Jump to content

RoyalProtector

Members
  • Posts

    350
  • Joined

Everything posted by RoyalProtector

  1. I'm not sure why but I created a spell so when you enter in combat, your values *should* be set to a particular percentage. However, it causes strange results. Testing with a level 10 Human Shadowdancer, with a skill of 100 in both, I had results such as these: If I set the percentage to 0, for example, the values seem to return to the minimal class values + kit bonus. If I set the percentage to 50, that spell actually reduces Move Silently to 65 and Hide in Shadows to 62. I was expecting 50 in both. Wut? What am I missing here?
  2. Hey, that's me! This has been fixed already by the fixpack.
  3. That doesn't sound like a bug to me, but an implementation you don't like. I don't like it either though.
  4. The scripts shouldn't be there, but that's not the cause. The Scales of Balance effect is meant to be there for consistency. The item was created by me. I found the problem. The memorized innate spell 'SDINN2.SPL' (created by me, it's just a copy of Rigid Thinking/Feeblemind made for innate casting) for some reason causes the game to crash immediately. If I remove it, it doesn't, and the creature still has the spell anyway. I'm not sure what the problem is. EDIT: Looks like there was a level mismatch between known spells and memorized spells. After matching them, the problem went away. Thanks anyway.
  5. So I created a clone of a Shadow from the Summon Shadow spell and made some changes to spells, saving throws, AC, inventory... But I can't figure out what's wrong in this file that causes the game to crash every time I try to spawn it. Can somebody take a look at it? Thanks shad13.CRE
  6. Huh... I didn't know that... Seems a bit weird but I guess that's how it is. The only one which seems "magical" is the Stunning one, if we go by the description.
  7. Shouldn't they be non-magical? It seems odd to be marked as magical but with an enchantment of zero. Might be wrong. Thoughts?
  8. Alright, I changed it to "None" (was "Default"), and it works now. Much appreciated, now I can continue on my quest to make daggers not useless compared to other weapons.
  9. I guess you're on the right track, thanks. For some reason it works perfectly well with Magic Missile (although the log in the game indicates you targeted yourself, oddly enough...), but not with my spell which adds damage with op12. Instead it ends up damaging my own character. Trying to figure out what is missing. Probably something obvious that I'm not seeing because I'm tired as heck. EDIT: Okay, looks like for some reason the default no projectile option is the problem... if I give it a projectile, it does work... I'm trying to find some sort of "empty projectile" that works for this.
  10. Hmm... I was thinking that perhaps a more elegant solution would have been to mod the thief class as such so they have by default a melee hit effect with the desired effect. If that's even possible, I don't know. Although I don't think that way would work as I would want it because it would cause a fixed amount of damage (piercing, slashing, what?) no matter what weapon they are wielding and would not be adaptable to the enchantment level of the weapon either. The way I'm envisioning the mod, it would, for example, cause a +5 dagger to have a 35% chance of causing 6-9 extra piercing damage. But for a normal dagger, it would only be 1-4 extra damage. For a ninja-to, it would have a 10% chance of causing 1d8+x slashing damage...
  11. Yeah, but doesn't that make it cast Entangle on herself? I followed your instructions but it just causes the damage to hit the wielder.
  12. Maybe I'm doing something wrong but I only seem to be able to do that so that targeted thieves get the extra damage...
  13. The problem with those two solutions seems that it becomes an effect for all melee attacks, so the only way to "fake" that it is an effect that only affects that weapon is if the weapon is two-handed, I guess...? Same would go for the backstab effect, I think... What I wanted to do is to make daggers have a 35% chance of adding 1d4+x extra damage, per hit, but only if the wielder was a rogue. I was even planning to call this talent "weapon finesse". Oh well... I'm not sure what else to try
  14. Hmm. So far I've only been able to use that to add damage when targeting thieves as opposed to adding damage whenever a thief is wielding them. I used op177 inside item ability of a dagger and chained to an eff file that adds 15 flat piercing damage, but it's not checking the wielder is a thief, it's checking the target is a thief or not...
  15. I know you can make them add damage based on what you're hiting (Werebane is an example), but can you change that based on who is wielding the weapon?
  16. Huh... I didn't install that component... Perhaps the SCS component which changes +1 weapons to "fine" weapons did something it shouldn't be doing. Not sure. I'd have to reinstall the game to check which one does it, but I'm not going to do that anytime soon.
  17. Oh, sorry. I have some mods installed but I didn't think any would change the enchantment level at all. Maybe a "wild" edit by Scales of Balance, it's the only mod that I have which changes weapon effects AFAIK...
  18. Just what the title says. Personally I feel like it should be a +2 weapon, but that's besides the point. Sword of Balduran does not have this inconsistency.
  19. I think aTweaks restores that vulnerability too. Or was it CDTweaks? One of them... just so you know.
  20. I temporarily fixed it in my game by duplicating an effect that increases proficiencies by 3. It seems to set it to 5 anyway. The 5 pips sure make a difference
  21. Speaking of which, I don't know if my game is broken or what, but BBoD does NOT set 5 pips in Long Sword. Looking at it in NI, it doesn't seem to be broken though. Tested on the character above. Is something wrong in this effect? Type: Modify proficiencies (233) Target: Self (1) Power: 0 # stars: Active class: 5, Original class: 0 Proficiency: PROFICIENCYLONGSWORD - 90 Behavior: Set if higher (0) Timing mode: Instant/While equipped - 2 Dispel/Resistance: Not dispel/Bypass resistance (2) Duration: 0 Probability 1: 100 Probability 2: 0 Unused: 00 00 00 00 00 00 00 00 h # dice thrown/maximum level: 0 Dice size/minimum level: 0 Save type: ( No save ) Save bonus: 0 Special: 1 Also the enchantment is level 6, while in the description it states that it acts as a +5 weapon... This might require a separate thread?
  22. Honestly I don't even know what is happening. I removed the three pips on dual wielding and this is THAC0 which results from holding two long swords. It doesn't make sense. The one handed bonus is applying though.
  23. Apparently it seems if you wield a weapon in the off hand, the game will interpret it as it didn't exist as far as weapon styles go. I noticed this because the critical hit bonus from one handed style still applies even if wielding a weapon in the off hand. Not sure how that would interact with other mods that change styles such as Scales of Balance (or was it Might and Guile?). Is it fixable?
  24. So out of curiosity, what exactly do they do to all weapons to allow them to backstab, if it's not making them available for all thieves?
×
×
  • Create New...