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RoyalProtector

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Posts posted by RoyalProtector

  1. Sure. I think I'm okay with that. I could always limit its duration for balance... Like 7 to 12 seconds.

    Only casting a spell on others takes you out immediately though. You can always reapply Stealth for other situations. Even detecting traps is feasible.

  2. 8 minutes ago, subtledoctor said:

    Give the ability a casting time of zero, now it is uninterruptible.

    It's already like that, and it doesn't make it uninterruptible. Not in my experience, it relies on luck.

    8 minutes ago, subtledoctor said:

    As far as “doesn’t consume an action:” using an innate spell like this does not stop you from immediately attacking

    I'm aware of this, but I'd like to be able to cast something too if I wanted (or use an item). I think I've seen that before. In one of your mods, actually... I believe something about monks activating or deactivating something about their fists...? I only have a faint memory of that.

    8 minutes ago, subtledoctor said:

    The sura cleansing thing would make it so you could go invisible and then immediately cast another spell. But you don’t go invisible to cast spells; casting spells just makes you visible again!

    That's fair, actually, but things like drinking potions would still be a problem. It's rather annoying, but I think there's no way around it, I guess. To be fair, since I'm going for limiting the power of Hiding in Plain Sight, perhaps it should stay this way.

  3. Just now, jmerry said:

    Conscious player actions are the hardest part of this to deal with, because that's where aura delays come in. How are you imagining this to work with player actions?

    The player casting the spell without any chance of being interrupted by damage, and capable of casting something else immediately, like you would if you use the thief's hide in shadows ability.

  4. 9 hours ago, subtledoctor said:

    I mean HiPS is basically the same as casting invisibility. Not just in application, but also in concept - I don't know what it means to "hide" when you are right in front of someone. That basically sounds like you are casting Invisibility. So, giving an at-will Invisibility power is not so crazy.

    Fair. It would be nice if I could squeeze the gap between the two functionally. For example, it would be nice if the spell is impossible to interrupt AND doesn't consume any actions for that round. Is that possible? ( for the latter, I'm thinking right now of trying a one second aura cleansing to see if that hack works, not sure...) -> EDIT: Nope, that doesn't work... 

  5. 6 hours ago, subtledoctor said:

    Bonus, on the EE engine with judicious use of opcode 326 and 10-20 subspells, you can even tie its success to your current Hide in Shadows score...

    Interesting. Sounds tedious to implement. Not sure how that opcode works, but I'll take a look, thanks.

  6. I'm toying with some ideas to overhaul parts of the shadowdancer kit. Because I think hiding in plain sight is a little broken (and also there are other bugs present, such as simulacrums able to retry hiding over and over), I was thinking that perhaps it could be reimplemented as an ability with a cooldown -- leaving the normal hiding in shadows that thieves have intact.

    Perhaps an innate to cast invisibility, but that returns to your abilities after, say, 3 rounds. Is that feasible? Since it's supposed to function as hiding and not actual invisibility, I'm not sure if there are quirks of how invisibility works that way as opposed to normal hiding, that I would need to take into account, or the fact that it's a spell vs an ability...

    Anyone has some ideas or thoughts on this? I'd love a bit of brainstorming. Thanks

  7. On 5/7/2024 at 6:56 PM, Guest some dude said:

    So the "bug" comes just from too fast repetitive resting(like when testing the resting and not really playing the game). I think we solved it.

    Good point. To be honest I've only ever done that if:

    1. I wanted to rest and I didn't feel like going to an inn so I had to keep trying until the damn guards mind their own business.
    2. In earlier stages of BGEE (mostly), if resting once is not enough to heal completely.

    Just something to be aware of. 

  8. 2 hours ago, Guest some dude said:

    The game still skips provisions sometimes when you rest outside. About 1 out of 5 times in dungeons, and somewhat more rarely in wilderness. It won't say "You have replenished your provisions at the inn." or anything, the provisions just won't decrease when you rest. I don't see this as too big deal, but of course good if you can find some way to fix it.

    I guess for now we can just assume the party decides to fast sometimes. Health reasons, you know, too much bread and grubs. 😆

  9. 3 minutes ago, DavidW said:

    I've done a workaround that makes pressing ESC a bit less disastrous!

    That's something at least (maybe a warning in the meantime should be issued). To be fair, most people will likely not even think of pressing Esc, I generally test things by trying to break them.

  10. 27 minutes ago, DavidW said:

    I had a quick go and couldn't manage it myself

    Oh, I know now. If when you get to the new favored enemy screen, you get out of it by pressing Esc, a veritable amazing amount of UI glitches ensue.  I tried this with Minsc in SoA.

    Things like...

    • The favored enemy screen stays forever visible under any other screen you pull up.
    • It sometimes manages to make the inventory screen show no items or data of any sort (everything is empty) except the paperdoll.
    • The screen persists across saves and campaigns (load a ToB save, it will stay there) -- and it is functional, you can select things, but accepting does nothing.
    • Loading the game while that screen is on will make the game load that, including any other windows. For example, I was able to load a save where Favored enemy screen and the Record screen were already up, half-functional.
    • It broke my level up process with my Charname -- could not complete, despite selecting all the skill points needed to continue.
    • Pressing Return SOMETIMES makes all the sidebars one by one disappear, including the glitchy favored enemy one. If you reenable the UI, it also disappears, so it's a "fix" of sorts.
    • You can also interact with the stuck screen when it happens for the first time, and the favored enemy of Minsc will change if you click on a favored enemy and press Return, but it does not remove the screen.

    Pretty funny in a way. Hopefully it's not difficult to pinpoint the problem.

    Quote

    but it does happen with baseline sorcerer

    Yes, sorry, that's what I meant by "pure" sorcerer. I could have been clearer.

  11. 8 minutes ago, DavidW said:

    I tried to reproduce this on a complete clean install of ToF beta 11 on BG2EE but couldn't. Can you give me an exact reproduction scenario?

    Nothing to it. I created a female human, then went to class, selected sorcerer, then sorcerer again, then sorcerer again (Arcane bloodline, maybe it should be called that in this last submenu). I selected any alignment and skills, and in the proficiencies screen I only see a blank proficiencies screen, i.e. no listed proficiencies. Can't go further. If you go back and select a class that allows you to see the proficiencies, then go back and repeat the process, you do see the list, but it cannot be interacted with.

    It's the only mod I have installed, so... Do you want a Weidu log? But if you're not seeing this issue in your version, I guess it's fixed?

  12. A few issues that I spotted while re-testing some stuff. All I have time for at the moment:

    • Minsc immediately complains about low health several times when force-recruiting him in SoA. Not a problem per se if you play legitimately... thought I should mention it regardless. [Fixed in Beta 11 -- possibly]
    • I was checking something with an Assassin on ToB, and after leveling her up with the XP I was granted, the Favored Enemy screen appeared, stuck in the screen, but without interfering with the rest of the game or UI (I think). Pretty weird, not sure how to replicate, but possibly happened because I was leveling up a ranger before. [Workaround implemented]
    • - The Character Record screen sometimes hides the sidebars and the bottom bar for some reason, need to use Esc to exit (tested in SoA). SOMETIMES. Upon exiting the save and loading it back up, it was fine. Maybe it's the ranger Favored Enemy UI again doing something weird, because it happened while I was fiddling with Minsc. [Workaround implemented]
    • Valygar becomes unable to use his gear (katana and armor), due to incorrect stats. (Honestly I don't see the point of restricting stats to determine usability in this case, but it's what it is) [Possibly fixed]
    • XP calculations after a member of the group gets a lot of XP seem to trigger when going to the character record of the character, not otherwise. Intended/limitation?
    • EDIT: Looks like joinable NPCs lose their personal innate abilities! Minsc doesn't have his enrage ability, and Mazzy doesn't have her self buffs!
  13. 4 hours ago, DavidW said:

    Inner Time feat does not give Monks the expected 4 bonus to damage - can't reproduce

    I think I probably got confused because op 285 doesn't show in the character details UI or inventory. Looks like it works.

    4 hours ago, DavidW said:

    I want to also note that creating a Favored Soul in ToB forces you to choose all the spells appropriate for your level in ToB, while creating a Shaman only requires you to pick the ones from level 1. I thought the disparity was strange. - I'm not sure what this means, can you elaborate?

    I think I got a little confused, and I sleep-deprivedly conjured a problem again, mages can select spells up to the base ToB level, which includes up to level 4 spells, while shamans and sorcerers only select level 1 spells, but I think I understand why, because they learn spells differently? Anyway I also need to emphasize that while I was re-testing this, pure sorcerers (with bloodlines installed) cannot select proficiencies -- i.e. they are unselectable and thus you can't finish the creation process. I thought this was fixed in a previous update, but maybe it re-broke.

    4 hours ago, DavidW said:

    Inquisitor's description in the Record Screen (after the character is created, not present in chargen) has an empty line before the last disadvantage. - can't reproduce, may have been fixed en passant.

    It's present in my game, but to be fair, I am checking in Beta 9. I'll update this if I get around to reinstalling with Beta 10. There's an empty line between "May not use Lay On Hands ability" and "May not cast priest spells".

    4 hours ago, DavidW said:

    Bloodrager description has an empty line between the first and second disadvantage. - can't reproduce, probably fixed in an earlier update.

    Yes, it's not present anymore.

    4 hours ago, DavidW said:

    The description of Shapechange: Iron Golem does not mention the poison cloud - cannot reproduce, where is it missing?

    In the description of the innate ability that is added on casting Shapechange. But again, Beta 9.

     

    I'll cross out things that are already fixed in posterior reports (which I forgot). No need to give you more work than necessary. Cheers.

  14. 4 hours ago, Xiaolong said:

    Speaking of Jaheira, she is a fighter and used to do a lot of heavy lifting, now her strength is reduced to 11

    I assume this is a bug, that's a very steep reduction. But maybe I'm wrong, if that's the case, perhaps it needs to take into account STR requirements, or perhaps not affect joinable NPCs...?

  15. 6 hours ago, Guest some dude said:

    Yeah I will probably find them, but I still don't understand why you just can't tell me the _exact_ entries I need to chance.

    You'll learn one way or another that serious modding takes commitment, time and reading. Lots of reading.

    I did a quick CTRL+F search on the ini, and found the two relevant entries to provisions immediately:

    provisions_reset_after_sea_voyage=1
    provisions_reset_in_stronghold=1

    The names are descriptive.

  16. I installed ToF Beta 9, and the subraces component installed with warnings.

    I spotted several "no backup made" issues, and also

    "SFO warning: UI edit to ui.menu (object=CHARGEN, object_type=menu, patch=ui_edit_biography_helper) has made no change"

    (Actually, nevermind, it's probably because I forgot to install the DLC Merger first, I should set my backup with that installed already)

    Okay after installing that first I still spotted

    "SFO warning: UI edit to ui.menu (object=CHARGEN, object_type=menu, patch=ui_edit_biography_helper) has made no change"

    "SFO warning: Entry aasimar in table DW_TALENTS/subrace/data/planetouched_race.2da already exists in table override/SODRACE.2da; will be skipped."

  17. Here we go again:

    •  Silent Avenger description has a leading whitespace
    •  Silent Avenger advantages section in the description have empty lines in between
    • Holy Justice of Tyr description does not follow the convention of the rest of cleric kits. Uppercased kit name followed by empty lines and then description.  Normally it's kit name, colon, and then description. Favored Soul of Tyr description is fine.
    • The description of mage specializations where the extra spell of their school that they can memorize has a trailing double line break. Happens in militant wizards and force mage. Probably not intended? I guess it could be like that to increase readability...
    • Fury of Talos and Shaman of Tempus descriptions have a leading whitespace
    • Favored Soul description still has too many empty lines after the first paragraph.
    • When going to to a submenu within the multiclass submenu (for example, types of Barbarian/Cleric), returning from it goes back to the initial class menu, instead of the previous one. Technical limitation? Doesn't happen in some cases, for example, going into cleric/mage, and then cleric/elementalists doesn't create this problem. You can go back to the cleric/mage submenu.
    • Speaking of which, going into the cleric/elementalist submenu and going back without selecting any option, makes the Favored Soul description appear for some reason
    • Selecting a type of specialist wizard, say the third option, inside the cleric/specialist mage submenu, but going back, makes the menu select the third option as well. Harmless but I thought I should mention it. Happens with cleric/elementalist too
    • Should the submenu of cleric/mage have Cleric/Force Mage option instead of just Force Mage? It's always like that when Force Mage is available. Also happens with Wild Mage
    • There's an issue in the Barbarian/Thief description: "class_weapon_use_strings_dw_barbarian_thief"
    • Hunter of Selune,  Silent sword, and Nightstalker of Malar start description with a whitespace
    • Night Wolf advantages have a trailing double hyphen, like Raging Shifter
    • Mage/Thief still has that text issue "Thief{K=0,C=4}]

     

  18. 8 hours ago, jwronsky said:

    Is it better now? : D

    Minsc looks pretty cool. I'd like to see the same for his BG2 portrait.

    Imoen looks nice. She's giving me slight Alyson Hannigan vibes.

    Shar'Teel looks too benevolent in that photo for my taste -- she's a raving lunatic misandrist always thirsting for blood. Compared to the original artwork, that is. Ditto for Baeloth, in the original artwork you can see the signs of his maniacal malevolence, while this portrait gives me more vibes of careful Lawful Evil malevolence from the shadows, like Edwin.

    Too "poetic" for feedback? Sorry, that's the best I can do for this type of thing. Looking forward for more.

  19. On 4/14/2024 at 11:57 PM, DavidW said:

    Dolorous decay looks okay on my screen; where's the extra line break? (The other empty line issues are fixed; see above.)

    Either it was fixed already since Beta 3, or I sleep-deprivedly conjured it myself. Looks fine in Beta 8 as far as I can tell.

    On 4/15/2024 at 12:20 AM, DavidW said:

    Can't reproduce, it works fine on my install.

    It works on my kitless Bard at level 19 in ToB (I leveled up with what ToB gives you). Lingering melody works fine up to that level. Then I leveled it up directly to max level 40. That and selecting the Epic of Charname in the feats are the only things that changed. Lingering melody stops working right then for some reason.

    On 4/15/2024 at 12:20 AM, DavidW said:

    Can't reproduce, though probably that just means it was fixed en passant by some of the proficiency-description fixes

    I still see it in Beta 8. In the list of advantages, it states first "May achieve GM with these weapon classes: Crossbow, Longbow, Shortbow". The third "advantage" is "May achieve GM in longbows, shortbows and crossbows." Paraphrasing.

    Also, in case you want to take a look at it before releasing Beta 9, the hotfixes for Beta 8 had a weird side effect where pressing the character record button also makes your character say one of their selection lines, weirdly enough. (Although on second thought, it may be completely unrelated to the hotfixes -- the hotfixes just allowed me to start testing) [Fixed]

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