DavidW Posted January 11, 2019 Author Share Posted January 11, 2019 @Buzda: both fixed on the repo. - the SYMBOL_PAIN parse error comes from not checking carefully enough for whether Icewind Dale spells are installed - the problem with Improved Bodhi happens if you install it without 'Improved Shade Lord' (hence I didn't see it in my own tests) Thanks for the feedback. Link to comment
Luke Posted January 11, 2019 Share Posted January 11, 2019 (edited) @DavidW What about tweaking a bit the description of the IWD spells so that it matches that of BG spells (i.e., leave at least a couple of blank lines)? Take a look at this: Spoiler Mordenkainen's Force Blade (Evocation) Level: 7 Range: Visual range of the caster Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a Fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. Although the sword has no bonus to attack, it can hit creatures normally hit only by +2 weapons or lower and inflicts 5d6 points of slashing damage with every strike. Edited January 11, 2019 by Luke Link to comment
DavidW Posted January 11, 2019 Author Share Posted January 11, 2019 43 minutes ago, Luke said: @DavidW What about tweaking a bit the description of the IWD spells so that it matches that of BG spells (i.e., leave at least a couple of blank lines)? Take a look at this: Hide contents Mordenkainen's Force Blade (Evocation) Level: 7 Range: Visual range of the caster Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a Fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. Although the sword has no bonus to attack, it can hit creatures normally hit only by +2 weapons or lower and inflicts 5d6 points of slashing damage with every strike. I’m not sure what you have in mind, sorry. Link to comment
Luke Posted January 11, 2019 Share Posted January 11, 2019 (edited) 4 minutes ago, DavidW said: I’m not sure what you have in mind, sorry. Current version: Spoiler Mordenkainen's Force Blade (Evocation) Level: 7 Range: Visual range of the caster Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a Fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. Although the sword has no bonus to attack, it can hit creatures normally hit only by +2 weapons or lower and inflicts 5d6 points of slashing damage with every strike. Expected: Spoiler Mordenkainen's Force Blade (Evocation) Level: 7 Range: Visual range of the caster Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a Fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. Although the sword has no bonus to attack, it can hit creatures normally hit only by +2 weapons or lower and inflicts 5d6 points of slashing damage with every strike. Edited January 11, 2019 by Luke Link to comment
DavidW Posted January 11, 2019 Author Share Posted January 11, 2019 Oh, I see. Almost certainly not, then. The spell descriptions are pulled directly from IWDEE, and they’re pulled in all eight languages. So without a way of automating it - and given the language variation, I can’t see one - this isn’t viable. Link to comment
Jarno Mikkola Posted January 11, 2019 Share Posted January 11, 2019 34 minutes ago, DavidW said: ... and given the language variation, I can’t see one - this isn’t viable. Aka, it can be done, but that's outside the scope of the mod. Link to comment
DavidW Posted January 11, 2019 Author Share Posted January 11, 2019 20 minutes ago, Jarno Mikkola said: Aka, it can be done, but that's outside the scope of the mod. Or rather: so far as I can see it can only be done manually, and I’m not willing to do that. (It’s not really a matter of scope but of implementation difficulty.) Link to comment
AL|EN Posted January 11, 2019 Share Posted January 11, 2019 (edited) Automated way ensure that the mod has always lastest translation from IWD files, let's say from Polish translators which did great job for IWDEE. If the cost of including IWDEE spells updates is "missing formatting" then I take it with my eyes closed. There is nothing worse than having a spell description which tells me that the spell is doing something while it's not. Edited January 11, 2019 by AL|EN Link to comment
DrAzTiK Posted January 11, 2019 Share Posted January 11, 2019 It looks there is a problem whith stone golem (golsto01.cre) : this golem have a slow effect AOE and the problem is that that the thac0 penality that we have from this slow effect is cumulative. In the end, I have a thac0 of 65 with Korgan. Also, this slow effect doesn't reduce ApR if I am not wrong. Maybe others golems with a slow effect need to be fixed also. But I play with RC6 and many mods... Link to comment
Jarno Mikkola Posted January 11, 2019 Share Posted January 11, 2019 19 minutes ago, DrAzTiK said: It looks there is a problem whith stone golem (golsto01.cre) : this golem have a slow effect AOE and the problem is that that the thac0 penality that we have from this slow effect is cumulative. In the end, I have a thac0 of 65 with Korgan. Also, this slow effect doesn't reduce ApR if I am not wrong. Maybe others golems with a slow effect need to be fixed also. But I play with RC6 and many mods... Did you --change-log the .spl file and found out that SCS is the mod that changes the spell to in fact sets the spell to be cumulative ? Or that no mods change it before or after it in a significant way. Aka, if the spell is SPIN977.SPL, which you just need NearInfinity to check that the creature has the golsto01.bcs assigned as it's script and that it contains the spell reference ..and then using weidu.exe, just --change-log the "spin977.spl" .. Link to comment
DavidW Posted January 12, 2019 Author Share Posted January 12, 2019 2 hours ago, DrAzTiK said: It looks there is a problem whith stone golem (golsto01.cre) : this golem have a slow effect AOE and the problem is that that the thac0 penality that we have from this slow effect is cumulative. In the end, I have a thac0 of 65 with Korgan. Also, this slow effect doesn't reduce ApR if I am not wrong. Maybe others golems with a slow effect need to be fixed also. But I play with RC6 and many mods... Can't reproduce: confirmed as working on an EE install, and in any case I don't touch the relevant part of the spell. Link to comment
DavidW Posted January 12, 2019 Author Share Posted January 12, 2019 10 hours ago, DavidW said: Oh, I see. Almost certainly not, then. The spell descriptions are pulled directly from IWDEE, and they’re pulled in all eight languages. So without a way of automating it - and given the language variation, I can’t see one - this isn’t viable. I spoke too soon. This isn't an IWD/BG2 difference: on IWDEE the spaces are already present. The converter is deleting them for some reason. Will fix. Link to comment
DavidW Posted January 12, 2019 Author Share Posted January 12, 2019 On 1/10/2019 at 9:57 AM, Bartimaeus said: Probably already mentioned, and it's a minor thing, but the "fine-tune settings" ability's icon looks pretty messed up. So it is: it's meant to be the Enchanted Weapon icon, but I used C rather than B. (It would be nice to have a more bespoke icon, but I suck at icons. If anyone who can do icons wants to design one for me, please do.) Link to comment
Luke Posted January 12, 2019 Share Posted January 12, 2019 8 hours ago, DavidW said: I spoke too soon. This isn't an IWD/BG2 difference: on IWDEE the spaces are already present. The converter is deleting them for some reason. Will fix. Make also sure to check the description of the items you introduced (e.g., Kobold daggers/arrows) Link to comment
DavidW Posted January 12, 2019 Author Share Posted January 12, 2019 4 hours ago, Luke said: Make also sure to check the description of the items you introduced (e.g., Kobold daggers/arrows) Well, those are handwritten rather than auto converted, so the same problem doesn’t apply. Link to comment
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