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NdranC

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Posts posted by NdranC

  1. 11 hours ago, subtledoctor said:

    I mean, the mod was last worked on in ~2010, with a few updates for EE and RR compatibility in ~2017. Pretty much the only thing that’s been actively worked on since then is UMD. Not sure what you were expecting.  :undecided: 

    Yeah I know that now. Sorry if I sounded insensitive about it, just trying to be useful to debug it. I've tested a lot of the HLA themselves and they seem to work just fine but obviously I haven't tested them all.

    The main issues I've encountered have to do with the RR compatibility. HLAs either adding with incorrect prerequisites or now showing up at all. Also a lot of tooltip mistakes which I harp on a lot.

    11 hours ago, subtledoctor said:

    I glanced and I think I see the issue/fix, but if you already have corrected code and want to save me the time, feel free to submit it. 

    Honestly I'm very new at weidu. Reading your code and using the website to reference has helped a lot but I've also been making modifications I'm not sure would be to the benefit of the mod for the public since they are tailored to my own taste. For example I saw you have a comment saying UMD doesn't work on multiclass characters so I opted to comment out the skill in it's entirety since I personally prefer a feature or skill to work everywhere or not be used at all.

    What I could do is compile a list of the issues I found with the name of the skills and what I think they "should be" based on the readme's of both mods. The fixes have been pretty simple just moving some lines around, commenting some stuff and changing the name of some other stuff.

    I had a question though. I think I've seen your install order recommendations and you suggest to do rr>refinements>tomeandblod and some of your other kit mods. I tested that a little bit and I've noticed that the kits added by your mods don't get the correct HLA tables when using that order. The one I've tried was the Fey Sorcerer which was getting mage HLAs instead of sorcerer ones. Reading some of the code it seems like refinements would only account of modded kits if installed before refinements, so shouldn't the install order be rr>tomeandblood>refinements? Am I missing something?

    Thanks

  2. 2 hours ago, subtledoctor said:

    None of those things are from this mod…  that “MO#” stuff is from some other mod, has nothing to do with Refinements. 

    I haven't been able to replicate this issue again after the first day of having all the time. I seem to be able to uninstall refinements just fine. Unsure of what the issue was.

    I have found other skill pre-requesities issues in other classes. The cleric mass ress HLA was installing with a hidden requirement that was not obtainable and therefor would make it impossible to select.

    I don't have almost any mods installed, in order my weidu log is eet>leui>eeex>bg1npc>endlessbg1>ub>ascension>rr>refinements. That's it. I've been able to very slowly fix the code of the mod that handles thieves and rr but I'm finding other issues somewhere else. It almost feels like I downloaded the mod from the wrong place but I've checked and I have the master github from february 2023.

  3. Hmm I swear that True Seeing had the same duration as Detect Invisibility but you are right, it's not. I must be miss remembering.

    I always pick it up and use it but it feels underwhelming. Let's say you are fighting mages mid/late soa. It's not rare for them to have Improved Invisibility, Non-Detection, Greater Deflection, Spell Shield and Combat Protections. So I have 2 arcane casters, a cleric and 2-3 good fighters of some kind. If I cast True Seeing my mage is now able to target the npc with spell attacks but nobody else can. Sure the fighters are able to attack but the mages will sit there unable to do anything unless they all cast True Seeing. The spell does nothing else of value because the mage is protected by Non-Detection. At that point I could achieve the same effect by casting Detect Invisibility on everybody instead. It's a lot cheaper. I guess that it last half as long so there is a minor benefit.

    I guess the part that I find the most underwhelming is True Seeing only allowing the person that cast it to be able to target the npc with spells and like I said before, Detect Invisibility does the same for half the duration but much cheaper spell slot. Am I missing something?

  4. I'm having a lot of issues with this mod, specifically with thieves (I haven't tested other classes thoroughly).

    This is EET+RR installing RR first as per the instructions.

    1. The avoid death HLA is not setting up the proper requirement to the RR evasion. Reading the code it seems like it's adding GA_SPCL917 (Avoid Death) with requirement GA_TG#EVAS but that evasion is not there anymore since it's been replaced by GA_RR#THL03 (Evasion from RR). There are a lot of other messed up requirements like most of the assassin skills require alchemy put it's not referencing the correct RR alchemy hla.

    2. There is an issue with D5_UMD, it not properly being setup with a name or description (the icon seems correct). I managed to fix it relatively easy but I also don't fully know what I'm doing. The skill seems to be working fine. I did notice that if I install spell revisions after the scrolls stop working but I haven't tried installing refinements after SRR.

    3. The mod is not uninstalling cleanly. It's leaving a lot of crap in the HLA tables. This is an example from the thief one (LUTH01)

                       ABILITY    
    1                  GA_SPCL910 
    2                  GA_SPCL911 
    3                  GA_RR#THL04
    4                  GA_RR#THL02
    5                  GA_RR#THL03
    6                  AP_SPCL915 
    7                  GA_SPCL916 
    8                  GA_SPCL917 
    9                  GA_RR#ALCHT
    10                 GA_RR#THL01
    11                 AP_MO#HLA01
    12                 AP_MO#HLA02
    13                 AP_MO#HLA03
    14                 AP_MO#HLA04
    15                 AP_MO#HLA05
    16                 AP_MO#HLA06
    17                 AP_MO#HLA09
    18                 AP_MO#HLA10
    19                 AP_MO#HLA11
    20                 AP_MO#HLA12
    21                 AP_MO#HLA13
    22                 AP_MO#HLA14

    All of the AP_MO#HLA... shouldn't be there. This is the table with only RR installed. All of those ability have the same icon and have no description or name.

  5. On 6/3/2023 at 5:43 AM, Bartimaeus said:

    Interestingly, without SR, the Fire Shields are actually "Specific Protections", so they do get dispelled by Breach. Although I can see the argument that they don't directly protect the caster, I think I would've left them as breachable myself.

    Forgot to ask about this, would you be willing to add an optional setting to make these two and maybe blade barrier breach-able? I can't decide which one I like better but sometimes I do feel like breach does too much as it is.

  6. Honestly the one argument that I might have against Non-Detection being a spell protection is that I don't care to remove it. It still doesn't do enough for me to care on an average party, and what's even worse, it might use one of my precious turns casting a spell attack getting rid of it instead of some other stronger spell protection. The upside is that it's a level 3 spell protection so it should be the last thing to ever be picked by a spell attack except for maybe Minor Globe.

    If I'm at a point where the next thing I can dispel is Non-Detection then that means I should be breaching. That is a dead mage with or without Non-Detection, a couple mirror images are not saving that mage.

    Speaking of invisibility, I feel like True Seeing needs a little pick me up to be more useful. Either lasting a full turn instead of 5 rounds or maybe allowing all your party members to target Improved Invisibility with spells while it lasts. Because a lot of mages just randomly have non-detection on, dispelling mirror images is countered easily. I might as well cast Detect Invisibility which is a second level spell vs a 6th one. Maybe I should be trying to use 5th level anti illusions spells more but I've never been tempted to pick them, it's a very contested level with good spells.

  7. On 6/5/2023 at 2:37 PM, subtledoctor said:

    DS has an animation in my game, with this mod installed… 

    On 6/5/2023 at 2:37 PM, subtledoctor said:

    I don’t follow. I don’t think these have ever been different. Am I wrong?

    I managed to fix both of these issues from myself by borrowing some code you wrote for the Better Spell Visuals mod.

    /*
    15) add discblue vvc aand bam (renamed) to k1#scre
    */
    COPY ~%MOD_FOLDER%/data/bam-vvc/discblue.bam~ ~override/dkdscblu.bam~
    COPY ~%MOD_FOLDER%/data/bam-vvc/discblue.vvc~ ~override/dkdscblu.vvc~
      WRITE_ASCII 0x08 ~dkdscblu~ #8
    
    COPY_EXISTING ~k1#scre.spl~ ~override~
      LPF CLONE_EFFECT INT_VAR silent = 1 multi_match = 1 match_opcode = 142 opcode = 215 parameter1 = 0 parameter2 = 1 resist_dispel = 2 STR_VAR resource = ~dkdscblu~ END
    
    /*
    16) overwrite minorglb vvc and bam in MGOI
    */
    COPY ~%MOD_FOLDER%/data/bam-vvc/minorglb.bam~ ~override~
    COPY ~%MOD_FOLDER%/data/bam-vvc/minorglb.vvc~ ~override~
    
    /*
    17) add myglobep vvc and bam (renamed) in GOI
    */
    COPY ~%MOD_FOLDER%/data/bam-vvc/myglobep.bam~ ~override/dkglobep.bam~
    COPY ~%MOD_FOLDER%/data/bam-vvc/myglobep.vvc~ ~override/dkglobep.vvc~
      WRITE_ASCII 0x08 ~dkglobep~ #8
    
    COPY_EXISTING ~spwi602.spl~ ~override~
    			  ~dwsw602.spl~ ~override~
    			  ~staf12b.spl~ ~override~
      LPF CLONE_EFFECT INT_VAR silent = 1 multi_match = 1 match_opcode = 155 opcode = 215 parameter1 = 0 parameter2 = 1 resist_dispel = 2 STR_VAR resource = ~dkglobep~ END
    IF_EXISTS BUT_ONLY

    Adding this to MBR.tpa both fixed Dispelling Screen and added a different enough animation to Minor Globe of Invulnerability vs Globe of Invulnerability. It's not perfect because I find the animation too dark but might be better than nothing.

  8. On 6/2/2023 at 7:30 PM, NdranC said:

    1. The setting to customize the level of Spell Thrust is not working correctly when selecting levels other than 1 or 3. For example, if I set it to level 2, the spell created spwi227.spl is still set to spell level 1 and it doesn't show up in the list for sorcerers for example. Manually setting the spell level to 2 fixed the issue. The description is not getting updated at all by the mod as well which would be nice.

    I think I found the issue.

    // also, change spell thrust to a different level
    
    ACTION_IF (st_lvl != 3) AND (st_lvl > 0) AND (st_lvl < 10) BEGIN
    
      OUTER_SET st_known_level = (st_lvl - 1)
    
      OUTER_SPRINT stkl ~#%st_known_level%~
    
    // this might be installed late, so need to check for L1Cantrips, and add the op261 stuff here
    
      COPY_EXISTING ~spwi321.spl~ ~override~
      ADD_SPELL ~override/spwi321.spl~ 2 %st_lvl% WIZARD_SPELL_THRUST
        SAY NAME1 @123211
    	SAY UNIDENTIFIED_DESC @12321
    	WRITE_LONG 0x34 1
      LAF RES_NUM_OF_SPELL_NAME
    	STR_VAR spell_name = ~WIZARD_SPELL_THRUST~
    	RET spell_res
      END
      ACTION_IF FILE_EXISTS_IN_GAME ~scrl6j.itm~ THEN BEGIN

    This is part of the MBR.tpa file. The "WRITE_LONG 0x34 1" is always setting the spell to level 1 regardless of the %st_lvl% variable. Changing this to "WRITE_LONG 0x34 %st_lvl%" fixed the issue for me. This is why it was only working when set to 3 (it would skip this patch) or 1 since it was forcing the level to 1 already.

    Mind you, I'm not very knowledgeable with weidu so I might be missing something else.

  9. I noticed what I think might be a small omission from the spell descriptions.

    Pierce Shield doesn't mention that it removes Non-Detection despite this showing up on all other applicable spell attacks.

    @776=~Pierce Shield
    (Abjuration)
    
    Level: 8
    Range: Long
    Duration: Special
    Casting Time: 8
    Area of Effect: 1 creature
    Saving Throw: None
    
    By means of this spell, the wizard may launch a massive attack on a target's physical and magical defenses. Pierce Shield will dispel one spell protection of any level from the target creature. This will always dispel the highest level of spell protection on the target first. If the target has two or more protections tied for the highest level, the choice will be random. After piercing through magical protections, this powerful spell will breach each and every combat protection on the target creature. Magic resistance does not affect this spell.
    
    The spell protection spells dispelled by Pierce Shield are: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Deflection, Spell Shield, Globe of Invulnerability, Greater Spell Deflection, Shield of the Archons, Mind Blank, and Spell Trap.
    
    The combat protection spells dispelled by Pierce Shield are: Mage Armor, Shield, Armor of Faith, Barkskin, Protection from Missiles, Spirit Armor, Stoneskin, Protection from Normal Weapons, Protection from Magical Weapons, Physical Mirror, Prismatic Mantle, and Absolute Immunity.~

    EDIT: Actually after looking into it a little bit more. Is it intentional for Non-Detection to be tagged as a spell protection while Mind Blank is tagged as a specific protection?

    Because Ruby Ray, Khelben's, Pierce Magic, Pierce Shield and Spell Strike mention they will remove Mind Blank as a spell protection but it doesn't seem to be the case.

    As well as mentioned before, Pierce Shield doesn't mention Non-Detection as a spell protection it should dispel.

  10. @subtledoctor I've noticed two issues so far while doing a full playthrough with this mod.

    All characters that go through this process are being given an extra 2 HP to their maximum pool that they shouldn't be getting. It's probably the 2 HP the mod gives them when they are set to level 0. If it's anything like ee keeper you should be able to set the current HP to 2 and not their maximum HP and this will avoid the issue entire since it won't carry over once they level.

    The other issue is that it seems the first level of thief points is not accounted for. Changing someone into a thief will get them the 25 points but they are missing the other 15.

  11. 54 minutes ago, subtledoctor said:

    See, things like this are why I have hesitated to mark this mod as a proper final release.

    I think I found another bug. The mod gives mages the ability to put pips in clubs/maces but neither of them are actually usable by mages.

    Speaking of which, for the proficiency component you talk about being compatible with the first component of tweaks anthology's alter weapon proficiency system which according to the readme does this

    
        Wakizashis move from Wakizashi/Scimitar/Ninja-to to Katana proficiency
        Ninja-tos move from Wakizashi/Scimitar/Ninja-to to Short Sword proficiency
        Morningstars move from Flail/Morningstar to Mace proficiency

    I guess it technically works but the proficiency descriptions, names and weapon tooltips are all over the place. The reason why i mention it it's because IRR basically does the same thing  with it's weapon proficiencies as this component and unfortunately I can't avoid installing the changes to proficiencies without installing the rest of the weapon revisions. Since you seem to play with IR I was wondering if you could make it work nicer. I was also thinking of asking @Bartimaeus if it would be easy to split the weapon revisions component into weapon changes and proficiency changes at least on IRR.

  12. 32 minutes ago, subtledoctor said:

    The description is probably borrowed from an install with certain mods installed, like SCS. But, understand, there is no reasonable way to make sure this is correct. You might install various mods that alter the behavior of this spell, and there’s no way to know what the effects are or to have the spell description respond to it. The spell description is just a static body of text. I don’t like the idea of specifying the list of Breachable spells, for just this reason. That list has almost always been incorrect in my games, when I installed spell mods + SCS. I think it would be better to just say “this spell removes all spells in the Combat Protections category.” But I’ve had this discussion before and many people disagreed with me. So… I guess give the people what they want. 

    Understandable I actually agree with you. I would rather a description that is vague to avoid the risk of outright lying. With some many mods making so many changes it's hard to track if something is behaving correctly or it's a bug specially when the description doesn't help.

    34 minutes ago, subtledoctor said:

    DS has an animation in my game, with this mod installed… 

    I'm using the lastest EET and IRR  + SRR. Checking the spell in nearinfinity it says the visual effect attached is spturni2 which when opened is really really tiny as to make it functionally invisible in game. Reading the code I think this is the fault of the "zero out hardcoded animations" but I don't see it being replaced by anything else. The previous mod you helped make https://github.com/Gibberlings3/Better-Spell-Visuals does work correctly and has the proper disk animation that is brown and faded. Looking in your data folder that animation is there as diskBlue but I guess it's not being used? I'm not sure I'm not too familiar with weidu.

    42 minutes ago, subtledoctor said:

    I generally model spell descriptions on the Spell Revisions style since 1) I think it is superior, and 2) even with formatting differences, the SR style gets the relevant info across with clarity. In my game with a bunch of mods there is no way things will ever my totally uniform; so being clear and informative is top priority. 

    It's just nice for consistency sake but obviously you don't have to support it if you don't want to. I use SRR which does support it but if its a common trend among spell mods maybe I should force to use the old bg style.

    44 minutes ago, subtledoctor said:

    I don’t follow. I don’t think these have ever been different. Am I wrong? 

    I meant you have the different bams from working on Better Spell Visuals.

    RLnPTrC.pngWuHwzix.png

    Both of which are slightly different than the default vanilla one

    dMSpIFr.png

    I'm not necessarily saying you should use one or the other but I was wondering if there was a reason as to why you didn't attempt to make Minor Globe and Globe distinguishable at a glance from each other.

  13. 3 hours ago, subtledoctor said:

    If this is the issue, why not just have a tweak to make Dispelling Screen indelible, like SI:A, rather than just absorbing one Dispel? Make it self-only instead of AoE, and change its sectype to the same as Deflection. IIRC, that should make it ignore the anti-DS subspells, and make it work like a specialized SI:Abjuration. 

    Probably would need to also patch in an effect that lets SCS know it is removable by Spell Thrust et al. I forget how that works but you can just glance at MSD/MGOI/SS in an SCS install. 

    Personally I don't like this because dispelling screen as it stands serves a couple nice design purposes:

    1. It changes a really problematic spell into something less problematic.

    2. It redistributes some of the power of the spell from being "casters are immune to dispel and everybody else is f..ed" to "we are all as a party semi-protected but not to the point of being immune".

    My only problem with the current status quo is the inconsistency on how breach and dispel magic are handled by spell protections and it feels like giving the mage an edge on protecting themselves against dispel while not making them outright immune and costing more resources might be favorable in general. Fighters have undispellable potions now so a dispel on the hurts but it usually isn't the end of the world. A dispelled mage has nothing except a defensive contingency/sequencer I guess.

    @Bartimaeus I might be misinterpreting the way the engine works but what if you make dispel have a power of 6? It would still be a level 3 spell but it would bypass liches/globes and it would be blocked by deflection while having the special interaction against them of consuming double the charges a spell of it's level would normally do. It could be denoted in the description as well.

     

  14. Yeah specially because the one character would have to be an arcane caster of some sort (which would make mages a little harder and that's a good thing imo) dispelling screen would still have 2 uses. Act as a support skill for the party members that can't cast arcane spells as well as acting as an extra layer of protection for mages.

    In this hypothetical scenario, if you are both protected by Spell Deflection and Dispelling Screen, which one would be affected first when casting remove magic?

  15. Ok, so I've been trying that mod for a while but I have some issues with it. Other's have reported similar issues as well but SD hasn't address them so I'm not sure I can really use it. Like you said there are other changes as well and I feel like it would be a great addition to SRR. I'm really trying to keep my mod install to a minimum. Besides, I partly feel like I'm pushing for this issue because Dispelling Screen is not enough for casters compared to Spell Immunity. I don't think SCS would be a problem, they love spamming Remove Magic or triple remove magic contingencies and sequencers anyway. Lately I've been having to make sure I only approach with one character to bait the dispels/remove spam before I can start the fight.

    I do think Dispelling Screen and Potions being protected against it really does help. Its why I also wondered about making Dispelling Screen increase the level of the caster for the Dispel calculation instead.

  16. 18 minutes ago, Bartimaeus said:

    As mentioned earlier, that optional tweak changes only Dispel Magic and Remove Magic. The tweak simply sets their power levels set to 3, which makes them subject to the various forms of spell deflections...and necessarily the globes as well, as they use the same power level mechanic to determine what they protect against. There's nothing to restore, as whether you use that tweak or not, all the spell deflection and globe .spl files come out exactly the same. If you can give me a few days, I'll try to figure and test out a workaround.

    ... I don't know what I was thinking. You did say that. Sorry.

    EDIT: Actually, now that I think about it. Would that tweak enabled cause dispel magic to be resisted by creatures who are immunte to level 5 and lower spells?

  17. Would it be possible for me to install SRR with the spell_protections optional component and then edit the globes spells to not protect against dispel/remove magic with nearinfinity?

    Or could I just install SRR without the component. Copy/backup both globes spl files and then uninstall and reinstall with the component ON the copy over the backup files? The ideal outcome is to have both globes to not protect but also not get dispelled by dispel/remove magic while having all the deflection type spells protect against it.

    EDIT: SPWI406.spl and SPWI 602.spl? Are those the only two that I need to backup?

    EDIT2: It seems dvginvul.spl is also modified by SRR so I assume that one as well. Can't do anything about rr#wi406.spl since it's not patched by SRR.

    0jMGeGg.png

  18. 11 minutes ago, Bartimaeus said:

    Meaning, it says a -10 penalty instead of a -4 penalty? I just simplified its installation, which should hopefully fix the issue.

    Oh sorry, I should've been clearer. The description is correct, but the style of the description is wrong. It's using "School: Illusion" instead of Blindness (Illusion) like all the other bgee spells.

  19. I've been testing t&b, m&g, f&p and scales of balance together with IRR + SRR. I'm a little confused on what some of the class/proficiency descriptions say vs what I'm able to do in game. As a specific example, the thief kit assassin.

    ASSASSIN: This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform <PRO_HISHER> task.
    
    Advantages:
    – +1 bonus to hit and damage rolls.
    – Backstab ability reaches x7 multiplier instead of capping at x5.
      Level 17-20: x6
      Level 21-40: x7
    – May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter.
    
    Poison Weapon
    Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:
    
    1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
    5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
    9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
    13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)
    
    Disadvantages:
    – May only distribute 15 skill points per level among thieving skills.
    BACKSTABBING:
    - Certain kits can trigger special results when they land a successful backstab against a target. When an Assassin backstabs someone, the target must save vs. poison or be affected as if the Assassin used the 'Poison Weapons' kit ability.
    
    
    Proficiencies:
    - Receives one proficiency point in the Backstab skill for free, and may spend a total of six points advancing that skill.

    This is how the description looks in my game. Despite the "Proficiencies" section mentioning that I should start with one Backstab proficiency for free it doesn't not. I'm also unable to get any skill (backstab included) past 4 points even at level 30. I also have the undocumented ability to raise shortswords and daggers to 4 points.

    There is also the whole section aboutt level 17-20 and 21-40 backstabs that seems to be the vanilla description without updates.

    I've tried other classes and even checked the weapprof.2da and they are correctly set to 6 but I'm still unable to get them past 4 points. I think the problem might be in profsmax.2da. Mine looks like this:

                        FIRST_LEVEL OTHER_LEVELS  2          5          9        
    MAGE                	1          7          1          1          1         
    FIGHTER             	1          7          2          3          4        
    CLERIC              	1          7          1          2          3         
    THIEF               	1          7          2          3          4         
    BARD                	1          7          1          2          3         
    PALADIN             	1          7          2          3          4         
    FIGHTER_MAGE        	1          7          2          3          4         
    FIGHTER_CLERIC      	1          7          2          3          4         
    FIGHTER_THIEF       	1          7          2          3          4         
    FIGHTER_MAGE_THIEF  	1          7          2          3          4         
    DRUID               	1          7          1          2          3         
    RANGER              	1          7          2          3          4         
    MAGE_THIEF          	1          7          1          2          3         
    CLERIC_MAGE         	1          7          1          2          3         
    CLERIC_THIEF        	1          7          1          2          3         
    FIGHTER_DRUID       	1          7          2          3          4         
    FIGHTER_MAGE_CLERIC 	1          7          2          3          4         
    CLERIC_RANGER       	1          7          2          3          4         
    SORCERER            	1          7          1          1          1         
    MONK                	1          7          1          2          3         
    SHAMAN              	1          7          1          2          3         

    Adding an extra level 10 with 7s on everything fixed the issue for me.

    There is also the question over all of having proficiencies reaching higher levels than 5. I use LeUI and it only expects to render the pips up to 5. I can still add 6 or 7 total but the extra are invisible. Maybe this works correctly in the default UI but I wonder if it's that necessary.

    bzq6LJU.png

    I've also noticed there is an issue displaying all proficiencies in the character record. I'm not sure if this is an issue of LeUI but this character has 5 points in misc skills but it doesn't show in this list.

  20. Minor issue I noticed after the latest install. Blindness is fixed but it's still installing with the old bg description instead of the bgee one. All the other spells are correct.

    5 hours ago, Bartimaeus said:

    More importantly, what I wish to know is whether SCS is aware that Fire Shield/Acid Sheath are not breachable when SR is installed. If it is not, I would just set them back to breachable...but if it is, then no, because I'm not a fan of optional tweaks like this that introduce broken/sub-optimal behavior in ways that the player cannot reasonably expect when they enable an optional tweak like this. This reminds me that I never figured out if SCS AI can use targetable Chant or not...sigh. That's another thing that if I knew the answer, I might remove entirely if it doesn't work how I'd like.

    I agree completely. Ultimately it's better to make sure the mod remains as compatible as you can with SCS. That reminds me, I know in base SCS anti-magic spells are changed so that you are able to target people under improved invisibility for both npcs and players. I know as a player under SRR I can't do this anymore unless I use the optional setting, does it apply to npcs as well? In other words do npcs by default under scs+srr know and use a different version of antimagic spells that allows to bypass improved invisibility?

  21. 10 hours ago, Bartimaeus said:

    Interestingly, without SR, the Fire Shields are actually "Specific Protections", so they do get dispelled by Breach. Although I can see the argument that they don't directly protect the caster, I think I would've left them as breachable myself.

    Would you consider adding an optional setting for this?

  22. 52 minutes ago, Bartimaeus said:

    I don't think that idea is possible, but I don't know for sure. The only remotely close thing I can think of in implementation is @subtledoctor's Protection from Petrification evasion tweak, which grants two saving throws against petrification which could theoretically be used for Dispel/Remove Magic here as well...but I think you'd have to use a saving throw version of Dispel/Remove Magic for that to even work. I don't know how you would work such an idea with the default level mechanic of Dispel Magic.

    I figured. I was hopping maybe there could be a way to change the caster level for a buff on the moment of casting if the caster or the recipient is under the effects of Dispelling Screen or something like that. Oh well.

    Speaking of which, does gear or effects that increase caster level affect dispel/remove magic's calculation? I've been assuming that it does.

    EDIT: Actually, a couple more questions. What is the rational for breach going through mantle but not Fire Shield and Acid Sheath?

    I noticed Acid Sheath buff is still called Blue Fire Shield and Prismatic Mantle is called Mantle. Is this an engine limitation?

  23. A couple issues I've noticed while testing:

    1. The setting to customize the level of Spell Thrust is not working correctly when selecting levels other than 1 or 3. For example, if I set it to level 2, the spell created spwi227.spl is still set to spell level 1 and it doesn't show up in the list for sorcerers for example. Manually setting the spell level to 2 fixed the issue. The description is not getting updated at all by the mod as well which would be nice.

    2. As mentioned by the previous poster, Dispelling Screen has a very tiny animation for the buff spturni2.bam which I assume it's the zero out hardcoded animations bit of the code but nothing is replacing it.

    3. Spell descriptions reference spells that are not installed or lies about certain interactions. For example, when using SRR Breach mentions that it can work on Fire Shield and Acid Sheath but in testing this doesn't  seem to be the case.

    4. Spell descriptions are formatted for the old games and doesn't account of EE style descriptions. Which would also be nice.

    5. According to the description of the mod, the mod doesn't change the animations for Minor Globe and Globe as to be able to differentiate them at a glance. Is there a reason for this omission?

  24. Thank you for considering it. I have a chip on my shoulder regarding dispel/remove magic and general mage chess battles and I'm trying to fix it before I finish my next install.

    Speaking of suggestions, I have another one. Would it be possible for Dispelling Screen to instead of disappearing when you cast dispel/remove magic and canceling it out to instead provide a couple levels of advantage against the dispel check?

    Example, I'm a level 10 sorcerer that casted shield and dispelling screen on myself. A level 20 npc mage casts dispel magic on me. Instead of the check being level 10 buffs vs level 20 dispel for a 75% chance of success (if i understand the effect correctly) dispelling screen could provide a bonus of... let's say 5 levels so it would be 15 level buffs vs level 20 dispel for a 50% chance of success (again if i understand correctly).

    My one annoyance with scs and srr is that at higher levels enemies throw dispels so frequently and fast, specially with sequencers that dispelling screen barely feels like it does much at all but I also don't think the entire party should be easily able to become immune to it either.

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