Jump to content

SR Revised V1.3.900 (2022 August 8th)


Recommended Posts

Posted (edited)

Hello, Bartimaeus. In Icewind Dale with some mods, the trolls from dragon eye area 2 are immune to acid and fire damage when they faint. The game log says they are immune to any damage  that my chars inflicts. I uninstall my mods one by one and found that SRR caused the bug (although the base SR works). Here's my log without SRR (SR was installed before Bardic Wonders, except the spellbooks and spell deflection components).

 

Spoiler

FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #4 // Update Items Setting an Ability Score to Increment the Increase: v4.0
~FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #26 // Install Armor Overhaul: v4.0
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #3 // Bardic Wonders: Abettor of Mask Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #4 // Bardic Wonders: Dancer Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #6 // Bardic Wonders: Storm Drummer Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #8 // Bardic Wonders: Deathsinger Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #9 // Bardic Wonders: Strategist Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #10 // Bardic Wonders: Kapellmeister Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #12 // Bardic Wonders: Inspirations
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #14 // Bardic Wonders: Bard Song Mechanics Tweak
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #15 // Bardic Wonders: Item Restriction Tweaks
~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 #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 #3151 // Remove Annoying Visual Effects from Equipped Items -> Remove all of the above: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove experience cap: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: 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 #2530 // Lightning Bolts Don't Bounce [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% learn spells: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3101 // Increase Potion Stacking -> Stacks of 40: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3111 // Increase Scroll Stacking -> Stacks of 40: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v16
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1610 // Use Baldur's Gate-style Mordenkainen's Sword in addition to Icewind Dale version: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2010 // Core Stratagems spell-system changes (assumed by Sword Coast Stratagems mod): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2030 // Changes to Restoration: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2040 // Changes to shapeshift spells: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2070 // Spell school changes: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2080 // Spells increased in power: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2500 // Add 9 new arcane spells: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2520 // Revised Elementals: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #20000 // Introduce new races and subraces: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40000 // Eliminate class/race restrictions and most class/ability score restrictions: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40100 // Revised class alignment rules: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40150 // Make Barbarian Into a Class: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40160 // Make Wizard Slayer Kit Available to Barbarians: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40190 // Revised Paladins and Blackguards: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40460 // Modified thief Evasion: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40470 // Rebalanced thief and bounty hunter traps at low levels: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40500 // Revised favored enemy for rangers: new enemy groups, and rangers reselect their favored enemy at 4th level and every third level thereafter: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40600 // Revised shapeshift powers for druids and avengers: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40610 // Druids use cleric XP and spell tables: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40650 // Revised speciality priests of Lathander/Helm/Talos/Tempus/Tyr: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40700 // Allow monks to use staffs: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40750 // Adjust opposition schools for speciality mages (see readme for details) -> Use Baldur's Gate opposition schools: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40800 // Require speciality mages to memorize at least one spell per level from their speciality school: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40850 // Speciality mages automatically get one speciality spell at each level (where possible): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40900 // Allow multiclassed and dual-classed mages to become specialists and wild mages: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40925 // Bloodlines for sorcerers: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40950 // Dragon Disciples can be disciples of any chromatic dragon (Red/Blue/Green/Black/White): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #41000 // Rebalanced and revised kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50000 // New wizard specializations: elemental specialists: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50100 // New wizard specialization: Force Mage: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50200 // New wizard kits: Militant Wizards: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50300 // New sorcerer kit: Bloodrager: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50400 // New choices of god / goddess for speciality priests: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50500 // New class: Favored Soul: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50600 // New blackguard kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55000 // Allow druids to multiclass as mages, rangers, and thieves: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55100 // Multiclass/dual-class barbarian/cleric and fighter/cleric kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55200 // Multiclass/dual-class barbarian/druid and fighter/druid kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55300 // Multiclass/dual-class fighter/mage kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55400 // Multiclass/dual-class fighter/thief kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55800 // Multiclass/dual-class mage/thief kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #60100 // Characters choose minor new abilities every three levels: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80000 // Revised ability score modifiers -> Standard Talents of Faerun system (recommended): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80103 // Point-buy system for choosing ability scores -> Characters have 90 points to spend (e.g. 18,18,17,15,12,10): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80150 // 3rd-edition-style THAC0s (somewhat faster progression for clerics/thieves/mages): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80160 // Revised Shields: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81000 // Cleric/Rangers may become proficient with longbows and shortbows: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81030 // Dual-class characters gain weapon proficiencies as for their current class: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81100 // Revised Weapon Proficiency System: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81200 // Revised Weapon Styles: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #90100 // Thieves gain skill points in multiples of five: Beta 9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3510 // Wider availability of wizard spell scrolls in Icewind Dale: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Revised inn rooms: more expensive, more benefits: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6020 // Smarter general AI and better calls for help: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6700 // Revised Icewind Dale Undead: 35.12

 

Edited by ManoloxD
Link to comment
2 hours ago, ManoloxD said:

Hello, Bartimaeus. In Icewind Dale with some mods, the trolls from dragon eye area 2 are immune to acid and fire damage when they faint. The game log says they are immune to any damage  that my chars inflicts. I uninstall my mods one by one and found that SRR caused the bug (although the base SR works). Here's my log without SRR (SR was installed before Bardic Wonders, except the spellbooks and spell deflection components).

 

  Reveal hidden contents

FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #4 // Update Items Setting an Ability Score to Increment the Increase: v4.0
~FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #26 // Install Armor Overhaul: v4.0
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #3 // Bardic Wonders: Abettor of Mask Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #4 // Bardic Wonders: Dancer Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #6 // Bardic Wonders: Storm Drummer Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #8 // Bardic Wonders: Deathsinger Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #9 // Bardic Wonders: Strategist Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #10 // Bardic Wonders: Kapellmeister Kit
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #12 // Bardic Wonders: Inspirations
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #14 // Bardic Wonders: Bard Song Mechanics Tweak
~BARDICWONDERS/BARDICWONDERS.TP2~ #0 #15 // Bardic Wonders: Item Restriction Tweaks
~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 #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 #3151 // Remove Annoying Visual Effects from Equipped Items -> Remove all of the above: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove experience cap: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: 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 #2530 // Lightning Bolts Don't Bounce [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% learn spells: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3101 // Increase Potion Stacking -> Stacks of 40: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3111 // Increase Scroll Stacking -> Stacks of 40: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v16
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1610 // Use Baldur's Gate-style Mordenkainen's Sword in addition to Icewind Dale version: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2010 // Core Stratagems spell-system changes (assumed by Sword Coast Stratagems mod): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2030 // Changes to Restoration: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2040 // Changes to shapeshift spells: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2070 // Spell school changes: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2080 // Spells increased in power: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2500 // Add 9 new arcane spells: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2520 // Revised Elementals: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #20000 // Introduce new races and subraces: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40000 // Eliminate class/race restrictions and most class/ability score restrictions: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40100 // Revised class alignment rules: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40150 // Make Barbarian Into a Class: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40160 // Make Wizard Slayer Kit Available to Barbarians: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40190 // Revised Paladins and Blackguards: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40460 // Modified thief Evasion: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40470 // Rebalanced thief and bounty hunter traps at low levels: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40500 // Revised favored enemy for rangers: new enemy groups, and rangers reselect their favored enemy at 4th level and every third level thereafter: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40600 // Revised shapeshift powers for druids and avengers: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40610 // Druids use cleric XP and spell tables: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40650 // Revised speciality priests of Lathander/Helm/Talos/Tempus/Tyr: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40700 // Allow monks to use staffs: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40750 // Adjust opposition schools for speciality mages (see readme for details) -> Use Baldur's Gate opposition schools: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40800 // Require speciality mages to memorize at least one spell per level from their speciality school: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40850 // Speciality mages automatically get one speciality spell at each level (where possible): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40900 // Allow multiclassed and dual-classed mages to become specialists and wild mages: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40925 // Bloodlines for sorcerers: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40950 // Dragon Disciples can be disciples of any chromatic dragon (Red/Blue/Green/Black/White): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #41000 // Rebalanced and revised kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50000 // New wizard specializations: elemental specialists: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50100 // New wizard specialization: Force Mage: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50200 // New wizard kits: Militant Wizards: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50300 // New sorcerer kit: Bloodrager: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50400 // New choices of god / goddess for speciality priests: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50500 // New class: Favored Soul: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50600 // New blackguard kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55000 // Allow druids to multiclass as mages, rangers, and thieves: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55100 // Multiclass/dual-class barbarian/cleric and fighter/cleric kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55200 // Multiclass/dual-class barbarian/druid and fighter/druid kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55300 // Multiclass/dual-class fighter/mage kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55400 // Multiclass/dual-class fighter/thief kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55800 // Multiclass/dual-class mage/thief kits: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #60100 // Characters choose minor new abilities every three levels: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80000 // Revised ability score modifiers -> Standard Talents of Faerun system (recommended): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80103 // Point-buy system for choosing ability scores -> Characters have 90 points to spend (e.g. 18,18,17,15,12,10): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80150 // 3rd-edition-style THAC0s (somewhat faster progression for clerics/thieves/mages): Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80160 // Revised Shields: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81000 // Cleric/Rangers may become proficient with longbows and shortbows: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81030 // Dual-class characters gain weapon proficiencies as for their current class: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81100 // Revised Weapon Proficiency System: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81200 // Revised Weapon Styles: Beta 9
~DW_TALENTS/DW_TALENTS.TP2~ #0 #90100 // Thieves gain skill points in multiples of five: Beta 9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3510 // Wider availability of wizard spell scrolls in Icewind Dale: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Revised inn rooms: more expensive, more benefits: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6020 // Smarter general AI and better calls for help: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 35.12
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6700 // Revised Icewind Dale Undead: 35.12

 

How did you test SR vs SRR for this, out of curiosity? You said SRR was installed before Bardic Wonders, but when you tested SR, was it in the same place in the install order or at the end? I just tested the latest repository version of SRR on IWDEE, and the trolls seemed to faint and then be killable by fire (I used a Fireball) just fine.

Link to comment
8 hours ago, Salk said:

Bartimaeus,

am I wrong or the latest commit is missing the dvwi467.itm and dvwi467.spl files?

There is no dvwi467.spl/itm, that's why it's commented out in main_component.tpa. I may add a 7th form to Polymorph Self...someday, if I ever feel there's a particularly good idea.

4 hours ago, subtledoctor said:

Don't install the SR(R) Dispel Magic on IWDEE/EET+IWD. It breaks IWD trolls.

The "Dispel Magic Fix" component? Thanks, that probably would've been a massive headache to figure out.

Link to comment
12 hours ago, Bartimaeus said:

There is no dvwi467.spl/itm, that's why it's commented out in main_component.tpa. I may add a 7th form to Polymorph Self...someday, if I ever feel there's a particularly good idea.

Got it.

It's there for possible future use.

Link to comment
Posted (edited)

By the way, Bartimaeus, I don't know if I asked about this in the past but what is your opinion about the duration of the Protection from Petrification spell?

I personally think that a one hour duration is perhaps a bit too generous and wouldn't mind to see it nerfed to 1 turn, even considering that in the oBG this spell was a level 2 spell.

Edited by Salk
Link to comment
Posted (edited)

hi.

1.

I am using project infinity. and I would like both "bardsongs from Icewind Dale: Enhanced Edition " and "IWD Class Updates: Bard: Selectable Bard Songs for Jesters and Skalds" from iwdification for oBGT. 
 
 for maximum compatibility and installation convenience, should I install the component from SCS' "IWD Class Updates: Bard: Add IWD Bard Songs" (the same component as iwdification's) instead  along with " selectable bard songs..."? 
 
 or should i just get both from iwdification?

I am only worried about it might be a hassle to adjust things or update mods

Some functions, like singling out a component from a mod to another place in the install order does not seem to be working well with Project Infinity lately.

 

also do those components that add icewind dale arcane and divine spells from iwdification work for oBGT? why does SCS compatibility notes say that "Also, IWDification works on non-Enhanced Edition games. "?

..

2.

also for scs, if i want to preserve the changes by SRR but i want SCS to function properly

do i need this component: Rebalancings of slightly-too-powerful spells to prevent "The enemy AI in Sword Coast Stratagems will sometimes {behaving} a little oddly "? since it it marks its subcomponents like so e.g."Make Minute Meteors into +2 weapons (not Spell Revisions)", I assume it automatically skips those subcomponents that are already modified by SRR?

..

3.

for customization option of SCS

iwd_overrides_sr(1) - this determines which of IWD and Spell Revisions' spell lists is prioritized on installs where both are present. By default, IWD is prioritised; set this to 0 to reverse this.

What is the actual in-game effect of this option? would the SCS AI act strangely if it is set to 0 and uses SRR's spell-list? 

 

..

4.

are these from SCS still necessary with SRR installed?

improved fiends and celestials

smarter genies 

etc..

has the AI and spellbook of these summons in question been improved already?

Edited by jacklhoward
Link to comment
On 5/10/2024 at 1:01 AM, Salk said:

By the way, Bartimaeus, I don't know if I asked about this in the past but what is your opinion about the duration of the Protection from Petrification spell?

I personally think that a one hour duration is perhaps a bit too generous and wouldn't mind to see it nerfed to 1 turn, even considering that in the oBG this spell was a level 2 spell.

I feel like the end effect of changing it from 5 turns to 1 turn doesn't really make the player take any greater tactical considerations than they would have before, it just becomes a bigger annoyance and means memorizing it more times for the couple of situations it's required in BG1. I like nerfs when they open up other options and make gameplay more interesting, but not when there aren't any real alternatives and it becomes aggravating instead. If I played on the EEs, I'd probably just install subtledoctor's tweak of the spell, but honestly, the whole thing with that spell and the basilisks seems like a badly designed "gotcha" on the part of the developers, and I don't think there's really any saving it.

13 hours ago, jacklhoward said:

for maximum compatibility and installation convenience, should I install the component from SCS' "IWD Class Updates: Bard: Add IWD Bard Songs" (the same component as iwdification's) instead  along with " selectable bard songs..."? 

I'm sorry, I don't really know much about SCS's IWD-related components. If neither SCS or IWDification's readmes say anything about it, I guess I'd go ask in the SCS forum.

13 hours ago, jacklhoward said:

do i need this component: Rebalancings of slightly-too-powerful spells to prevent "The enemy AI in Sword Coast Stratagems will sometimes {behaving} a little oddly "? since it it marks its subcomponents like so e.g."Make Minute Meteors into +2 weapons (not Spell Revisions)", I assume it automatically skips those subcomponents that are already modified by SRR?

Yes, it skips the ones not applicable to SR, it should be fine to install.

13 hours ago, jacklhoward said:

for customization option of SCS

iwd_overrides_sr(1) - this determines which of IWD and Spell Revisions' spell lists is prioritized on installs where both are present. By default, IWD is prioritised; set this to 0 to reverse this.

What is the actual in-game effect of this option? would the SCS AI act strangely if it is set to 0 and uses SRR's spell-list? 

Once again, I don't really have much input here, except to say that for the longest time, SCS preferred to use the SR spell list instead of the IWD spell list when combined into one installation, and it's only been very recently that it flipped the other way around, I believe mostly at the suggestion of @subtledoctor and his playing experiences. There is good reason to assume that is the better route to go, especially because a number of new SR spells are taken from the IWD list anyways, but it's not something I have any personal experience with, so I can't really tell you exactly what the practical end effect is. Presumably, some spells that SR improved and which SCS observed as now being better options are once again ignored and taken out of the spell list, but others from IWD which would have been completely ignored by SCS are now integrated and used. I don't think it's the end of the world either which way you go, but maybe it depends on your preferences and whether you prefer to see more IWD spells or more re-designed SR spells used.

13 hours ago, jacklhoward said:

are these from SCS still necessary with SRR installed?

improved fiends and celestials

smarter genies 

etc..

has the AI and spellbook of these summons in question been improved already?

Yes, I'd still install those. SR uses specially modified and tuned versions of those creatures for its summoning spells, but doesn't improve the base game's, so they're still good to install.

Link to comment
Posted (edited)

hi, there.

is there anything special one should keep in mind when importing a bg ee 1 character to bg ee2, both installed with spell revision revised and IWD spells from SCS?

should one erase all the spells from either memory slots or spellbooks?

basically is it alright to import a modded bg 1 ee character to 2 ee (with spell mods and other mods)? as long as that both games have the same spell mods so character spellbooks can properly carry over? 

are there situations with mods that i should look out for in transitioning from 1ee to 2ee?

Edited by jacklhoward
Link to comment
27 minutes ago, jacklhoward said:

hi, there.

is there anything special one should keep in mind when importing a bg ee 1 character to bg ee2, both installed with spell revision revised and IWD spells from SCS?

should one erase all the spells from either memory slots or spellbooks?

basically is it alright to import a modded bg 1 ee character to 2 ee (with spell mods and other mods)? as long as that both games have the same spell mods so character spellbooks can properly carry over? 

are there situations with mods that i should look out for in transitioning from 1ee to 2ee?

If they're different installs, some of the new spells from SR and IWD could theoretically be installed to different slots, so once your character switches over to BG2EE, your characters may have a wrong spell or two. I don't know if this actually happens or not, and I would venture a guess that it probably doesn't, but it's possible. I don't think there'd be any issue outside of that. Also, to be honest, I'm not sure if your character having a spell that doesn't exist memorized/in their spellbook would crash the game or if the game would just automatically strip it from your character. Testing it out should probably make it pretty clear whether there's an issue or not.

Link to comment
8 hours ago, Bartimaeus said:

If they're different installs, some of the new spells from SR and IWD could theoretically be installed to different slots, so once your character switches over to BG2EE, your characters may have a wrong spell or two. I don't know if this actually happens or not, and I would venture a guess that it probably doesn't, but it's possible. I don't think there'd be any issue outside of that. Also, to be honest, I'm not sure if your character having a spell that doesn't exist memorized/in their spellbook would crash the game or if the game would just automatically strip it from your character. Testing it out should probably make it pretty clear whether there's an issue or not.

if one installs exactly the same setup of spell mods. i.e. only icewind dale spells from scs and SRR. could it prevent this potential issue from happening? obviously apart from that, install orders, what mods are actually used in bg 1 ee and bg 2 ee would be different. but if the mods that edit spells are only SCS and SRR in both games theoretically  could the transition occur without any spellbook hiccup?

Link to comment
Posted (edited)

hi, Bartimaeus.

are you aware of AI scripts that works with SRR in ee games?

I know Morpheus' one is really good and works with it, but there's been some sad happening and at the moment the mod is unavailable.

does SCS' ease to use script work with SRR? or are there other scripts that are intuitive, less-fuss, and especially can help you cast all the buffs?

ty in advance

 

 

Edited by jacklhoward
Link to comment
Posted (edited)
On 5/15/2024 at 12:24 AM, jacklhoward said:

if one installs exactly the same setup of spell mods. i.e. only icewind dale spells from scs and SRR. could it prevent this potential issue from happening? obviously apart from that, install orders, what mods are actually used in bg 1 ee and bg 2 ee would be different. but if the mods that edit spells are only SCS and SRR in both games theoretically  could the transition occur without any spellbook hiccup?

I can only say that I think it should be fine, but split BG1 and BG2 mod installs are just not something I've ever personally tested very much. I've always used BGT/EET for a unified installation.

7 minutes ago, jacklhoward said:

hi, Bartimaeus.

are you aware of AI scripts that works with SRR in ee games?

I know Morpheus' one is really good and works with it, but there's been some sad happening and at the moment the mod is unavailable.

does SCS' ease to use script work with SRR? or are there other scripts that are intuitive, less-fuss, and especially can help you cast all the buffs?

ty in advance

Pretty certain the ease-of-use scripts work fine. I'm afraid I'm not really familiar with anyone else's (and in fact, I'm not even all that familiar with SCS'), as it's not something I personally use. I've never liked scripts casting my spells for me, even long-term protection spells.

I'm not sure what's going on with Morpheus562's mods, news to me that they're unavailable now.

Edited by Bartimaeus
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...