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TheLoneTremere

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Posts posted by TheLoneTremere

  1. Interesting, it would also seem that cure disease also removes feeble-mind, yet does not seem to indicate in either the spells description, that is either cure disease or feeblemind itself; and it does not remove the feeblemind's icon on the portrait after thus being removed.

     

    I think this is more of a conflict with SCS,  But i will continue testing. 

  2. On a side note, i think if you install SCS and SR; the shield spell does not block Mordekaine's force missile as it should. Oh, and for some reason i think xan in the romantic encounter mod/scs might also obstruct protection from the elements as you are not able to select which element you want to use when you cast the spell, for whatever reason.

  3. Got the Fibula from kegain's quest but can't seem to turn that item anywhere in the estate of silvershield, am i missing something?

    Btw, when i try to talk to lady silvershield she does not give any dialogue options regarding the item.

  4. 9 hours ago, Bartimaeus said:

    Uh...SEEMS like an oversight, but I guess I'm not a hundred percent sure. Does freedom of movement mean you can never fall and slip on ice or anything else slippery?

     

    Well, it doesn't slow them down as per part of the spell, but i think freedom of movement might be intended to not  be thrown down and unconscious on the grease pile. But, in all honesty, i don't really see a huge issue with leaving the way it is, tbh.

  5. 18 hours ago, subtledoctor said:

     

     

    :(

    Hey! I like what the mod does... but it causes problems for my runs. Like not being able to select spells as a sorcerer. Another thing was i think that or this one mod called refinements, also. 

     

     

    But yeah, it might've been mostly some other mods screwing with spells and stuff. Heck ctb and dark side of the sword coast had problems.

  6. On 2/15/2019 at 11:57 AM, subtledoctor said:

    That's a vanilla spell...

     

     

    Yeah sorry, i didnt know what mod was making changes to it. However i did a reinstall with things like tome of blood removed, among the spells from dsotsc removed because it would vonflict with ctb. I also got rid of a fix pack for spell notification expiration.

     

    Which seems to make it normal now. Weird though isn't it.

  7. Can it be investigated if certain creatures (I.E Planar sphere elder orb) is using specific spells or abilities that don't exist. Because it seems elder orb will use an ability that doesn't exist and just gives an ERROR  followed by a series of numbers in the chat with the mini-map coming up to take up the screen.

  8. A quick note, i think i also had this occurrence with a iron golem as well, but i can't recall exactly. Either or, maybe it is something like an ability that SR/PnP changed around or so that these specific enemies try to call upon, which no longer exist of course, these occur in hyper specific fights like the elder orb in the planar spear.

  9. 1 hour ago, DavidW said:

    If you can give me exact instructions for reproducing it, I'll check it out.

     

    Sure, i activated the golem and followed it to the room the elder orb beholder is in and engaged it alongside the golem in which said beholder would use an ability that doesn't exist and forces the screen to zoom out.

  10. Is it just me or does the elder orb kinda have some problems as in for some reason in text chat it tries to use an invalid ability with a series of numbers, if i recall correctly. As it tries to use that ability it forces my camera to go way out with the mini map and expands the entire area forcing me to refocus and arrange the camera. No crashes, just kinda  weird. This is in the planar spear of course.

  11. 2 hours ago, Bartimaeus said:

    From Call Woodland Beings? Uh, maybe. Anything you had in mind? Summonables are probably my weakest point in terms of revising/balancing them, honestly, as I hardly ever use them (it's just not really my style), so it's hard for me to project exactly how strong something might be...so feedback on them is always welcome.

    Sure, it seems by the time you get them you already are fighting decently strong enemies, perhaps maybe give this a regenerate spell or two and maybe delorious decay or so.

     

    P.s i dont see any editing that can be edited in the settings configure file in SR.

  12. 15 minutes ago, Bartimaeus said:

    I edited my post for both points before you replied (but presumably after you saw the initial post). Hopefully that answers your question better. However, V1.0.10 has not released yet - so if that's important to you, give me a few days before I release it before rebuilding your game.

     

     

    Gottcha, this may have been discussed before, but do you think it is possible to slightly buff the nymph's spells?

  13. 8 minutes ago, Bartimaeus said:

    1. Modifying it in what way?

    2. Are you talking about SR's Regenerate Wounds, or SRR's Regenerate Wounds? My Regenerate Wounds are somewhat different from SR's, and while heal for a little less overall (I think), heal a bit faster in return.

     

    So that imprison would have a save that procs first before the imprisonment.

     

    Also, i think it's SR. Here is my weidu log for SPPR419.SPL

     

    SPPR419.SPL-WeiDU-FileChangelog-2019-Jan-24.txt

  14. On 1/21/2019 at 4:26 PM, Bartimaeus said:

    V1.1.0 changelist:

    1. Additionally, if you really hate how Imprisonment has no real apparent way to protect against it (a number of people have complained about it over the past months), there is now a settings.ini switch that introduces a -6 vs. spell saving throw to it - defaulted to off.

     

    How would one go about modifying that in the settings.ini?

     

    Also i got a side question, maybe this was addressed somewhere else, but can you look at rengeration spells of druids? It seems they aren't healing as per what their text says, for instance it seems regenerate critical wounds says 4 hp per round, but instead it's 2. For serious wounds, its 1.

     

  15. 2 hours ago, DavidW said:

    No, it's a bug; will fix.

    Is there anything in the readme that implies it's only for EE? If so, let me know.

     

    I don't understand this, sorry.

     

    Liches all see through invisibility (that's vanilla game content, not SCS, though I think there might be one lich who's missing it in vanilla and gets patched).

     

    I'm not 100% sure I understand this either, but I'll check if the fear aura is working properly.

    Huh, i dont know how my invisible character was able to move around with the lich in a wall without him casting spells immediately  upon my character. Maybe just something with that lich.

  16. I was testing some a fight with a lich, specifically the lich in a wall in amn near the city games and i have some cocerns.

     

    1.I have atweaks and spell revisions that changes gate spells into choosing a type of fiend but it seems the lich while one of my character's was hidden via a potion didn't seem to fully summon the cacofiend, but perhaps that was due to being invisible.

     

    2.My next question is in regards to invisibility, do liches in SCS see through all forms of invisibility or is that something exclusionary to kengaxx?  

     

    3.My final question is lich fear and their aura, for some reason a character with awful saves (removed all items i possible could that benefit their saving throws) but none could seem to succumb to the fear effect and the only thing that would proc is a message saying the lich is unaffected to his own aura, so i have no idea what is going on there. 

     

    I made sure the settings on are insane difficulty and this is of course on the latest installation.

  17. 1 minute ago, DavidW said:

    OK, I've now had a look at what Might and Guile does. It's a bit weird: it (more specifically, its Bard component) introduces an *innate* version of Shout and Great Shout, in the SPCLxxx spell namespace. (That's fine so far.) But then it gives them WIZARD_SHOUT and WIZARD_GREAT_SHOUT spell.ids entries. That's a very odd thing to do, unless I'm missing something:

    1) it breaks the contract that WIZARD_xxx always refers to the SPWIxxx namespace. Sufficiently careful code won't be confused by that, but it's at least somewhat dangerous.

    2) more importantly, it uses a spell.ids entry that's reserved for a core (albeit IWD) spell, and uses it for a fundamentally different spell. (Specifically, one that doesn't have scrolls.) So any mod that sees that WIZARD_SHOUT is present and assumes it's a version of the Wizard's Shout spell is going to get confused.

    If there's a rationale for this it's not obvious to me (comment welcome from @subtledoctorsince I think it's his mod). But in the meantime, I don't recommend using Might and Guile's bard component along with SCS's IWD spells (or with IWDification).

     

    \o/ Yay i brought a problem to attention!

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