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NdranC

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Everything posted by NdranC

  1. Reading_comprehension.exe stopped working (sigh) Ok so just tried again, gave the necklace to jaheira, casted the spell, kicked her from the party, attacked her (she turned hostile), casted spell thrust her way, the animation played like in your video and said "Spell Protections removed" BUT the spell effect remained on her and casting blind resulted in a "Spell Ineffective" message.
  2. https://drive.google.com/open?id=18_NirtPxOWabjrp5glAmaKo2yadR0_pN Forgot to record mouse pointer. I didn't notice it was AoE (used to the vanilla functionality). Any idea of what's going on my end? Is there any way I can fix this on my end without having to remake the client? It would suck if I have to restart every time I find a bug
  3. Ok I think I found a couple bugs. Spell Thrust: It claims to remove Spell Deflection in the description but I tried it vs Mutanin and it didn't work. Then I tried it on myself after applying spell deflection with the necklace from Dorn's quest and it didn't work either. Protection from Petrification: It doesn't work? I think. I was duoing Basilisks with Imoen (to catch her up in levels after dualing her to mage) she had Protection from Petrification casted on herself, I had Potion of Mirroed eyes. I was not paying attention if the basilisks were attacking us or Korrax when all of the sudden she went "Held". I assume this is a change from either SCS or SR that changes how Petrified works. Anyway I though maybe the buff ran out and I didn't notice but she still had the buff on. I had to use a scroll of Stone to Flesh to cure her and tried to stay far away from the rest of the Basilisks. Scrolls of Monster Summoning: This is probably an IR related issue but I'll post it here because I'm lazy =P. I was teaching imoen a bunch of scrolls and I noticed that scrolls of Monster Summoning of at least a couple levels didn't work at all. The scroll was used but no sound happened indicating a spell learnt and there was no spell in her spellbook afterwards either. Lastly, this is more of a question, are there scrolls for Blind (I enabled it in the config) and the level 1 dimension door jump spell (forgot the name)? I'm trying to remember if I've seen any but I wasn't paying close attention. Just wondering.
  4. I feel like I'm missing something. So I'm using Viconia right now and this is what I see on the character AC breakdown Viconia without any shields: Missile -1 Viconia with Small Shield +1: Missile -1 Viconia with Buckler: Missile +1 So equipping the Buckler feels like a malus because it lowers my default missile AC. If that is intented I guess I just find the wording a little weird since to me "Doesn't offer missile protection" doesn't equate to "Lowers your missile protection".
  5. Right what is a little weird is that when you put on a small shield, your missile AC doesn't change from not having anything there which is fine and expected. But when you equip bucklers it lowers your missile AC by two but the description makes it sound like they are "neutral". Basically it implies that Small Shields have an AC bonus and bucklers miss it but instead it feels like small shields are the neutral ones and bucklers have a malus towards missile bonus.
  6. This is a Small Shield +1 This is a Buckler I don't see any mention of extra missile AC on any shield (I have to double check the large one).
  7. He doesn't come with Invisiblity, he just comes with mirror image. I find Familiars in an awkward place because they are just not good for fighting so you want them for the health and some utility. As it stands Fairy Dragon is not useful to me that way (that I can tell). If he could at the very least give something useful to the party. Maybe an aura for the risk of being out. Maybe even detect invis if it has to be a spell that is already in the game. I didn't know about Salk's mod. I might have to look it up to see if it makes familiars interesting to use besides HP boosts.
  8. I have a question, I noticed that in this current version of my modded EET, for some reason my Find Familiar for Chaotic Good (Fairy Dragon) is unable to cast Invisibility 10'. Now I know that in the normal game he doesn't gain this ability until Baldur's Gate 2, but I could swear I played EET a month ago and he had this skill in Baldur's Gate 1. Maybe I changed a setting somewhere but I was wondering if this is something handled by SR and what is the intended behavior.
  9. I noticed a misspell with Adoy's Belt, it says + bous vs. polymorph instead of "bonus". I have a question, do shields have a hidden modifier to missile AC compared to bucklers? Regarding mages to drop Friends and or Expeditious Retreat scrolls. Haven't done the bandit's camp yet but so far, the only mage two mages that I can think of that haven't dropped a lot of scrolls are the assassin that already drops Find Familiar scroll (Nibul). I would say since he is the mage/thief type, Expeditious Retreat would fit better on him, and the mage in Beregost that you kill to get the location for the Bandit Camp (Tranzig). He only drops Glitterdust and a magic missile wand. Maybe he could be the friend's scroll since he seems like the slimy two-faced type mage that charms you with empty words My only two ideas so far anyway.
  10. I just reinstalled from scratch and when I try to open faldorn with EE Keeper I get this error "Some spells assigned to this character were not found in the database. If you save this character those spells will not be saved." Cannot Find: SPPR120" And checking her spells she has "Bless, Goodberry, Animal Summoning II, Charm Person or Animal and Flame Blade" lol I also noticed she doesn't have a Class Script and her Race Script is set to none. Weird. Probably one of the other mods I'm installing but I don't know which one it would be. Anyway It's unlikely I would every play with her, and even if I did I would just manually fix her I guess. Thanks for your help!
  11. Wait, is that why I can't see before hand if an armor is better against piercing or blunt? Why!? I really hate changing the game in a way that is not transparent to the player, this game is too complex to keep hidden things from the player. Activating the optionals that make some weapons do piercing or slashing damage do show up on their descriptions though.
  12. I get to bother you through here now. I've been using the optional scimitar's 1d6 but 5% extra crit change. It theory it sounds good but I've noticed the weapons don't get an updated item description. Is this intentional?
  13. Hmm maybe it's EET? maybe they are copying faldorn and setting the wrong scripts to her? I have the default "SwordCoastStratagems-32.7.zip", EET Install Tool handles that. If I fix faldorn manually, do you know of any downsides to either keeping the bad scripts the same and updating the spells manually or changing the scripts and also updating the spells manually?
  14. I search the entire folder structure and found all of them (and renamed them this time). FALDOR5.6100.CRE FALDOR.6010.CRE FALDOR5.6010.CRE FALDOR.6000.CRE FALDOR5.6000.CRE
  15. These are from folder 6040, I have another faldor5.cre in folder 6100 if you want it Sorry, reading comprehension failed. Forgot to rename them. FALDOR5.CRE FALDOR.CRE
  16. Hmm I hadn't checked this in a while but it seems this is no longer the case. Before, Imoen had Death and Poly saves around 17 instead of 14/13 like it is now. Just check and she has perfect saves for a thief of her level..... Weird. I swear every install sometimes does something so weird. For example, every time I reinstall the fight against that mage that is hunting neera in beregost is different. BUT, this one time is was not just different, he was casting fireball, lightning, and flame arrow. I don't remember him getting access to 3rd level spells. He usually does soundburst (or w/e is called), melf's acid arrow. He seemed a couple levels too high.
  17. In this vein of questioning. I'm noticing all companions start with the wrong saving throws. Whats up with that? I chucked to old character files that have different saves because of vanilla. Is one of the reasons I like to manually go into each .cre file and update their stats to what they should be.
  18. This is the same install, but I can promise you that faldorn has always been like this for the past 2-3 weeks. Even without SRR (still SR though). I've been opening their .cre files and modding them myself manually for a while. Should probably learn how to mod this game so I can just make my own character mods.
  19. I got that from running "PS D:\Games\steamapps\common\Baldur's Gate II Enhanced Edition> .\WeiDU-FileChangelog.exe --change-log-list FALDOR.cre"
  20. EET automatically outputs a debug.log, I think it's the same thing you are asking. I went ahead and hid every line that doesn't mention "faldor" and this is the result: Let me know if this is useful or you need something else.
  21. If there is anything I can do for faldorn let me know. It works fine for jaheira so not sure what the issue is. I basically solve this myself by adding the spells with eekeeper anyway. My personal preference (and probably controversial) is that I don't like unexplained inconsistencies. If in the entire game world there is only one type of magic missile wand, what makes imoen's so special? But I can see how maybe some other people would be more careful with affecting early game like that. I really don't feel like it matters, you have a much better wand for damage in the beregost manor. Most mages in SCS (and lets face it, if someone is installing SR/IR they are very likely playing with SCS) pre-cast shield or cast it very soon after. There much better ways to cheese the game if you wanted to. It's only 10 charges. Imoen probably stole that wand from some mage at candlekeep. Shield Amulet. I'm not experienced enough with the rest of the more complicated items to have an informed decision but it's really unfortunate that there can't be at least a 2 line small paragraph that even hints at the effect of the spell. I probably agree that an attribute style breakdown is inconsistent for something like non-detection, but following on the game's que for spell descriptions, if you could simplify them to only be 2 lines long it wouldn't take that much space. In my case, when I see the Cloak of Non-detection, my only alternative to remember what it does is to go to the new SR spell documentation and check it out there and just hope you didn't change it in a meaningful way. At the end of the day it's a hard problem and you should definitely do what you think it's right for you mod. I think I'll wait until tonight for you to settle on any last additions to the mod and make the definitive client that I'll be trying to play with. PS: I have a unrelated modding question. I noticed that every time I make new installs, things have different reference numbers or NPCs have different spells in their spellbooks. Or they precast slightly different ones as well. Even though I am making the exact same client with the exact same settings. How does that work for multiplayer? If I wanted to play with a friend online, I was thinking of just telling him how to install the client the exact same way but if he is going to end up with slight differences not sure if that is going to cause issues for a multiplayer playthrough.
  22. I managed to download the updated file and just continue with the automatic install. I think I see another bug, not sure if this is SR's fault but I've noticed that if you recruit faldorn she doesn't start with the right spells at all. She only has bless and doom as level one spells and flame trap and flame blade as level two ones. Nothing else in the druid spell list. As soon as she levels up (or your relevel her with eekeeper) her spell list fixs itself except for the fact she still knows Bless (priest only spell I believe). Regarding the Shield Amulet's description. You currently have this: STATISTICS: Equipped Abilities: Spell: Shield NOTE: Multiple Shield effects are not cumulative. Not usable by: Wizard Slayer If possible and because I think it might work better with other items that are not just "wear something for buff" but wands and such other magical items, I would prefer the spell description (or a modified version of it if appropriate) right under, like this: STATISTICS: Equipped Abilities: Spell: Shield Shield Effect: An invisible barrier comes into being in front of the wearer. The fluctuating force shield acts similarly to a regular shield, granting the wearer a +2 bonus to AC (+4 vs. missile weapons) and immunity to the spell Magic Missile. NOTE: Multiple Shield effects are not cumulative. Not usable by: Wizard Slayer worse case scenario just plain and simple do something like STATISTICS: Equipped Abilities: Spell: Shield (Armor Class +1, Missile Armor Class +4, Immune to Magic Missile) NOTE: Multiple Shield effects are not cumulative. Not usable by: Wizard Slayer or STATISTICS: Equipped Abilities: Spell: Shield Shield Effect: Armor Class: +2 Armor Class (Missiles): +4 Immune to Magic Missile NOTE: Multiple Shield effects are not cumulative. Not usable by: Wizard Slayer this is a little bit more like the Amulet of Protection. BTW, I just noticed you might have messed up imoen's wand. Instead of being the one missile wand with an updated description you turned into another version of the 3 missile wand with the 3 missile wand's description. The only difference between WAND12_ and WAND03 is the former requires 10 intelligence compared to the latter that requires 11 but the effect and descriptions are the same.
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