CamDawg Posted August 24, 2021 Author Share Posted August 24, 2021 On 7/29/2021 at 1:57 PM, pierpoljack said: I played in the version 2.6.6 of Bg 1 Enhanced edition, i don't own SoD and i can post the debug and the screenshot of the instalation but i uninstall Idwfication since it didn't work. SETUP-IWDIFICATION.DEBUGUnavailable My eyes have zero chance of reading that. On 8/15/2021 at 6:50 AM, guyudennis said: druid_poly.tpa only alters clabdr01 (true class), but none of the kits. Is this intentional, or an oversight? Intentional. As for the MR debate, I'm not touching it with this. Quote Link to comment
subtledoctor Posted August 24, 2021 Share Posted August 24, 2021 7 minutes ago, CamDawg said: "druid_poly.tpa only alters clabdr01 (true class), but none of the kits. Is this intentional, or an oversight? " Intentional. Of course the Totemic and Shapeshifter druids should not be affected by the change, but shouldn't the Avenger get the benefit? I always figured their special shapeshift forms were in addition to, not in place of, those available to the trueclass druid. Quote Link to comment
CamDawg Posted August 24, 2021 Author Share Posted August 24, 2021 On 7/31/2021 at 1:32 AM, Gwendolyne said: Updating French translation, I noticed "@" characters have been replaced with %atsymbol% variables, which is not the case in en_us folder. Moreover, the classes strref replacements won't be efficient because they are not the same in BG2 vanilla, BG2 patched with the French correct Pack mod, BG2:EE prior patch 2.6, and the so-called "professional" French localization provided by patch 2.6.0 which is nothing else but "foutage de gueule" (I let you translate this); so much that a translators pool is currently working on a correct pack that will affect almost all dialog.tlk entries... I've fixed the atsymbol issue (English had the same, I just forgot to do it for the other tra files). As for pulling the "professional" translated strings, if there's an IWDEE updated with the community's preferred strings, I can simply run the converter against it and generate a new iwdspells.tra. Quote Link to comment
DavidW Posted August 24, 2021 Share Posted August 24, 2021 Just to expand on Cam's comments: the spell section of IWDification pulls almost all its strings directly from the IWDEE dialog.tlk. Only the handful of strings in dw_iwdspells_arcane, dw_iwdspells_divine and dw_iwdspells_bard need hand-translation. (I can't speak for the rest of IWDification, which is entirely Cam's baby.) Obviously I have no idea how good the translations in IWDEE are! As Cam says, it would be easy enough to put a community-preferred translation onto IWDEE before the converter does its resource-collection run. Quote Link to comment
CamDawg Posted August 24, 2021 Author Share Posted August 24, 2021 On 7/27/2021 at 2:49 AM, Luke said: On the main SPL file: please remove op78 (Disease type: Mold touch/Single) and alter `parameter1` of the second op78 (Disease type: Mold touch/Decrement) from to 2 to 3... The `Delay/Permanent` timing mode of op78 (Disease type: Mold touch/Single) is still causing issues (it leaves a permanent Diseased portrait icon along with the corresponding spell state...) This is vexing, as there's no clean fix. Changing it to 3 eliminates the permanent stuff, but it also means the damage progression (with a save) is 3d6 > 2d6 > 1d6 instead of the correct 2d6 > 1d6 > 1d6. So, options. This proposed solution adds an extra die of damage for the first two rounds. Alternatively, we leave it at param1=2 and then add a standalone 1d6 of damage for the final round, but this means that damage will apply to folks who are immune to disease. Third option is to do damage with the disease opcode--except it only allows for fixed damage, not a 1d6 roll. So we could decide a fixed amount (say, 3) for the final burst or layer in six damage opcodes to simulate the die roll. Which, in turn, means you're going to get 1-6 separate applications of 1 disease damage to avoid the spell-cast-on-pause bug. For now I've opted for the straight 1d6 damage, but I'm leaning towards the fixed 3 disease damage through op 78 instead. I'm interested in which compromise seems least worse to y'all. I've made Galc's changes to the IWD casting animations and I'm now turning to the rest of his list. And looking again at @pierpoljack's issue with a microscope, I think you're trying it in French. Unfortunately, it's not going to work until I get an updated French translation. Quote Link to comment
CamDawg Posted August 24, 2021 Author Share Posted August 24, 2021 (edited) On 8/1/2021 at 3:25 AM, Luke said: The LIZARD_MAN\(_ELITE\)? animations (used by "SS1LIZ3.CRE" and the like) wield invisible weapons in BG(2)EE, and I really can't understand why it is so (already reported here some years ago...). I mean, their weapon "#S1-12.ITM" is using a valid weapon appearance (namely "QS"). However, it is completely invisible... Also for the record, everything is fine with existing Lizard Men files (such as "BAZLIZ03.CRE"), so what the hell is happening here... If you look at the files, the SSxLIZx have invalid abilities (255) selected. MS2LIZM, which uses the same weapon, was working fine since it uses a valid value (0) here. edit: traced it higher up the stack; a patch in the converter was messing up multiple inventory items and it's all fixed. Edited August 24, 2021 by CamDawg Quote Link to comment
Luke Posted August 25, 2021 Share Posted August 25, 2021 12 hours ago, CamDawg said: Changing it to 3 eliminates the permanent stuff, but it also means the damage progression (with a save) is 3d6 > 2d6 > 1d6 instead of the correct 2d6 > 1d6 > 1d6. Ops! For some unknown reason, I've always thought it was 3d6 > 2d6 > 1d6, that's why I proposed `p1=3` along with just the Decrement mode... Do you think the extra die of damage for the first two rounds makes the spell too OP...? 12 hours ago, CamDawg said: ... but this means that damage will apply to folks who are immune to disease Personally, I don't like this... Additionally, the standalone op12 effect does not cast the subspell, which means less chance of spreading the mold... Also, forgot to ask the following: why do Mold Touch mode(s) deal MAGIC damage? Shouldn't they deal POISON damage...? That's probably another thing you might want to look at for v2.7... Quote Link to comment
Luke Posted August 25, 2021 Share Posted August 25, 2021 9 hours ago, CamDawg said: If you look at the files, the SSxLIZx have invalid abilities (255) selected. I see now, thanks. It was something subtle then... However, if that's the case, I expected the game to crash upon spawning such creatures... Quote Link to comment
CamDawg Posted August 25, 2021 Author Share Posted August 25, 2021 I take it back, Mold Touch is sorted. The answer, as always, is MORE SUBSPELLS. Quote Link to comment
subtledoctor Posted August 25, 2021 Share Posted August 25, 2021 9 minutes ago, CamDawg said: MORE SUBSPELLS Truth. Quote Link to comment
Galactygon Posted August 25, 2021 Share Posted August 25, 2021 Careful: MT and all its subspells should be removed by by all items/spells where Cure Disease opcode is present. It's fine doing lists of 321s as a mod, but is too hacky for 2.6. Quote Link to comment
CamDawg Posted August 27, 2021 Author Share Posted August 27, 2021 On 7/31/2021 at 11:52 AM, Galactygon said: Entangle: IWD version of this spell has a smaller area of effect but grants no bonus to saving throws like the BG version. Magic Stone: IWD version is more potent than BG versions. Sanctuary: IWD version of this spell has a different duration (2 rounds + 1 round/level) vs. BG1/2 (1 turn) Sol's Searing Orb: I like the IWD version of the spell much better (visuals, effects, everything). The spell is underwhelming in BG1/2. Earthquake: One of the rare instances where the IWD version is party-friendly while the BG version isn't. Grease: Affects a smaller radius in IWD:EE but no bonus to save like in BG1/2. Chill Touch: It's different in IWD:EE but undead fear is problematic to implement. Sleep: It affects only 2d4 HD of creatures in IWDEE but allows no save like it does in BG1/2 though it's awaken-on-hit. Also affects a small radius. I like this version of the spell better than BG1/2 which is a humongous radius for a L1 spell. Expeditious Retreat: I actually think this spell is subpar for L1 because it disables everything except movement. In PnP this spell lasts for 3 rounds plus 1 round/level and the only limitation is no attacking while moving which is true in the IE anyway. I'd make this a simple 3 + 1 round/level caster-only speed haste which is appropriate given that a L3 spell does more in an area of effect. Ghoul Touch: Slightly longer duration in IWD. Ice Storm: Is the BG or IWD version preferred? The damage and explosion count is different. Death Fog: Would it make sense to change the effects (increasing damage & slow instead of removing summons) to IWD? The AI uses Death Spell instead to remove summons and it would be nice to differentiate this spell from DS. Otiluke's Freezing Sphere: The save to completely negate damage is a bit underwhelming compared to Cone of Cold which is save for half. It's a bit tricky because in IWD damage for many spells is capped at L30. Admittedly, it's an impractical spell in IWD as well since overkill from cold destroys loot. Power Word Kill: in IWD it's an area of effect spell. It's not the strongest 9th level spell in BG2 so it could make sense to use IWD's version. This is firmly in "IWD and BG are different" and/or rebalancing. The latter is not something I am touching unless I absolutely have to, and the former we're only addressing where it causes serious discrepancies such as the elemental conjuration spells. On 7/31/2021 at 11:52 AM, Galactygon said: Cause Light/Moderate/Medium Wounds: It would make sense to have the same behavior as the BG2 versions of Cause Serious/Critical Wounds by creating a melee item and allowing extraplanar creatures to be affected. I suggest COPY_EXISTING "SERIOUS.itm" "CDLIGHT.itm" etc. as a template. Alternatively, there could be a seperate component to change the icons and behavior of all Cause Wounds + Harm spells to IWD:EE style without item creation (and possibly extraplanar immunity). Note: This issue may/may not also apply to Cause Disease since it's a touch spell. We've already made them all IWD-style, non-touch spells. David and I discussed Harm and, for now at least, we're content leaving it as it is in BG2. Moving from a to-hit roll to a failed saving throw is a reduction in its usefulness. On 7/31/2021 at 11:52 AM, Galactygon said: Cure/Cause Medium Wounds (L3 spell): With the presence of the L2 Moderate Wounds spells, the name is a bit too similar and can be confused with the L2 spell. I'd rename these spells to "Intermediate Wounds" since they don't exist in PnP anyway. I know this confusion also exists in IWDEE. Obviously, we wouldn't dare touch the IDS_SYMBOL of these spells. I'm fine with the names as is. On 7/31/2021 at 11:52 AM, Galactygon said: Physical Mirror: Why is there a duplicate of the 6th level spell at 5th level? This is in the docs. The tl;dr is that 6th-level Entropy Shield is better in nearly every aspect, so Physical Mirror is moved to level 5. On 7/31/2021 at 11:52 AM, Galactygon said: Circle of Bones: Status icon doesn't work. Shield of Lathander: Displays the Frozen Fist status icon. I suggest an ADD_STATUS_ICON function that looks for a particular status icon .bam when replacing/adding existing status icons. Greater Shield of Lathander: Displays the Armor of Faith status icon Shroud of Flame: Status Icon doesn't work. Antimagic Shell: Status Icon doesn't work. Portrait icons are fixed. Working on the remainder. Quote Link to comment
CamDawg Posted August 27, 2021 Author Share Posted August 27, 2021 On 7/31/2021 at 11:52 AM, Galactygon said: Curse: Should use BG-style projectile Sparkle_Area_Purple_Not_Party (SPARPUNP.pro). Should also dispel and be dispelled by Bless (bug in IWD). Cloudburst: I noticed in IWDEE it doesn't remove the Shroud of Flame subspells SPWI524B/C.spl properly. Is a bug in 2.6. One way to enhance this spell (it's a bit underpowering imo) is to have it negate/protect against all fire-based spells of 3rd level or lower. It does something similar in PnP source material. It can also halt all movement and reduce vision during those 2 rounds and make bows/crossbows ineffective. Or reduce cold resistance by 50% (if creatures aren't naturally immune to cold) so cold spells become more effective during those 1-2 rounds. There is a lot of creative potential in this spell imho. Moonblade: I'd remove the glow and do a recolor of SPFLMBLD.bam using the blue palette of OHDSTREE.bam (BG2EE). MOONBLA.itm needs to use BG style visuals (invocation/red SHEARTH, glow) Unfailing Endurance: Should be using BG-style necromancy/aqua SHAIR and glow. Smashing Wave: Child projectile embedded as a ray is missing its smoke/trail animation. The ini files can be copied over from IWD as nothing is taking its place in BG1/2. Star Metal Cudgel: SMCUDGE.itm should use BG style visuals (conjuration/purple SHEARTH, glow) Spike Stones: Displays the slowed status icon even though all it does is reduce movement (126) without slowing. There's a Reduced Movement Rate status icon in 2.6 now. Mass Cause Light Wounds: Should use projectile "Sparkle_Area_Ice_Not_Party" (SPARICNP.pro). Visuals should match other cause wounds (i.e. SERIOUS.itm, CRITICAL.itm, HARM.itm) Entropy Shield: Visual should be green/abjuration SHWATER and play EFF_P01 when spell is cast. Status icon shows "Flaming Fists" Spiritual Wrath: Missing red/invocation SHAIR visual to accompany the glow. Sound not necessary since the damage sound takes over. Also, the child projectile is missing its smoke/trail animation. Stalker: I'd use similar visuals to Elemental Summoning (SPPORTAL.vvc) and use the BG2 style opcode 67 as external .effs (Greater) Elemental Summoning: Would be nice to have a % chance for Water Elementals too. Even if these HLAs aren't IWD material. Speaking of which, priests do not have Water Elemental as an option in IWD which is a shame. Regeneration: It makes sense to change the visuals to what IWDEE has bcuz Righteous Wrath of the Faithful has been imported and uses those visuals. Symbol Pain: The description says the symbol is activated the instant the spell is cast when in reality it's a glyph projectile that waits until an enemy gets too close. I'd change the description so it's more consistent with the other symbol spells when behave the same way except Symbol of Hopelessness (see below). The radius stated in the description doesn't match the projectile. Symbol Hopelessness: idpro277.pro has its secondary projectile incorrectly set. It should look for 230-Icewind_Glyph_Hit (ICGHIT). Seems as though there's a great deal of inconsistency between stated areas of effect and ICEGLYP.pro/idpro277.pro so I'd do a review of the Glyph of Warding/Symbol spells. They should generally have similar areas of effect. Symbol spells can be grouped into a single spell with a spell immunity menu to make them very appealing for the player. Subspells need to be added to HIDESPL.2da and the immunity menu .2da needs to match the main spell resname so that trigger/contingency spells can pick up on the subspells. It could be an idea for a seperate component, possibly affecting other groups of spells as well (i.e. Emotion, Cause/Cure Wounds, Harm/Heal, Regeneration/Wither Elemental Summoning spells, etc.) Wither: I'd replace the HARMH.vvc with SPCAUSEW.vvc (like the other Harm/Cause Wounds spells in BG2). Keep the red glow since that has been implemented in BG1/2 for those types of spells. Also, do extraplanar creatures need to be protected in BG2 like in IWD? Destruction: Subjective, but wouldn't the Finger of Death visual be more appropriate for BG1/2? Divine half is done. Stuff that is in italics was skipped because it's a) already fixed, ii) beyond the scope of the mod, or 3) one of the aforementioned rebalance/IWD-and-BG2-are-different issues. Quote Link to comment
gurt Posted August 27, 2021 Share Posted August 27, 2021 (edited) Apologies if this has already come up, but I can't install the IWD Arcane Spell Pack on 2.6.6+EET. Getting the following Weidu error: Spoiler ERROR locating resource for 'COPY' Resource [msummo4.2da] not found in KEY file: [./chitin.key] Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [IWD Arcane Spell Pack], rolling back to previous state Will uninstall 1106 files for [IWDIFICATION/SETUP-IWDIFICATION.TP2] component 30. Uninstalled 1106 files for [IWDIFICATION/SETUP-IWDIFICATION.TP2] component 30. ERROR: Failure("resource [msummo4.2da] not found for 'COPY'") Any ideas? EDIT: FWIW, I just tested IWD arcane and divine spells in SCS, and they install fine. Edited August 27, 2021 by gurt Quote Link to comment
Galactygon Posted August 28, 2021 Share Posted August 28, 2021 On 8/27/2021 at 4:31 AM, CamDawg said: This is firmly in "IWD and BG are different" and/or rebalancing. The latter is not something I am touching unless I absolutely have to, and the former we're only addressing where it causes serious discrepancies such as the elemental conjuration spells. ... This is in the docs. The tl;dr is that 6th-level Entropy Shield is better in nearly every aspect, so Physical Mirror is moved to level 5. This is somewhat contradictory and arbitrary. If any change to Physical Mirror is warranted I'm much more of a fan of souping it up so it affects a much wider array of projectiles, like physical spells as used in PnP. Or reflect msectype 10-OFFENSIVEDAMAGE and suddenly it becomes a decent spell. See below, from Priest Spell Compendium vol 2: Quote Link to comment
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