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NdranC

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Posts posted by NdranC

  1. How is non-detection supposed to work exactly? I noticed my thief friend (now with a non-detection cloak) was able to be spotted from stealth with "Detect Invisibility" by a mage and then proceeded to be auto attacked down by Melf's Minute Meteors. It DID seem like the mage was not attempting to cast spells on him, so I assume that it works like a improved invisibility at that point? Can other people see him besides the mage? Can he backstab still?

  2. 5 minutes ago, Bartimaeus said:

    @NdranC Type 4 makes it apply to "positioning only".  I'm unsure what field in near infinity is for "type", but I would GUESS it's "stat value" here. I think you set "target" to 4 instead, which should be self (1).

    THANK YOU! It worked, just for other people that might stumble on this thread this is how I did it, (used EEKeeper) just add an effect to the character.

    HfcsGxY.jpg

    Without you mentioning "4" I would've never guessed that since it's not documented on the UI at all.

  3. 33 minutes ago, Bartimaeus said:

    Absolutely for spells that need better clarification. I've been working on these little by little myself (and had already done a bit of a rewrite before), but after looking at your hundredth spell, everything sort of starts sounding same, :p.

    If you applied opcode 303 with type 4 (ignore positioning requirement only) and timing 9 (death permanent), that would do the trick. I'm unsure how you would want to most efficiently effect that, though.

    Would this be a good way to add it? I see 303 but I'm unsure of the other things you mentioned

    OEndeI0.jpg

    I think I know what you mean

    pB8Jofl.jpg

    Is this what you meant? Wouldn't this just make it so every attack is a backstab even if not coming from stealth?

  4. I have a couple suggestions, I'm noticing some spells don't clarify very well if they are party friendly or not. As an example you have slow, it mentions "creatures" like 3 times in the description but I know that spell only works on enemies. Another one of the top of my head is silence, it mentions creatures like 3 times and then once it mentions "enemies" I think when explaining the save part. I can make a list if you want me to but I figured I would bring it up.

    I have a question, my friend (in our multiplayer game) is playing a backstabbing thief and he is complaining a little that with the multiplayer lag and delay and sometimes desyncs finding the backs of enemies is becoming a frustrating experience. I know enemies ignore this rule and they can just backstab from any angle. I was wondering if you happen to know of a way for me to modify a script file somewhere to give players this behavior. Just curious if you happen to know offhand how to do it or at least the name of the script file that I would have to find with nearinfinity.

  5. 37 minutes ago, Bartimaeus said:

    I thought perhaps the EEs added enchanted bullets I was not aware of, but I don't see any such thing. There are no electric/fire/cold bullets as far as I can see in BG2:EE.

    Are they not in BG1? I though Thalantyr had them. I can try to check in a second.

    EDIT: Just checked and they are there in vanilla BGEE

    kcj7hsD.jpg

    This is from my EET though but it's the same

  6. I have a suggestion. Would it be possible to change the icons (different color) between normal bullets and electric/fire/cold bullets? You can clearly tell with arrows at a glance but for some reason even though bullets +1 and +2 have a different color, the elemental ones look exactly the same as far as I can tell.

  7. 43 minutes ago, Bartimaeus said:

    i just work here, okay?

    (what does "versioning" in relation to github mean, exactly? I'm not exactly a github expert - working with it as best as I can, more or less, haha)

    It's less that I know something will break and more that silly mistakes like out of place characters that I'll immediately find once I test will occasionally occur, like you saw there.

    haha yeah I'm sure it's not really a problem in general, i didn't mean it as something you should do.

    What I meant was "releases" instead of "versioning". Never really used github but you can make a release and give it a version number and when people go to the repo they can either clone the repo as is or just download the last release you tagged as such. Just like base SR does it with v18 atm.

    Anyway, I was just curious.

  8. 30 minutes ago, Bartimaeus said:

    I'd advise waiting a few days: I'm in the middle of going through @grodrigues ' bug reports for SR on github, so once again, downloading the latest repository at any given moment is not necessarily a guaranteed working mod as I update some files but not others, :p. I will fix that particular problem right now if you're insisting on rebuilding, though, :).

    (e): Fixed, but again, I suggest waiting a few days: I'm currently through levels 1-4, still 5-9 to go. I'll be releasing a new version number once finished.

    I'm starting to remember why I used to create a branch for "latest changes still not in the latest proper version release" - usually save the important testing for when I'm going to make an actual release, :p.

    Oh, np. I'll wait for sure. Maybe you should add a message to the commit with a warning. Is there a reason you don't do versioning with github?

  9. I was about to report some bugs but now I'm not sure if this is the right place since I installed the EET version of this mod that the tool autodownloaded.

    I guess I will anyways and you can tell me if this is the wrong place.

    Just launched the game and tested the pseudo dragon, I noticed that in my character sheet my magic resistance kept going up and up by 2% every time. I couldn't tell if this was a visual UI bug or it was actually at that amount but it reached over 100% before I died.

    I tried to aggro someone and I noticed that after they killed my dragon they kept attacking the dead body of my dragon for a good 2-3 rounds before switching targets to me which was odd.

    That's it so far.

  10. I'm trying to make a new client and I'm getting this error:

    ##### Spell Revisions v4 b18 #####
    ### 0000: Spell Revisions ###
    Ready for installation
    ### 0010: Deva and Planetar Animations ###
    Ready for installation
    ### 0020: Mirror Image Fix ###
    Ready for installation
    ### 0030: Dispel Magic Fix ###
    Ready for installation
    ### 0040: Cure Sleep Fix ###
    Ready for installation
    ### 0050: Remove Disabled Spells from Spell Selection Screens ###
    Ready for installation
    ### 0055: Spell Deflection blocks AoE spells ###
    Ready for installation
    ### 0060: Update Spellbooks of Joinable NPCs ###
    Ready for installation
    ### 0065: Revised HLAs ###
    Ready for installation
    Setup-spell_rev.exe --no-exit-pause --noautoupdate --language 0 --skip-at-view  --force-install-list 0 10 20 30 40 50 55 60 65 --logapp
    [Setup-spell_rev.exe] WeiDU version 24600
    Using Language [English]
    
    [spell_rev\languages\english\arcane.tra] LEXER ERROR at line 909 column 1-4
    Near Text: :
    	invalid character [:]
    
    [spell_rev\languages\english\arcane.tra]  ERROR at line 909 column 1-4
    Near Text: :
    	Parsing.Parse_error
    ERROR: parsing [spell_rev\languages\english\arcane.tra]: Parsing.Parse_error
    ERROR: problem parsing TP file [SPELL_REV/SETUP-SPELL_REV.TP2]: Parsing.Parse_error
    
    FATAL ERROR: Parsing.Parse_error
    
    D:\Games\steamapps\common\Baldur's Gate II Enhanced Edition>

    Any idea why?

  11. I think there might be a minor bug with some of the scrolls you added to the shops.

    DhmrdFZ.jpg

    Look at the bottom left part of the icon for Protection from Petrification, Detect Alignment and Friends. I don't know what that number means but it's not ammo and it's not amount of scrolls either. Those are the only 3 scrolls in Sorcerous Sundries that have that peculiar number.

  12. I think it's added by rogue rebalancing.

    https://i.imgur.com/bY447IB.jpg

    Better screenshot

    https://i.imgur.com/6kY7qpS.jpg

     

    Edit: Checking the item it seems like it's handled by IR, it has a global AC bonus of 2 and a global -2 ac bonus to missile weapons.

    Edit2: Is this correct?
    QlGS0z9.jpg

    Item claims to give an attack penalty of 2 to giant humanoids but (unless I don't understand how to read this window), the power is set to 0?

  13. 9 hours ago, Bartimaeus said:

    I would expect missile to go to even in that scenario, not +1 (not unless the buckler in question is a +1 buckler, in which case that would make sense and would still be net even). If it is not a buckler +1, could you give me a copy of whatever .itm it is? I have checked all of the unenchanted bucklers and none of them have -2 missile protection.

    Yes it's a +2 Buckler (Stalwart Defender)

    5 minutes ago, subtledoctor said:

    The AC adjustments by damage type in the character sheet show just that - adjustments to your AC.  Not your actual AC vs. each damage type.

    A buckler that give a 1-point bonus to AC but offers no missile protection would, necessarily, apply a 1-point penalty to AC vs. missiles, in order to offset the overall 1-point AC bonus.  That penalty would show up in your character sheet, as a 1-point penalty to missile AC.  But your total AC vs. missiles is not actually worse than not having the buckler; it should be the same.

    What confuses me is why there is any missile AC adjustment when Viconia is "without any shields..." Clearly there is something else affecting this character.

    Ah I understand now, you buckler needs to give you a malus to missile AC because it's supposed to work for all AC but missiles, and since AC bonus works on all of them at once...

    Baldur's Gate is counter intuitive sometimes. 

  14. 23 minutes ago, Bartimaeus said:

    Yes, only that it's actually SPWI122, not SPWI014 (SPWI014 is not a normal spell that the player could cast).

    Thank you, and the corrected files:

    https://dl.dropboxusercontent.com/s/cu9v7tjlyv4darc/scrl72.itm

    https://dl.dropboxusercontent.com/s/d4ngzrfgo18ba6z/dvscrl06.itm

    @Necklace: Bugger. Means there's something wrong with it. Oh well, fortunately it's an item for the PC, so not a huge deal - will investigate what's up.

    Confirmed all of the changes working. Thank you very much. You have been instrumental to my enjoyment of the game.

  15. 7 minutes ago, Bartimaeus said:

    Basically, the scrolls point to a certain resource to cast/learn. In this case, scrl72.itm points to spwi127.spl, which is supposed to be Monster Summoning 1. But because SR now installs spells differently, spwi127.spl is not Monster Summoning 1, it is...nothing. So you have to find out what Monster Summoning 1 actually is so you can edit the scroll to point to it. In my game, it's spwi129.spl - in yours, it might be spwi128 or spwi130 or something instead.

    Is this what you mean?

    Hg8dAkF.jpg

  16. 14 minutes ago, Bartimaeus said:

    Well, yes, the description states that in the opening line, haha, :). "When this spell is cast, it will dispel one spell protection of 5th level or lower on all enemies within the area of effect."

    Personally, I barely use Spell Thrust, more of a Secret Word kind of guy, but Secret Word is admittedly a spellcasting level higher for no additional use in BG1, so Spell Thrust does make a lot of sense there.

    Corrected ProfPetrification: https://dl.dropboxusercontent.com/s/02g8ju3kp8tkhjx/spwi108.spl

    I do need to know what the spell resource for Monster Summoning 1 and Monster Summoning 9 are to correct them, unfortunately. In my game, MS1 is SPWI129, while MS9 is SPWI901, but there's no guarantee that that's the case for you.

    Today is not a good day for me and Reading Comprehension. Sorry for wasting your time...

    Are these

    22 minutes ago, NdranC said:

    scrl72.itm (resource spwi127.spl)

    dvscrl06.itm (resource spwi906.spl

    not the right spell resources? I have nearinfinity and exploring the spell that's the only info I could find that had the word "resource" on it.

     

  17. Just now, Bartimaeus said:

    Aha, mystery finally solved! Instead of dispelling Minor Spell Deflection, it dispelled Non-Detection.

    "The spell protection spells dispelled by Spell Thrust are: Minor Spell Deflection, Non-Detection, Minor Globe of Invulnerability, Spell Deflection, and Spell Shield.~"

    :p

    Oh so it's supposed to do one at a time? Hmm do you think the necklace is bugged then? Sorry for the confusion, I'm not used to all the intricacies of SCS and SR.

    scrl72.itm (resource spwi127.spl)

    dvscrl06.itm (resource spwi906.spl)

    I hope that is what you needed

     

    scrl72.itm dvscrl06.itm SPWI108.spl

  18. 3 minutes ago, Bartimaeus said:

    Is this an SCS prebuff cast of Spell Deflection, or does he actually actively cast it in combat? Also, no Spell Shield mentioned cast, right? (Easily testable just by casting Spell Thrust on him twice.)

    I was testing some more, according to the log it says this

    Shield (cast previously)

    Non-Detection (cast previously)

    Casts Mirror Image

    Casts Magic Missile

    Casts Minor Spell Deflection

    I just noticed he is casting the non sr version. The second spell thrust did dispell his protection but maybe its just because it used all of its deflection levels?

  19. 7 minutes ago, Bartimaeus said:

    Okay, now that sounds like a bug. Could you please edit/spawn a Spell Deflection scroll (scrl7v) into a mage's inventory (Imoen?), have her cast it, then go hostile with her and cast Spell Thrust (scrl6j) on her with your main character (who appears to be a mage)? My guess is that this is not the fault of SR, but actually IR with the necklace. On a side note, since when is that necklace even in BG1? (e): Ah, an addition by BGEE.

    Okay, so it did dispelled it properly. BUT, I just realized I had a save before fighting Mutamin, reloaded, waited for him to cast Spell Deflection and the same thing happened that happened with Jaheira (animation lands and plays, says Spell Protection Dispelled but the effect remains).

    So for some reason, it is working on the scroll version but it's not dispelling the Necklace and the one Mutamin casts on himself.

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