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jmerry

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Everything posted by jmerry

  1. I ran a quick test on the subspell method, using blue and red (mage) fireshields. I wasn't entirely consistent about it, placing the cast effect before the damage effect in red and after in blue. It stopped the loop, but not in a consistent way. When red attacked blue, I got one round of blue damage and that was it. When blue attacked red, I got either one round each way or two rounds each way. Then I retested, with the effects in the same place on each spell. That was even worse, running anywhere from no fireshield damage at all to about a second's worth of loop. I think we're stuck with the long list of 206 effects.
  2. If version compatibility is an issue, mods can (sometimes) test for it. 2.6 versus 2.5 is easy; I use the presence of #rdremov.SPL as a marker for 2.6 in my own stuff. Whether other mods do this when they would need to do different things to work in different patches is, of course, up to the modder.
  3. As a UB component, a girl comes up to you after completing the original quest and gives you a lamp. A later encounter teaches you how to use the lamp, through either pure conversation or a dangerous fight. Then you can call up the genie and make a wish; some of the possible wish options relate to Kalah. The quest's implication is that Kalah was given the lamp for cruel amusement - the giver wanted to see how he would harm himself and others with his new wish-based power. As a stand-alone ... that's probably an error, based on the fact that there's a .tp2 in that mod folder in addition to the .tpa that the main mod uses. The .tp2 looks like an older rough version of the modder's work, which was refined in the .tpa. It shouldn't be there for general distribution.
  4. One thing to watch out for - in many areas, particularly the BG1 wilderness, enemies and potential enemies don't spawn until you get close to them. Only a few specific creatures (generally those with dialogue or quest content) and never-hostile animals are pre-placed. So there's a very good chance your dog will just run off to bark at the nearest squirrel, until it gets surprised by a bunch of skeletons on the way. Not a criticism of the mod at all, of course - that's a perfectly reasonable thing for a dog to do.
  5. Yes, that's the obvious intent. The same idea is used at one point in non-mod content: the demiliches in Black Pits 2 have an "Imprisonment" that's actually a 24-hour Maze which also removes Chaotic Commands so as to bypass that protection.
  6. That "KangaxxWalks" section is for if you let him out of the tomb - he wanders around killing random bystanders. The part of the script that's missing (and should go in his mage script, along with the Watcher's Keep demilich) is the part for using SPIN788 in normal combat with the party. Spellcasting demiliches may well be a downgrade overall; they lose their blanket high-level spell immunity and their signature attack, so they're only a little different from regular liches in combat.
  7. Yep. I put a component "Green Slime poison can be cured" in my mod that does exactly that. Note that this still doesn't let you save that bartender; he has a different item "SLIMED1" that kills him. I put that down to "you didn't get there fast enough".
  8. Though that does support having both an attack bonus and Dex negation. Creatures with Dex penalties to AC in these games are also exceedingly rare. Searching BGEE for Dexterity 5 or less ... CENTEO (Centeol), NEDEER1 (Deer), PHEOARCH (Phoenix Guard), PHEOGURD (Phoenix Guard), PHOENIX (Phoenix Guard), RABBIT (Rabbit), Squirrel (Squirrel), TTSER1 (Jospil), TTSER2 (Brevin). Would you ever even consider backstabbing any of them? Same search in BG2EE: CENTEO01 (Centeol), DEER01 (Deer), GRHOG01 (Groundhog), MOOSE (Moose), PHEAS01 (Pheasant), RABBIT (Rabbit), SQUIRR (Squirrel), TTSER1 (Jospil), TTSER2 (Brevin). Basically the only time this would ever come up is if you started applying Dex penalties to enemies, like Polymorph Other or Haer'Dalis' sword Chaos. I'd file this one under "bug, but very low impact".
  9. So then, in the (EE) Infinity Engine games they get both. A +4 attack bonus for attacking in melee from invisibility, and negating Dex bonuses. All characters get the former, only characters with Sneak Attack or Backstab get the latter. Then there are the bonuses for melee against unarmed/ranged; another +4 to hit and +4 to damage. It all stacks, and it can make an utterly enormous difference. Suppose Imoen is level 5 with a +1 shortbow and normal arrows, and the +2 shortsword, fighting Nimbul. If she backstabs him, that's base THAC0 18, +2 to hit from the weapon, +4 to attack from invisibility, and +4 to hit because he's wielding a throwing axe. Against that, he has base AC 5 and no Dex bonus due to the stab. Imoen hits on a 3, for a minimum of 21 damage - a guaranteed kill. If she shoots an arrow at him instead, that's base THAC0 18, +2 to hit from her dexterity, and another +1 from the arrow. Against that, Nimbul has AC 1 including his Dex bonus and an additional -5 bonus versus missiles from his boots. She now hits on a 19, dealing 2-7 damage or twice that on a critical. 90% chance to hit and kill one way, 10% chance to hit and definitely not kill the other.
  10. The SCS spellcasting demiliches are missing the script section that uses Trap the Soul, and have been for several versions at least. So yes, that's why you didn't see it.
  11. I didn't use a static list in my released mod. I just posted it here because this is a fixpack we're working on. That list was in fact generated by my mod running over every spell and looking for the relevant missiles, and looked up by checking one of the altered spells in NI. The specific 2.6 change that did this: - Pre-2.6 fireshields had no missile, and any "out of range" issues generated "Contingency failed" messages. - 2.6 added a trio of missiles/projectiles: One_Target_Range_05, One_Target_Range_07, and One_Target_Range_10. Fireshield subspells, and only fireshield subspells, each use one of these for their damage. No contingency messages, because now the projectile just misses, but the infinite loop is on instead. The subspell sounds like a good idea to me. Less clutter, and an easy standard to add on to with new mod-added fireshield effects. Though, testing required - is it fast enough?
  12. I did get to this, though I wouldn't blindly take my option as the best fix. I put it in the "Rule Changes" group rather than "Bug Fixes", after all. In base 2.6, clones (through PROJIMAG.SPL and SIMULACR.SPL) can't hide, search for traps, or use sequencers and contingencies. They also lose temporary abilities like those granted by Polymorph Self, and the protagonist-only Pocket Plane and Slayer Change abilities. There's also a MISLEAD.SPL, but I left that one alone; Mislead clones shouldn't be able to act at all. My tweak gives back the hiding, trap-searching, sequencers, and contingencies. Though of course a clone would have to "memorize" new sequencers/contingencies, as they don't inherit from the caster. I then remove the Thieving button; the engine prevents clones from interacting with ground regions, containers, or doors anyway, and picking pockets could cause problems when the clone expires and the items disappear.
  13. The plan looks good to me. One note for a specific spell: the "Hold Monster" spell's description currently includes the line "Undead creatures cannot be held." I'd accept this description, and add a "not undead" targeting restriction. On icons for 185 - I'd set no generic icon, but the normal gameplay spells that use it should impose portrait icons. Implosion needs one as it's currently using Hold, Otiluke's already has one.
  14. On that second idea ... probably impossible. The EEs do have an "Ignore Reputation" flag for stores, which would make sense to set for stores like fences or the Ust Natha merchants. It appears to be used only for the Black Pits 2 stores.
  15. Yes, already noted in my first post here. I even wrote a tweak for it, moving the variable-setting effect back to the main resurrection spells. And since I raised Vernus and sacrificed him in my current run with Dorn as the protagonist, I can say with certainty that it works.
  16. This is more general than Keldorn's sword, of course. I first noticed it when my Sun Soul Monk with Greater Sun up punched a mage with Fireshield: Red. Any two fireshields can set it off. The specific nature of that component: find every spell that uses missiles "One_Target_Range_05", "One_Target_Range_07", or "One_Target_Range_10"; these are the fireshield subspells. Then have every spell in that group give the caster one-tick immunity to every spell in that group. I tried immunity to the projectile instead; that didn't work. Those missiles have different numbers between games, by the way; they're 344 through 346 in BG2EE and 363 through 365 in BGEE, because of new stuff added for SoD. I've shared an earlier version of the component's code on these forums before, but that's not current - I was using numbers rather than checking MISSILE.IDS, and so my first version didn't find any fireshields in BGEE. The full static list of fireshield subspells in BG2EE: BALSHLD2, BDSHA12A, KELDORN, LEAT23A, SPCL237D, SPIMIXD, SPPR730D, SPPR951D, SPPR952D, SPWI403D, SPWI418D. I don't have a convenient list written down anywhere for any other games.
  17. Another thing to add, and a slightly gnarlier problem. Adalon's "look like drow" illusion essentially neuters shapeshifting abilities. Her cosmetic transformation, attached directly to the spell effect, takes priority over all of the "when equipped" polymorph effects attached to weapons. This nullifies all of the stat changes that come from that polymorph. I see two possible approaches here, both of which would require sweeping changes. - Switch over to the BGEE model, attaching the polymorph effects to the transformation spell/ability instead of the weapon. Then the most recent effect wins, and you can shapeshift properly while illusioned. I think, anyway - testing required. - Change the polymorph effects on the shapeshift weapons to cosmetic versions, and put all of the stat changes on the weapon as "when equipped" effects. You'll look wrong, but your combat stats will be right.
  18. In one of the early threads, CamDawg said this: "One thing we can put on the podium alongside death and taxes, though: bugs in Jaheira's romance." I'll add shapeshifting bugs to that. 2.6 fixed many things, particularly crash bugs. It also left many other problems alone and even added new ones. I put a component for this in my tweak mod, so I'll post what I found here. Voluntary shapeshifting only, at least in this post. Also, I only have BGEE and BG2EE; I can't speak to other games. - (Not a bug, just annoying) BGEE and BG2EE use different architecture; BGEE attaches the polymorph effect to the transformation spell/ability, while BG2EE attaches it to the creature weapon. As such, any fixes will need different code for each game. The BGEE versions are technically temporary at 500 days, probably because a true permanent duration wouldn't revert after death and resurrection. - In BG2EE, the creature weapons have the "Forbid off-hand" flag set. In BGEE, they don't. They really should have it in all games; without, you can dual-wield with a manufactured weapon without penalty. - (BGEE and BG2EE) Druid wolf shapeshift doesn't match description. Description says 15 strength/18 dexterity (PLYWOLF.CRE), actual effect is 18 strength/17 dexterity (WOLFCHAR). The mage wolf polymorph is PLYWOLF with a +1 damage bonus, so that's what I went with in my version. - (BGEE and BG2EE) Many shapeshifts get +N damage bonuses, which aren't reflected in the spell/ability descriptions. Mage wolf forms (+1), mage and druid bear forms (+1), avenger wyvern form (+2), avenger fire salamander form (+3), shapeshifter werewolf form (+2), mage ogre form (+1), mage spider form (+1) - (BGEE) Shapeshifter greater werewolf form lacks the regeneration effect added in BG2EE 2.6. Not relevant in the standard rules, but the item and ability support is there. - (BG2EE) Druid "Shapeshift: Black Bear" turns you into a brown bear. "Shapeshift: Brown Bear" turns you into a black bear. This one's new in 2.6. - (BG2EE) Mage "Shapeshift: Black Bear" and Shapeshift: Brown Bear" both turn you into a black bear. - (BG2EE) Mage ogre form's weapon isn't flagged as magical (as it is in BGEE). - (BG2EE) "Shapeshift: Greater Werewolf" now grants regeneration as of 2.6 (1 per 2 seconds or 3 per round), but the description doesn't mention it. - (BG2EE) Druid high-level shapeshifts list their duration as "1 hour". They're actually permanent until dismissed, like the other druid shapeshifts. - (BG2EE) Shapechange forms that grant higher levels of weapon immunity don't include the lower immunity levels and scripting states standard on weapon immunity effects. For example, the elemental forms have weapon immunity with maximum level 2. IMMUNE3 also has weapon immunity with maximum level 1, weapon immunity to non-magical, scripting state 25, and one star in proficiency 128. Anything that keys off those effects (such as, for example, the SCS Insect Plague tweak looking for normal weapon immunity) won't react to these forms properly. - (BG2EE) Iron Golem form lacks most of the immunities its description says it has. The description says "backstab, weapons of +2 immunity or less, sleep, fear, hold, charm, paralysis, poison". Of that list, you only get backstab immunity. Some shapeshift abilities mention what their weapon hits as, some doesn't. In the component I wrote, I edited the descriptions so that all of them did. For the sheer WTF factor, it's hard to top the bear swap. Just ... how did that sneak in?
  19. Flavor-wise, I'm OK with leaving petrification out of general "death" immunity. I'd take Death Ward as the standard, though effects that already have more can keep them.
  20. In the vanilla EE, Death Ward does protect against the vorpal effect - with the sole exception of weapons that have a dispel effect somewhere earlier in the stack. Which, in the standard game, is the planetar sword only. On the "mods that protect from that" front, I have two components in my tweak mod - one that makes vorpal weapons not chunk, and another that adjusts celestial levels; in the latter, I improved the planetar sword to dispel at level 25, but moved that effect to the end of the stack so that Death Ward is guaranteed to protect against the first vorpal hit. I did pull off a non-grindy win against the Ravager once - in my "Kill It With Fire" run, I had the two party mages create simulacra, then the mages and their simulacra all prepared MR-lowering spell triggers and 3x ADHW chain contingencies (trigger when hit). Lower its magic resistance, then use a necklace fireball to trigger the contingencies. 12x Horrid Wilting against zero magic resistance (and lowered saves, because I included at least one Greater Malison in there). That monster went from full health to dead in under a round.
  21. Ah. Disregard what I said, then. I wasn't aware of that. The scope of threads is what the posters think it is.
  22. @Lava Your reports don't fit the scope I was thinking of with this thread - they're not related to EE-specific content. You are allowed to create new threads here.
  23. If there's no CLAB there at all where the game looks for one (based on the values in KITLIST.2DA), the game treats it as an empty list - no abilities granted. So a COPY_EXISTING might not work, but you can create a new CLABMA**.2DA file and it'll do what you expect.
  24. This thread is for bugs specifically related to content added by the EEs in BGEE and BG2EE that could plausibly be handled in this fixpack. I don't have SoD, so I won't be saying anything about that - and it probably deserves its own thread anyway. Anyway, here are some I've noticed: - BGEE/Black Pits: Characters exported from BP1 and imported to the main campaign retain the BPPLOT override script, which has unfortunate effects if the character ever drops to 1 HP. - BGEE/Black Pits: Tier 2 and tier 3 jewelry shops BPXITH02 and BPXITH03 both have instances of the Sandthief's Ring (RING05). In the tier 2 shop, that's fully charged (8 charges). In the tier 3 shop, no charge number is specified and it defaults to one charge. - BGEE/Black Pits: Tier 3 tailor shop BPELAN03 contains an Improved Cloak of Protection +2 (CLCK31). This cloak is not on the item exclusion list, so it can be worn with other protection items or enchanted armor. - BGEE/Black Pits: The final normal foe Hogarl (BPGIAFIR) starts with potions of extra healing and fire breath. If he's hurt and has a potion of extra healing, he's scripted to use a potion of fire breath. - BG2EE/Dorn: At one point in his quest, you can raise a "dead" druid Vernus to use as a sacrifice. This is done with a variable-setting effect on resurrection spells. The patch 2.6 update to resurrection spells broke this mechanism, moving the payload (including that effect) to a subspell and preventing that subspell from being cast on living targets such as Vernus. - BG2EE/Hexxat: In her second tombwalk dungeon OH7200, there is a hidden chest. If you jump through the hoops to activate that chest, the block in the area script that activates it then plays repeatedly for as long as the area remains active. This effectively adds an overly loud ambient sound to the area, and prevents anything mods add to the end of the area script from running. - BG2EE/Rasaad: At the end of his SoA quest, some dialogue choices cause him to leave. The action block contains both LeaveParty() and GivePartyAllEquipment() actions, causing it to duplicate any critical items Rasaad was carrying.
  25. Going to the Throne ... in the standard flow, you get a chance to wait and regroup after the Ravager. That just opens the opportunity to leave your pocket plane and go there, rather than sending you there immediately. Apparently, one of your mods changed this. Vorpal weapons, in the standard game, are all coded for a chunking death (it's an explicit choice in the death effect). Planetar vorpal blades also have a dispel effect with the same probability as the vorpal hit, which is first in the stack - so if that lands and succeeds at the level effect, even Death Ward won't protect you. Good saves will, though - the vorpal effect is a death save with a -2 modifier (25% chance). As for attacking through invisibility, celestials can see through invisibility. And that planetar sword includes undispellable "when equipped" haste. That Irenicus simulacrum thing is probably the "Spawn Clones" effect from the Spellhold fight. Except that your party has Spell Turning effects up, so it reflects and clones him instead. Spell Deflection effects would counter it. Also, the game really shouldn't be using that; it's designed for a fight where it's just him and whatever support he can summon against your whole party and a bunch of chumps.
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