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Luke

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Everything posted by Luke

  1. Unfortunately, it doesn't take into account changes to those tables..... @CamDawg As a result, this component should probably be tweaked in order to account for custom HP tables.....
  2. Excellent news! I have a couple of questions about system number 3: 1) What are the differences between IWDEE spells that come with SCS v32 and IWDEE spells that come with IWDification? 2) Could you provide additional details about the spell tweaks that will ship with option #3? I guess the same of option #1 but will take into account also IWD:EE spells, right?
  3. More importantly, the Spellstate assigned to Thieves in IWDEE serves no function (in any game) This ain't actually true as @subtledoctor found out (you probably remember our discussion about Melf's Acid Arrow.......)
  4. Sadly, this has not been fixed .... (and it's so annoying.....)
  5. It's an alternative to Backstab for EE games. If you install this mod, then you can enable this (hidden) option. In case you need further details, please have a look at the IWD:EE manual (Mastering Melee & Magic......)
  6. [EE games] To be honest, it's not that strong if you play with Sneak Attack ON (since you're allowed to perform it once every 420 seconds......)
  7. [EE games] I think that the Short Sword of Backstabbing should be tweaked in the following way: Slays a humanoid creature [opcode #55] upon a successful backstab/sneak attack [opcode #340] (Save vs. Death to avoid) To tell the truth, the same holds for Cutthroat +4: Silence upon a successful backstab/sneak attack (Save vs. Death to avoid) What do you think?
  8. Did your game get updated ?What do you mean exactly?Well, game updates can very well break all kinds tweaks like this. So was the old game with v5 also a 2.5... or something older which CamDawg was able to modify, which the new version could have updated and so the tweak won't work any more.The other game (SoD) with v5 is also a 2.5...... But for some reason v7 doesn't work on BG:EE without SoD.... OK: after further testing, the problem seems to be related to BG:EE without SoD (it works fine in BG2:EE.......) EDIT: you can find more about this here (including a temporary fix......)
  9. Did your game get updated ?What do you mean exactly?Well, game updates can very well break all kinds tweaks like this. So was the old game with v5 also a 2.5... or something older which CamDawg was able to modify, which the new version could have updated and so the tweak won't work any more.The other game (SoD) with v5 is also a 2.5...... But for some reason v7 doesn't work on BG:EE without SoD....
  10. Did your game get updated ?What do you mean exactly? I installed just that component on a fresh 2.5 and it's not working.... Does it work for you?
  11. [bG:EE] The Death Cam doesn't work (it worked fine in v5.......) The code seems to be identical to that of v5, so I cannot understand what is going wrong.......
  12. OK, don't worry, it didn't come off as offensive. I try to do my best to detect bugs and report them..... However, sometimes I also give suggestions......
  13. There could be something wrong in Improved Spiders.....
  14. Sounds like Davidw removed it on purpose.Yeah, it's possible I didn't notice they have been changed into plain fighters...... I'll double check that.....
  15. Something else messed your install. Just installed SCS v31 on BGT and Carbos & Shank are still fighters and don't have any spell memorized. And have DAGGSHIT on them.Just remembered, maybe BGEE changed them to assassins and they get poison weapon. If it is a case, that is not SCS fault. you can fix it by puting this line near end of initial\initial.tpa: LAF edit_creature STR_VAR creature=~%tutu_var%carbos %tutu_var%shank~ editstring=~kit=>FIGHTER~ allow_missing=1 END What are you saying exactly? In BGEE Carbos and Shank are coded as Assassins. In SCS v31 they're given ASSASSIN_POISON (correct). In SCS master branch they are not given ASSASSIN_POISON, so there is something wrong.....
  16. According to v31 change log, this issue has been fixed, so it must be something else.......Issues like this are often like the bump under the carpet. Apparent fixes sometimes just push the bump somewhere else... I see. Well, in v31 Carbos and Shank (dunno about the other Assassins) have Poison Weapon memorized, so you may wanna check your latest commits.....
  17. According to v31 change log, this issue has been fixed, so it must be something else.......
  18. Sounds interesting. What about setting "duration" of opcode #324/318 to 0 instead of 1? In so doing, you probably don't need to use opcode #321.......
  19. Why?? This has evidently caused problems for everyone who uses both RR and SCS. And there's no particular timeline when people can expect the problem to be fixed, and I can't even see any tangible benefit to offset those problems. (Assassins and Blackguards are pretty clearly intended to use the same poison in their weapons.) This is not the first time I've seen you advocate change for its own sake. But you really need to pause and think about the consequences. If it ain't broke, don't fix it! What the hell...... I simply said that since RR targets Thieves (not Blackguards), then it should target Thieves (and so we have 2 different abilities, which is not a bad idea per se......) Sorry, I meant to break nothing..... Also, for the record: I think Wisp (the author of RR) knows better than me the plethora of mods out there, so he could have said: "Sorry, I can't do that because of SCS...."
  20. I've never once seen that in my life. They are 1st-level pushover enemies. Or, is that something that happens with one of the SCS 'Improved Encounter' components? There's no component that specifically targets Carbos and Shank as far as I know..... Well, they remain 1st-level pushover enemies even with Poison Weapon.... But again: they're supposed to use it against you (this also tells you SCS installed correctly.....). Maybe you didn't notice this because of Might and Guile feat system, but I'm purely speculating... Having said that, it's possible that @DavidW decided to remove that ability from Carbos and Shank in v32......
  21. @DavidW Savingthrow of opcode #142 (the one with target = 1) should be 4 (save vs. death) instead of 0 (none). The same holds for DW#KOB02.itm (Poisoned arrow)
  22. In every CRE file there are 2 sections called Spell memorization info and Memorized spells table. As far as I know, also innate abilities should go there (in v31 ASSASSIN_POISON is there for Carbos and Shank....) And yes, Carbos and Shank used to use ASSASSIN_POISON against you.... (@DavidW can you confirm?)
  23. @DavidW [sCS master branch] ---> Carbos and Shank lose their Poison Weapon ability (they don't have it memorized). Is this intended or a bug (I'm not using RR this time....)?
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