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Mike1072

Gibberling Poobah
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Everything posted by Mike1072

  1. The site linked above contains the actual spell descriptions used in-game in v4b17. This was provided because all the other references are out of date. If you notice any instances where a spell's description and behaviour don't match, please report that as a bug.
  2. I forgot to update one of the links. Try now.
  3. http://gibberlings3.github.io/SpellRevisions/
  4. Documentation for the latest version of the mod can be found here: http://gibberlings3.github.io/SpellRevisions/
  5. I'm pretty sure they don't, but that's just based on a cursory examination.
  6. It is. To update this a little... the components originally included .exe patches to allow these changes, but that half of it is now handled by installing ToBEx or using the Enhanced Editions. The components just include patches to resources to take advantage of the changed engine features. I can't speak to how or whether the Enhanced Editions attempted to fix any of these issues. @kreso might know more.
  7. This isn't the first change @AL|EN has requested that primarily benefits automated mod installs. I'm not saying that there's anything wrong with that, or that the changes wouldn't have some value for manual installs. Just that it isn't what @AL|EN cares about. I find it disingenuous to pretend otherwise. He came in here asking if the situation could be changed, got denied with a reasonable explanation, then went on a rant bemoaning our "rules" and beseeching us to do something, anything, to solve it. Basically, stirring up a shitstorm, and for what? Is this such a terrible burden that it must be addressed, post-haste? Not for a player who wants to install the mod manually, it isn't. It might be a burden for an author of a mod installation tool that would need custom logic to handle this situation. The place we're in with SR and SRR now isn't perfect, but in order to save himself some trouble, @AL|EN was willing to push work onto the mod authors... all in the best interests of players, of course.
  8. Should be! Those remain separate components. The component to hide disabled spells from appearing has been rolled into the main component, though.
  9. Your icons are very nice, @bob_veng. One thing I noticed about vanilla spell icons is there is a significant style difference between the ones created for BG1 and the ones introduced in BG2. The BG1 stone icons appear as though they have been physically painted onto the rock background. They are more detailed, with texture, highlights, and possibly a tiny dark outline around the painted part. Erephine went through all of the spell icons added in BG2 and converted them to the BG1 style so they would be consistent. This change made it into the 1PP mod and also into BG2EE itself. Here's an example: BG2-style vs BG1-style Icons As a result, mod-added icons that are in the BG2 style look more out of place on the Enhanced Editions. You hit the BG1 style quite well for most of your icons, especially on Lutzaen's Frequent Jaunt and Banishment. Some appear closer to the BG2 style, like Vipergout, Aegis, and Snakebite.
  10. Regarding Faerie Fire, this is another one we have in SR. I didn't see it in the list earlier. We only have B and C versions - no scroll version. This one was created by @scorpio. Here's the discussion (unfortunately, the links to the images there are now broken).
  11. SR has a version of Banishment that uses this icon: (If you have trouble deciphering the depiction, it's an outline of a person on the left and several silhouettes on the right. It actually looks a lot like the IWD icon for Blink.) I did some digging but I couldn't find the artist listed in the forums or changelog. It was likely made for SR. Demi at one point had mentioned possibly using the IWD icon, so this one must have been created after then. If it was made for SR, I don't expect Demi or the artist would object to its inclusion here. The .bam files can be found in the SR repo: A, B, C.
  12. Summerfall Studios, a game development company founded by David Gaider and our very own Liam Esler (a.k.a. @Kaeloree), are currently engaged in a crowdfunding campaign for their new game, Chorus: An Adventure Musical. They've reached 100% of their funding goal and have 5 more days to go. The game seems to be a combination between a visual novel and a musical, so if that piques your curiosity, be sure to check it out!
  13. Yes, I can try to make the current descriptions available in some form. Thanks for your interest in the mod!
  14. V4 Beta 17 is now available. Thank you @Grammarsalad and @DavidW for your assistance. The major feature of this release is improved compatibility with other spell mods and IWDEE. This release is not savegame-compatible with previous versions. Most of the spells that SR adds or moves to a new level are now installed using ADD_SPELL, which means that they will be assigned filenames dynamically at install-time. Supplementary files supporting these spells have also been renamed, and references to these spells have been adjusted to match the filenames assigned at install-time. Since there are 50 such spells in SR, this is a large update. As a result, this release may be less stable than prior releases. Modders who wish to see the IDS changes that SR makes to reflect its new spells, moved spells, and spell replacements can visit SPELL.IDS-Changes on the wiki. View Release on GitHub Download (Windows) Download (OS X) Download (Linux) The full changelog for v4b17 is below.
  15. Thanks. This has been fixed for v4b17.
  16. I've fixed several reported issues for an upcoming v4b17. Thanks. These particular strref issues on BGEE/IWDEE should now be fixed. I also went through the other summoned creatures and fixed (hopefully) all of their names. Thanks for the report. It looks like the entire spellbook-changing code got accidentally disabled during an update. It should be fixed for v4b17. The description was in error and has been corrected. Thanks. Fixed. Thanks. Thanks. I've implemented this but haven't been able to test it. What's the worst that could happen? The description was correct. I've fixed the spell to match. Thanks. This should be taken care of by the strref fixes mentioned above. I haven't investigated any of the other issues you mentioned, @Merlin. (However, I expect that the Avenger spider form issue is not due to SR).
  17. This seems to work fine: OUTER_TEXT_SPRINT mc_kits ~fc_ct_cm~ ACTION_IF (~%mc_kits%~ STRING_CONTAINS_REGEXP ~fc~ = 0) BEGIN PRINT ~FC~ END ACTION_IF (~%mc_kits%~ STRING_CONTAINS_REGEXP ~ct~ = 0) BEGIN PRINT ~CT~ END ACTION_IF (~%mc_kits%~ STRING_CONTAINS_REGEXP ~cm~ = 0) BEGIN PRINT ~CM~ END It outputs: FC CT CM Are you sure that mc_kits is set to ~fc_ct_cm~ and the other condition is matching?
  18. As that file indicates, description updating code was based on code in the BG2 Tweak Pack, but the logic for the textual replacements was all custom for IR and written by me. I'm pretty sure the behaviour you noted is intentional. Adding that information in a nicely human-readable format would have required a lot more effort.
  19. This method essentially rewinds the file to before that component was installed. This means that if any mods installed later also altered that file, those changes will be reverted as well. In your case, this solution is the fastest, easiest, and one of the safest, in terms of avoiding mod reinstallations that may cause issues in your saved game. If you want to be safer, you can create a backup of the versions currently in the override folder and restore them if anything goes wrong.
  20. If you copy the files spwi108.spl and scrl73.itm from spell_rev\backup\0 into the override folder, it will revert the change, removing Expeditious Retreat and restoring Protection from Petrification. Demi's reasoning for removing the spell was a little more thoughtful than "there aren't many basilisks so you won't need it". Jarno is correct that in the next SR beta, this spell will be restored, but that's not for balance or conceptual reasons, just to play a little nicer by only replacing spells with similar spells. In the future, it might get disabled, moved to another level, or modified in some other way.
  21. Spell Revisions is the mod that replaces Protection from Petrification with Expeditious Retreat.
  22. We do have a tutorial that includes a discussion on bitwise operations. I've just updated some of the language in it. Changing Class/Race/Kit Restrictions with WeiDU If you have any questions about the tutorial, it has a discussion thread here.
  23. The short descriptions for the spell changes that are listed in the readme haven't been updated since v3 (or likely earlier). The full spell descriptions can be generated automatically, but the short descriptions need eyes from someone familiar with the mod. (Kreso had volunteered, but he's MIA at the moment.) As far as where V4 stands, I completed the ADD_SPELL changes in the summer. Testing has been minimal so they are in need of someone to check to make sure that they are working correctly without introducing any new bugs. (Any guinea pigs? Send me a message.)
  24. I'll update that topic. Thanks for the heads-up.
  25. This is bad advice. There's nothing wrong with using tildes as string delimiters when supplying STR_VAR parameters. They work the same way there as they do in other places.
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