Jump to content

pochesun

Members
  • Posts

    331
  • Joined

  • Last visited

Everything posted by pochesun

  1. @ptifab and @subtledoctor I have tested Chaotic Commands. I got SR and SRR, IR, IRR, SCS installed (no any other mods), created a cleric, pumped it with console to level 9 get Chaotic Commands spell and then casted it on myself. It lasted 39 mins 30 sec real time. I am not sure how to interpret it in terms of programming (not a programmer or modder ) but as @ptifab stated it looks like it starts to count down after 30 mins mark. I could be wrong about 30 secs, but i am pretty sure i am not, though looks like SRR indeed somehow changes scaling to an inappropriate propotion. I also have tested some other spells like Magic Armor, Stoneskin, Strenght, Minor Globe of Invulnerability and some others and all those worked correctly in terms of duration. As @subtledoctor said it's probably a very minor issue since it does not impact balance almost at all, but i am curious how it would behave with level 10, 11, 12 etc. Would the duration be variable and if yes, to what extent.
  2. Can anyone help me with this: i got Ir Revision installed and has Halberds doing only piercing damage (thats a default option for instalation as i understand). How can i change it to do both piercing and slashing damage? As i am digging it i should modify some .tpa file (presumably weapons_change.tpa but i cant find the line i should change (and more important i am not sure what i shoudl change there)
  3. Sorry, i can't understand what you mean. Chaotic Commands is a spell that grants target an immunity from a number of spells and effects such as charm, sleep, domination, maze etc. There should not be any incremental effects as far as i get it. Can you be more specific?
  4. I recently realized shapeshifting tokens (and tokens of GREAT WEREWOLVES! from shapeshifter kit) can be transfered to another character. If that another character is a druid, monk or shaman it can uses it. Though the description of token states that the token can only be used by its creator. Also i found out that these tokens can be created in multiples which means that i can have 2 GREATER WEREWOLVES in my party (say main shapeshifter and Jaheira) Is this normal? Is it the way it should work this way? (installed SR REVISED, IT REVISED, SCS with improved shapeshifting section). I recently realized shapeshifting tokens (and tokens of GREAT WEREWOLVES! from shapeshifter kit) can be transfered to another character. If that another character is another druid, monk or shaman it can uses it. Though the description of token states that the token can only be used by its creator. Also i found out that these tokens can be created in multiples which means that i can have 2 GREATER WEREWOLVES in my party (say main shapeshifter and Jaheira) Is this normal? Is it the way it should work this way? (installed SR Revised, IT Revised, SCS with improved shapeshifting section, 32.8 version). Also, on a sidenote, maybe anyone aware if Magic Fang spell from SR Revised applies buffs to any character turned into wolf or bear or something else? I assume no since the description says "turns natural weapons (claws etc) of friendly animals..." but i guess party member is not a friendly animal even if its in a rabbit form, but i might be wrong about it.
  5. As for Feeblemind, according to game rules it should be cured by Heal, Greater Restoration and (!) Cure Disease. So it works how it should be this way. But i just tested, the icon of feeblemind does not dissappear from a character after i removed it with Cure Disease, though intellect is restored and negative effect of it goes away indeed. I also tested it with Heal spell and it properly removes Feeblemind (both negative effect AND icon). So i guess its just a cosmetic bug. PS Just an update. I just checked in unmodded pure BG2 EE - Cure Disease removes icon of enfeeblement from the target. So its confirmed Spell Revision cosmetic bug.
  6. I just fresh installed BG2 EE and SRevision. WIth console pumped my sorcerer with exp, gained phantom blade spell and casted it on myself, then summoned first regular monster (jelly) phantom blade dealt only magical damage to it, then i summoned shadow (which is undead) and attacked it - it dealt 10 reagular damage + magical damage every time. So i cant confim the bug is real. Probably you have installed some other mods that conflict with SR, but on current SR Phantom blade works as it should.
  7. Anyone has an idea when @Bartimaeus gonna come back? Still needs a confirmation (and possible fix) on bugs found by @TheLoneTremere (about cure disease removing feeble mind and phantom blade not dealing additional damage to undead). Also it seems people in IR Revised thread need his assistance.
  8. You sure it does not? I guess @Bartimaeus is on short hiatus, have not been online for several days. Unless he can confirm it its hard to implement any fix.
  9. Thank you for the link, was insightful. Though i still cant figure out what Mordekaine's force missile is (mentioned by @TheLoneTremere) I just cant find it among any spells or abilities. Also curious if those bugs found by @TheLoneTremerefixasble? Like the one with cure disease is a weird one, since i clearly remember that during installation of SCS the component related to cure spells was skipped due to presence of the better version of it in SR. Hence i am not sure it is a conflict with SCS.
  10. Sorry if i am being obtuse here, does Grease cause character without any free action effects tripping and falling? (As i remember Grease forces character to save vs spell or trip and fall, if save succesful then character becomes encumbered and keeps moving slowly). If regular Grease works this way then i like your logic regarding "Free Action prevents effects that magically immobilize you".
  11. This interraction is interesting. I assume it was made this way purposefully and @subtledoctor has a great point there: overconfidence and unnatural ability to suddenly move "too" freely might cause character to fall. I believe its one of those things which makes Baldur's gate such an awesome game - sublte but very poignant details a player can never suspect of but once found about making him or her smile. I agree to leave it as it is, but i think it might me worth testing with original Baldur's Gate EE (without spell revision) and see how it goes there. Also, would be interesting to know if its that kind of interraction when a character should pass a Save check every turn (if he fails - he falls unconsious) or its jsut a permanent effect. P.S. i just checked several websites with effects and spells description. No one mentions this kind of effect but every description of the spell (free action) or status (free action) says it should grant Immunity to movement hindrance, including grease. I honetly do not know how to interpret this word at all, should it be a complete immunity to all possible effects even remotely close to movement hindrance or it allows some stipulations (like the one we are discussing).
  12. @Bartimaeusthank you for detailed explanation.
  13. @BartimaeusNote that what we're talking about only applies to the alternative, anti-Dispel Globes of Invulnerability enabled by a settings.ini tweak Sorry for being obtuse here - what you mean by "standard install" here? Clean BG EE without mods or basic SR Revised? Also, you have a very good point about Imprisonment spell, but my issue is i am not sure enemies will properly adapt to the change, for instance Kangaxx might not want to cast Imprisonment spell at all after magic defense of your party is gone or dispelled and will prioritize to use any other spell with less power or effect. Also i remember someone casted Glyph of Warding on my party several times in a game, this spell seems to be a "weapon" of choice for some helpless possies
  14. @Bartimaeus "One side-effect of this would be that enemy spellcasters would probably not cast stuff like Lower Resistance and Imprisonment at you either" Would not that interfer with game balance? Imprisonment and especially Lower Resistance are important spells for the gameplay and i am not sure how Battle sequence should look like now, since AI interpretation of these changes could be weird.
  15. Thank you for your work, really appreciate that.
  16. @Bartimaeus As i promised here is the debug file. I will try to reinstall all the components today with the order you outlined and the new 1.2.4 patch. Thank you. SETUP-SPELL_REV.DEBUG Sorry for being meticulous So the order of installation is BG EE>SRR>IRR>Stratagems. And BG EE2>Ascension>SRR>IRR>Stratagems. Correct?
  17. Hello I think you are reading it right but i will attach debug file tomorrow anyway (cant do it today, unfortunately). Also wanted to ask if it matters if IRevised should be installed before SRevised or visa versa? Also wanted to notice that when i complete install IRevised first (Version 4 Beta 10 + IR Revised 1.2.7) then i unpack SR v4 Beta 18 it asks me to overwrite some files and i agree to that. Then i unpack SR Revised 1.2.3 and it asks me to overwrite files i do it again. Basically i always did it this way but my question is should i really agree to overwrite files when unpacking SR v4 Beta 18?
  18. Ok, weird thing just happened. I was trying to install Spell Revision and it failed to install the first component (screenshot attached) and i even could not move forward, either repeat attempt (with failure again) or quit installation. I had Baldur's Gate EE installed and Item Revised installed prior to SR installation, nothing else. My regular installation order is BG: EE>IR>SR>Stratagems and i managed to sucessfully install those components numerous times before. Ok now why it is weird (besides obvious reasons). Probably 5 or 6 days ago i successfully installed all components (with IR and SR latest patch files, "master" ones) and even started a new game but next day had to uninstall BG EE completely (dont ask why, i had my reasons ). Today i noticed that both IR and SR patches have been updated 2 or 3 days ago (the "master' ones) and i decided to download them and make installation with the updated ones. After clean fresh BG EE install i successfuly installed IR component but as i stated above SR failed me. Just to underline it: I had successful installation of all components with "master" patches that were available about 5 or 6 days ago. I am not the guy who can tell what went wrong but i assume something changed with master patches (either IR one conflicting with the rest or what is more likely SR one). Screnshot of installation attached and also just in case my WeiDU log of IR sucessfully installed. // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #1040 // Revised Armor -> With Movement Speed Penalties: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10 (Revised V1.2.12) ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10 (Revised V1.2.12)
  19. Ok, that makes a lot of sense. But from earlier posts from him he stated that he was on EE engine. Dunno.
  20. Wait, are not they immune to web in BG EE? I thought almost all spiders in both BG EE and BG2 EE have intrinsic immunity to Web. I just heard somewhere ther was a bug related to that issue but it was fixed in some patch.
  21. Maybe he is referring to a bug with Giant Spider was no longer immune to Web spell (though he should be) but i thought this bug was fixed long time ago.
  22. Good day. I have installed SCS with "Replace +1 arrows and other projectiles with nonmagical "fine" ones" clause. One thing i don't quite comprehend: If the setting substitutes magical projectiles with non-magical ones of high quality in order to make "Protection from Normal Missiles" spell more effective, does it mean i will not be able to hit the target under this spell with Arrow of Dispelling? I assume that because Arrow of Dispelling is implied to be + 1 projectile that (according to the change of SCS) should be turned into one "of high quality and thus not being effective against "Protection from Normal Missiles" spell. Am i missing something? Thank you for the answer. P.S. Same questions stands with Elemental damage progectiles which are +1. Will they be affected as well?
×
×
  • Create New...