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pochesun

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Posts posted by pochesun

  1. 2 hours ago, Bartimaeus said:

    I don't think it was me, but maybe. Probably Morpheus. Yeah, I don't...really see any reason most undead shouldn't be held by webs or roots, I guess I was more thinking that if other ghasts are immune, then so should Tiax's...but if that's not the case, then I don't see an issue.

    yeah i think @subtledoctor gave a valid explanation. For some reason i thought all ghasts should be immune to Web spell :) 

  2. 13 hours ago, Bartimaeus said:

    Yeah, that .ini tweak is basically for nerfing the amulet back to BG1 levels but with the added bonus of assigning the vs. breath saving throw bonus to both versions so that they're consistent. I personally think Edwin getting that many extra spells is pretty unconscionable, especially given that he's already a Conjurer which is both the strongest and the least interesting of all the mage school specialists, but...people like their cheese.

    not that i try to cheese my way out while playing the game, i actually always go for most challenging settings and conditions (like, for instance, i install PnP equipment for fighter/druids but never instlal something like bracers for kensai or wands for thieves, or casting in armor) but there are some features of the game i prefer to leave as they are: Edwin has always been an iconic charachter in BG saga and i have a lot of fun memories in regard to him so Edwin's Amulet is one of those things i tend not to change :) 

  3. I have a question regarding Web and ghasts. Presumably ghasts are immune to hold effect, and Web spell inflicts hold effect on a creature when this creature fails save vs breath. My ghast from Tiax seems to be not immune to hold effect from Web. Is it supposed to be this way, since i believe thee are 3 or 4 different opcodes for hold effect and maybe ghast missing one?

  4. I have a question about Edwin's Amulet. In BG1 he is now lvl 4 and with amulet he can memorize only 5 first level spells and only 4 second level spells (basically 1 extra spell per level as it stands in description of the item). But i checked ini settings of the IRR installation and there is an option to make it an item with 1 extra level spell and + save vs Breath. My current amulet does not have + 3 save vs Breath and i did not chose that option when i installed IRR. So i assume the default installation would be an item giving 2 extra spells per level (which i prefer but dont currently have). Am i missing something?

    nvm i forgot that Amulet got different powers for BG1 and BG2 :) 

  5. Just now, Bartimaeus said:

    Override. I'll need brac08.itm to fix your Gauntlets of Might.

    Animation: Okay, so I just took a look at both graphics. Uh...you know, I'm not sure that either of these are necessarily correct for a stun graphical effect. The original graphic used by The Stupefier is like a...planar explosion graphical effect, but the one used by dvstun.spl is just like a green/grey-ish looking haste/slow graphic. I don't think stun is typically accompanied by one in the first place, which probably makes sense given that getting stunned can be a fairly "natural" effect and may not be magical in origin at all...but they can be useful for telling when something happened. Hmm, I'm not sure. I guess I'll just leave it as it is for now, since I'm not really sure what's a better option.

    planar explosion graphical effect - good description, thats what i meant :) Honestly i am fine with current haste/slow graphic but i have and issue with it that its not always very noticable in the rage of the battle, the planar explosion however was pretty noticalbe and it was convineint. Up to you of course whichever is better.

     File attached. Tiax will be very dissapointed though cuz i used Gauntlets on him and without malus he performed pretty well with his Sling :) I actually like this item quite a lot, it gives +3 Strenght and for some characters its pretty vital - like Tiax who got only 9 STR naturally and for me it was crucial he got to 10 at least.

    brac08.itm

  6. 10 minutes ago, Bartimaeus said:

    If you want to remove the message for Stupefier: https://dl.dropboxusercontent.com/s/4b68i012oxcc59a/dvstun.spl

    Animation: Is it the spinny gold thing? That graphical effect is really supposed to be reserved for hold effects, not stuns... Hmm.

    Gauntlets of Might: You are right. On initial inspection of the .itm, I thought everything was correct...but actually using it in-game, nothing. Well, it turns out that the effect is gated to a 100-100 percent chance of happening, which is actually 0% (a normal effect that happens 100% of the time is 0-99 or 0-100). Thanks for making me check again.

    Animation: before you fixed Stupifier i tested and when the effect occured it got like sort of gold sort-of-golden explosion under the target (i dunno how to explain it :) And now, after the fix, the visual resembles a plume of puff of smoke evaporates from the target upon the stun effect. I dunno, maybe IRR/SRR applies different animation there since you modified it as .spl

    Can you fix Gauntlets too for my current game please ? :)

  7. 10 minutes ago, Bartimaeus said:

    Stupefier: dvstun.spl must not have its string updated when installed for BG1EE. I got all of those for SRR, I believe, but I have not been as prudent with IRR I fear... If you notice any other such item effects giving similar wrong messages, let me know. I have no idea how the "BG overlay" mod works or why it would detect an effect from an .itm but not a .spl, unfortunately. Virtually all of IR/R's items' effects work by externalizing effects to .spls (so that they can be re-used, edited en masse, directly protected against, and so on), so it's not really something I can change.

    Gauntlets of Might: The THAC0 penalty is there. Bear in mind the scaling of 2E strength: a score of 16 gets you +0 THAC0 and +1 damage, a score of 19 (+3 from Gauntlets of Might!) gets you +3 THAC0 and +7 damage. The way 2E statistics scale is ludicrously stupid in general, but especially strength due to the "Exceptional Strength" nonsense that a player can easily bypass to get "superhuman strength" with but a mere +1 bonus.

    I will let you know if i encounter similar messages. I remember i reported same issue with Werewolf Cloak about 2 years ago (when was used it delivered same message) but it got fixed. 

    I presume the stun effect animation was changed in SRR and i just did not pay enough attention to notice it? :)

    Gauntlets of Might: i literally just tried it on my mage with strenght 13 (Xan) - it granted+ 3 strenght (gave + 1 damage modifier) granted 2 malus to DEX (2 penalty to armor modifier) but no effect on Thac0. I tried it on completely unequipped Xan - same effect. NO extra boosts/potions/spells - nothing. Base Thac0 is 19 and the same effective Thac0

  8. @Bartimaeus Ok i did some testing now, looks like stun effect happens more often now, but the animation and visual effect (when stun happens) looks different from what it was before with this mace and when stun effect occurs a phrase appearse in the combat log: "You dont remember Aldeth's brother, most interesting" when stun effect occurs (i presume it should says that the target is stunned or something instead). I also play with BG overlay that allow me to see which effects are applied on the target when i right click on it and now i cant see stun effect in the list when the stun happens (it was visible during my testing before you patched the mace).

  9. 31 minutes ago, Bartimaeus said:

    Though I had the best intentions, it appears I forgot to actually modify this item, so it still has its vanilla value of 10%. Whoops. It's not even using the standard IR stunning .spl, all the effects are just in the item itself. Most of the changes I made to the BG1EE items was nonsense I made-up without spending more than a second or two thinking about them, because most of those items are just kind of pathetic, so a lot of them just got brainless buffs like changing that 10% to 33%. If it was a BG2 item, it'd have just been 100%, but you can get it in like two seconds in BG1, so...well, I just knew that 10% was mindbogglingly ineffective, so it had to be at least a little higher.

    I believe the vanilla version had 25% chance to stun with no save but in EE it was changed in some patch to 10% with save vs Spell. Anyway  hope you will fix the item cuz i like it a lot actually and its a good alternative for cleric/warrior in BG1. I assume it will use IR stunning .spl after the fix so it will work more stable :)

  10. I might suggest there is something wrong with Mace of Stunning (the Stupifier +1). I can stun target 1 out of maybe 30 or 40 sucessful hits and when stun effects happens its usually happens as a killing blow (the same moment target dies). You sure its 33%  chance and not 3%?

  11. 7 hours ago, Bartimaeus said:

    There's also something to be said for the fact that I don't think there's anything that can be done about it anyways - you can unequip items via an effect, but they drop into your inventory, and that would be super obnoxious for those abilities.

    I dunno, a person turning into werewolf naturally should tear off clothes / armor (unequip) :) If i was a werewolf -  i would :) 

  12. 13 hours ago, Bartimaeus said:

    It is supposed to work that way. But I don't think you gain "bonus" AC from the transformation - your dexterity changes, which might give you bonus AC relative to what you had before, but if you're already wearing Full Plate Mail, Werewolf's base AC of 3 shouldn't change that.

    Yeah i think armor does not affect AC when changed in werewolf but helmet does add + 1 AC and also seems that when turning into werewolf and with armor up the armor itself still gives Armor class modifiers like piercing damage, crushing damage etc. I am not sure if its supposed to be that way cuz its impossible to remove those modifiers while in combat (you cant take your armor off when in combat).

  13. Hello, wanted to ask about Shapeshifting ability (specificaly Cloak of the Wolf from BG1). When i shapeshift into werewolf using the Cloak extra bonuses to AC from armor and helmet still applies. Also i can quip armor and helmet when i am in werefolf form. Is it supposed to be this way? If no - can it be fixed or its somehow hardcoded?

  14. On 2/1/2023 at 6:19 AM, feedwony said:

    Hi, I'm getting an error installing the Smarter Priests and Improved Cloakwood Druids components on BGEE. Both errors seem related to file AMARAN.CRE. Can you help me?

    BTW, not sure if this is relevant: I did not install Improved Shapeshifting and I disabled Improved Shapeshifting for enemies in the .ini file.

      Reveal hidden contents

    Determining spells and script for AMARAN

    Including file(s) spellchoices_defensive/iwd/druid.tph
    Copying and patching 1 file ...
    This is Stratagems Scripting Language...


     Input file is STRATAGEMS/priest/ssl/main/dw#priest.ssl

     Output file is weidu_external\workspace\ssl_out/dw#priest.baf
    Copying and patching 1 file ...
    Copying 1 file ...
    Compiling 1 script ...

    [tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#pr13.baf] PARSE ERROR at line 5650 column 1-55
    Near Text: )
            Type mismatch in "RES" argument of [ForceSpellRES].
            Expecting type "string". Recovering.
    ERROR: parsing [tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#pr13.baf]: Not_found
    ERROR: error compiling [tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#pr13.baf]: Not_found
    ERROR: compiling [weidu_external/workspace\ssl_out\dw#pr13.baf]!
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    ERROR: [AMARAN.CRE] -> [override/AMARAN.CRE] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.

    Failed to patch AMARAN.CRE; error message was Not_found

    Failed to patch AMARAN.CRE; error message was Not_found
    Appending to files ...
    Copying and patching 1 file ...

    Determining spells and script for ARCHDR

    Including file(s) spellchoices_defensive/iwd/druid.tph
    Copying and patching 1 file ...
    This is Stratagems Scripting Language...


     Input file is STRATAGEMS/priest/ssl/main/dw#priest.ssl

     Output file is weidu_external\workspace\ssl_out/dw#priest.baf
    Copying and patching 1 file ...
    Copying 1 file ...
    Compiling 1 script ...
    Copying and patching 1 file ...

    ///////////////////////////////////////////////////////////////////////////////////////////////////

    SFO: Applying patch(es) to CRE file(s) amaran...

    Including file(s) spellchoices_defensive/iwd/druid.tph
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    This is Stratagems Scripting Language...


     Input file is STRATAGEMS/priest/ssl/main/dw#priest.ssl

     Output file is weidu_external\workspace\ssl_out/dw#priest.baf
    Copying and patching 1 file ...
    Copying 1 file ...
    Compiling 1 script ...

    [tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#pr60.baf] PARSE ERROR at line 6226 column 1-55
    Near Text: )
            Type mismatch in "RES" argument of [ForceSpellRES].
            Expecting type "string". Recovering.
    ERROR: parsing [tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#pr60.baf]: Not_found
    ERROR: error compiling [tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#pr60.baf]: Not_found
    ERROR: compiling [weidu_external/workspace\ssl_out\dw#pr60.baf]!
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    ERROR: [amaran.CRE] -> [override/amaran.CRE] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.

    Failed to patch amaran.CRE; error message was Not_found

    Failed to patch amaran.CRE; error message was Not_found
    Appending to files ...

    ...done

     

    @Lianos found solution for it. Search for it on this thread (page 20) or i will jsut copy paste it here. Also Improved Shapeshifting component has nothing to do with that error, so feel free to install it :)

    In ...\stratagems\priest\spellchoices_defensive\demivrgvs\druid.tph Line 41 a bracket is missing.

    PUSH_RANDOM spells (DEFENSIVE_HARMONY null
    should be
    PUSH_RANDOM spells (DEFENSIVE_HARMONY null)

    This fixed it for me.

  15. 45 minutes ago, Bartimaeus said:

    1. I have never looked at RR's items, so as far as I know, no concepts/designs are lifted from it for IRR (and I would say probably not IR either). ...This is not entirely true, as I did once install those components probably around a decade ago, saw that it added IWD-like items, and immediately yoinked it out of my install. If I were to ever add it back, it would be only after I significantly re-designed all of it...and nobody wants me to do that, me least of all, :p. I'm of the mind to leave everyone else's content alone at this point outside of truly tiny tweaks that I could put in their own mini-component (i.e. nothing in the scope of IRR/SRR). General install order would be...IIRC, RR's item additions/modifications change a few vanilla items, so it depends on whether you want IR's or RR's changes to be the final word - if the former, you install IR's base component after RR; if the latter, you install RR's item-changing components after IR's base component (but before its secondary components). I have no comment on how well they fit in beyond what I already said and it not being for me, as I think I am probably the harshest judge around regarding this sort of thing.

    I guess compatibility of IRR and RR remains to be a mistery :)  Anyway, i always put IRR above anything else because form my experience its the most elaborated and thought-through mod of that kind. From my previous playthroughs i infered that IRR adds enough of balanced and versatile items and adding anything else could make the game a little bit clustered.

     

    52 minutes ago, Bartimaeus said:

    2. If you're on the EEs, you need not worry about ToBEx or anything it did - the vast majority (but not quite all!) of what ToBEx does was implemented for the EEs, and the few things that weren't you can't change with or without ToBEx anyways, so there's nothing that you can do about it AFAIK.

    One of the reasons i asked about ToBex was there is a component in RR named "Revised NPC behavior on failed theft attempts" which (according to description) requires ToBex. I always play on EE so i thought maybe some elements of ToBex were implemented so that component can be installed. (i have not tried to install it yet :) since i will have to finish my current playthrough first and then reinstall BG2).

  16. @Bartimaeus I wanted to ask you about Rogue Rebalancing component that adds equipment for bards and thieves. i was going to try it (4-5 pieces of equipment look pretty cool and have fun design), but not sure how it works with IRR (is it stable enough etc?). Also i have no idea if IRR (or IR) borrowed some ideas from RR before and already implemented those. And if there are duplicates among euipment does the order of installation RR then IRR holds? What are your thoughts about it?

    Also, always wanted to ask but always forget :) Is ToBex already implemented in EE version of the game or they are incompatibale, or some elements of ToBex implemented in EE? Does IRR or SRR install any elements of ToBex?

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