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NiziNizi

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  1. Thank you for very detailed input. So, to clear, 0x00000010 STATE_INVISIBLE provides +4 melee thac0 bonus. After any hostile actions terminates itself (lets now put backstab details aside). So, simply for players, it is "+4 melee to hit bonus on first attack". 0x00400000 STATE_IMPROVEDINVISIBILITY provides +4 Bonus to Saves. By "duplicate", is that reason Spell have both effects for INVISIBILITY-NORMAL, and INVISIBILITY-IMPROVED? I created spell to test, giving it only IMPROVED, but seems like it still works as you say - duplicate. You are not seen until you take hostile action, after that you have Improved Invisibility as it should be. Further more, because 0x00000010 STATE_INVISIBLE will be gone after hostile action, if you have 0x00400000 STATE_IMPROVEDINVISIBILITY, you get +4 Savings as you described for Improved one, and -4 penality on attack rolls against you, as you say, it apply to any STATE that provide invisibility. So Improved Inv. is +4 Saves and +4AC, no matter how game handle it (Protection from Evil for example have effect in spell which clearly set why evil have attack penality, but this is not same). op193 is always used on creatures which are intended to have natural ability to see invisible. But than why happen I always find in their eqipment op282? If that does nothing, than I simply could remove it (this is spellcasters, not any thief skills for detection). And I only do work with EE. Last think - do you want to say "See()" trigger will not be able to see exactly 0x00400000 STATE_IMPROVEDINVISIBILITY? For 0x00000010 STATE_INVISIBLE, 0x00400010 STATE_NOT_TARGETABLE surely can't (assuming there is not any other means involved). I ask because after some hostile action you are actually seen, while still you have 0x00400000 STATE_IMPROVEDINVISIBILITY.
  2. I will put more testing into this as soon I will need exactly to know all of its properties to the last detail, for some specific creatures. Tested basic things of course, and setting of STATEs. Endarire - from my expirience so far, just normal Invisibility will be gone after you perform for example spellcasting or attack. Same for Improved, you are actually visible after that to enemies, but you can't be targeted by spells. Except, with SCS, only spell removal spell can be cast on you (as spells have flag "Can target Invisible"). By spell removals, I mean, for example, Secret Word (mage level 4 spell). It is not case for Breach, and as for player, it is good to know it. So to Breach target you have to remove Improved Invisibility, for example via spells which remove illusions, True Sight as good example. If target is protected by Spell Immunity Divination, again for example True Sight will not work. So you have to take down SI:Divination by spell removal spells (now I could write a long what protects against what and which removal work in which way, but it is not point of this thread now). That is indeed great "chess play" SCS bring on. Exception is, as others mentioned, if casting of spell (by some enemy in game) is forced via script on you or your party member. Or if creature have "natural ability to see through invisibility" (as you probably heard already or read it somewhere). That is set on .cre file as effect or on their equipped items. Or, if some custom spell is made, with mentioned flag "Can target Invisible", except mentioned spell removal spells (where SCS made change) which already can do it. All in all, in my opinion, you can consider it as really good spell to have. ------------------------------ Now, some technical details, which I will fully test in next days. Creatures which are intended to see through invisibility have Invisibility Detection (193) effect on creature itself (.cre), and effect on item Modify Script State (282) - Detect Illusions Bonus [undocumented] (25), value 1. I will perform more testing to exactly determine and fully understand every detail (once I start specific tests I do not stop until I have it 100% clear and documented). Below this my post I did copy something about Invisibility from https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op193 As spell itself do not have any direct effect regarding of mentioned bonus for AC and Saves of +4, it is regulated in game by some other way. And that is something I would also like to define 100%. Cast Improved Inv. on yourself and you can see on Record screen that Saves are improved by 4. But at Inventory screen, AC and all modifiers stay same (how exactly it is implemented I do not know). Improved Invisibility creature have +4 AC and Saves, for all time until that illusion is removed or expired? Mentioned first attack bonus of +4 (for normal inv.), also is gone after you reveal yourself but still you are in Improved Invisibility state? For "Weak Inv.", I'm not still familiar with it for now. For what I read, it seem like it acts as Improved one, but can't backstab. 0 Normal Invisibility -> affected creature makes the first attack with +41 Improved Invisibility -> affected creature stays invisible after attack2 Weak Invisibility -> EE: It's the same type of invisibility as 'Improved Invisibility' after you take a hostile action and reveal yourself. Note: ‘Improved Invisibility’ does not provide saving throw bonuses outside EEs, where it provides a bonus of 4 to all. The same holds for ‘Weak Invisibility’. Note: ‘Improved Invisibility’ lingers after the duration is spent and act as permanent if used as a ‘While Equipped’ effect Note: ‘Weak Invisibility’ is not by itself sufficient to trigger backstabs.
  3. It is not a coincidence that low-level insults come from guest, as person most probably do not have courage and arguments to stand behind its own identity. Do not worry about me, I easily deal with way more worse kind of persons. Let losers stay in that state, if they can't get better, and move on. I on other hand is having great time with gaming and scripting, and really enjoying it
  4. Of course. Mods affecting SPPR616.SPL: 00000: /* created or unbiffed */ ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1510 // Include divine spells from Icewind Dale: Enhanced Editionv33.2 00001: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel)v9 00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)v33.2 00003: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5000 // Ease-of-use party AIv33.2 But it is not even needed. Fault is my, sorry. Now I inspected with Near Infinity and Entropy indeed use Protection from resource (318) with SPPR503D as resource to protect from. I made very simple mistake, as I casted Flame Strike many times, but different one (assigned only to one my creature, slightly improved version). As it use different subspell of course it ended bypassing Entropy Shield. So I did put it on list of what I have to report and gone to work on other things, so it happened this way.. good think is now I found source of problem and patched it for my version of spell. Although I put big attention to every detail, seems miss still can happen so I will boost my concentration further My fault is not only reporting non existing problem, but also not patching (until now) my spell to respect immunity to Entropy S. In case of using modified spells, or unique ones, I use opcode 318 or 324 to prevent their effect to apply. In this specific case, problem would never really occur in game because creature is strictly scripted not to ever cast FS on ES (it would only occur if you CTRL+Q her and go on casting). But now I patched it to be useless against anyone in SpellState ENTROPY_SHIELD. That SpellState is already in vanilla EE game, it is not from SCS nor some states which will I add for detection, so there is no any risk of compatibility problem. And I will triple check everything other. Little angry on myself now, but ok. Glad if other reports helped.
  5. Hello Guest. You, or anybody else can adress me only by NiziNizi as my username here. If you want more choices than that, you can also adress me as Ammanda, which is my username at BEW forum, or Ajla which is my real name which I do not hide. I belive that is more than enough choices. If you miss Roxanne so much, you know where you can contact her. I understand that confusion about my identity may arise after some of moderators at BeamDog forum placed my name as "accused to be alt account". That is severe abuse of position by some of corrupted moderators who used opportunity to find quick excuse to get rid of a person who disagrees with their (and their friends hiding under their skirts) beliefs/propaganda/crap. Surely they hoped that they won't have to explain their actions to anyone, but they were very very wrong about it, as I get into contact with BeamDog as company directly, requested contact with someone with greater jurisdiction than forum administrators/moderators, and handled my complaint to full detail, so issue is investigated. I expect sanctions upon corrupt mods who were involved. I advise this offtopic posts, including my own, to be moved somewhere else from SCS thread. Regarding SCS thread, this is first and last offtopic post from me. I will continue to participate about technical/game details only, as before, if there is need for it. Last thing, for all others who dream (if there is such users or guests) to hear something like "I'm not person from your delusions/paranoia/schizophrenia" - that is never going to happen. I would rather burn my PC than disgrace myself by explaining myself around to anyone. So, I'm never ever going to press keys on my keyboard in that order. I can only answer to proper administrator/moderator, if there is real reason for it, and if I'm questioned directly and properly. Apologize for offtopic, my intention here is to help with game further improvements.
  6. Report on few details : - I reported before that Flame Strike still work on Entropy Shield, for V33 it is stated as corrected, but it is not. However this is minor thing and easy to correct. - I also reported before problem with Impervious Sanctity of Mind and its addition of Spell Shield, as removing it's SH in game, do not remove SpellState SPELL_SHIELD, which can lead to confused AI regarding that. V33 state it as corrected, but still it is not. I did check on few different installs including V33.2 and V33.3. For what I can see, casting of Impervious Sanctity of Mind use Cast Spell effect with resource DW#ISSS, which is Spell Shield version for Impervious Sanctity of Mind (it is longer duration, same as first spell). DW#ISSS, of course, use effects Spell Type Deflection (BREACH and MAGICATTACK) just as normal SH does, but still with resource SPWI519B.SPL. SPWI519B.SPL only use Remove Effects by Resource - resource - SPWI519.SPL (Spell Shield). And this is where problem is. I corrected it easily for my install, but I must report it because any creature scripted to look for SH will assume SH is there for all of its duration (which is very long), while actually it may not be there anymore (any spell attack will take it down). - GOI (not Minor, as minor do not protect against level 4 spells), Protection from Magic scroll, Potion which grants immunity to 1-5 spells, or whatever which gives immunity to spells from 4 and above, will protect against Fire Shield Red. It will also protect against Aura of Flaming Death (level 7 spell), as Aura uses subspell, which uses effect Damage at power level 4. But Fire Shield Blue, uses subspell (cast spell on condition) SPPR951D, which uses effect Damage at level 0, so it bypass GOI, Protection from Magic scroll, etc etc. Fire Shield Red uses subspell SPPR952D, which uses effect Damage at level 4, hence it is blocked by immunity to level 4. Blade Barrier and Globe of Blades also strikes with damage at level 0, but it may be intended (just my guess, but I would also like to know what is really intended by game). But I suspect that difference between Red and Blue fire shields are actually error/miss. This is not SCS issue, as I inspected fully clear non-modded install from BeamDog, and same thing is present there. So this is issue which exist from vanilla. If this is not something SCS have to cover, than please ignore my report regarding Fire Shields, but I report it in hope it gets fixed probably.
  7. After 32.6 version, SCS introduced some changed to some spells. So, Impervious Sanctity of Mind, now also grants Spell Shield. Thats ok, but caster will stay in Spell_Shield spell state indifinitely (or until 2880 timer expired, I'm not sure). Taking down Spell Shield will not remove Spell_Shield spell state, not even Breaching/Dispelling of Impervious Sanctity of Mind along with Spell Shield which comes with it. That need to be corrected. Maybe this have nothing with it, but I will report for any case. Also, when I look at DW#ISSS.SPL, it have Spell Ability for minimum level 1, and 12 to 20. But every one of them looks same to me and have 2880 duration. I may be wrong and overlook something, of course. I can also see than in Exclusion flags there is Unused 13 selected. About Entropy Shield, as I reported before, it doesn't protect against Flame Strike as description say.
  8. @DavidW - Tnx for info. @czacki - Just as you say, level 15 Aura of Despair work on HD8, level 20 on HD18. I lasts 60 seconds Offer no Save. Not bypass magic resistance. Level 2 spell. For Absorb Health, it bypass magic resistance.
  9. So far, I did not found in SCS scripts creature which will somehow target ground, not creature directly. But I may be 100% wrong because I work only limited number of creatures. This can best be answered by SCS authors, of course. I found, and use personaly, some lines which instruct creature to target clumped enemies with AOE spells. It also can be set for creature to not do so, if ally creature is in range of AOE spell, to avoid friendly fire. For Cloak of mirroring, so far I can see, enemies are forbidden to target creature with that cloak. For Dorn I did take a look now, and I did not found "drain life". I have not much expirience with him because I did not play him much. But I found spell in innate abilities, Absorb Health, maybe it was renamed? This Absorb Health is set as level 1 spell, with flags Break Sanctuary, and Castable when silenced. It scale up to level 34, where it deals 68 MAGIC damage. It uses opcode 12 Damage, and opcode 17 Current HP bonus. Meaning, you can cast for example Protection from Magic Energy to get 100% magic damage resistance, and you are immune to damage in that case, but Dorn will still get healed. It can be blocked with protections, no problem. For example, Minor GOI, Minor spell deflection, will render it ineffective.
  10. To not to forget to ask, this is for DavidW, or anyone else who is familiar with this? SpellState ITEM_MM. It corresponding to exactly what? Does it mean Magic Missile?
  11. When I make EET install for myself, I always select everything to be hardest. And always play on Insane with double damage. Because of that I'm not aware how SCS do at lower difficulty. Honestly, even on Insane, I do not find it hard, except here and there some unique enimies which come as very badass (have hard time with them even with XP cap 100% removed, and many many items provided from various other mods inside EET install), but they are not in big number. I'm not against enemies having HLA. Of course, not in moment when you can't reach proper level for yourself. Now, to answer to Czacki. Your argument is right when I think about it. Without cap, everyone can be allowed to farm to millions.. (but I do not understand how someone could spend time doing something so boring). Ok, if you recruit vert low level NPC, have some area with spawning of high XP monsters, than you could do few killing for your new NPC, and it takes few minutes. More than that I would never do. But, bigger, overall, problem is, how to find perfect balance for everything? There is always one or other way to exploit or abuse something. It is not up to me to give answers or directions. I can only say what I do and what I would recomment to players. I do not like cap because, from moment you reach it, you lose some motivation for some areas, quests, etc. Feeling of progress is what keeps my motivation up. And I can give opinion only as EET player now, because I'm not going back to playing separate games ever, and my memory starts to fading. Don't farm, don't cheese. in EET there is plenty of mods which provide you better items, and more XP, if you install them. SCS makes game harder (meaning, more reason for you to become better, and if you are mage for example, to find important spells to counter other mages). My best guess would be to adjust XP reduction (for kilings, and another one for quests, and you can even do it for Thief activity) to level which fits you. Maybe you will fall little behind cap, maybe you will go beyond it a little, but you would still have motivation for areas and quests. Maybe someone, like me who play Multiclass with 3 classes, like little more XP, because I also look to get into "trouble" with improved/harder encounters. About Kangaxx, I can't test it now in more details because I'm working on something specific, but I did take a look into Dragon Breath spell. Both WIZARD_DRAGONS_BREATH, and HLA_WIZARD_DRAGONS_BREATH, are now level 9. Description say level 10, but it is level 9.
  12. Yes, SoD have massive number of enemies at some places. There is many undead in caves (forget name) where you fight some dwarf lich in the end. Also when you enter their castle from caves beneath and start fight with Hephernaan inside (if you kill all of them, and keep killing all ones which spawn, they stop spawning in some time). Bridgefort battle is big one. I think Flaming Fists come to aid when you kill their commander at camp, or if you discuss that with Fists before to attack together. I prefered to solo that and kill all camp alone. If I recall right, you can kill some mage at came on left side without provoking everyone to go hostile. With F/M/T it is fun to play with them. I have to admit, playing EET with many mods installed, you get way more XP, even when you activate components to reduce your XP. Why bother with cap? I never use it. XP I get is desereved. But that is just me, of course. I like playing with multiclass, but not like to get to later stage of game without ever reaching your best spells. If you see your gameplay as unbalanced and overpowered because of more XP, with EET you can reduce XP income to 25%, and maybe even 10%, not sure.
  13. Discovered one more thing. 5 level Cleric spell, Wrath Of The Faithful. For different alignment, spell set properly ALLIED_RIGHTEOUS_WRATH_OF_THE_FAITHFUL spell state. But for same alignment, it should set ALLIED_AND_SAME_ALIGNMENT_RIGHTEOUS_WRATH_OF_THE_FAITHFUL spell state, but there is no line in spell for that, so it never raise that spell state when spell is used. And one more thing I noticed in 32.7. In Nalmissra (last seal guardians), which is Gorwom01.cre, which use NALMISS.BCS, blocks for Charm spells (she use Succubus charm Male and charm Female spells) have !CheckSpellState([PC.0.0.0.0.FEMALE],ALLIED_RIGHTEOUS_WRATH_OF_THE_FAITHFUL) line. But as I can see in spell description, and also in Near Infinity, ALLIED_RIGHTEOUS_WRATH_OF_THE_FAITHFUL does not protect against Charm. ALLIED_AND_SAME_ALIGNMENT_RIGHTEOUS_WRATH_OF_THE_FAITHFUL does.
  14. Looks like Entropy Shield does not protect against Spell Thrust. For example, turn on Minor spell deflection, and Entropy Shield, Spell Thrust will burn Minor spell deflection just fine just if there is no Entropy Shield at all, and strings say "spell protection dispelled" and "spell protections removed". Another interesting things, don't know is this intended, but anyway I will state it. If you have Protection from Magic, and Spell Shield, casting Spell Thrust, Secret Word, Breach, Ruby Ray, etc., on protected creature will take down Spell Shield. Maybe that is intended. But strange thing is this. If you have Protection from Magic and Minor spell Deflection, Breach will remove Minor spell Deflection, just if there is no Protection from Magic. Another combination. If you have Protection from Magic and Minor spell Deflection and Spell Shield, Breach will remove Minor spell Deflection, while Spell Shield will not be gone. I doubt it is intended. Ray of Enfeeblement also do not raise ENFEEBLED spellstate (which are included in splstate.ids).
  15. I can see that 32.7 brings some good changes. I compare to 32.4. What I did was quick test and check with NI. Now I'm doing new install, including of course SCS with IWD spells so I will test everything in next days, and report what I find. About Entropy Shield.. it took big change. I did test Breach on it, and just as description say, it render creature immune so it does nothing. It can be dispeled by Secret Word and Ruby Ray (I tested only these two spells so far). Also in 32.4 there was ENTROPY_SHIELD in splstate.ids, but spell did not have "set spell state" line. Good thing it is covered now, just as I can see for Divine Shield (previously Shield of Lathander?) and Mind Blank. I have to report this, Entropy Shield doesn't protect against Flame Strike, as description say.
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