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pochesun

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Posts posted by pochesun

  1. 2 hours ago, Bartimaeus said:

    Fixed, yes...but added to the GitHub repository, no. Thanks for reminding me: it doesn't help that I'm back to manually managing my repositories, as the tool I'd previously used (SmartGit) to keep track of any changes I make went to a very lovely subscription service model that is not really worth the money given that I'm just managing a few mods...

    good to know. Personally, i really dont like to point out people's mistakes (with very few exceptions) and of course it would be a "mauvais ton" to officiously remind modders to add fixes or something else, but sometimes i see something is not in place, i got that itching feeling, you know :) Jokes aside, i feel that collective control, when it comes to mod improvement, is better most of the time for different reasons, for integrity of the mod purposes, not least of all.

     

  2. 13 minutes ago, Bartimaeus said:

    No to both, I'm afraid. I still think strange/murky potions should have a possibility of doing what they're supposed to at the very least, just to make them...I don't know, a little more interesting mechanically, but it would still probably ultimately be just flavor. I don't think players are exactly hurting for potions most of the time, are they? So why use ones you know could screw you over? But it's still a fun idea, something to make them more than pointless. With regards to Rifthammer, there's probably someone who would make a good candidate right at the end of BG1...Tamoko is proficient with and uses a flail (plus she already has Plate of the Dark), so not her, but I just haven't run through BG1 for good ideas since the last time we discussed it and no-one else has brought up any possibilities. If you see a named character that you'd think would make a good candidate, my suggestion would be to tell me and then just manually spawn the hammer yourself as if I officially put it there, :p.

    i will think of a candidate for Rifthammer and if something good comes to mind -  i will tell you for sure :) 

    Also, i just recalled, several months ago we discussed an issue with Icelance (this topic, i believe pages 142-143) but i still dont know if it got resolved. And i failed to find any mention of it in Git Hub commits history. Just curious if it got fixed, thats all.

  3. It might be an unwarranted post but :) ...

    i remember sometime ago you suggested an idea to imbue strange, murky potions with more entertaining and unpredictable effects (random effects) and not guaranteed ones. I really liked the idea so i wanted to ask if you plan to develope it any time soon?

    Also, i am going to do a clean installation soon for new playthroughs. Sometime ago i posted a request to place Rifthammer so it becomes avaiable in SoD and you seemingly agreed that it could be done. Wanted to ask if you ve come up with an idea for the best placement for Rifthammer in BG1.

  4. On 1/22/2024 at 5:04 PM, Bartimaeus said:

    This has now been implemented in IRR. The following potions may have their effects dispelled when using the dispellable_potions settings.ini switch:

        ~potn02~ // Potion of Fire Resistance
        ~potn03~ // Potion of Hill Giant Strength
        ~potn04~ // Potion of Frost Giant Strength
        ~potn05~ // Potion of Fire Giant Strength
        ~potn06~ // Potion of Cloud Giant Strength
        ~potn07~ // Potion of Storm Giant Strength
        ~potn09~ // Potion of Heroism
        ~potn10~ // Potion of Invisibility
        ~potn11~ // Potion of Invulnerability
        ~potn12~ // Potion of Stone Giant Strength
        ~potn13~ // Oil of Fiery Burning
        ~potn14~ // Potion of Speed
        ~potn15~ // Red Potion
        ~potn16~ // Violet Potion
        ~potn18~ // Potion of Absorption
        ~potn19~ // Potion of Agility
        ~potn21~ // Potion of Clarity
        ~potn22~ // Potion of Cold Resistance
        ~potn23~ // Strange Potion of Speed
        ~potn24~ // Potion of Defense
        ~potn25~ // Strange Potion of Healing
        ~potn28~ // Potion of Fortitude
        ~potn29~ // Potion of Vocalize
        ~potn30~ // Potion of Sight
        ~potn31~ // Potion of Insulation
        ~potn32~ // Strange Potion of Antidote
        ~potn33~ // Potion of Energy Protection
        ~potn34~ // Potion of Magic Blocking
        ~potn35~ // Potion of Resilience
        ~potn36~ // Potion of Master Thievery
        ~potn38~ // Potion of Mirrored Eyes
        ~potn39~ // Potion of Perception
        ~potn40~ // Strange Potion of Invulnerability
        ~potn41~ // Potion of Power
        ~potn42~ // Potion of Regeneration
        ~potn44~ // Potion of Rage
        ~potn45~ // Potion of Freedom
        ~potn46~ // Potion of Stone Form

    However, I have not yet implemented a text patch that strips their descriptions of the text that states they cannot be dispelled.

    awesome stuff, thx a lot.

  5. 13 minutes ago, Bartimaeus said:

    The effects of potions are not dispellable, except where directly counterable by e.g. Breach vs. Potion of Stone Form or True Seeing vs. Potion of Invisibility. It would be pretty trivial to make them dispellable if desired, though.

    yeah, also i assume recently you made Haste effect from potion counterable (dispellable) by Slow spell.

    So is it possible to include this as an option in ini. file? :) 

  6. 14 hours ago, Bartimaeus said:

    You're in luck, because earlier this December:

    I'm also going to throw it into my little junky tweak pack at some point, since I coded it in a mildly clever and install-agnostic manner, so no reason not to have it available for someone who's playing on normal SR as well.

    Oh i missed that update, thats awesome, thx!!!

    Also, i, for the first time, hear about "little junky tweak pack" :) What is it about? I mean i read its content but i dont understand if it or some parts of it are important to install: like elemental or fiend tweaks or shapeshifting change. I always been using SCS shapeshifting component and i really like the SCS version. Does your tweak changes it mildly or significantly. Same  - for elelmentals tweaks etc. I am not a huge fan when it come to "drastic change" or "overhaul" the basic game structure (thats why i never install any components meddling in classes changes, progressions and all that stuff, with very very few exceptions). So basically my question is: do you strongly recommend it? and if yes , which components are most important? Also when should i instlal it: after SRR and right before SCS?

  7. 1 hour ago, DavidW said:

    Yes, mostly if a spells tweak is excluded from SR it’s because SR does something similar; the other cases are mostly when SR has changed the spell in a different way so that the SCS change doesn’t make sense.

    thats clear but i was alluding mostly towards AI behavior suggesting that i am going to play with SR and some parts of the component will not be installed. This phrase  - " enemy spellcasters may act quite strangely from time to time if this is not installed"  - kinda addled me a bit, thats why i was asking :) 

  8. I have a question regarding "Core Stratagems spell system changes".

    In readme disciription it says "These tweaks alter a range of spells, mostly but not entirely focussed around a spellcaster's defenses and abilities to remove other creatures' defenses. What unites them is that all are assumed by the enemy AI in Sword Coast Stratagems, and enemy spellcasters may act quite strangely from time to time if this is not installed." 

    But i noticed there are several parts of the component not compatible with SR (basically it means i cant install them if i play with SR). Does it mean that if i play with SR then SCS mages and priests will act strangely and if yes, how bad it will be? (since i cant install all the parts of this component)

  9. On 12/17/2023 at 3:02 AM, Bartimaeus said:

    If I'm not mistaken, Ashideena is the only better than +1 war hammer throughout BG1 and even TotSC, so I don't think it'd be entirely amiss to place Rift Hammer somewhere...either pretty close to the end on a named character, or maybe in Durlag's Tower. I've put it on the list, though I'm open to suggestions as well.

    Thats great, I will be super thrilled to see Runehammer in SoD. Besides most SoD battles are grounded on throngs of small and mid creatures rushing headlong towards you (Runehammer obviously often usefull against them) there are 2 battles where Runehammer would be part of great strategy: one i like especially -  in the dungeoun prison against boss who summoned multiple mages and one strategy would be to use Runehammer not to kill them but trigger the miscast/deafening debuff with Runehammer to make those mages way less dangerous. With Runehammer its actually possible for a complete non mage party (!) to win that battle.

  10. I have a suggestion: is it possible to place Runehammer somewhere in BG1? I know it was a possesion of Bassilus before but then it was swapped for another hammer due to balance reasoning. I agree that Runehammer is overpowered for early and mid BG1 but very late BG 1 and, whats more important, the whole SoD its a very appropriate and fun weapon to play with. Since you can carry your equipment into SoD i was thinking that maybe its reasonable to place Runehammer somewhere just before Sarevok fight?

  11. 20 hours ago, Bartimaeus said:

    I don't believe there's an issue with Divine Power, as Divine Power mentions that it stops scaling at level 20 in its description, and level 20 fighter would have a base THAC0 of 1, so it makes sense it would stop at 1 and not 0.

    Icelance: SPWI323.spl is Icelance in your game. But...you've been making sure to pull all previous files that I've asked for out of your override, right? Because if you had been pulling them out of, say, the item_rev\ or spell_rev\ folders...that would mean all the files you've previously attached for me are the unmodified install files and not what your game is actually using (i.e. they would be what I already have on my own end, and thus of no help). What's in your override is what your game actually uses, and so files should always be pulled from there unless otherwise indicated.

    Somehow i always thought Fighter Thac0 stops at 0. Ok then.

    I am attaching file you asked for from override folder but... i dont think i pulled files from override folder before (lol) 😆 I will from now on, though.

    spwi323.spl

  12. @Bartimaeus I found the file, thx for directing me :) "Override" folder completely escaped my mind.

    @Nehreis mentioned (alongside Tenser Transformation issue) an issue with Devine Power spell setting base thac0 of 1 at high level instead of 0 (as i assume is supposed to be). I think i also encountered that issue too but just forgot to report it. Doing it now just in case :) 

    SCRL6I.ITM

  13. On 9/20/2023 at 3:59 PM, Bartimaeus said:

    As a new spell (and not a spell that replaces another), Icelance's resource name is dynamically added to the game as "spwi3xx.spl" where the "xx" could theoretically be anywhere between 01 and 50, I believe. If it were me, I'd use DLTCEP or Near Infinity to search/peruse through the list of spells and see which spell in the spwi3xx range has the Icelance name/icon. But if you don't have those tools or know how to use them...uh, probably the easiest method would be to open up scrl6i.itm (Icelance's scroll) with a plaintext editor (e.g. Notepad) and see what it lists at the end:

    9jxjIWj.png

    I failed miserably in attempt to find that file (scrl6i.itm), lol :) I only found scrl06.itm but i am afraid its not it. Just in case i attach it here.

    scrl06.itm

  14. 14 hours ago, Bartimaeus said:

    I guess you can send me your Icelance as well, but I wouldn't expect to find anything interesting unless some other mod has royally screwed with it, but it doesn't hurt to take a look. I don't know for sure what its resource code is in your game, since there's a possibility of being dynamic upon install, but it might be SPWI323.

    Durlag's Goblet: I think any attempt to do something like that would be ratchety as all hell. It'd probably be best to use an opcode 272 ("Apply Effect on Condition") with a 1 round frequency that casts an opcode 232 ("Cast Spell on Condition") with condition 1 ("Enemy Within Sight") that just casts a 7 duration fear effect, which should theoretically lead to a seamless chaining of fear effects whenever an enemy is within sight of your 'cursed' character.

     

    Could you direct me where to fing that file? :) 

    Regarding Goblet: the way you described it, it actually might work (and its close to what i imagined it should be). In case you decide to tamper with it, i am curious what results you come up with :) But i was thinking about Goblet effect being dispellable and i still cant see it being appropriate for the item. At least before old curse effect could only be removed/resisted by Remove Fear, or some very unique abilities like Cavalier's ability or Khiel Helmet and that what made Goblet unique item (from DnD and lore point of view as well). Now with it being dispellable its effect became more... mundane, i dunno, it just feels wrong (from DnD and lore point of view as well).

  15. 3 hours ago, Bartimaeus said:

    Still no dice even using your version of the scroll: BG2EE, cast Protection from Cold from SCRL04.itm, cast Icelance on myself, I receive the piercing damage + am held.

    I dont think its the Protection from Cold scroll issue, i believe its Icelance spell issue (at least in my current installation), because it does not matter how a charachter acrrues 100%> Cold resistance (for instance i used 50% from boots and 50% from Potion of Energy Protection, so it gives 100% Cold resistance total) but still when i cast Icelance - no effect at all and log says "Unuffected by effects from Icelance". I could give you Icelance spell .spl if you want but as i said i am using 5 months old installation so presumably its somehow already been fixed. I will report if i face this issue with renewed installation. Just in case, i forgot to mention, i tested Icelance in BG 1.

    Regarding Goblet: wanted to ask if its possible to somehow make other hostile creatures "effuse"  specific fear aura (maybe with different opcode than regular fear) which is activated when the Goblet is activated by the imbiber? 

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