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pochesun

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Posts posted by pochesun

  1. @Bartimaeus hello again :) 

    I been playing with new charachter (Dwarven Defender) in BG 1 with stats 18/17/19/18/7/16, he gained level 2 and checked his Saving Throws (10/14/13/15/14), then i compared those with Vikonia (level 2) ST (10/14/13/16/15). I seemed to me a bit weird that those are almost identical though Dwarf, in theory, should have bonus from Constitution and "Shorty ST" bonuses. I thought maybe i missed something but then i compared those ST with ST progression table: Viki got it right but i found that Dwarf did not quite match it. I decided that maybe i miscalculated something or did not quite understand the progression table and how bonuses apply, so i goggled a bit out of curiosity (just in case) and suddenly came across this thread 

     

    The author of this thread  claims (another post in that thread) that Spell Revision Mod somehow messes up with ST progression (there is "revised_saves" foled). I really dont know what to make out of it. Maybe you could refute or corroborate my assumption. If i am wrong (i would happily be) could you point out how those bonuses from Constitution and Shorty bonuses should apply. Thx beforehand.

  2. 14 minutes ago, Bartimaeus said:

    I don't know anything about SoD - is Ashideena (which uses the old item code that Rift Hammer used to use, hamm03.itm) findable in SoD as well?

    I think i remeber i smashed masses of gibberlings with Rift Hammer, am i carzy ? :) Maybe i am. Honestly the last time i ran through SoD was with my Kensai abot 1,5 years ago, maybe i forgot something.

  3. 6 hours ago, Bartimaeus said:

    It still exists in IRR but can only be found in BG2 (IIRC, in the riddle-telling construct underneath the Sewers by the Cult of the Unseeing Eye). Its effect was insane for BG1.

    Thx for clarifying, good to know it still exist in the BG2. I kinda agree that its effect was very powerful for BG1 and i dont mind it being replaced. But, i will really miss Rift Hammer is SOD since SOD has its quite unique battle gameplay focused on throngs of weak enemies rushing at you and it was incredibly sutisfying kill those with Rift Hammer AOE :) 

  4. 6 hours ago, Bartimaeus said:

    In other words, SCS doesn't respect this limitation (understandable that it would have no knowledge of it): there's nothing I can do about it besides remove the restriction entirely, which I don't think is sound spell design. An artifact of the two systems clashing.

    Thx for explanation. The more i think about it the more reasonable current Blade Barrier rule looks to me. It was just funny to see Basillus casting Sanctuary when he got Balde Barrier up :) 

  5. @Bartimaeus hello

    I think Chromatic Orb got either description wrong or effects for colors applied wrong: White is correct, Auqamarine - Wound (bleeding) insted of magnetism effect, Red - blindness instead of Wound (bleeding), Green - correct, Yellow - Magnetism effect instead of blindness. Violet and Blue i have not checked cuz i am in BG1 :) but i think they are worth checking.

    Also, please, could you tell me if Sanctuary + Blade Barrier combo works as intended (i think its intended:) If i cast Blade Barrier first then Sanctuary both spells should remain on the character. The reason i am asking cuz in my fight vs Bassilus he precast Blade Barrier, Free action and Armor of Faith and then in the midst of the fight he cast Sanctuary but it wears off in 2 secs or so. He casted it again later and same thing happened. I first presumed it was due to active Balde Barrier on him but then i googled and found people were talking about Balde Barrier + Sanctuary combo. I am not sure if its SCS thing with precast settings or maybe SRR changed it somehow, could you please test it and corraborate/refute my assumption. 

  6. 22 minutes ago, DavidW said:

    Those spell choices are randomized - they’ll be different on different installs.

    yeah makes sense. I just browsed Fandom a bit and saw people were talking about cheesy tactics Sanctuarry+Balde Barrier, it seems like it should work together if you cast Blade Barrier first and then Sanctuary second. Maybe something else could cancel Sanctuary from Bassilus fight but i did not notice anything specific. Weird. Maybe SRR has somethign to do with it (i got SRR installed).

  7. Just a note, i found Bassilus a much easier opponent with precasted spells than without, ironically. The thing is that he precasts Blade Barrier which seems to completely nullifies his Sanctuary spell: when in non precast mode he can instantly pops Sanctuary to heal himself with spells or potions and then cast Flame strike, confusion or some other nasty thing out of nowhere. But in precast mode he has Blade Barier around him and every time he cast Sanctuary it dissapears in 2 seconds automatically.

  8. 5 hours ago, The_Baffled_King said:

    The vanilla game might very well be the culprit.

    In v2.6.5, and in the final version of v.2.5, non-combatant area actors in Candlekeep have the specifics script WAITRUN.BCS, and combatants have the specifics script WAITHSTL.BCS. If creatures with these scripts are attacked, they set the global variable "AttackedCandleKeep" to 1 and turn hostile, if that global variable is already set to 1, they turn hostile even if they haven't been attacked yet (there are also other scripts that use that variable in that way). My most recent install with SCS is on the final version of v.2.5, and I think it's one of the last versions of SCS v33. That version of SCS makes no changes to WAITRUN.BCS or WAITHSTL.BCS, and it doesn't remove the script from the actors. So, attacking the nobleman on the upper floor sets that global variable, and it is the global variable that turns everyone else hostile - I don't think the scripts changed by 'Better Calls for Help' are to blame. I don't know when that behaviour was introduced into the vanilla game. Also, I don't know whether it's possible that the changes that SCS makes to creature scripts (ie not the scripts I mentioned) could ever have operated in a fashion that prevented the specifics scripts for the area actors from being parsed, but that's getting beyond my knowledge (in theory and in relation to SCS).

    thx for clarifying. So you saying beamdog messed up with 2.6.6 patch? :)

  9. 4 hours ago, Guest Morgoth said:

    I have a question concerning better calls for help: is it intended that if you punch the guy on the upper floor of the tavern in Candlekeep, all the inn becomes hostile? Or is it an oddity of my game?

    This behavior changed some time ago with some of older SCS versions. With old SCS version (like 2.5) that nobleman was punchable without alarms, so you could steal gold from his drawboard, but at some point SCS changed it with later versions. Oddly enough this change of behavior could coincide with another version of the game itself (i mean later patches from Beamdog), but i still think that SCS is a "culprit" here.

  10. @Bartimaeus hello. Regarding.... 

    [./override/sppr313.spl] loaded, 202 bytes

    WARNING: no effects altered on sppr313.spl
    Copying and patching 1 file ...
    [./override/spcaco.eff] loaded, 272 bytes

    in my SCS thread.

    I tried to fresh install SCS without SRR and it got no warnings then installed it with SRR and it got this warning. I searched a bit and found it could be somehow connected with clerics using Holy Smite spell in certain situations but i am not 100% sure.  You posted that its not big deal, i just report this in case you find this info usefull :) 

  11. 10 hours ago, Bartimaeus said:

    That specific warning is harmless in the vast majority of cases - all it means to say is that the resource wasn't altered. There could a few different reasons why this might happen, but as far as errors/warnings go, "nothing has changed" is one of the safest.

    i see, i am still curious if its SRR related, i will try to install scs with and without SRR, see what happens. For research sake :)

  12. I been installing SCS and some sections were installed with warnings: priests and druids are known issues but in "Initialise AI components" i noticed this 

    [./override/sppr313.spl] loaded, 202 bytes

    WARNING: no effects altered on sppr313.spl
    Copying and patching 1 file ...
    [./override/spcaco.eff] loaded, 272 bytes

    What could this be about? I believe sppr313.spl is Holy Smite spell. I have Spell Revision Revised and Item Revision Revised installed before SCS. Can it be a conflict with SRR or is it just SCS issue?

  13. 9 hours ago, Bartimaeus said:

    Don't believe Store Revisions has ever been installable on a standalone BG1/EE game with either IR or IRR.

    i found WeiDU on my another pc with store revisions installed. Though it was at least a year and + some months ago since the order of IRR and SRR is reversed but i also very clearly remember i did installation like maybe 8 or 9 months ago on BG1 EE and store revisions also was installed there (could not find weid from that one unfortunately). I dunno maybe at some point ot was intentionally or accidentaly disabled in that period (i did not touch BG for last 6-7 months). Anyway thx for the fix ill download new IRR master and fresh install it.

    WeiDU.log

  14. 10 hours ago, Bartimaeus said:

    Yes, it's IR -> SR -> CDTweaks -> SCS. Here's my (fairly plain) weidu.log from the last time I built a game if it's at all helpful: https://dl.dropboxusercontent.com/s/77r0ih50ls9kq7t/WeiDU.log

    thx for the log, will stick to that order. Also, i cant even imagane how much time it takes to install all those mods you got in the log :) 

    10 hours ago, Bartimaeus said:

    Master is always my suggestion - some people like to only use the latest "release", but I intend for master to always be functioning. See here: https://dl.dropboxusercontent.com/s/etg0rpbs1nksgv2/firefox_A0xg9vNjJA.mp4

    i presume the same goes with SRR. Thx.

  15. did not know where to put it but i have couple of questions.

    1) I like 4 segments in The Tweak Anthology (https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks.html) namely Max HP at Level One , Higher HP on Level UpMaximum HP Creatures and Improved Athkatlan City Guard and want those 4 segments to be installed along with IRR, SRR, SCS and Ascension. My question is what order would it be ideal to put cdtweaks in? Aslo, have not touched BG for a while, is the order for "Revised" IRR>SRR still correct?

    2) When i click on the link to download IRR i get to https://github.com/BartyMae/IR_Revised/releases, and then if i click on "bookmark" icon to the left with V 1.3.800+ i get to section where i can check commits and the latest was Creature script files CRLF -> LFwas  from 12th January (https://github.com/BartyMae/IR_Revised/commits/V1.3.800%2B). But if i click on "IR Revised V1.3.800" with big font i get to https://github.com/BartyMae/IR_Revised/releases/tag/V1.3.800%2B and there i can click on commits and see that the latest change was Fix Karajah's Leather giving +2 dexterity instead of the intended +1 from february. So my question would be what is the correct path to get the latest zip version to download from? I presume it could be similar since one is some sort of master tree and another is an official release tree but i wanted to make sure :)

  16. I am finding hard time inferring from a Ascension description (Readme) why regeneration option is there. Did regeneration exist in original ToB or was it added by Ascension, if yes - how good for gameplay it was, how many creatures had regeneration ability and was it crucial from mod designers' point of view to add regeneration at all, was this option added to fix specifically the abscence of regeneration or bug itself, finally: is it recommended to enable fixes to regeneration and if yes - why its not on default?

    I am really curious if i should deal with this tweak at all or leave it as it is.

  17. 48 minutes ago, Guest Shapeshifter said:

    I have several problems while playing with SCS and Spell Revisions (4 beta 18) at the same time.
    The readme for the SCS says it works well with the SR, but for me, it doesn't.
    Such spells as "Protection from normal missiles", "Clairvoyance", "Non-Detection" — maybe some others — don't work, but most importantly,
    the SCS rule "Antimagic attacks penetrate improved invisibility" doesn't work either.

    Maybe the problem is that I play EET?

    Are you using SR or SR+SRR? 

    After all you should probably address this problem in SR forum and preferably in SRR thread. Or you can pm @Bartimaeus who is in charge of modding SRR right now.

  18. 16 hours ago, Gordian said:

    If playing 2.6 (with IRR and SRR) one would have to resort to v34.x, no?

    That's the impression I got from checking the releases on github.

    I am not sure i understand what you mean. If you imply IRR and SRR versions then, to my knowledge, they dont force you to use the latest SCS version. If i misconstrued you post please elaborate on it. 

  19. 7 hours ago, subtledoctor said:

    I’m using SCS v33... I think 33.4. It’s working great. I generally hesitate to recommend using an old version of something, and v34 has introduced some really nice features. But, for players who just want a problem-free game, reliable beats new. 

    (Just, if you do that, do NOT post about v33 bugs. It will likely just confuse things.)

    Right. I think 33.4 is the last version that does not have a nasty problem with mages not being able to fight after their spell book is depleted. Also the abscence of many new features being introduced in V 34 can be easily mitigated by using other mods (IRR or SRR for instance: like "Wand of Spell Striking now reduces MR by 20% rather than a level-dependent amount" been handled by SRR etc.).

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