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NdranC

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Posts posted by NdranC

  1. 6 minutes ago, Bartimaeus said:

    Uh, hah, your video is of you casting Spell Thrust on yourself, which I just said doesn't work because the Spell Thrust projectile cannot target friendlies. You'd have to test it on an enemy to determine whether or not it was functioning correctly. That's why I cast Chromatic Orb at a non-party member Edwin to begin with in my video. If it worked on friendlies, you could very well accidentally hit yourself every time you cast it or Spellstrike at enemies.

    Previous post: "As an aside, it cannot be targeted on friendly characters, as I demonstrate in the video - the projectile targets only enemies, as it is an AoE spell."

    If you give me your latest override copies of scrl72, dvscrl06, and spwi108, I can certainly fix them, :).

    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. 3 hours ago, Bartimaeus said:

    Spell Thrust not working would be a pretty big bug. Fortunately, it seems to work fine: https://dl.dropboxusercontent.com/s/curhm0s2aub3bev/2020-01-26_07-36-54.mp4 As an aside, it cannot be targeted on friendly characters, as I demonstrate in the video - the projectile targets only enemies, as it is an AoE spell

    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?

    3 hours ago, Bartimaeus said:

    Confirmed Protection from Petrification bug - it's not a bug with the spell per se, but rather the fact that SR changes all petrification to a different effect that merely simulates petrification, and it's not updating Protection from Petrification for some reason. Very strange, since the spell seems to match the conditions for being updated (especially seeing as I more or less just took the spell straight from BG2:EE), and yet isn't. I will force it to for the time being. (e): No longer necessary, will now update correctly.

    Scrolls of Monster Summoning: Gah, I knew I forgot to check something - from the latest update I did, the way new spells like some of the Monster Summonings are added is handled differently, and some scrolls are not being patched correctly. Will fix.

    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. 5 hours ago, Bartimaeus said:

    @NdranC"it feels like small shields are the neutral ones and bucklers have a malus towards missile bonus"

    Yes, that's correct. Small Shields have neither bonus or malus to missile protection (i.e. the +1 AC bonus applies to all weapons equally, including missile weapons), while the buckler states it does not offer missile protection (i.e. you get +1 AC to melee weapons, none vs. missile weapons).

    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. 10 minutes ago, Bartimaeus said:

    Looks correct to me - Small Shield says nothing (no bonus or malus), while the buckler says "Special: No Missile Weapon Protection".

    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. 13 minutes ago, Bartimaeus said:

    The problem with BGT/EET games is that they remove the BG1 version of familiars, so when you use the spell in BG1, you end up with the SoA version. If I could fix this, I would. So if I'm remembering correctly, what ended up happening is that I had to reduce their spellcasting powers a little because Imp had SR's Polymorph Self which was utterly ludicrous to start BG1 with, and some other revisions ended up following, including Fairy Dragon getting simply Invisibility instead of Invisibility Sphere. Next time I play, I plan on trying out @Salk's familiar mod and seeing if I should formally recommend it to others or not, because the whole familiar system is just kind of broken as it is.

    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.

  7. 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.

  8. 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.

  9. 3 hours ago, Bartimaeus said:

    Having to repeat the work if you reinstall and the issue persists is a big one, :p. The SR version of faldor5 that I had you upload is post EET-installation, and her scripts were fine there, so I don't think that's it. I'm really not sure why it worked fine for me but not for you.

    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!

  10. 40 minutes ago, Bartimaeus said:

    Never used/touched that option, but in general, it seems like Demi (author of the mod) did not want to try to have a "Special:" field with base item modifiers like that (or the different weapon type AC bonuses that all base armors have), so shields (which already had it in vanilla) are the only ones that do.

    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.

  11. 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?

  12. 3 minutes ago, Bartimaeus said:

    @NdranC

    Remember that this is a backup folder, which means that these files are what they looked like *before* the subcomponent # was installed. Faldor5.6100 is messed up, meaning it was corrupted before component 6100 was installed, and ergo, not the culprit. Faldor5.6010 is not messed up, ergo it was fine before component 6010 was installed, meaning 6010 is what corrupted the file. Component 6010 is "Better calls for help". I do not know why this component is targeting faldor5 to begin with. Scratch that, I *might've* figured it out.

    Alright, I think the last thing I need is faldor5.cre from the spell_rev backup folder...AND from your BG1:EE override folder, please!

    spell_rev ones

    FALDOR5.CRE FALDOR.CRE

  13. 4 minutes ago, Bartimaeus said:

    I think I mentioned it earlier, but SCS is weird and random with a lot of mages. IIRC, it pays special attention to very particular mages like Tolgerias or the guy in the Sphere, but a lot of mages are just randomized every time you install, which means encounters can be pretty different from install to install.

    6040's is fine (which means that it was not corrupted up to this point, but could've been corrupted by 6040 itself). Give me 6100's as well.

    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

  14. 29 minutes ago, Bartimaeus said:

    Can you give me one specific example of what a party member's .cre saving throws are vs. what they should be?

    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.

  15. 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.

  16. Just now, Bartimaeus said:

    @NdranC Thanks! Looks like I'm installing SCS, because that's about all I can do. I'll get back to you in half an hour! Also, one last thing - was this the same install you re-installed SR for because the installer wigged out?

    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.

  17. Quote

    [D:\Games\steamapps\common\Baldur's Gate II Enhanced Edition\WeiDU-FileChangelog.exe] WeiDU version 24500
    [.\chitin.key] 277 BIFFs, 81694 resources
    [.\lang\en_us\dialog.tlk] 307782 string entries
    [EET/lang/en_US/prompts.tra] has 51 translation strings
    [EET/lang/en_US/setup.tra] has 18 translation strings
    [EET/lang/en_US/chapters.tra] has 95 translation strings
    [EET/lang/en_US/dialog.tra] has 37 translation strings
    [EET/lang/en_US/2da.tra] has 55 translation strings
    [EET/lang/en_US/compatibility.tra] has 11 translation strings
    [spell_rev\languages\english\arcane.tra] has 656 translation strings
    [spell_rev\languages\english\divine.tra] has 395 translation strings
    [spell_rev\languages\english\hla.tra] has 6 translation strings
    [spell_rev\languages\english\setup.tra] has 15 translation strings
    [stratagems/lang/english/setup.tra] has 215 translation strings

     

    Mods affecting FALDOR.CRE:
    00000: /* created or unbiffed */ ~EET/EET.TP2~ 0 0 // EET core (resource importation)1.0 RC12
    00001:  ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 60 // Update Spellbooks of Joinable NPCsv4 Beta 18 (Revised V1.2.0)
    00002:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6000 // Smarter general AIv32.7
    00003:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6010 // Better calls for helpv32.7
    00004:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6040 // Smarter Priestsv32.7

    I got that from running "PS D:\Games\steamapps\common\Baldur's Gate II Enhanced Edition> .\WeiDU-FileChangelog.exe --change-log-list FALDOR.cre"

  18. 15 hours ago, Bartimaeus said:

    @Faldorn: I can't confirm SRR is the issue, so you would need to changelog faldor.cre or faldor5.cre to know what is modifying her. It may still be SRR, but I can't figure it out from here. Changelog tool (readme is included): https://github.com/InfinityMods/WeiDU-FileChangelog

    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:

    Quote

    [EET\temp\patch\bcs/FALDORN.BCS] created from [D:\Games\steamapps\common\Baldur's Gate Enhanced Edition/DATA/SCRIPTS.BIF]
    [EET\temp\patch\cre/FALDOR.CRE] created from [D:\Games\steamapps\common\Baldur's Gate Enhanced Edition/DATA/CREATURE.BIF]
    [EET\temp\patch\cre/FALDOR5.CRE] created from [D:\Games\steamapps\common\Baldur's Gate Enhanced Edition/DATA/CREATURE.BIF]
    [EET\temp\patch\dlg/FALDOR.DLG] created from [D:\Games\steamapps\common\Baldur's Gate Enhanced Edition/DATA/DIALOG.BIF]
    [EET\temp\patch\dlg/BDFALDOR.DLG] created from [D:\Games\steamapps\common\Baldur's Gate Enhanced Edition/SOD-DLC/DIALOG.BIF]
    [EET\temp\biff/FALDORNL.BMP] created from [D:\Games\steamapps\common\Baldur's Gate Enhanced Edition/DATA/PORTRAIT.BIF]
    [EET\temp\biff/FALDORNM.BMP] created from [D:\Games\steamapps\common\Baldur's Gate Enhanced Edition/DATA/PORTRAIT.BIF]
    [EET\temp\biff/FALDORNS.BMP] created from [D:\Games\steamapps\common\Baldur's Gate Enhanced Edition/DATA/PORTRAIT.BIF]
    FALDORN BDFALDOC appended to EET/temp/array/PARTYAI.2DA
    Patching: 1 matches found in CEFALDOR.BCS for REPLACE_TEXTUALLY: ApplySpell(Myself,CLERIC_RESIST_COLD)
    Skipping SPELL.IDS reference: SPIN874    3874    FALDORN_PANTHER
    Patching EET/temp/patch/baf/FALDORN_.baf: AreaCheck - AR5200 => BG5200 - are
    Patching EET/temp/patch/baf/FALDORN_.baf: AreaCheck - AR5200 => BG5200 - are
    Patching EET/temp/patch/baf/FALDORN_.baf: AreaCheck - AR5200 => BG5200 - are
    Patching EET/temp/patch/baf/FALDORN_.baf: AreaCheck - AR4500 => BG4500 - are
    Patching EET/temp/patch/baf/FALDORN_.baf: AreaCheck - AR0400 => BG0400 - are
    Patching EET/temp/patch/baf/FALDORN_.baf: AreaCheck - AR0607 => BG0607 - are
    Patching EET/temp/patch/baf/FALDORN_.baf: AreaCheck - AR1800 => BG1800 - are
    Patching EET/temp/patch/d/DORNJ_.d: ChangeAIScript - FALDORN => FALDORN_ - bcs
    Patching EET/TEMP/PATCH/CRE/FALDOR.CRE: bcs = FALDORN => FALDORN_ - 0x248
    Patching EET/TEMP/PATCH/CRE/FALDOR5.CRE: bcs = FALDORN => FALDORN_ - 0x248
    Patching: 1 matches found in FALDORN_.BCS for REPLACE_TEXTUALLY: [     ]+\(MakeUnselectable(0)\)
    Patching: 1 matches found in FALDORN_.BCS for REPLACE_TEXTUALLY: MakeUnselectable(5000)
    EET_NPC_TRANSITION patching for Faldorn: BG1 NPC without BG2 content
    Patching FALDORN_.BCS
    Patching FALDORN_.BCS
    Patching FALDORN_.BCS
    Patching AR4000.BCS: FaldornParty
    Applying kit/proficiency/script features to CEFALDOR
    Applying kit/proficiency/script features to FALDOR
    Applying kit/proficiency/script features to FALDOR5
    SFO: Applying patch(es) to CRE file(s)  AGNASI BENTAN CADDER CHANTH GAXIR MADARC ORDULI POGHMA4 PRIHEL SHAELL TREMAI UNSHEY AMCLER02 SARTEM01 DOGHMA ECOLT AASIM ACOLYTE1 ACOLYTE2 ACOLYTE3 ALVANH AMARAN AMMAJIRA AMTCLE01 AMTCLER0 AR18PRIE ARCHDR ARENTHIS ARNWAR10 ARVAL BARL BASSIL BDAKANNA BDASHA06 BDBF2 BDBFOR15 BDBUGB20 BDBUGB21 BDCCCLE1 BDCCORC1 BDCCSOL5 BDCHAL03 BDCHORST BDCRU106 BDCRU107 BDCRU120 BDCRU121 BDCRU51 BDCRU52 BDCRU53 BDCRU54 BDCRUC41 BDCRUC42 BDCRUC43 BDCRUC44 BDCRUC45 BDCRUC46 BDCRUC47 BDCRUC48 BDCRUC49 BDCRUCM7 BDCRUML6 BDCRUS11 BDCRUS12 BDDCLER1 BDDCLER2 BDDCLER3 BDDEEP BDDEEP2 BDDOSIA BDDOSIA1 BDDOSIA2 BDDRIDR1 BDDRIDRF BDDSSEN5 BDFENSTE BDFERRUS BDFF1000 BDFIST24 BDFIST27 BDFIST31 BDFIST40 BDFRAIR BDGNARG4 BDGNARG5 BDGOB04 BDGRIMGO BDHOBG04 BDHYRETH BDIDYLET BDINSA01 BDJAMVEN BDJUNIA BDKAELET BDKORME9 BDKRUNTU BDLIEUTG BDMADELE BDMIZHE2 BDMIZHEN BDNYMP01 BDNYMP02 BDONORO BDOROG03 BDPHILO BDPOLVI BDPRIS02 BDPRST01 BDRAGGEM BDSHAPUR BDSHIS05 BDSINDRE BDTEAM51 BDTEMP1 BDTEMP2 BDTIAX BDTUTOR BDURE1C BDWAVE34 BDWAVE36 BDWAVE43 BDWELL01 BDWTR90 BDZIATAR BELMIN BERKREF BHARVAL BHELM BHOISIG BILL BLANE BPAPPLE BPARTY05 BPARTY5_ BPERWEN BPFARGUS BPMAGDA BPOWY2 BPOWYN BPTHCL BPTSOCT BRAIWA1 BRAIWA2 BRAIWA3 BRAIWA4 BRAIWA5 BRAN BRATHL C6CLER1 C6CLER2 C6CLER3 CAEDMO CECHAL02 CECHALLE CEDRUID1 CEDRUID2 CEFALD01 CEFALD04 CEFALDOR CEFGT02 CEFGT04 CGUARD1 CGUARD2 CHEVIL07 CHGOOD09 CHIMP5 CLDAD CLERIC2 CLLATP01 CLTALP01 CORSONE CSCLERIC CTRAITOR CUARDUL CULTIST1 CULTIST2 CUPHAER CYRANDO D2KIE DADROW10 DADROW11 DADROW12 DADROW17 DADROW20 DADROW23 DADROW4 DAGHAUN1 DAGHAUN2 DAQILUE DAWNMAS DCLERIC DEMOCLER DEMPRI DEVAEVIL DEVAST01 DEVMON01 DGDRU01 DIYAB DMASK1 DOPCLE01 DOROTEA DRAKAR DREAMPC DRENDEN DROFOD04 DROW04 DROW05 DROW07 DRSHNL01 DRUID10A DRUID10B DRUID12A DRUID12B DRUID2 DRUID3 DRUID6A DRUID8A DRUID8B DRUIDAD DRUIDC DVNYMPH DW#PUMB3 DW#PUMB4 EXCULT1 EXCULT2 FAHRIN FALDOR FALDOR5 FERGUS FFHUNT FFHUNT1 FFHUNT2 FFHUNT3 FFSLEEP FFUSHER1 FIRBAN02 FLAM FLAM10 FLAM11 FLAM12 FLAM2 FLAM4 FLAM6 FLAM7 FLAM8 FLAM9 FLAMAL FLAMANG FLAMBRID FLAMC7 FLAME FLAME1 FLAME2 FLAME3 FLAME4 FLAMEN FLAMEN2 FLAMGATE FLAMGG FLAMHUSB FLAMPUN FLAMPUN2 FLAMSCO FLAMVAI FLAMWIZ FSHORDE5 FUMIN GARKID02 GDRUID GLINT7 GORCAMB3 GORGUA03 GORKUO03 GORPRI1 GORSTA03 GORSTA04 GORWOM04 GOVWAU01 GPPRI1 GREYHAND GROMMIN HALFEN HALFEN2 HAMASU HASTEN HEARTG3 HEARTG4 HEARTG5 HELMBYR HELMPR HGBER01 HGNYA01 HGSKL01 HICK HLCLERIC HLSTAL HOBSHA01 HOBSHASU INSPECT IZEFIA JADE4 JAEL01 JAEL02 JAERTO4 JAHEI4 JALANT JAREV4 JONAVI KAYSMG04 KELDDA KENDAK KENT KIEL KIEL2 KPCHAP01 KPSOLD09 KPSOLD10 KUOCLE20 KUOPRI01 LAMALH LAOLA LARYSS LASKAL LATLARA LEGDOR LISSA LOUTM03 LTALOS MULAHE MVPRIES NALIN NEIRA OBSHAL07 OBSSAH02 OHBBCLT2 OHBCEL01 OHBCEL02 OHBCEL03 OHBCUREL OHBDRO04 OHBDVA01 OHBLARIS OHBLIZ03 OHBMOLZA OHBORC03 OHBTIM02 OHBTIM03 OHBTIM04 OHBTIM05 OHBTIMMO OHDCRU01 OHDCRU02 OHDHAM03 OHDHAMMS OHDHPR OHDHSEN OHDHSEN2 OHDLUFCL OHDLUMCL OHDNEO03 OHDNEO04 OHDPPE01 OHDPPE02 OHDRDEF OHDSUMM OHDTERP OHDTREE1 OHDVERN OHHAUNT OHHGMUM OHHGPRST OHHKUNG OHHRAFFI OHHWEIMI OHNMOLZA OHRAKUDA OHRJADEN OHRMEEMS OHRMURUN OHROAZMA OHRSHCRU OHRSHR12 OHRSHR22 OHRSHR31 OHRSHRN2 OHRTADDA OISIG OLIVIA ORC03 ORC03_ OSMADI PARDRU PCAPT06 PETER PIRMUR09 PIRSAL02 PLANEVIL PLANGOOD PLFARM02 PPTIAX PPTIAX2 PPUMB01 PRELATE PRIES10A PRIES10B PRIES10C PRIES12A PRIES12B PRIES12C PRIES18A PRIES18B PRIES18C PRIES6A PRIES6B PRIES6C PRIES8A PRIES8B PRIES8C PROPHET1 PROPHET2 PROPHET3 PROPHET4 PTHRAL09 PUMBER2 PUMBERL PWAUK1 PWAUK2 REBAND05 RECLER01 RECLER02 RENGAA RETHUG03 RSDCL01 RSJASPER RYAN SAERK SAHAMB03 SAHAMB06 SAHPR1 SAHPR3 SAHPR4 SAHPR5 SAHPRI02 SAHRAMB3 SARCPT01 SASSAR SATOS SCAR SCSAIN SCTELWYN SCYARRYL SENDAI2 SENIYA SENPRI01 SHAAVA01 SHADRA01 SHTHOFF1 SHUGAR01 SHUGOD01 SHUGOD02 SHUGPR01 SIPRST SLAPRI SLILMAT SORREL SPPAIN SUDEMIN SUELF10 TAKIYAH TALMISS TALMISS2 TALVILON TAMOKO TAMOKO2 TANALLY1 TDR10A TDR10B TDR6A TDR8A TDR8B TEMSUP TENYA TENYA2 TERMER03 TEST4 TIAX TIAX4 TIAX6 TIAXD TIRTHOLD TOBPAR05 TREVIL01 TREVIL02 TREVIL03 TURN UDARDUL UDCHAL UDDEAR02 UDDEAR03 UDDOOR06 UDDROW12 UDDROW14 UDDROW15 UDDROW31 UDDROW35 UDDROW36 UDDUER01 UDELF05 UDGIRL UDIMRAE UDKUO02 UDPHAE01 UDPHAE02 UDPRINCE VAI VAKOLA VALRAN02 VAMPANO VAMPJAH VAMPVIC VICG1 VICPRI01 VOLTIN VVPRIEST WALLA WILF WILMAT WUDEI X#ANDART X#BEADO1 X#BEADOR X#BELGIN X#BLACK X#MARETH X#RASHEL X#SHDR6 X#SHDR6A X#SHDR6B X#SHDR8A X#SHDR8B X#STORM X#XZGU01 X#XZGU02 X#XZGU03 X#ZOSYA YAGA04 YESLIC YESLIC5 YESLID YSCLER01 YSSOLD16 ZEELA ZILARC01...
    Determining spells and script for FALDOR
    Determining spells and script for FALDOR5
    Patching FALDOR.DLG: JAHEIJ => JAHEIRAJ - dlg; 137 => 764 - state

    Let me know if this is useful or you need something else.

  19. 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.

  20. 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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