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ratatosk

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Everything posted by ratatosk

  1. I am looking to edit some of the .2da files to change the spell choices of enemy spellcasters, and I want to make sure I understand how it works. For example, let's say I have Spell Revisions installed and I want lich invokers to cast "Summon Fiend" instead of "Bigby's Icy Grasp". Do I just replace the line "8 BIGBYS_CLENCHED_FIST BIGBYS_CLENCHED_FIST INCENDIARY_CLOUD" in mage/spellchoices/demivrgvs/invoker_lich.2da with "8 SUMMON_FIEND SUMMON_FIEND INCENDIARY_CLOUD"? Or do I have to do something else?
  2. Thanks! I was actually trialing a newly modded installation, and I'm still configuring SCS to my preferences, so I've temporarily uninstalled it. Is it ok if I upload the override files just with SRR installed (including the aoe spell deflection component in question)? If so, here they are. dvwi922.spl spwi925.spl
  3. In my installation of SRR + SCS, minor globe of invulnerability is blocking Comet and Dragon's Breath. Has anyone else noticed this bug?
  4. Thanks, that explains it! On another note, the same logic (of the dual class being treated like a multiclass) must be why Imoen gets only two feats in the starting dungeon despite dualing from thief at level 7.
  5. I'm looking into this mod for the first time, and I'm confused about how dual classing is supposed to interact with the feat system. For instance, for a trueclass thief -> fighter dual at level 9, I gain thief feats as normal until I dual, then for fighter levels 1-9 I don't gain any fighter feats, but upon regaining my thief class I gain an additional 3 feats drawn from the fighter or thief pool, after which feat progression is frozen. Is this the intended behavior?
  6. A separate issue with the 'party's items are taken in Spellhold' component: the readme indicates that Imoen has the 'Enchanted Weapon' spell memorized. However, in my install Imoen doesn't come with that spell. It might be a good idea to have that component add a Enchanted Weapon scroll somewhere early on in the dungeon.
  7. I ran into a problem/weird behavior with the 'Irenicus in Spellhold' fight: Irenicus spends an entire round casting his 'Summon Clones' spell, during which he is unprotected and easily killed (= forced to teleport away) by the party. If he does so, the summoned clones don't turn hostile. EDIT: In fact, after some time the summoned clones are then placed under the control of the party. EDIT2: Correction: the clones are immobile and green-circled upon being summoned, and after saving and loading become party-controlled. At any rate, the usual workaround of not interrupting mages before their prebuffs addresses this problem also, so it's probably not worth fixing. It seems that Jon's casting animation is interrupted by taking damage, which is why the lack of prebuffs firing instantaneously is more noticeable in this battle.
  8. I came here to report the same thing. I retained a few random potions after being captured in Spellhold. Upon recovery of the items in Jon's office, I then noticed: * Some formerly identified items were rendered unidentified; * Some stacks of ammunition had their values reduced to one and were rendered unidentified; * One cloak was rendered unidentified and had its number of charges reduced to 1. However, I don't think any non-stackable items went missing. EDIT: Looking again, it seems as if no items are actually disappearing. Instead, some stacks of ammunition are being split up into identified and unidentified stacks - for instance, one stack of 234 +1 arrows was split into 233 +1 arrows and 1 unidentified +1 arrow.
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