD/SODRTD.TP2~ #0 #30 // Give PC Informed Reply Options: 3.0
~SODRTD/SODRTD.TP2~ #0 #40 // PC Can Tell the Officers: 3.0
~SODRTD/SODRTD.TP2~ #0 #50 // Add Officers Reactions: 3.0
~SODRTD/SODRTD.TP2~ #0 #60 // Additional Info Points: 3.0
~SODRTD/SODRTD.TP2~ #0 #70 // Add Additional Communication with Officers: 3.0
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 (Revised V1.3.800)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised v1.3.900)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 18 (Revised v1.3.900)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 18 (Revised v1.3.900)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 18 (Revised v1.3.900)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 18 (Revised v1.3.900)
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow [plainab/grogerson]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #171 // Unique Icons [Lava] -> Replace all icons: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First area only: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-Out Dialogues: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn [DavidW/Zed Nocear]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No restrictions: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2560 // Allow Monks to Wear Helmets: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3012 // Maximum HP Creatures [the bigg] -> For party-joinable NPCs only: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% learn spells and no maximum cap: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3071 // Change Effect of Reputation on Store Prices -> Reputation has no effect, stores price fixed at 100% [Luiz]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs can be angry about reputation but never leave [Salk]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation [Luiz]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3292 // Personalize Automatic Save Names -> Use scheme: 000000000-(Protagonist)-Save-Name: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make Party Members Less Likely to Die Irreversibly: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3342 // Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] -> Movement speed by 150 percent: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3350 // Create Interval Saves [argent77] -> Every 15 minutes (one save only): v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC Pairs to Separate: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo Into Minsc's Pack: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4160 // Allow Yeslick to Use Axes: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v16
~TNT/TNT.TP2~ #0 #2 // Improved trap detection: instant detection: v8.30
~TNT/TNT.TP2~ #0 #3 // Improved trap detection: increase trap sense range: v8.30
~TNT/TNT.TP2~ #0 #4 // Trap reminders -> disclose trap type: v8.30
~TNT/TNT.TP2~ #0 #6 // Trap intuition -> not in combat: v8.30
~TNT/TNT.TP2~ #0 #9 // Trap intuition: pause game -> all traps: v8.30
~TNT/TNT.TP2~ #0 #12 // Trap intuition: center screen -> on the supposed trap: v8.30
~TNT/TNT.TP2~ #0 #13 // Trap intuition: play "trap found" sound: v8.30
~TNT/TNT.TP2~ #0 #14 // Improved trap detection: core (REQUIRED for any of previous traps components to work): v8.30
~TNT/TNT.TP2~ #0 #15 // Non-disarmable Davaeorn's Battle Horrors: v8.30
~TNT/TNT.TP2~ #0 #24 // Hassle-free ammo: v8.30
~TNT/TNT.TP2~ #0 #27 // Throwing weapons damage type -> Both of the above options: v8.30
~TNT/TNT.TP2~ #0 #82 // More mage fencing scrolls in BG1: v8.30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3015 // Re-introduce potions of extra-healing: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved BG Textscreens: 35.10
~HIDDENGAMEPLAYOPTIONS/HIDDENGAMEPLAYOPTIONS.TP2~ #0 #0 // Install all Hidden Gameplay Options at once: 4.7

 

Edited by private
spelling
Link to comment
Posted (edited)
On 3/31/2024 at 7:59 AM, private said:

Hello, I encountered issue regarding petrifcation from basilisks and I am not sure if it's intended behaviour - green scroll "Stone to flesh" does not seem to work as intended and does not restore character from "permanently held" status. It works properly when used on vanilla "stoned" characters like Branwen, but not on party members. It really limits number of ways to recover, if something went wrong during fight with basilisk and renders these green scrolls almost useless. I have set "petrification = 2" in spell revisions settings, also tested it numerous times and results are always the same - character struck by basilisk gaze remains held permanently unless I use "break enchantment spell" or CTRL + R. Here is short clip I made to show the problem and weidu.log:

  Reveal hidden contents

/ Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.5
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.4
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: 27
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: 27
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: 27
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: 27
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: 27
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: 27
~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: 27
~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Sea Charts Sources: 27
~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the Lady's Hall and the Bitch Queen's Temple: 27
~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: 27
~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: 27
~BGQE/SETUP-BGQE.TP2~ #0 #16 // Finish Cordyr's Quest without killing Sil: 27
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #0 // Endless BG1: Main Component (Required): 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #1 // More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace): 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #2 // Short Public Hero Tribute: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #3 // Sarevok's Unique Items: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #4 // Sarevok's Sword: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #5 // Imoen and Duke Jannath (Imoen Gets Residence Inside Palace): 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #6 // Duke Eltan Is in the Palace: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #7 // Flaming Fist After Final Fight: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #9 // Elminster Makes an Appearance -> Restored BG1 Text: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #10 // First Refugees Come to Baldur's Gate: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #11 // Ophyllis the Treasurer is Inside Palace Dungeon: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #12 // Denkod in Thieves' Guild Comments on Sarevok's Death: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #13 // Skip Thieves' Maze Once After Sarevok's Death: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #14 // Korlasz' Dungeon is in BG1: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #15 // Fenster the Palace Healer Is in the Palace: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #16 // Captain Corwin Is in the Palace: 18.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #2 // Do Not Miss NPC-PC Dialogues -> For NPCs in Party Only: v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #5 // More Dialogue Choices & Prevent Dead Ends: v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #7 // Restore scripted Abduction Scene Fight: v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #12 // SoD Ending: jastey's Tweaks -> Revised Full Version: v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #20 // Make Portal Close from Dragonspear Castle (Aun Argent survives always): v12.1
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #21 // Hephernaan takes Dragonspear Vault Key: v12.1
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #0 // Scene at Boareskyr Bridge will be Acknowledged: Add NPC Reactions: v6
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #1 // Add Description Text to Original Scene at Bridge: v6
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #2 // Bridge Scene has Different Choices: v6
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #3 // Add Stat Changes to Choices at Bridge: v6
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v32
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v32
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Ajantis Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #40 // The BG1 NPC Project: Coran's Romance Core (adult content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #50 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #60 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #70 // The BG1 NPC Project: Xan's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v32
~BG1NPC/BG1NPC.TP2~ #0 #80 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v32
~BG1NPC/BG1NPC.TP2~ #0 #110 // BGEE Banter Timing Tweak -> Banter Timing: Normal (about 27 minutes between banter dialogs): v32
~BG1NPC/BG1NPC.TP2~ #0 #240 // The BG1 NPC Project: Kivan's Proficiency -> Kivan uses spears: v32
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v32
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 19.2
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #1 // Install the unique BG:EE BAM for Ajantis' Family Shield: 19.2
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #30 // Ajantis SoD NPC: Crossmod Content: 19.2
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v5.2
~GARRICK_FLIRT/SETUP-GARRICK_FLIRT.TP2~ #0 #0 // Garrick's Infatuation -> Speed: 1 hour real time (standard) minimum between LoveTalks: Beta 4
~SODRTD/SODRTD.TP2~ #0 #80 // SoD - Stat-based observations and quest options from Lauriel's Themed Tweaks Mod: 3.0
~SODRTD/SODRTD.TP2~ #0 #0 // Main Component: Tracking System: 3.0
~SODRTD/SODRTD.TP2~ #0 #10 // Consistency Changes to Game Dialogues: 3.0
~SODRTD/SODRTD.TP2~ #0 #20 // Officers Are Aware: 3.0
~SODRTD/SODRTD.TP2~ #0 #30 // Give PC Informed Reply Options: 3.0
~SODRTD/SODRTD.TP2~ #0 #40 // PC Can Tell the Officers: 3.0
~SODRTD/SODRTD.TP2~ #0 #50 // Add Officers Reactions: 3.0
~SODRTD/SODRTD.TP2~ #0 #60 // Additional Info Points: 3.0
~SODRTD/SODRTD.TP2~ #0 #70 // Add Additional Communication with Officers: 3.0
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 (Revised V1.3.800)
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 (Revised V1.3.800)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised v1.3.900)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 18 (Revised v1.3.900)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 18 (Revised v1.3.900)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 18 (Revised v1.3.900)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 18 (Revised v1.3.900)
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow [plainab/grogerson]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #171 // Unique Icons [Lava] -> Replace all icons: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First area only: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-Out Dialogues: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn [DavidW/Zed Nocear]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No restrictions: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2560 // Allow Monks to Wear Helmets: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3012 // Maximum HP Creatures [the bigg] -> For party-joinable NPCs only: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% learn spells and no maximum cap: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3071 // Change Effect of Reputation on Store Prices -> Reputation has no effect, stores price fixed at 100% [Luiz]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs can be angry about reputation but never leave [Salk]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation [Luiz]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3292 // Personalize Automatic Save Names -> Use scheme: 000000000-(Protagonist)-Save-Name: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make Party Members Less Likely to Die Irreversibly: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3342 // Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] -> Movement speed by 150 percent: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3350 // Create Interval Saves [argent77] -> Every 15 minutes (one save only): v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC Pairs to Separate: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo Into Minsc's Pack: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4160 // Allow Yeslick to Use Axes: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v16
~TNT/TNT.TP2~ #0 #2 // Improved trap detection: instant detection: v8.30
~TNT/TNT.TP2~ #0 #3 // Improved trap detection: increase trap sense range: v8.30
~TNT/TNT.TP2~ #0 #4 // Trap reminders -> disclose trap type: v8.30
~TNT/TNT.TP2~ #0 #6 // Trap intuition -> not in combat: v8.30
~TNT/TNT.TP2~ #0 #9 // Trap intuition: pause game -> all traps: v8.30
~TNT/TNT.TP2~ #0 #12 // Trap intuition: center screen -> on the supposed trap: v8.30
~TNT/TNT.TP2~ #0 #13 // Trap intuition: play "trap found" sound: v8.30
~TNT/TNT.TP2~ #0 #14 // Improved trap detection: core (REQUIRED for any of previous traps components to work): v8.30
~TNT/TNT.TP2~ #0 #15 // Non-disarmable Davaeorn's Battle Horrors: v8.30
~TNT/TNT.TP2~ #0 #24 // Hassle-free ammo: v8.30
~TNT/TNT.TP2~ #0 #27 // Throwing weapons damage type -> Both of the above options: v8.30
~TNT/TNT.TP2~ #0 #82 // More mage fencing scrolls in BG1: v8.30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3015 // Re-introduce potions of extra-healing: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved BG Textscreens: 35.10
~HIDDENGAMEPLAYOPTIONS/HIDDENGAMEPLAYOPTIONS.TP2~ #0 #0 // Install all Hidden Gameplay Options at once: 4.7

 

I've just tested the issue on a BG1EE game with the setting set to both 1 and 2, and the green Stone to Flesh scroll does cure basilisk petrification; the item is correctly updated to account for the "new" style of petrification. Can you give me your SCRLPET.itm from your override and do a changelog on it, if you know how? Your weidu.log is pretty short and I don't see anything obvious that would have overwritten SR's changes, but a changelog would confirm (or deny) it - and if you give me SCRLPET.itm, I can just manually fix the scroll for your game...hopefully.

(Also: 4th level arcane/3rd level divine Break Enchantment spell will cure petrification as well, just so you know.)

Edited by Bartimaeus
Link to comment

I googled a bit and I hope that it is what you mean't. Also file in question is attached:

[WeiDU-FileChangelog.exe] WeiDU version 24700

Mods affecting SCRLPET.ITM:
00000: /* created or unbiffed */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.800)
00001:  ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 18 (Revised v1.3.900)

I'm not sure why this problem exist in my installation, I tried to make it as clean as possible, and have read every readme file to ensure that installation order is correct. The only other mod I have that touches scrolls is Tweaks Anthology and its component:

~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16

Could this be the culprit? The only other idea I have, is that the base version of Spell Revisions I downloaded in order to copy files from Revised version over it, is actually newer that it supposted to be and changed made in that base version are messing my installation. I have downloaded "SpellRevisions-4.19.rc4" mid February 2024, and Revised version on the same day, but I see that both standard and Revised versions are being updated very often. It is shame that your mod is not standalone, since I suspect that copying over files (and doing it incorrectly) can break many things and using base version of Item Revisions does not look good, since mod has not been maintained since 2017 or so... :(

As a side note - I also encountered multiple errors while trying to install IWD spell components (or almost any spell components to be honest) from SCS, even though it claims to be compatibile with your mod. Without SR/R and IR/R full installation of SCS proceeds without problems, so maybe my installation is really broken.

SCRLPET.ITM

Edited by private
spelling
Link to comment
Posted (edited)
1 hour ago, private said:

I googled a bit and I hope that it is what you mean't. Also file in question is attached:

[WeiDU-FileChangelog.exe] WeiDU version 24700

Mods affecting SCRLPET.ITM:
00000: /* created or unbiffed */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.800)
00001:  ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 18 (Revised v1.3.900)

I'm not sure why this problem exist in my installation, I tried to make it as clean as possible, and have read every readme file to ensure that installation order is correct. The only other mod I have that touches scrolls is Tweaks Anthology and its component:

~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16

Could this be the culprit? The only other idea I have, is that the base version of Spell Revisions I downloaded in order to copy files from Revised version over it, is actually newer that it supposted to be and changed made in that base version are messing my installation. I have downloaded "SpellRevisions-4.19.rc4" mid February 2024, and Revised version on the same day, but I see that both standard and Revised versions are being updated very often. It is shame that your mod is not standalone, since I suspect that copying over files (and doing it incorrectly) can break many things and using base version of Item Revisions does not look good, since mod has not been maintained since 2017 or so... :(

As a side note - I also encountered multiple errors while trying to install IWD spell components (or almost any spell components to be honest) from SCS, even though it claims to be compatibile with your mod. Without SR/R and IR/R full installation of SCS proceeds without problems, so maybe my installation is really broken.

SCRLPET.ITM 602 B · 0 downloads

Thank you: this is most likely SRR's fault, but it's difficult to investigate because there have been some fixes to petrification since the version of SRR that you're using (V1.3.900) compared to the latest (V1.3.954 - i.e. there have been 54 commits/changes to the latest repository version since .900), which I should've spotted when I glanced at the weidu.log you included earlier. One of those fixes touches upon specifically basilisks and the way their gaze attacks are handled, and I think this problem was already fixed. From what I can tell, there is nothing wrong with your SCRLPET.itm, and I'm unfortunately not certain that I can fix the problem in your current game. But if you could attach SPWI604D.spl from your override, perhaps I'll be able to discern the root of the issue and fix it. Using v4.19 rc4 should be perfectly OK.

I should probably do some compatibility testing with SCS's spell components as well then, thank you for the heads-up!

Edited by Bartimaeus
Link to comment

My apologies for bothering you, if petrification problem was already adressed in one of updates. Not many basilisks left in my current playthrough (in Durlag's Tower there are some I believe), so I can always make sure to protect party from petrification effect, rather than dealing with aftermath. I will also make sure to reinstall the game, using latest version of your mod before I try another playthrough or continue into BG2:EE.

File SPWI604D.spl attached.

One other unrelated question - do Item Revisions Revised change weight of throwing daggers and other weapons as such? I remember playing vaniilla BG:EE and Xan had multiple stacks of x40 throwing daggers in his inventory and it did not bother him much, when now, every throwing dagger weights 1 lbs, which makes most characters overencumbered with just a few stacks of them in inventory. This is only reason I use other mod component "~TNT/TNT.TP2~ #0 #24 // Hassle-free ammo: v8.30" in order to reverse that change and make all ammo/throwing weapons weightless again. Is this intented behaviour of throwing weapons? Not a big deal, just curious.

Anyway, thank you for your timely anwser and helping me and others with our little problems. I really like the vast majority of changes from your mods (IRR and SRR) and it's now hard to imagine playing without them installed. :D

spwi604d.spl

Link to comment
6 minutes ago, private said:

One other unrelated question - do Item Revisions Revised change weight of throwing daggers and other weapons as such? I remember playing vaniilla BG:EE and Xan had multiple stacks of x40 throwing daggers in his inventory and it did not bother him much, when now, every throwing dagger weights 1 lbs, which makes most characters overencumbered with just a few stacks of them in inventory. This is only reason I use other mod component "~TNT/TNT.TP2~ #0 #24 // Hassle-free ammo: v8.30" in order to reverse that change and make all ammo/throwing weapons weightless again. Is this intented behaviour of throwing weapons? Not a big deal, just curious.

The original weight of the throwing dagger is 1...but Beamdog changed it to 0 for the EEs. IR (and IRR) changes it back to 1. I can see the argument - if you really want to encourage throwing daggers to actually be used, then you should not actively make it a huge pain in the butt for the characters that might use them to have them on hand. It's not like they're throwing axes, where fighters with high strength values are the ones that are going to have and use them. But if another mod already fixes the issue, then...well, if enough people wanted it changed, I'd probably change it, but otherwise, I'll probably just let it be.

11 minutes ago, private said:

Anyway, thank you for your timely anwser and helping me and others with our little problems. I really like the vast majority of changes from your mods (IRR and SRR) and it's now hard to imagine playing without them installed. 

Thanks for the feedback, and glad that the majority of changes are welcomed! And I'm pretty persnickety about these kinds of "little" issues myself, which helps motivate me into trying to solve issues for others where possible, :).

19 minutes ago, private said:

My apologies for bothering you, if petrification problem was already adressed in one of updates. Not many basilisks left in my current playthrough (in Durlag's Tower there are some I believe), so I can always make sure to protect party from petrification effect, rather than dealing with aftermath. I will also make sure to reinstall the game, using latest version of your mod before I try another playthrough or continue into BG2:EE.

File SPWI604D.spl attached.

It's mostly my fault for not having already made a new official release (i.e. going to V1.4). People like to download the latest official release and not the latest repository, and I've let it languish with both SRR and IRR for far too long.

https://dl.dropboxusercontent.com/scl/fi/zaaukaownhb2yu72zf6v9/scrlpet.itm?rlkey=hs40ej30ax25wd9jxxnut9fvy&dl=0

This should fix the issue if you drop it into your override. I didn't think there was anything wrong with your SCRLPET.itm, but looking at your SPWI604D.spl showed that for some reason, SCRLPET.itm is trying to dispel sectype 18 (unknown) instead of 17 (petrification). I'm not certain what the cause would be there, so I kind of just have to hope that the changes I've made to the petrification code since .900 will incidentally prevent it from happening again.

Link to comment

I appreciate your explanation. I just tested it, spawned basilisk and your fix works like a charm! (well, a bit better than a Charm, since it does not require saving throw :D)

In the future I will try to look at those github depositories first, in order to check if there are some new versions of mods available. For now I'll just stick with this "flawed/not up to date" playthrough since I have no patience to start over for the 393827th time again, since I wasted many hours on different mods/configurations already.

If any new issue comes up with the latest version of your mod, then I surely let you know here. :)

Link to comment
Guest FallenAngel

Reporting back in after finishing Black Pits 2. This took a lot longer than I expected due to sharply limited free time in the last two weeks, but even at less than a hour each day I eventually made it through. As in BP1, I used the default party (kinda weird it's not the same one...as the default BP1 party has custom bios and the BP2 default party is just 6 completely different characters with no bios, but I digress).

As noted last time, my "setup" (if you can call it that with basically a single mod) is SR v4b18 with the SRR master from march 20th and nothing else. These are the things I noticed on my playthrough:

1. Tenser's Transformation seems to be level capped lower than it should be. My party's level 30+ Bard (Blade) only went from 1 to 1.5 APR instead of 2. HP are also only increased by 24 instead of by 40 as they should be. Base Thac0 only goes from 10 to 9 instead of 1. So everything points to the spell's level cap being 12...when it should be 20.
Made it not worth casting on my Blade (who should be a prime candidate for the spell) as he only got 24 HP, 0.5 APR and +1 effective Thac0.

2. Comet casts MUCH faster than the listed "1 round" cast time. Feels like Casting Speed 3 to me. Not that that's a bad thing (I actually rather enjoyed it), but the description should be accurate (accurate spell descriptions is one of SR(R)'s big draws).

3. Mordenkainen's description has several mistakes, as well as a notably different effect from base SR (without this being mentioned in the "Changes" part of the first post). Mistakes include "for duration of the spell duration", "immune to mild-affecting magic" and "near total immunity most forms of damage".

4. Sol's Searing Orb shows as a 5d6 weapon in the inventory screen. Still works properly as described though.

Link to comment

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...