pochesun
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Posts posted by pochesun
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I am not sure if it pertains to SR, anyway, Tiax got a description of Barskin spell insted of Summon Ghast description ability.
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On 11/25/2022 at 8:49 PM, Bartimaeus said:
Such a spell could have the "reset reaction" effect target specifically only the 'innocent' class (which is anybody who would penalize your reputation if you kill them).
right.
I have no idea if it confronts with any opcodes tbh, i am not a programmer
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@Bartimaeus thx for explanation. Honestly i agree with original charm effect, i think it should not last forever, for sure, form both gameplay and game mechanic perspective. But it would be interesting maybe to create a spell (say level 3 or 4), maybe particular mage school, something like that: Oblivion, this spell erases1 spell from target mage spellbook (good in combat), and when cast on a neutral creature (merchant for instance) erases all memories regarding main charachter (so, when you unsuccesfully try to steal from the marchant, that merchant wont turn enemy against you forever). Maybe add some other features. Again, just an idea.
Regarding 4.19rc1. Does it have Master version (same as SRV4 had) or is it just a finished release?
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On 11/22/2022 at 1:59 AM, Bartimaeus said:
4.19rc1 is the latest version of the official version of SR.
"Disable hostile reaction after charm" was one of the very first things I ever did in SRR, to my memory - always been a part of it. However, you'd be forgiven for not noticing given that I don't think I ever changed the description of charm spells to make note of it, I think mostly because that tweak didn't either.
So, as far as i understand, now i have to instal 4.19rc1 and then SRR on top of it (with all required files being overwritten) instead of SRV4 and the SRR on top of it (with all required files being overwritten)? So basicaly i never touch SRV4 ever again?
I would like to clarify what "hostile reaction" means For instance, i tried to attack a merchant and then i cast charm on him/her and then, after charm effect expires, that merchant will not have "red" circle and will behvae the same way he/she behaved before i attacked?
Also, wanted to ask about BG1 NPC Project. I wanted to try it but i dont know how it will behave with SCS, IRR and SRR. Does it have any conflicts with those? Also, whats the best order to install it if i use SCS, IRR, SRR and very limited components of CDTWEAKS (Tweaks Anthology)?
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Hello, i was away for a while.
what is Source release v4.19rc1 ? :))
also i have an idea. I found 1 tweak from bg tweak interesting: "disable hostile reaction after charm". I was wondering if its reasonable to implement it in SRR?
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6 hours ago, Bartimaeus said:
https://dl.dropboxusercontent.com/s/xv31e0koue6nuc6/WeiDU.log
This is the latest I've made.
thx a lot
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I see, thx.
Also wanted to ask if you could share your weidu log fo BG2 (last time you shared it but its not available for downloading anymore). I used it as an example for installation order for different mods (Rogue rebalancing, ATweaks etc.)
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@Bartimaeus hello. I have a question, would you recommend to use master versions of IR and SR or release versions for those? (like https://github.com/Gibberlings3/SpellRevisions and https://github.com/Gibberlings3/SpellRevisions/tree/v4b18 for SR; https://github.com/Gibberlings3/ItemRevisions and https://github.com/Gibberlings3/ItemRevisions/tree/v4b10 fpr IR). In description there are links to release versions but i always wanted to try master one
Also wanted to ask if you can share your WEIDU log for BG2 once again plz
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1 hour ago, Bartimaeus said:
IR/R turns that scroll into Protection from Alteration, which offers protection against slow, polymorph, disintegration, and petrification. It may be used by all except for a Wizard Slayer, but may only target the one using it. In the original games, these scrolls could target other creatures besides the user, but IR changed them to always target the user. I don't know exactly why, but I don't really see the need to change it back.
i was talking about BLUE scroll (basically mage can learn it to memorize the spell, but it also can be used once): its name "protection from Petrification". When i try to use it it wont let me choose target, it automatically being cast on the caster. If we draw parallels with, for instance, protection from evil (blue) scroll - it can target other people. Also wording implies that it should allow targeting "this spell grants the recepient ...." and "area of effect : 1 creature" (not caster when its only for caster purposes).
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@Bartimaeus can protection from petrification scroll (spell scroll - blue one) be cast on anyone or only on the cacster (user) of the scroll? I thought anyone can be recipient of it but in my current game its automatically casted on the caster.
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3 hours ago, Bartimaeus said:
Lmao, it's SR/R doing it? Well, thanks - guess I have a bug to track down.
(e): The only mention of "dvwere" I can find in SRR is simply a protection from spell (opcode 206) -> remove effects (opcode 321) replacement, which just lets you shapeshift more freely without the oBG2 "you can't shapeshift when you've already shapeshifted" restrictions (to prevent bugs from when you multi-shapeshift without returning to natural form). I guess I'll have to see if removing that fixes it, but I don't see why it would. For the time being, I've disabled that block so it can presumably stop causing this issue.
yeah, i had an idea that it was caused by SRR tbh since i thought that Shapeshift relates to transformation and in theory should be SRR domain. I guess i shoudl have told you about my suspisions.
So i presume you gonna disable that that restriction for EE version, do you think it can cause other problems in theory (like incorrect shapeshifting)? I guess you gonna test it with new fix, please let us know what the results are
Ona side note, i clearly remeber that that Cloack (shapeshifting effect) worked correctly in older SRR/IRR versions, also i noticed that in SRR commits you made 25 days ago "Fix Greater Wolfwere having the wrong reaction" can it has somethign to do with the issue? Maybe it will help.
Also wanted to ask if you managed to fix Chromatic Orb?
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7 hours ago, Bartimaeus said:
Assuming you are on Windows...
- Download this: https://dl.dropboxusercontent.com/s/5ynu5x9nbfsep2w/change-log dvwere.spl.zip
- Extract the contents of the .zip to your game directory: the extracted files and folder should be in the same place as your chitin.key or game executable (i.e. baldur.exe).
- Run "change-log.bat".
- Upload the files that are now in the folder "change-log" somewhere that I can download them; there should be a change-log.txt and some dvwere*.itm files.
done, attached changle-log folder
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7 hours ago, Bartimaeus said:
I don't need the file because I already know it's lacking the correct effect (though I checked to make sure and my supposition was correct), but I do need a changelog on dvwere.spl in order to possibly determine why it's missing the correct effect, since installing IRR by itself does not render this result. Theoretically, it should be just a matter of downloading this archive to your game directory, running the extracted .bat, and typing in "dvwere.spl", but I've tried a few different attempts on my own game and it doesn't seem to actually provide a changelog.
I was able to dig up an old version of the changelog that actually works, and have changed the .bat to already pre-target dvwere.spl, so all you have to do is extract this to your game directory, run the .bat, then zip up the "change-log" folder so I can see what's what: https://dl.dropboxusercontent.com/s/5ynu5x9nbfsep2w/change-log dvwere.spl.zip
sorry, what? lol
You still need the file? Could you tell me what to do step by stepm cuz i aint finding that change-log folder.
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3 hours ago, Bartimaeus said:
@pochesun I checked your file, and the opcode seems to be there. Can I see your clck04.itm; also, against whom did you test the form...one of your own characters wielding a normal weapon?
File attached.
I tested against both my party members and other enemies: my party member could hit with regular long sword and gnolls could hit it with regular halberd.
I did other testing and realized that (it seems) the cloack does not work at all: when turn into wolfwere it does not change anything on character (no stats change, wepons and shiled i was wearing before transformation stayed on me and continued giving same bonuses (i thought some time ago werewolves were fixed in IRR so they could not abuse that shiled bonuses etc, but in my case it seems that shileld just continued giving bonuses) and i think i proceeded dealing same dagame as i did with weapon. I have not checked Thac0 change but i suspect it still being valued by weapon i am holding (i could remove and equip wepon, shiled and armor while being in wolfwere form and i was gaining bonuses from them). Regeneration from the cloak still worked though
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2 hours ago, jmerry said:
No. I'm saying that despite having the "Break Sanctuary" flag, the damage-dealing subspell doesn't break Sanctuary because of how it's cast. If you cast the Blade Barrier first and the Sanctuary second, the Sanctuary will remain active even as the blades shred your opponents. Only the initial casting of the blade barrier will actually break Sanctuary.
thank you
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1 hour ago, subtledoctor said:
Don't you have SR installed? I thought it was already established somewhere that Blade Barrier breaking Sanctuary was a result of SR's changes - nothing to do with SCS. Why is that in my head?
EDIT - ninja'd by Bart
Sorry if i was not clear but it was hypothetical assumption for EE+SCS (no other mods). Basically i was trying to clarify for myself the opcode "interraction" as it is presented in EE version and also i compared it with Vanilla (Old BG) version. @jmerry explained it well and @Bartimaeus indeed already pointed out that in SRR Barrier and Sanctuary interraction is different.
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3 hours ago, Bartimaeus said:
I need you to give me the file "dvwere.itm" from your override. I suppose it would have been helpful to start out with "it does not appear to be an issue with IRR's version of the resource as best as I can tell", . If you like, here also is a full explanation of the troubleshooting process and what I am asking for and why:
- When you use Cloak of the Wolf's Shapeshifts Wolfwere ability, your character is equipped with magical weapon dvwere.itm ("equipped with magical weapon" functions in the same way technically as if you were to cast e.g. a Druid's Flame Blade spell).
- When dvwere.itm is equipped, it changes your animation to that of a wolfwere and grants you the appropriate abilities (such as your statistics, ApR, and...protecting you from normal weapons).
- I have looked at dvwere.itm in IRR's item_rev directory and have determined that it does have the "protection from normal weapons" property as it should. I installed IRR on a BG2EE game and created some wolves after having shapeshifted and they were not able to harm me due to "weapon ineffective".
- Presumably, your version of dvwere.itm does not have this property, otherwise you would be correctly protected when using the ability - however, part of the troubleshooting process is making sure that that is the case, and not...say, the Cloak of the Wolf item having been modified by some other mod so that it's not giving you the dvwere.itm resource as intended by IRR.
- Thus, I need your dvwere.itm to confirm that it does not have the property. If I confirm that dvwere.itm is missing the correct property, the next step will be to do a changelog on dvwere.itm to determine what mods have modified the resource and possibly removed the property. If dvwere.itm does have the property, it will be necessary to instead look at Cloak of the Wolf, which if I remember correctly off the top of my head, is clck04.itm, to confirm that it is actually using IRR's Shapeshifts Wolfwere ability.
ok gotcha.
file attached.
Also, i have a suggestion, if you feel that Prot from Normal Weapons is too OP for BG1 (i feel the same way tbh) maybe make that wearer receives only half of damage from Normal Weapons (difficult to implement due to reasons you stated above) or just move the cloack to another place (maybe Durlag's Tower).
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17 hours ago, Bartimaeus said:
Sorry, I was asking you to give me your dvwere.itm from your override, .
Sorry for being dumb, i still dont understand your request
So is it bug with the Cloak or...?
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14 hours ago, Bartimaeus said:
dvwere.itm, please?
Honestly i have no idea
Its Relair's Mistake, also named as Cloak of the Wolf from BG1 (found in same cave as tome of Constitution), which turns wearer into werewolf once per day. Its Discription says it should protect againts Normal Weapons ( i presume while in werewolf form) but i got hit by normal weapons while being werewolf.
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13 hours ago, jmerry said:
Both Blade Barrier and the subspell it casts to deal damage have the "Break Sanctuary" flag in the EE.
However, this flag does not work on spells cast through the "cast spell on condition" opcode or the instant modes of the "cast spell" opcodes (In this case, Blade Barrier uses an EFF with a "cast spell on condition" opcode). It works when you cast normally, or when the non-instant mode of "cast spell" is in play (i.e. scrolls).
So, in practice, this means that casting Blade Barrier will end a Sanctuary, but a Sanctuary cast before the Blade Barrier becomes active will remain unless you do something else to cancel it. Same for the HLA version Globe of Blades.
When SCS gets involved ... a cleric of Bassilus' level is 50/50 to get either Blade Barrier or Physical Mirror. Either of those will be precast on Insane difficulty. The tactics recommended to fight against him therefore depend heavily on which spell he gets - you want to stay at range if he's using Blade Barrier and to close into melee if he's using Physical Mirror. Higher-level clerics can get both, but by then you're in BG2 and have more options for breaking down defenses.
I don't know what SRR does to the spells in question.
Sorry for being obtuse but i dont fully understand what you mean. If Sanctuary cast after Blade Barrier it should still dissapear immediately since Blade Barrier '"continues" to be active and deal damage. Also i dont quite understand what "Sanctuary cast before the Blade Barrier becomes active will remain" means. How can i postpone Blade Barrier becoming active?
If you mean that precast spells with SCS is a condition met both Blade Barrier and Sanctuary remain active its also not correct in case of Bassilus fight: Blade Barrier is precast spell and Sanctuary is spell Bassilus tries to cast AFTER so by no means it explains "cast spell and on condition" opcode.
Again, sorry for not fully comprehending your explanation, i am not a programmer or something
As far as i understood you, basically there is no way in EE to combine Blade Barrier and Sanctuary if i dont use precast with SCS, right?
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@Bartimaeus hello
Cloak of the wolf discription contain a line "Special Characteristics: Protected against: Normal Weapons" but i did notice it did (neither in werewolf form nor just being equipped). Could you check it please?
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21 minutes ago, subtledoctor said:
The SR save tables are here. You can compare them to the base tables in NI or, I guess maybe the wiki might have them?
thank you
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13 hours ago, Bartimaeus said:
I don't know much about SR's modified saving throws, since I disable them via the settings.ini switch I introduced in SRR. I would advise everyone playing SRR (and IRR) to check their settings.ini before installing (and for SRR, all those switches are explained in the readme).
In current version of SRR modified saving throws are set to 1 as default in settings.ini. and they got modified in my current installation. I never knew that feature was introduced in SRR tbh. Is there any table of modified ST to compare those with the old ones?
SR Revised V1.3.900 (2022 August 8th)
in Spell Revisions
Posted
i will let you know if i encounter similar ones.