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475513a

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  1. Would you mind taking a look at my WeiDU log, maybe you could spot something bad (I didn't touch anything post-install)?
  2. Quoting Mind Blank scroll's in-game description: Area of Effect: 1 creature Protection from Energy, Barkskin etc. have the same Area of Effect target description, so it should you allow to target others unless the MB's description is wrong. In that case, it'd be grossly underpowered for an 8th level spell.
  3. Not sure what you mean by "behaves like." I have an install with 4b15, from before the recent flurry of activity, and in Near Infinity Mind Blank looks fine - a bunch of opcode 101 and 206 effects blocking Enchantment abilities. Zero opcode 201 (spell deflection) effects. Do you mean it has the same animation, or something? Have you looked at the actual spell file in NI or DLTCEP? Have you tested it against an enemy who uses Confusion or Feeblemind etc. against you? Maybe grab SPWI802.spl from your override folder, .zip it and attach it to a post here? Casting it didn't let me select a target, so I assume it'd be broken. I didn't test it beyond that (since with self-cast only it'd be useless anyway when Chaotic Commands exist). Here's the file: https://files.fm/u/pa3zs7vf
  4. Hurray to SR support! Are you planning to update SCS scripts to work with SR? Those are wonderful, save so much time with pre-buffing. Currently with SCS (v31) and SR (v15) installed: Clerics cast Cure Light Wounds out of combat, but none of the other heals. They also do that even if the character is cursed/diseased and unhealable, wasting their spells. Clerics also never heal themselves. Goodberries are auto-eaten but not auto-cast (by my Ranger, at least). Sorcerers don't pre-cast anything at all, not stoneskin, not mage armor (not sure if it's vanilla SCS behavior or SR quirk). Would be great if Druids and Rangers could cast regen spells out of combat too, just check if any of the characters are wounded and has regen status, if not use lowest available regen spell tier. Would also be great if you could have settings where you could have automated Enchanted Weapons cast, doing so every rest for ammunition is optimal (since those last 24 hours, 3 rests) but so tedious. SCS has pre-cast Death Ward and Chaos Command option, would be great if its use with SR's Wondrous Recall could be automated somewhat (e.g. a cleric with 2 Wondrous Recalls + 2 Chaos Commands should be able to buff the whole party with CC with a shortcut).
  5. Is there a chance to make SCS AI Scripts compatible with SR? As is, Clerics cast Cure Light Wounds out of combat, but none of the other heals. They also do that even if the character is cursed and unhealable, wasting their spells. Clerics never heal themselves. Goodberries are eaten but not casted (by my Ranger, at least). Sorcerers don't pre-cast anything at all, not stoneskin, not mage armor (not sure if it's vanilla SCS behavior or not). Would be great if Druids and Rangers could cast regen spells out of combat too, just check if any of the characters are wounded and has regen status, if not use lowest available regen spell tier. SCS has pre-cast Death Ward and Chaos Command option, would be great if its use with SR's Wondrous Recall could be automated somewhat (e.g. a cleric with 2 Wondrous Recalls + 2 Chaos Commands should be able to buff the whole party with CC with a shortcut).
  6. Hi, is there a way to use this installer with the new SR (v16) or Bartimaeus's SRR instead of SR v15?
  7. It would be difficult to do so if everything is already installed. Theoretically, you can simply update your spell_rev folder and reinstall, which should uninstall all the mods installed after SR and then update it and then reinstall, but that almost always fails me in some way or another when dealing with a large amount of components, so I wouldn't necessarily recommend it. I'm not sure how the EE Mod Tool works, but if it's anything like the BWS, you basically would want to remove the version of Spell Revisions that it extracts and replace it with your own that's the newest update. Alternatively, politely ask the maintainer of EE Mod Tool to update EE Mod Tool while pointing to the latest version of SR. Thanks, that's what I'll do. Btw I suppose there's no way of using SRR with a EE Mod Tool install and just copy-pasting over some files? I don't really use anything big anything apart from SR, IR and SCS and some tweaks.
  8. It is a proper Mind Blank scroll (with proper description) when inserted with console as "scrl8d". When memorized and cast by a mage, however, it acts exactly like Spell Deflection, has Spell Deflection's description while still taking an 8th level spell slot. I guess something went wrong with my installation (used EE Mod Tool and nothing else), or it's is simply a bug with v15. "Remove Disabled Spells from Spell Selection Screens" is installed (all other options are checked too). I guess I can live with it - Chaotic Commands still work...
  9. Ah, I see. Mind Blank didn't come up in Sorc's spell picks for lvl8 so that's probably a v15 bug (or a problem with my install). I added one Spell Turning scroll manually through console and it did appear now. Looking at v16 changelog I'll probably have to add lvl8/9 gate spells as well if I ever plan on using those. Edit: actually Mind Blank doesn't work at all for me, it's just a lvl6 Spell Deflection icon among lvl8 spells, and acts like Spell Deflection on cast (even though the scroll itself is correctly displayed as 'mind blank').
  10. Pierce Shield now removes one spell protection along with combat/specific protections, so it should be like RRR + Breach in one. However, many spellcasters seem to come with several spell protections at once. Is this worth picking up at all as a Sorcerer? So far spellcasters seem to love instantly putting PfMW back up from a contingency after getting breach / duration expiring, I've not seen anyone put spell protections back on. Will spellcasters re-casting spell protections appear later in SCS? Also Pierce Shield description speaks of it removing 'Mind Blank', but I can't find that spell anywhere. Is that an error in the description or did I miss it somewhere?
  11. How would I go about updating from v15 to v16? I installed everything via 'EE Mod Tool' where it took care of installation order and such for me.
  12. Outside of editing their stats directly? High wis is essential for lategame wish casting, and vanilla had potions to raise wisdom. Is there a solution with IR, e.g. to raise Aerie's from 16 to 18?
  13. Thanks, I'll try it out. Any reason to pick True Sight, then? Description says it 'highlights' Project Images and Simulacra, I wonder if that's worth for a 6th lvl spell slot. I mean if you can see both real + fake, it should be obvious to see which is which since fake has no buffs? I'm just pure theory here since I've only fought a couple of mages who used them. So what does SI:Div do then, prevent actual dispels like Oracle from working? Is there no way at all (theoretically) of removing SI:Div outside of Dispel Magic (assuming there's no SI: Abjuration, I'm not even sure enemies can have it in this mod)?
  14. I've encountered some enemies that cast it, for example graveyard lich. How do I deal with it? Aside from cheese like waiting for it to expire, but I'm sure it won't always be allowed. I can't target invis lich to remove his spell protections, can't reveal invis because SI:Div. I was putting hopes into Spellstrike (thought it was AoE from reading a readme, but apparently that was a v3 not 4v15 that I'm playing with EET setup tool) and it seems to be single-target here (I made a test char with a lot of xp to test it). Help.
  15. As it is a couple of cloud spells makes clearing beholder lairs a bit too straightforward. Beholders may survive the stinky cloud by wandering out (thanks to SCS AI) but then they're usually 'near death' and dead in one arrow, a non-threat relative to how much XP they give. If the player stays engaged to any beholder group for n rounds, all beholders in the lair start slowly drifting towards the player group's position. Lore-wise reason (if needed): challenged in an open fight beholds are too arrogant to call for help and just assume (often rightly so) to roll over any intruders without losses. However when sh*t hits the fan (e.g. getting gassed or unable to beat charname's party within reasonable time) they start sending telepathic signals to their brood, which should be able to locate them even when out of LoS (telepathy, farsight, some weird alien lair contraptions that 'sense' living things). Cloud/slow + disengage tactic stays viable but harder and more interesting as the player would have to think through their movements, running around trying to dodge the brood.
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