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[Bug] "Invisibility, 10' radius" makes "Dispelling Sound" after 24 hours, every time.


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Guest Dispelling Sound

Hi.

"Invisibility, 10' radius" makes "Dispelling Sound" after 24 hours, even if my whole party are already visible by doing some acts.

The problem is like below.
SPWI307 
-> Extended Effects
-> Spell Effect: Play Sound Effect [174] (0x0 0x0) EFF_M10

I am not certain this is from mods or not.
My weidu list is like below. 

Thanks.

// 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]
~SETUP-WEIDU.TP2~ #0 #0 // 24700
~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
~LEUI-BG1EE/LEUI-BG1EE.TP2~ #0 #0 // lefreut's Enhanced UI (BG1EE skin) - Core component: 4.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-nerfed table [Blucher]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-nerfed table [Blucher]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-nerfed table [Blucher]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No level progression changes, un-nerfed druid spell table only [Blucher]: v16
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: 34.3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~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 #180 // Unique Containers [Miloch] -> Fixes only: 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 #3150 // Remove Annoying Visual Effects from Equipped Items -> Remove spell trap and reflection effects: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: 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 #2240 // Un-Nerfed THAC0 Table: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal [Ardanis/GeN1e]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: 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 #3200 // Sellable Items [icelus]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4140 // Don't Auto-Assign Advanced AI Scripting to Party: v16
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7150 // Improved Carsa/Kahrk interaction: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 34.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 34.3
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16
~BGEE_FIX/BGEE_FIX.TP2~ #0 #0 // BGEE Fix: v1.2
~HIDDENGAMEPLAYOPTIONS/HIDDENGAMEPLAYOPTIONS.TP2~ #0 #0 // Install all Hidden Gameplay Options at once: 3.0
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible

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Not a mod problem, so your WeiDU log is irrelevant. Invisibility 10' does indeed have a delayed sound effect in its base form, in both BGEE and BG2EE.

Having a sound when a buff expires is natural ... except that one doesn't expect this buff's effect to stick around for the full 24 hours. The party is expected to do something in that time that reveals them. And the single-target Invisibility spell doesn't have a delayed sound effect like that.

Recommended action: remove the delayed sound effect (opcode 174, timing mode 4) but leave the immediate sound effect (also opcode 174, timing mode 1) intact.

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I don't think that the expiration sound effect should be removed. Depending on your playing style you may have party members who don't want to reveal themselves under any circumstances (thieves, clerics, etc.). In those cases it is helpful to hear a sound effect when invisibility expires, so you can apply it anew.

However, the current version of the spell stacks with itself. If you cast it repeatedly then you'll hear the expiration sound effect for each individual casting of the spell. I'd suggest to add a "Remove effects by resource" opcode to the spell to remove delayed sound effects whenever the spell is recast within the spell duration.

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It's possible to self-remove those effects in the current engine via a repeating !(STATE_INVISIBLE) check that fires a child spell. Would prefer that the invisibility opcode applied the child spell directly though, much like the new spell deflection/turning/trap opcodes which can self-terminate the entire spell if I had it my way. This behavior would also be desireable for other effects that expire when a certain condition is met i.e. Sanctuary, Stoneskin.

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1 hour ago, Galactygon said:

Would prefer that the invisibility opcode applied the child spell directly though, much like the new spell deflection/turning/trap opcodes which can self-terminate the entire spell if I had it my way. This behavior would also be desireable for other effects that expire when a certain condition is met i.e. Sanctuary, Stoneskin.

Yes, very much so. We could have stuff like portrait icons for Sanctuary and Invisibility spells, or that "backstab from any angle once" spell someone's trying to make. Just repurpose the currently unused "resource" field in the opcode ...

But that's all code changes. Not an option for the fixpack, and I'm not a fan of elaborate solutions like a repeating effect to remove the spell if the condition is satisfied. Realistically, we have three options:

- Status quo. "Invisibility" has no expiration sound, "Invisibility, 10' Radius" does.

- No expiration sounds for either spell. The visual effect of the character sprite no longer being translucent is the only indicator of the spell's natural expiration.

- Expiration sounds for both spells, which play even if the invisibility was broken long ago.

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22 minutes ago, CamDawg said:

(if it's feasible without an EFF/subspell) gate the expiry sound behind state: invisible.

I tried something out, with an op318 filter and a greatly reduced duration for testing purposes. The problem is, timing mode 3 (delay/limited) only has one duration field. Grant immunity starting slightly less than a day after casting (if still invisible), and that immunity lasts until slightly less than two days after casting. Not good.

Of the three opcodes that use SPLPROT filters, one is "cast a subspell if [condition]" and the other two are "immunity to resource if [condition]". We'd need a subspell for the former by its very nature, and we'd need a subspell for the latter because of the duration issue.

The op326 solution: Cast a subspell that does the sound at expiry time, if target is invisible.

The op318 solution: Cast a subspell at expiry time, which grants zero-duration immunity to itself if the target isn't invisible and then does the sound.

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9 hours ago, CamDawg said:

The relevant points have been covered. I think the main thing is add the spell stacking protection, and (if it's feasible without an EFF/subspell) gate the expiry sound behind state: invisible.

This is an even more elegant solution. Row 140 of SPLPROT is the STATE_INVISIBLE check. You should apply the spell which plays EFF_M10 one second before the end of invisibility for it work. I'd also add a protection against that child spell inside every invisibility-type spell minus 2 seconds.

So it would be: Invisibility & Invisibility 10-foot: Invisibility duration 7200, apply the shared spell with the expiration sound at a delay of 7199 via checking row 140 of SPLPROT, and have a an effect that protects against this expiration sound spell for a duration of 7198.

Improved Invisibility, Shadow Door, etc. could use this method as well just without the invisibility check (use row 0 instead) since you will be partially invisible on expiration anyways.

With this method you don't have to worry about self-dispel own and other forms of invisibility to prevent the sound from going off prematurely when multiple forms/instances of invisibility are active at the same time.

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