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DavidW

Gibberlings
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Posts posted by DavidW

  1. Aaaand finally, the January 20th thread.

    On 1/20/2024 at 7:01 AM, RoyalProtector said:

    Faerie Fire (Avenger) seems to work but in daylight it says "Faerie Fire is ineffective in daylight". However, nothing in documentation explains this, and I don't think it malfunctioned in any way.

    The documentation should say, and on my current install does say, "Faerie Fire has no effect in full daylight." This wasn't working properly; it's fixed locally and will be in beta 8.

    On 1/20/2024 at 7:01 AM, RoyalProtector said:
    • Strength of Stone doesn't work. That is, STR is not modified. Additionally, the description states that it's a caster-only spell, but it is not, you can cast it on others.
    • Baby Wyverns poison is actually 5 poison damage per second, and not the advertised 1 poison damage per second.

    Fixed locally, will be in beta 8.

    On 1/20/2024 at 7:01 AM, RoyalProtector said:

    Maybe I'm missing something but maybe there's no point in disabling quickslots while shapeshifted? Because you can use everything there from the inventory menu.

    Good point; removed as of beta 8.

    On 1/20/2024 at 7:01 AM, RoyalProtector said:

    would also like to note that in many ways, the "upgrade" of the Avenger from Hunting Spider to Sword Spider is a downgrade, because they lose the poison, and poison is generally very powerful. (Speaking for myself, I would have said no, if upgrade was a choice). Unless this is a mistake and they're supposed to just do 2d4 damage as per the description (in which case, I would consider this form worse than all the others, barring immunity to web which could be useful in a small handful of situations). But then, the wyvern would overlap with spiders in features, although I think the Wyvern is better in every way, except APR.

    So, firstly; yes, it's a bug that hunting spiders get poison. The documentation is as intended; the poison is removed as of beta 8.

    As far as balance is concerned, I agree this is not 100% satisfactory as yet. The hunting spider form is gained two levels before baby wyvern, but I agree that once you've got baby wyvern then the spider form is outclassed. I think sword spider is okay compared to wyvern: the APR advantage is non-trivial and many creatures are immune to poison. 

  2. The mod itself is extremely modular: pick what you like. Compatibility with other mods is hard to give general advice on. In the specific case of subraces you’re probably fine unless you install another mod that works through UI edits. Usual caveat: right now everything in ToF is use-at-own-risk.

  3. Quote

    As <CHARNAME> embraced the last of Bhaal's essence and ascended to godhood, the Lord of Murder fell back into his dark sleep. That which was meant to revive him was claimed by another, and for a time the prophecy of Alaundo was thwarted.

    Yet the Solar had spoken true: a mortal playing with stolen energies is no true god. Bhaal knew in his black heart that <PRO_HESHE> who rose to godhood by absorbing all that Bhaal was, would be Bhaal in truth, and that the thoughts, and feelings, and memories of <CHARNAME> were but the thinnest of masks, that would soon crack and fall away.

    This tale does not tell how long <CHARNAME> resisted the dark taint. <PRO_HISHER> virtuous soul burned bright, and for a time held the Lord of Murder at bay, and <CHARNAME>'s heroic deeds in that brief time left their mark on the Realms forever. But soon enough, that which was <CHARNAME> was consumed, and Bhaal's prophecied rebirth came to pass.

     

  4. In IWD2, subraces come to life because NPCs respond to a creature's subrace. Ideally I'd like to do the same for subraces in the other games, but it's quite a large task and only partially plays to my modding strengths. So I'm hoping to crowdsource it. This thread is for suggestions for NPC responses to the currently-active character's subrace in Icewind Dale.

    A few guidelines:

    1) I don't need code. English-language descriptions are fine.

    2) I do need specificity. "Shopkeepers in Baldur's gate should react badly to Tieflings" is not useful. 'SHOPKN01 should respond to a Tiefling at block 4' is useful.

    3) If you want to suggest actual text, that's fine, but I'm happy to have suggestions like 'he should say something bigoted' too.

    4) Responses should be limited - no more than a one-line comment and a one-line response by a character. If you want to suggest a way in which being a Tiefling leads to a zany quest, that's out of scope.

    5) I am keen to keep the level of responses at least approximately constant across the subraces. Obviously it's easy to see ways in which a duergar or tiefling character is going to get a reaction, and to some degree that's cool, but I don't want the exotic subraces to get all the love.

    6) I have no idea when I will have time to implement any of this! It's an experiment, both to see if I get good suggestions and to see what the coding looks like. Don't be offended if it takes ages for me to do it, and don't contribute if you're going to be offended.

    7) Thank you! 

  5. In IWD2, subraces come to life because NPCs respond to a creature's subrace. Ideally I'd like to do the same for subraces in the other games, but it's quite a large task and only partially plays to my modding strengths. So I'm hoping to crowdsource it. This thread is for suggestions for NPC responses to the main character's subrace in Baldur's Gate II , including ToB.

    A few guidelines:

    1) I don't need code. English-language descriptions are fine.

    2) I do need specificity. "Shopkeepers in Baldur's gate should react badly to Tieflings" is not useful. 'SHOPKN01 should respond to a Tiefling at block 4' is useful.

    3) If you want to suggest actual text, that's fine, but I'm happy to have suggestions like 'he should say something bigoted' too.

    4) Responses should be limited - no more than a one-line comment and a one-line response by CHARNAME. If you want to suggest a way in which being a Tiefling leads to a zany quest, that's out of scope.

    5) I am keen to keep the level of responses at least approximately constant across the subraces. Obviously it's easy to see ways in which a duergar or tiefling character is going to get a reaction, and to some degree that's cool, but I don't want the exotic subraces to get all the love.

    6) I have no idea when I will have time to implement any of this! It's an experiment, both to see if I get good suggestions and to see what the coding looks like. Don't be offended if it takes ages for me to do it, and don't contribute if you're going to be offended.

    7) Thank you! 

  6. In IWD2, subraces come to life because NPCs respond to a creature's subrace. Ideally I'd like to do the same for subraces in the other games, but it's quite a large task and only partially plays to my modding strengths. So I'm hoping to crowdsource it. This thread is for suggestions for NPC responses to the main character's subrace in Baldur's Gate (let's leave Siege of Dragonspear out for now).

    A few guidelines:

    1) I don't need code. English-language descriptions are fine.

    2) I do need specificity. "Shopkeepers in Baldur's gate should react badly to Tieflings" is not useful. 'SHOPKN01 should respond to a Tiefling at block 4' is useful.

    3) If you want to suggest actual text, that's fine, but I'm happy to have suggestions like 'he should say something bigoted' too.

    4) Responses should be limited - no more than a one-line comment and a one-line response by CHARNAME. If you want to suggest a way in which being a Tiefling leads to a zany quest, that's out of scope.

    5) I am keen to keep the level of responses at least approximately constant across the subraces. Obviously it's easy to see ways in which a duergar or tiefling character is going to get a reaction, and to some degree that's cool, but I don't want the exotic subraces to get all the love.

    6) I have no idea when I will have time to implement any of this! It's an experiment, both to see if I get good suggestions and to see what the coding looks like. Don't be offended if it takes ages for me to do it, and don't contribute if you're going to be offended.

    7) Thank you! 

  7. 4 hours ago, RoyalProtector said:

    Someone correct me if I'm mistaken but I believe those two are actually dragons to start with who can shape-shift into a human form.

    Correct.

    4 hours ago, RoyalProtector said:

    NWN featured high level druid transformation into a dragon though, which would be cool, but probably difficult to do correctly, and more importantly, balance.

    I think I had this as a Dragon Disciple HLA at one point. The biggest problem is technical:the dragon avatar is way too big to fit in most areas. 

  8. 4 hours ago, CrevsDaak said:

    As for passing INT_VARs as STR_VARs, it's not good practice, but you can do it. It causes WeiDU to convert it into an integer and thus is slightly more inefficient, but it's possible. It does not go both ways, and it doesn't enforce that the variable is an integer, which is why you usually want to actively avoid it, I just overlooked it here, oops. It's useful because it allows for non-typed variables to be input by the caller, though the callee has to be able to handle an expected integer to not be an integer without causing the installation to fail.

    The other reason to avoid it is that it triggers a warning if you have the fun_args MODDER flag set.

    3 hours ago, CrevsDaak said:

    I want to point out that this is something that not even among the different shell builtins you can ascertain a particular standard being followed as to what the order of evaluation is, but the prevalent case seems to be lazy evaluation (only "cd" works differently, most likely to avoid circular behaviour). So differences among operative systems are more or less a given.

    Oh, to be clear: referencing "../%workspace%" is dumb, I don't know why I did it. (It looks like very old code.) Just wanted to note that at least my symlink setup has always been fine with it.

  9. I corresponded years ago with wildgirlmods and have blanket permission to include any bits of TOBR in WoP that I want to. There are bits of it I like very much but I wouldn't want to just systematically incorporate it. But in any case it's something that will have to wait until I have the time, unfortunately.

  10. I don't think this can per se be about a problem with symlinked folders. Literally all my SCS modding is from symlinked folders - the last time I physically put the stratagems folder in the game directory, Obama was president.

    But I agree that the ssl_to_baf call in smarter_beholders.tpa is redundant given current SFO functionality and that your change is an improvement (except that ssl is an INT_VAR, not a STR_VAR). Fixed locally; if that sorts out whatever symlink problem you're having then so much the better.

  11. Incidentally, the other story-based blocks are:

    BG: priests of Lolth (same issue as drow), priests of Umberlee (it breaks the Tenya quest in BG)

    IWD: priests of Auril, Talona, Myrkul (in each case because fighting worshippers of that god is a substantial event in the core plot).

    Again you can turn them all off at the ini if you don't mind story incongruities. (And SCS uses them whether or not you've turned them off.)

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