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gatperdut

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Everything posted by gatperdut

  1. To add a bit more of information, in one of my attempts Conster had MGoI, Spell Shield and Spell Deflection. FIrst Spell Thrust took Spell Shield down. As expected, I assume, since Spell Shield is the "outermost" layer of protection, so Spell Deflection doesn't come into play. Second Spell Thrust took MGoI down. Shouldn't it have been stopped by Spell Deflection? Afterwards I could Breach him with his Spell Deflection still active.
  2. On a full SCS install, I noticed that Conster (the Firkraag mage) could be Breached even if he had Spell Deflection up after his pre-buffs kicked in. Tried the same with my own mages, their Stone Skin went down regardless of Spell Deflection/Spell Turning. Thinking it might be an interaction with another mod (though none modifies the spell system besides SCS), I did a clean, SCS-only install with exclusively the following, where I think the important bit is "Install all spell tweaks". // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 35.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 35.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: 35.4 ~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): 35.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2500 // Add 9 new arcane spells: 35.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): 35.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2520 // Revised elementals and elemental summoning: 35.4 I could still reproduce the behavior afterwards.
  3. I don't use IR, but I could add it if it makes the behavior of non-spell spells more homogeneous with the idea behind SR (I don't even know how to call these non-spell spells). But from what I'm reading in the replies, these other sources of "non-spell" spells aren't affected by SR, correct? I remember Keldorn rendering Dispelling Screen kind of moot, since his Inquisitor's Dispel Magic would go right through it instead of being consumed like it should I think it should
  4. Does Dispel Magic from items or character innates (Bala's axe and Inquisitor/Yeslick, respectively, for example) behave identically as if it were cast as a memorized spell? More broadly, do spell-like abilities behave as their "true" spell counterparts?
  5. Hey, does SRR address e.g. True Sight/Dispel Magic/etc from Inquisitors or other sources like items? Or do they behave like in vanilla? As far as I could tell, in SR that kind of stuff behaves differently to the spells themselves.
  6. Hi, in my run with item randomiser I found a duplicate of the mace of disruption. I really can't remember where I got the first copy (it must have been in the Umar Hills dungeon, but can't be certain), and the second copy was dropped by Tolgerias. Indeed, looking at the randomiser debug log I found: Giving item blun12 to target tolger.fl I was told to look at override/fl#randomseed.sda and paste the contents here, since it might help in tracking what's wrong, so here it is: 409c 0000 0000 Is this a bug, or intended? AFAIK the player is supposed to get only one instance of the weapon, but the wiki states that a copy of Ellesime has one equipped. Maybe that's the one I found? In any case, thanks for the great mod EDIT: I didn't use any variant of the option "some items are lost", and the randomisation happened at install time.
  7. Also, in line with this, Ctrl Q'ing some enemy mages shows that some have unused spell slots - the guy in the Nashkell carnival threatening to kill the woman had his single fourth level slot empty. Is this intentional?
  8. I'm curious about how the buffs cast in advance for arcane and divine casters work. In Tactical difficulty, for example, the spells are elligible if the duration is 3 rounds/level or more. 2 rounds/level or more for Hardcore. And 1 round/level or more for Insane. But take Mulahey - he's a 7th level cleric and in my installation he has memorized, among others: * armor or faith: 3 + 1/level rounds * spiritual hammer: 3 + 1/level rounds * remove fear: 1 hour, or 50 rounds So I confront him and... * tactical: precasts nothing. * hardcore & insane: precasts spiritual hammer & armor of faith. Why though? Neither spiritual hammer nor armor of faith meet the "requirements" for tactical/hardcore, and remove fear is ignored in all 3 even with its long duration. Is my installation broken? Is it because he's not expecting the party so he's a special case? Both approaches to confronting him (directly, or pretending to have been sent by Tazok) yielded the same prebuffs (or lack thereof).
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