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gatperdut

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Posts posted by gatperdut

  1. Alright, understood the part about the spells. I find it odd, though, that Spell Thrust and Secret Word are treated differently, while their concept is strikingly similar - both act against the magic around their target.

    As for the Balor, I'm pretty sure the one I'm referring to is a special one, immune to +3 or lesser. I checked it specifically with the radar tool and it stated "Requires +4 weapons to hit".

  2. The +4 or better to-hit weapons requirement seems to not be working properly. 

    I tested with Frostreaver, Stonefire, Lilarcor and Blackblood, all of which are +3 weapons, against the Balrog-like Balor in the Underdark (immune to +3 or lesser) and Aerie with Mantle (protected against +3 or lesser). The attacks went through without problem. 

     

    Another issue I found is lich creatures (immune to 5th lvl spells and lower except Breach) are susceptible to Secret Word, which is a 4th level spell. Tested with the Alhoon in the Athkatla sewers and the Underdark lich from the trapped souls Sphere. Spell Thrust, in contrast, does nothing to them; I remember a discussion I read a while ago where it was chalked up to something called "spell power", but I have no idea what that might be. 

    WeiDU (1).log

  3. Okay, you lost me a bit there, but probably DavidW understands it. With some other bug he mentioned running "weidu --change-log <file>" so here's the output for that, in case it helps:
     

    weidu --change-log MSUMMO5.2da
    [weidu] WeiDU version 24900
    [.\chitin.key] 191 BIFFs, 62570 resources
    [.\lang\en_us\dialog.tlk] 107336 string entries
    [stratagems/lang/english/setup.tra] has 262 translation strings
    
    
    
    Mods affecting MSUMMO5.2DA:
    00000: /* created or unbiffed */ ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1500 // Include arcane spells from Icewind Dale: Enhanced Edition35.5
    00001:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 2000 // Install all spell tweaks (if you don't select this, you will be given a chance to choose by category)35.5

     

  4. Thanks, that's a good pointer. It's odd that the filename is different though, I couldn't find MONSUM05.2DA.

    These are the contents of my MSUMMO5.2da

    2DA V1.0
    0
         RESREF	Hit 	AreaHitAnimation
    1 OGREMASU msumm1h msumm1x
    2 OGREGRSU msumm1h msumm1x
    3 DW#MS4YT msumm1h msumm1x

    I would assume the issue lies in DW#MS4YT? I did a bit of searching in the override folder, these are the files I found:

    OGREMASU: .cre, .bcs

    OGREGRSU: .cre

    msumm1h + msumm1x: .vvc, .bam

    DW#MS4YT: nothing, not even searching for MS4YT in case the hash symbol trips the search

     

    Assuming DW#MS4YT is somewhat more powerful, I personally find it acceptable and possibly hilarious to roll the dice and accept the chance that something unimpressive may show up when going for such spells. I suppose OGREMASU is an Ogre MAge (does the GR stand for "grrr" in OGREGRSU?), which could be some sort of middle ground.

  5. When cast from either a scroll or from memory, this spell sometimes produces a crash in my install. I think it might depend on what is summoned. 

    For example, in one of the casts that worked it summoned 2 Ogre berserkers.

    Another thing is that these gentlemen are 6th level each, despite the spell description stating it'll be 2d3 7th-8th level monsters. Maybe there are no suitable monsters of those levels and the engine makes do with what it has at its disposal, but I thought I'd point it out in case it's relevant.

    I don't think any other mod in my Weidu.log besides SCS modifies the spells, hence my posting here.

    Also, personal rumination besides the point and very likely out of the concerns of SCS: I suppose their berserker rage immunities might be relevant depending on the situation, but it's rather underwhelming for spell slots unlocked around the time one adventures in the Underdark. 

    WeiDU (1).log

  6. Reflecting on it a bit more, and as you point out, it might be enough to just automatically restock them during these long journeys, instead of the more complex per-stronghold approach. Other than Spellhold, Balduran's isle comes to mind, and in every other case you are never far from an inn (aside from the possibly 20 hours long walk). I am unsure if the pocket plane from ToB prevents you from reaching one during certain events, challenges and the like. 

    This was the very first time I actually thought about the provisions, tbh, since even insane difficulty's 4 is ample unless one spams rest. 

  7. A tiny suggestion for BG2 which may help dummies like myself not shoot themselves in the foot: restore provisions when resting in owned strongholds.

    I was getting ready to sail to Spellhold after a full day of binge resting outside of the de'Arnise Keep so that some NPC plots would advance before we left for several weeks. Eventually we got to Bodhi's gauntlet, reunited with Imoen, we showered her with items mysterious and magical, treated her spellbook to new scrolls for her collection, and it was a joyous occasion all around... until she asked if we'd brought some oats or something.

    I can imagine the Planar Sphere would be an exception.

  8. In v35.6, having sided with the Shadow Thieves, I reached the first fight with Bodhi in the room with the 3 coffins; the fight where she gives a hint about Imoen, who still needs rescuing.

    I was expecting she'd summon some Grymwards, given her "fight on" line when she's defeated and watching Mivsan's playthrough in that area, but she was completely on her own from start to end. I'm like 83.7% sure I've seen those guys in previous playthroughs.

    I'm playing on Insane with only the Random Spawns set to Hardcore, could that be the reason? The component Improved Bodhi is installed, as can be seen in the weidu.log attached. 

    WeiDU (1).log

  9. I cannot tell from your post if you already do - have you considered no reloads? Or a softer variant, which I prefer, allowing a reload only on mainchar death? It certainly keeps those low-thtill encounter a bit fresher by punishing carelessness, without resorting to increased numbers, and makes victories Victories, if you know what I mean, though possibly bittersweet ones if permadeath happens. 

    I personally enjoy the game a lot despite being pretty much the only one I play, and that means every now and then I walk away from it for a few weeks (or months).

  10. Yep, here is the output: 

    [weidu] WeiDU version 24900
    [.\chitin.key] 191 BIFFs, 62570 resources
    [.\lang\en_us\dialog.tlk] 107336 string entries
    [stratagems/lang/english/setup.tra] has 262 translation strings
    
    Mods affecting RNDTRES.2DA:
    00000: /* created or unbiffed */ ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 3505 // Wider selection of random scrolls35.5
    00001:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 4250 // Make spell sequencers and contingencies into innate abilities35.5
    00002:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6100 // Potions for NPCs35.5

     

  11. Also, just opened the file, I guess it's a lookup table of sorts... the only potentially useful bit of info I could gather from it is that the final number of the items I posted above is never present in any of the "DWRNSCRX" present in the file. So there's 0, 1, 2, 3, 5, but not 4, 6, 7.

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