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Demivrgvs

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Posts posted by Demivrgvs

  1. Dear Kreso, I’ve followed yours remarks about this bug and installed only Spell Revisions V4_beta14VF on a clean French BG2 GOG game, first in French and after in English, with all the components activated. And in the 2 cases MS IX cause crashes…no basilisks in view…so it’s well the last version of SR which it’s the responsible of this mess, and not the French translation. So now the ball is in the court of the Spell Revisions authors, in particular Demi; I hope a solution for this bug will be found soon. What a pity, this mod is well conceived nevertheless and the new spells are great, in particular Ice Lance and Vitriolic Sphere.

    The problem is that, just like Kreso, I can't reproduce the issue and it seems you are the only player experiencing this issue thus I have very little clue of what is going on on your install. That being said, I'm probably going to remove basilisks from MSIX (I really liked them but it seems they are too problematic).

  2. Welcome on G3 :) and thanks for the feedback! ;)

     

    The fire shield line of spells can proc from damage taken from another fire shield. I'm not actually sure whether this was always the case, but it doesn't seem right to me that I can cast acid sheath on myself, and then hit an immune enemy wizard who has an active fire shield with a melee attack and deal acid damage to them. This has a particular problem related to IR, the shield saving grace will deal magic damage to a Lich when you hit their fire shield and this makes those fights much easier.

    It has always been like this and I'm not sure I can block it. If I do, then a creature under a fire shield-like spell would be immune to enemy shields as well, letting him attack them without fear of retaliation.

    The acid sheath spell appears in the level up spell list at level 5 twice.

    In my game Imoen has somehow managed to learn acid sheath as a level 4 spell. (Don't remember when this happened.)

    I can't reproduce the first issue :undecided: while I can guess the second one might be caused by Spellhold Imoen cre getting FS (blue) by default, I'll check it.

     

    The Magic Fang spell appears to have no effect.

     

    The Firestorm protection radius around the caster seems smaller than the listed 10 feet to me, and doesn't apply at all to the spells first damage instance.

    Are you sure? I'm sure plenty of testers used them just fine.

     

    Improved Haste is now a mass haste in my game, counter to the +2 apr description in the V4 changes thread. Has this been updated in the latest beta? I was looking forward to this change, it's such a good idea I nearly stood up and cheered when I read it.

    Yeah we still haven't decided which of the two solutions is best. Do you prefer the +2 apr to single target version?

    Detect Illusion seems to be blocked by GoI/MGoI, whereas Invisibility Purge is not. Could be intended? It's quite an advantage to the later spell.

    It's not fully intentional. I should probably make IP not bypass (M)GoI because it's supposed to affect the enemy rather than the caster like mage's Detect/See Invisibility.

     

    Spell Deflection blocks allied healing spells. Could be intended/always worked that way? (It's been a while since I played this game and I never used those spells lol. The NWN style deflection is cool btw.)

    Afaik I cannot do anything about this.

    It's hard to be sure about this one but it seems like the deafness affliction is stopping enemies from casting altogether, at least in some instances. Has anyone else seen that? Perhaps it's an AI issue? It's making the holy word spell a bit of a win button.

    That might be because of SCS script checks (no cast if failure is 50% or higher). For this very reason I had to change KR's Wizard Slayer attack because its 50% spell failure was actually working as a 100%.

     

    I found a Monster Summoning 8 scroll with no spell description

    The banishment spell appeared to have no effect on the basilisks summoned from MS 9

    The spell deflection line of spells do not appear to block the ice storm spell.

    Fixed.

    I'm probably changing MSIX anyway...

    I'll check and fix if necessary.

  3. Thanks. I will upload the new .tra files when @812 is translated.

    Please note that all updates of french languages are made by Mornagest.

     

    In the change-log.txt, you can find something about this in the to-do-list:

    ...- updated french language thanks to Mornagest (of the d'Oghmatiques)

     

    V4 - Beta 14 (25 December 2016)

    - Update to WeiDU 240

    ...

    Yeah I put that line there ages ago to eventually copy/paste it when I was ready. ;)

  4. I've updated v4 beta 14 on GitHub to include your updated translation files and re-enabled the French language option when installing SR. The only differences were in arcane.tra.

    Wow, kudos to both of you.

     

    I'm not sure Mike will like the lack of documented commits, and most importantly the way we packaged it (source code only) but I guess he would have liked even less to share my screen again on skype to try figuring out why the hell my GitHub application isn't working...

  5. I'm f*****g sick of GitHub. After wasting all my spare time for the last 3 days trying to understand why it doesn't work anymore I simply give up for now. :(

     

    In the meanwhile, use the build stored here.

     

    - Update to WeiDU 240
    - various fixes, a few more EE string ref issues fixed
    - many code improvements (thanks Kreso)
    - fixed an issue with Shaman spells being applied to all divine spellcasters
    - fixed a compatibility issue with Dispelling Screen and EE
    - Icelance's projectile animation fixed, scroll range fixed, new sound effect
    - Summon Shambling Mound icon fixed
    - Find Familiar changes temporary reverted, school changed from Conj to "Universal"
    - Otiluke's Resilient Sphere save changed from vs spell to vs breath
    - ProElemental Energy was not working correctly (missing 2da file)
    - Vitriolic Sphere added to 4th lvl spells (School: Conjuration)
    - Shadow Door's "maze" effect no longer has a save penalty (it was -4)
    - Prismatic Mantle weapon immunity lowered to +2 (as vanilla), on-hit effects slightly nerfed
    - Moment of Prescience AC bonus now bypasses the AC cap
    - Spell Trap no longer absorbs spells but it deflects up to 99 spell lvls (AoE too)

  6. Kreso,

     

    How large are the improvements that you have submitted for the next version of IR for EE? I ask because I am tired of waiting and if they are only QoL improvements and not major (like concentration checks) then it isn't worth the aggravation of having someone other than yourself held accountable for release.

    I cannot speak for Kreso but if I don't manage to upload the full new build on github within 24 hours I'll give you my own via dropbox.

  7. BWS is using the Fixpack which, when it sees that you have also selected Spell Revisions, applies the most recent published revisions by kreso. The patches from the Fixpack also add EET compatibility which is missing from the package published by kreso on this thread, but will be included next time kreso updates the link here as I gave him the combined package.

     

    Basically: if you use BWS, you're getting exactly the same revisions as in this thread, automatically.

    The latest uploaded version is linked here - I can't edit Demi's posts.

    In all honesty, I'd wait a few days. It will be worth of it, especially if you r using EE. :) I'd also tweak some of SR spells (namely, Haste, Globes, and Spell Trap) but I need Demi's confirmation on it.

    Send me a PM with your plan man. I'll work on everything you need me to do. ;)

  8. Here I am (for once I keep a promise). Let's see...

     

    Monster Summoning spells

    We discussed Trolls ages ago and I discarded them because their minHP death mechanic is some serious mess and cannot be handled properly by the AI. I said that if it was for me I would completely discard such a stupid mechanic, replace it with vulnerability to acid/fire (20-25%), give them in exchange either a bit of dmg res or a higher regen, and call it a day...but if I do that for summoned trolls without also patching all other in-game trolls we would end up creating an inconsistency. Am I wrong? :undecided:

     

    Also, other than performing as good tanks, trolls don't offer anything special whereas I tried to use monsters with at least some special feature (disease, poison, confusion, petrification, etc.) and that why I picked the Otyugh for MSVII. Now it seems the latter's size is a real issue for its usability in certain areas but I don't see many other interesting options. Standard fire salamanders could be one but we already have efreeti as fire-based summon at the same lvl (albeit it's a completely different summon role).

     

    I checked the "Mind Flayer's Ogre" (aka the Ogre on steroids) and wow it's a 15HD ogre :saiyan: ! That being said, I'm not sure where this would go...I cannot see any ogre taking the place of basilisks as the top tier summon.

     

    Revised SCS

    Really nice job Kreso! :thumbsup:

     

    Random Stuff

    Does it make any sense to make (Limited) Wish a Divination spell? That would solve lvl 7 and 9 lack of divination spells. :rotflmao:

  9. No, I mean he could be summoned by Summon Monster 9 :D

    :p

    I hope Demi will find some time to discuss this; I only tweak some code stuff with SR, not the spells or summons.

    I will, starting this afternoon. ;)

  10. Yes, I tought this can't be used on any install apart old engine without ToBex....

    Could you disable it for the Revised SCS?

     

    Note, I didn't want for example that Invokers focuses on summons - they focus on direct damage, Necros focus on summoning Undead at lower levels and level 7 is usually Finger of Death (seems fitting imo and you save at -4 vs a necro's FoD).

    I fully agree.

     

    ...level 7 MS from SR needs more work.

    Better stats, abilities, scripts, or simply replace with a different creature?

  11. By clicking on Barbarian the game ends immediatley. I've just added KR. See below my weidu.

     

     

    // 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]

    ~CORRECFRBG2/CORRECFRBG2.TP2~ #0 #0 // Correction des fautes mineures pour Baldur's Gate II - Shadows of Amn: 1.3 (2016-09-19)

    ~CORRECFRBG2/CORRECFRBG2.TP2~ #0 #1 // Correction des fautes mineures pour Baldur's Gate II - Throne of Bhaal: 1.3 (2016-09-19)

    ~TOBEX/TOBEX.TP2~ #2 #100 // TobEx - Base: Beta 0026

    ~TOBEX/TOBEX.TP2~ #2 #108 // Permettre de changer d'armure en cours de combat: Beta 0026

    ~TOBEX/TOBEX.TP2~ #2 #109 // Desactiver le surcroit d'experience: Beta 0026

    ~TOBEX/TOBEX.TP2~ #2 #112 // Restrictions sur les competences au niveau un: Beta 0026

    ~TOBEX/TOBEX.TP2~ #2 #113 // Rester cache en cas de succes du vol a la tire [C]: Beta 0026

    ~TOBEX/TOBEX.TP2~ #2 #114 // Une attaque lors du repos fait avancer le temps: Beta 0026

    ~TOBEX/TOBEX.TP2~ #2 #124 // Restreindre les animations d'attaque aux veritables attaques: Beta 0026

    ~SETUP-ASCENSION.TP2~ #2 #0 // Ascension v1.41 (ToB requis): v1.4.24 BWP Fix

    ~SETUP-ASCENSION.TP2~ #2 #1 // Abazigal Ameliore (optionnel, ToB requis): v1.4.24 BWP Fix

    ~SETUP-ASCENSION.TP2~ #2 #2 // Demogorgon Originel (optionnel, ToB requis): v1.4.24 BWP Fix

    ~SETUP-ASCENSION.TP2~ #2 #3 // Gromnir Ameliore (optionnel, ToB requis): v1.4.24 BWP Fix

    ~SETUP-ASCENSION.TP2~ #2 #4 // Illasera Ameliore (optionnel, ToB requis): v1.4.24 BWP Fix

    ~SETUP-ASCENSION.TP2~ #2 #5 // Yaga-Shura Ameliore (optionnel, ToB requis): v1.4.24 BWP Fix

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #0 // BG2 Fixpack - Correctifs principaux: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #100 // Gain d'experience si on envoie Keldorn se reconcilier avec Maria: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #102 // Forger un objet par Cromwell prend reellement un jour: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #104 // Correction des symboles divin (par Ghreyfain): v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #106 // Penalite d'attaque des Geants contre les Petites-personnes, les Nains et les Gnomes: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #107 // Retire la restriction de jumelage des Archers et des Traqueurs: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #108 // Retire le deuxieme attribut bonus pour le chemin Mauvais a l'epreuve de la Colere en Enfer: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #110 // Correctifs additionnels pour les scripts: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #113 // Correctifs additionnels pour les alignements: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v10

    ~SETUP-BGT.TP2~ #3 #0 // Baldur's Gate Trilogy - Composant principal: 1.18 (28 Apr 13) BWP Fix

    ~TXTMUSIC/TXTMUSIC.TP2~ #2 #0 // Musique retablie sur les ecrans textes pour BG1TuTu, EasyTutu et BGT-WeiDU: 9 (22 Mar 13)

    ~BG1NPC/BG1NPC.TP2~ #2 #0 // BG1 NPC Project : modifications necessaires: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #1 // BG1 NPC Project : bavardages, quetes et interjections: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #2 // BG1 NPC Project : donner a Edwin son portrait de BG2: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #3 // BG1 NPC Project : donner a Imoen son portrait de BG2: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #4 // BG1 NPC Project : donner a Jaheira son portrait de BG2: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #5 // BG1 NPC Project : donner a Minsc son portrait de BG2: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #6 // BG1 NPC Project : donner a Viconia son portrait de BG2: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #7 // BG1 NPC Project : donner a Kivan son portait issu du mod "Kivan and Deheriana Companions": v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #8 // BG1 NPC Project : ajouter des portraits de PNJs non-recrutables pour les dialogues et les quetes: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #9 // BG1 NPC Project : romance d'Ajantis, elements de base (contenu adolescent): v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #10 // BG1 NPC Project : romance de Branwen, elements de base (contenu adolescent): v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #11 // BG1 NPC Project : romance de Coran, elements de base (contenu adulte): v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #12 // BG1 NPC Project : romance de Dynaheir, elements de base (contenu adolescent): v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #13 // BG1 NPC Project : relation avec Shar-Teel, elements de base (contenu adulte): v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #14 // BG1 NPC Project : romance de Xan, elements de base (contenu adolescent): v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #15 // BG1 NPC Project : conflits de romance pour personnage feminin, Ajantis - Xan - Coran: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #28 // BG1 NPC Project : ajustement de reputation grace a des bardes: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #29 // BG1 NPC Project : zones de Bois-Manteau accessibles au chapitre 1 -> Rendre accessible le Pavillon de Bois-Manteau (premiere zone de Bois-Manteau uniquement): v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #31 // BG1 NPC Project : ajustements du journal de Sarevok -> Journal de Sarevok enrichi par SixofSpades: v22_20150614

    ~BG1NPC/BG1NPC.TP2~ #2 #200 // BG1 NPC Project : dialogues inities par le joueur: v22_20150614

    ~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #0 // Restitution du deuxieme niveau de l'Ile de Glace: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #1 // La fiole mysterieuse: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #2 // Rencontre supplementaire avec Elminster: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #8 // Safana la flirteuse: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #9 // Recompense appropriee pour Albert et Rufie: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #10 // Placer Entar Ecudargent dans sa demeure: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #11 // Scar et la fille des Sashenstar: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #12 // Quoningar le Clerc: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #13 // Shilo Chen et les Ogres-mages: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #14 // Edie, la postulante de la Ligue des Marchands: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #15 // Renforts de mercenaires du Poing Enflamme: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #16 // Corrections de creatures: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #17 // Restitutions de creatures: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #18 // Restitutions de noms de creatures: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #19 // Restitutions mineures de dialogues: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #20 // Restitutions audio: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #21 // Reparations et restitutions de magasins, tavernes et auberges: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #22 // Corrections et restitutions d'objets: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #23 // Corrections et restitutions de lieux: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #24 // Cadavres permanents: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #28 // Alteration de Prisme et ses emeraudes: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #29 // Le Duc Eltan dans la batisse du Maitre du Port: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #30 // Rencontre de Nim Furlwing: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #31 // Restitution du film de la taverne du Chant de l'Elfe: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #32 // Svlast, la rencontre du Paladin dechu: v14.0

    ~BG1UB/SETUP-BG1UB.TP2~ #3 #33 // Mal-Kalen, le fantome d'Ulcaster: v14.0

    ~SETUP-BGSPAWN.TP2~ #3 #0 // Systeme BGSpawn base sur le niveau et le nombre de membres du groupe (REMARQUE : necessite Baldur's Gate Trilogy - WeiDU): 1.12 BWP Fix

    ~SETUP-BGSPAWN.TP2~ #3 #1 // Choisissez l'intervalle entre les apparitions de creatures: 1.12 BWP Fix

    ~SETUP-BGSPAWN.TP2~ #3 #2 // Seigneur Loup Vampirique (inspire par le Loup d'Ulcaster de DavidW) REMARQUE : ceci modifie certains Loups vampiriques dans le jeu. Le systeme BGSpawn s'en sert: 1.12 BWP Fix

    ~SETUP-BGSPAWN.TP2~ #3 #3 // Rencontres aleatoires de BGSpawn entre les zones (REMARQUE : necessite Baldur's Gate Trilogy - WeiDU): 1.12 BWP Fix

    ~ITEM_REV/ITEM_REV.TP2~ #1 #0 // Item Revisions par Demivrgvs: V4 Beta 9

    ~SETUP-BGTTWEAK.TP2~ #2 #500 // Exploration automatique des villes: 11 (5 Feb 12) BWP Fix

    ~SETUP-BGTTWEAK.TP2~ #2 #1000 // Sacs sur la Cote des Epees: 11 (5 Feb 12) BWP Fix

    ~SETUP-BGTTWEAK.TP2~ #2 #2500 // Acces a Barbe d'Ulgoth uniquement par l'ouest du Travers du Ver: 11 (5 Feb 12) BWP Fix

    ~SETUP-BGTTWEAK.TP2~ #2 #2600 // Empecher l'acces a la Tour de Durlag par les zones adjacentes: 11 (5 Feb 12) BWP Fix

    ~SETUP-BGTTWEAK.TP2~ #2 #2800 // Reinitialisation de la reputation dans BG2: 11 (5 Feb 12) BWP Fix

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #0 // Restauration de lieux: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #1 // Restauration de personnages et de dialogues: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #2 // Restauration de sons: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #3 // Restauration d'objets: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #4 // Restauration d'options de souhait: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #5 // Restauration de table d'XP dans ToB: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #6 // Liche Deril: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #7 // Restauration de rencontres aleatoires: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #8 // Restaurations mineures: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #10 // Meilleur import d'objet: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #11 // Restauration du reve de fin avec l'Ecorcheur: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #12 // Transformation en Ecorcheur alternative: v8.2.7

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #7 #13 // Restauration de la cinematique de la Promenade de Waukyne: v8.2.7

    ~UB/SETUP-UB.TP2~ #1 #0 // Le rapt de Bouh par Cliffette: v26

    ~UB/SETUP-UB.TP2~ #1 #1 // Les relations Suna Seni/Valygar: v26

    ~UB/SETUP-UB.TP2~ #1 #2 // Kalah et ce qui lui avait ete promis: v26

    ~UB/SETUP-UB.TP2~ #1 #3 // "Le chat et la souris" (Bodhi vous pourchasse a Spellhold) par Ghreyfain: v26

    ~UB/SETUP-UB.TP2~ #1 #4 // Gorje Hilldark et la quete de l'Illithium etendue: v26

    ~UB/SETUP-UB.TP2~ #1 #5 // La quete de Pai'Na et du fleau des araignees: v26

    ~UB/SETUP-UB.TP2~ #1 #6 // Amelioration de la Rune Tordue: v26

    ~UB/SETUP-UB.TP2~ #1 #7 // Restaure diverses rencontres: v26

    ~UB/SETUP-UB.TP2~ #1 #8 // Artemis Entreri dans l'antre de Bodhi: v26

    ~UB/SETUP-UB.TP2~ #1 #9 // "Creations de Xzar" corrigees: v26

    ~UB/SETUP-UB.TP2~ #1 #10 // Serviteurs des Enfers restaures, par SimDing0: v26

    ~UB/SETUP-UB.TP2~ #1 #12 // Restaure certains objets: v26

    ~UB/SETUP-UB.TP2~ #1 #16 // Correction des animations BAM et des Scripts: v26

    ~UB/SETUP-UB.TP2~ #1 #17 // Correction des noms de personnages et des biographies: v26

    ~UB/SETUP-UB.TP2~ #1 #18 // Dialogues mineurs restaures: v26

    ~UB/SETUP-UB.TP2~ #1 #19 // Pouvoirs de Bhaal restaures, par David Gaider: v26

    ~UB/SETUP-UB.TP2~ #1 #21 // Corrections mineures de Throne of Bhaal: v26

    ~UB/SETUP-UB.TP2~ #1 #25 // The Murder of Acton Balthis, by Kulyok: v26

    ~WHEELS/SETUP-WHEELS.TP2~ #1 #0 // Les Roues de la Prophetie (The Wheels of Prophecy): v6

    ~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #2 #0 // Alternatives: v11

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #0 // Spell Revisions: v4 Beta 13

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #10 // Animations des Devas et Planetaires: v4 Beta 13

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #20 // Correction d'Image Miroir: v4 Beta 13

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #30 // Correction de la Dissipation de la Magie: v4 Beta 13

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #50 // Suppression des sorts non disponibles des ecrans de selection des sorts: v4 Beta 13

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #55 // Spell Deflection blocks AoE spells: v4 Beta 13

    ~RR/SETUP-RR.TP2~ #1 #0 // Mise a jour du Combat a deux armes pour les voleurs et les bardes: v4.80

    ~RR/SETUP-RR.TP2~ #1 #1 // Revisions des kits des voleurs: v4.80

    ~RR/SETUP-RR.TP2~ #1 #3 // Ajustements raciaux propres pour les capacites de voleur: v4.80

    ~RR/SETUP-RR.TP2~ #1 #4 // Revisions des kits des bardes: v4.80

    ~RR/SETUP-RR.TP2~ #1 #11 // Rencontre avec les Elus de Cyric: v4.80

    ~ITEM_REV/ITEM_REV.TP2~ #1 #1030 // Revision des boutiques: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #1040 // Bonus des armures revus -> Penalite a la vitesse de deplacement: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #2 // Autoriser le lancement de sorts en armure -> Avec un risque d'echec au lancement de sorts profanes: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #1101 // Autoriser l'usage des competences de voleur en armure -> Furtivite penalisee par les armures et les boucliers: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #10 // Bonus des boucliers revus: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #17 // Modifications des armes: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #1080 // L'enchantement des armes n'affecte pas leur facteur de vitesse: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #11 // Le combat a deux armes differe selon le type d'arme, legere ou lourde: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #18 // Attaque sournoise revue (avec et sans penalite) -> Uniquement avec les armes du voleur monoclasse: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #1200 // Evitement des coups critiques revu: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #12 // Les objets de protection peuvent etre portes en meme temps qu'une armure magique: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #16 // Equipement des Druides version papier -> Pour les Druides et les Guerriers/Druides: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #1060 // Les Kensai peuvent porter des bracelets: V4 Beta 9

    ~ITEM_REV/ITEM_REV.TP2~ #1 #1070 // Les Voleurs peuvent utiliser des baguettes: V4 Beta 9

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #60 // Animation des armes amelioree: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1161 // Forteresses pour toutes les classes -> Conserver les restrictions des classes: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1180 // Portrait feminin pour Edwina: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1220 // Permettre a Cromwell d'ameliorer les objets de la Tour de Garde: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1230 // Permettre a Cespenar d'utiliser les recettes de Cromwell: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2090 // Changer la limite de points d'experience -> Retirer la limite: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2170 // Lancement les sorts depuis les parchemins (et autres objets) au niveau du personnage: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2261 // Alterer la table de progression des sorts du mage -> Table P&P: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2271 // Alterer la table de progression des sorts du barde -> Table P&P: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2281 // Alterer la table de progression des sorts du clerc -> Table P&P: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2294 // Alterer les tables de progression des sorts et de niveaux du druide -> Utiliser la table de progression des clercs et la table P&P des sorts des clercs et druides: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2300 // Tables de capacites de haut niveau pour les triclasses: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3000 // Plus de points de vie a la montee de niveau -> Maximum: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4010 // Convocation par l'Esprit du Destin amelioree: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4031 // Caracteristiques coherentes : Edwin -> Valeurs de BG2: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4041 // Caracteristiques coherentes : Jaheira -> Valeurs de BG2: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4061 // Caracteristiques coherentes : Minsc -> Valeurs de BG2: v16

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4071 // Caracteristiques coherentes : Viconia -> Valeurs de BG2: v16

    ~SETUP-REFINEMENTS.TP2~ #1 #10 // Capacites de haut niveau modifiees: Refinements v 3.31 BWP Fix

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #60 // Mise a jour du Livre de sorts des PNJs recrutables: v4 Beta 13

    ~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 21

    ~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 21

    ~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 21

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #1000 // Initialisation du mod (tous les autres composants requierent celui-ci): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #1901 // Standardisation des sorts : BG1 vs BG2 -> Introduction des parchemins de sorts de BG2 dans BG1: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #2010 // Sort de Breche plus efficace (affecte toujours les liches et les rakshasas ; n'abat pas un Renvoi de sorts).: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #2020 // Les attaques d'antimagie penetrent Invisibilite Majeure: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #2130 // Changement esthetique : Peau de pierre ne modifie plus la couleur de votre personnage: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #2160 // Ajoute une copie supplementaire de parchemins de sorts difficiles a trouver: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #2170 // Vision veritable protege de la cecite magique: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #3030 // Reintroduction des potions de soins majeurs: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4000 // Ours plus rapides: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4010 // Donner aux creatures de grande taille, volantes, non materielles ou assimilees l'immunite aux toiles d'araignee et aux enchevetrements: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4020 // Loups et chiens sauvages plus realistes: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4040 // Rendre les membres du groupe moins susceptibles de mourir de facon permanente: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4052 // Reduit la vitesse a laquelle la reputation augmente -> La reputation augmente au 1/3 de sa vitesse normale: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4180 // Rendre les parchemins de liberte accessibles plus tot: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4240 // Traiter les Capacites de haut niveau des mages et des pretres comme des capacites innees plutot que comme des sorts memorisables (chacun ne pouvant etre choisis qu'une seule fois): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #5020 // Enlever les graphismes de Flou de la Cape de Deplacement: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #5030 // Retirer l'animation de la Cape de renvoi (la laisser pour les sorts et effets donnant le meme graphisme): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #5050 // Carapaces d'ankhegs, peaux de loup des glaces et tetes de wivernes empilables: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #5900 // Initialise les composants de l'IA (requis pour les composants tactiques et d'IA): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6000 // IA generale plus efficace: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6010 // Meilleurs appels a l'aide: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6024 // Ajouter les capacites de haut niveau (HLA) aux lanceurs de sorts -> Tous les lanceurs de sorts eligibles de ToB et de SoA ont des HLA (challenge tres difficile, et non recommande !): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6030 // Mages plus intelligents -> Les mages peuvent lancer des sorts de faible duree d'incantation instantanement, pour simuler des incantations de preparation au combat: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6040 // Pretres plus intelligents -> Les pretres peuvent lancer des sorts de faible duree d'incantation instantanement, pour simuler des incantations de preparation au combat: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6200 // Araignees ameliorees: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6300 // Sirenes et dryades plus intelligentes: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6310 // Vers charognards legerement plus coriaces: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6320 // Basilics plus intelligents: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6500 // Golems ameliores: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6510 // Demons ameliores -> Les demons ont environ 50% de points de vie en plus de la normale: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6520 // Genies plus intelligents -> Les genies ont environ 50 pour cent de points de vie de plus que la normale: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6530 // Celestes plus intelligents -> Les celestes ont environ 50% de points de vie en plus de la normale: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6540 // Dragons plus intelligents -> Les dragons ont une augmentation substantielle de points de vie: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6550 // Spectateurs plus intelligents -> Donner aux rayons des spectateurs une certaine chance de traverser les protections ; l'antimagie des spectateurs bloque tous les sorts, incluant ceux qui peuvent blesser, pendant un round (simule les regles D&D): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6561 // Flagelleurs mentaux plus intelligents -> Les illithids ont une resistance aux degats amelioree ; les illithids peuvent voir au-dela de l'invisibilite (correspond au mod Tactics): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6570 // Githyankis plus intelligents: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6580 // Vampires ameliores: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6590 // Boss de fin de ToB plus intelligent: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6800 // Illasera plus intelligente: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6810 // Gromnir plus intelligent: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6820 // Yaga-Shura plus intelligent: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6830 // Abazigal plus intelligent: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6840 // Donner a Irenicus et a Sendai d'Ascension les versions de SCSII de leurs scripts et capacites: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6850 // Donner aux demons les scripts et capacites d'Ascension: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7000 // Dopplegangers ameliores: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7010 // Gardes des Griffes Noires et du Trone de Fer plus coriaces: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7020 // Deploiements des groupes d'assassins ameliores: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7030 // Amelioration des kobolds basee sur Dark Side of the Sword Coast: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7040 // Chasseurs de primes deplaces: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7050 // Ulcaster ameliore: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7060 // Ile de Balduran amelioree: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7070 // Tour de Durlag amelioree: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7080 // Fanatiques du culte du demon ameliores: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7090 // Druides de Bois-Manteau ameliores: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7100 // Bassilus ameliore: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7110 // Groupe de Drasus ameliore: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7130 // Mages Rouges ameliores: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7140 // Groupe d'Ombre-ville ameliore: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7200 // Combat de fin du chapitre deux plus difficile: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7210 // Combat de fin du chapitre trois plus difficile: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7220 // Combat de fin du chapitre quatre plus difficile: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7230 // Combat de fin du chapitre cinq plus difficile: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7250 // Combat final ameliore: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7900 // Rencontres mineures ameliorees: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8000 // Rendre le debut du donjon d'Irenicus legerement plus difficile: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8010 // Seigneur des ombres ameliore: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8020 // Les demi-liches lancent des sortileges: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8030 // Trolls plus resistants: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8043 // Augmenter la difficulte des regroupements de monstres en fonction du niveau -> Difficulte maximale: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8050 // Rencontres aleatoires ameliorees: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8061 // Chateau de'Arnise ameliore (inspire du mod Tactics) -> Trolls fantomes ameliores (comme dans Tactics): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8070 // Oeil aveugle ameliore: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8081 // Bodhi amelioree (inspiree du mod Tactics) -> Version originale de Tactics : Bodhi amelioree, avec les scripts de SCSII: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8090 // Les objets des membres du groupe leur sont enleves a Spellhold: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8100 // Combat contre Irenicus a l'asile ameliore: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8110 // Sahuagins ameliores: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8120 // Antre des spectateurs amelioree (adapte du Quest Pack): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8130 // Empecher de se reposer dans la cite illithid: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8140 // Drows legerement ameliores -> Ameliorer les defenses d'Ust Natha: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8150 // Tour de garde legerement amelioree: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8160 // Temple des geants de feu ameliore: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8170 // Enclave de Sendai amelioree: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8180 // Antre d'Abazigal amelioree: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #8190 // Rencontres mineures ameliorees: v30

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #0 // 1PP : corrections d'avatars * elfes de sexe feminin en armure de cuir [EFB2]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #1 // 1PP : corrections d'avatars * elfes de sexe feminin en cotte de mailles [EFB3]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #2 // 1PP : corrections d'avatars * clerc elfe de sexe feminin en armure de plates [EFC4]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #3 // 1PP : corrections d'avatars * guerriere elfe en armure de plates [EFF4]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #4 // 1PP : corrections d'avatars * humaine sans armure [HFB1]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #5 // 1PP : corrections d'avatars * humaine en armure de cuir [HFB2]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #6 // 1PP : corrections d'avatars * humaine en cotte de mailles [HFB3]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #7 // 1PP : corrections d'avatars * clerc humaine en armure de plates [HFC4]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #8 // 1PP : corrections d'avatars * guerriere humaine en armure de plates [HFF4]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #9 // 1PP : corrections d'avatars * mage humaine sans armure [HFW1]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #10 // 1PP : corrections d'avatars * mage humaine en robe legere [HFW2]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #11 // 1PP : corrections d'avatars * correction de la progression des petites-gens [iFB1, IFB2, IFB3]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #12 // 1PP : corrections d'avatars * correction d'une erreur du clerc en armure de plates [iFC4]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #13 // 1PP : corrections d'avatars * nains en cotte de mailles [DMB3]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #14 // 1PP : corrections d'avatars * elfes de sexe masculin en cotte de mailles [EMB3]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #15 // 1PP : corrections d'avatars * humain en armure de cuir [HMB2]: v3

    ~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #16 // 1PP : corrections d'avatars * humain en cotte de mailles [HMB3]: v3

    ~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II

    ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #1 // 1ppv3: Unique Thief Avatars (patch) -> BGII - Unique Thief Avatars (patch)

    ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #2 // 1ppv3: Unique Thief Avatars (content)

    ~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #3 // 1ppv3: Improved Improved Galactygon's Avatar Switching

    ~SETUP-REFINEMENTS.TP2~ #1 #30 // Correction des bugs sur les metamorphoses -> Heal on shifting back to human (Default): Refinements v 3.31 BWP Fix

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #100 // Restaurer l'infravision innee des personnages demi-orques: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #101 // Empecher les morts-vivants squelettiques et desincarnes d'etre affectes par les attaques illithids devorant le cerveau: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #115 // Autoriser les mages a retranscrire des sorts memorises sur des parchemins -> Les parchemins peuvent etre retranscrits partout depuis le livre de sorts: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #125 // L'Empathie animale des rodeurs s'ameliore avec l'experience: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #153 // Demons de la version papier -> Donner le script d'aTweaks a tous les demons sans alterer les caracteristiques: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #156 // Portail demoniaque: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #160 // Morts-vivants version papier: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #180 // Mephites version papier: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #185 // Creatures feeriques version papier: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #190 // Elementaires version papier: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #191 // Augmenter le nombre de DV des princes elementaires: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #200 // Permettre a Breche de dissiper les effets de Peau de Pierre conferes par des objets: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #201 // Incantation immediate pour les capacites innees du guerrier: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #202 // Pouvoirs de Bhaal revises -> Ameliorer les pouvoirs de Bhaal et standardiser leur temps d'incantation: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #203 // Rendre la metamorphose druidique impossible a interrompre: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #210 // Restaurer la vulnerabilite a la Dissipation de la Magie des Nishruu et Hakeashar: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #217 // Les bardes interrompent leur invisibilite par leur chant -> Tous les bardes interrompent leur invisibilite par leur chant: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #261 // Recompenses en XP alterees pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges -> Recompenses en XP abaissees pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #270 // Recompenses de quetes impartiales: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #220 // Script simple du voleur: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #230 // Script simple du Barde (chante Chant du Barde quand inactif): v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #239 // Script simple pour clerc/paladin: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #310 // Coloration distinctive des creatures: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #315 // Jeux de sons de créatures distincts: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #500 // Capacite de stockage des contenants legerement etendue -> Utiliser la capacite de stockage recommandee (999): v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #510 // Services etendus des temples: v4.42

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #999 // Icones du style de BG2 pour le contenu d'aTweaks: v4.42

    ~RR/SETUP-RR.TP2~ #1 #2 // Revisions des capacites de haut niveau du voleur: v4.80

    ~RR/SETUP-RR.TP2~ #1 #5 // Revisions des capacites de haut niveau des bardes: v4.80

    ~RR/SETUP-RR.TP2~ #1 #12 // Amelioration des Voleurs de l'Ombre: v4.80

    ~RR/SETUP-RR.TP2~ #1 #999 // Icones du style de BG2 pour le contenu de RR: v4.80

    ~SETUP-BP-BGT-WORLDMAP.TP2~ #5 #0 // Carte du monde pour Baldur's Gate - icones de carte en couleurs pour Baldur's Gate incluses: v10.1

    ~SETUP-BP-BGT-WORLDMAP.TP2~ #5 #1 // Carte du monde pour Throne of Bhaal -> Utiliser la nouvelle carte du monde aussi pour Throne of Bhaal: v10.1

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3220 // Points d'entree de carte plus judicieux: v16

    ~SETUP-GUI.TP2~ #2 #2 // Interface Graphique Utilisateur (GUI) -> "Baldur's Gate Trilogy" (Elminster avec baton)

     

     

    Very strange, it worked fine for years. o.O It ctd at character creation?

     

    EDIT: check your PMs, it could be that I exceeded the max lenght of the class description because the "secret build" I gave you yesterday includes the new Charge Attack ability.

  12. have you a date for the release of SRv4beta14 ?

    My eta was yesterday. Bad Demi,bad! :spanking:

    It should be a matter of days.

     

    ... I was thinking about one point with revised tables.

     

    For those who haven’t installed KR, like me, the paladins and monk won’t benefit with their saving throw bonus...

    Paladin's +2 to all saves is hardcoded.

     

    Monk class is fine too imo:

    - without KR -> no weak save plus high magic resistance

    - with KR -> no magic resistance but best saves in the game

  13. Hi!

     

    Wait a sec, deva/planetar models doesn't work on EE?

     

    I've been told by a certain someone who wont be named but lets say he is AN IMP ;), that SR "sort of" does a revision for saves removing polymorph and wands?

    We found no use for saves vs. wands but we used polymorph saves for a few effects such as slow, polymorph and petrification.

     

    Maybe you guys would be interested in converting the savings throws to a Fortitude/Reflex/Will model: https://s16.postimg.org/mqn8wcu11/Sem_T_tulo_1.jpg

    I'm not sure if you are asking to merge an already existing tweak into SR or if you are suggesting that we should code that tweak...

    Thankfully half of the saves in the game (probably much more?) already do it 'natively' since death/paralysis/poison->fortitude , breath->reflex and spell->will are very intuitive, so only cases that check an inappropriate save or for the excluded ones (wands/polymorph) need to be altered...

    Actually the game almost never do that "natively". Saves vs. spell cover something like 90% of spell effects while other saves are very rarely used (e.g. Fireball doesn't use save vs. breath without SR). Save vs. death is used a bit more consistently but it doesn't cover all 'fortitude' saves.

  14. I added KR's revised saves to SR a few builds ago. As Kreso says, it is a necessary tweak even without KR because SR's saving throws system doesn't really go well with vanilla's one where save vs spell covers 99% of things.

     

    On a side note, b14 is closer thank you might think but in the meanwhile a quick fix for anyone wanting to use b13's Icelance: put this file into your override (no need to re-install) to fix a mistake I made on its projectile animation.

  15. Find Familiar

    Because having to learn&memorize that spell makes little sense considering you can only cast it once (for the entire game)....

    ...

    ...(there's no point writing the spell on your spellbook, just cast it via scroll and you're fine).

    I have no personal experience but aren't you able to cast this spell again if/when your first Familiar dies?

    Yes, and no. You get a permanent -1 CON penalty if your familiar dies. Everyone and their mother would re-load there imo.

     

    Yes, and the only thing that the -1 Con penalty to the char whose Imp dies can very well be restored with a lesser or normal version of the (restoration)spell.

    In your dreams. Unless you are suggesting that as a tweak.

  16. Find Familiar

    I am not even sure I understand why you wanted to make the spell innate.

     

    How did you reason?

    Because having to lear&memorize that spell makes little sense considering you can only cast it once (for the entire game). I also planned to use its scroll for MSI (I ended up using Friend's scroll instead) and to free 1 spell slot for an eventual new one (it may not be needed though).

     

    Overall, I guess within SR I may revert this change (I don't want SR to mess with kits), KR will do it if we want all mages to get it by default, but I may do what Kreso suggests if I end up needing the spell slot (there's no point writing the spell on your spellbook, just cast it via scroll and you're fine).

  17. I have the weird bug in BGT on newest version of SR - I cannot use summon familiar spell.

    This was reported already, else where... Demi screwed up the spell in the latest v4 b13 release.

    It seems so, but it it's not what the Imp suggested on the other topic because:

    - main spl has spell type innate

    - spell header has ability location innate slots (4)

    :undecided:

    It must be something else...

     

    That being said, it should not appear on the speelbook! Could it be that the "learn spell" mechanic puts it there by default even if it is an innate? In that case I have to remove the scroll, hide the spell, and add it to clab files.

  18. Let's keep in mind SR will have to work fine with vanilla's AI (or base EE's AI) because we cannot impose SCS, revised or not. Anyway, let's analyze suggestions a bit more...

     

    On a related note, it seems like you are trying to remove magic dmg from pretty much everything. :D

     

    a) didn't you say "magic cold" somewhere? It won't crash the game anymore.

    b) it would be odd but MM is such a power-spell that I think it would be fine

    c) yea. But Skull Trap/ADHW/Magic missile have zero similarity in what and how they do, yet one spell makes all of them innefective...Skull trap is imo better not doing "negative energy damage", it even has breath save.

    d) I'm all for it. The spell is too weak for it's level (you have Pro Energy at level 8), AI uses it anyway, so...

    a) even if we changed ProMagicEnergy as discussed below to still cover Horrid Wilting, I cannot imagine ProCold blocking Horrid Wilting, nor fire creatures taking dmg from it. Even the opposite, making it deal magic cold but bypass ProCold and deal no dmg to fire creatures, would seem starnge imo. The way I see it, magic dmg is the only dmg type which is vague enough to cover multiple things (positive energy from Holy Smite, negative energy from Unholy Blight or Cause Wound spells, necrotic dmg for ADWH, unspecified dmg for Disintegrate).

    b) a drastic change to a spell like Magic Missile without a really good reason can easily ged some dislikes from players imo. If we make it deal only missile dmg, can we still call it MM? Is it a matter of "concept" or there's also something gameplay related (e.g. you want it to destroy stoneskins?) behind your suggested tweak?

    c) ehm... Skull Trap deserve to keep magic dmg even more than the above two spells imo. A bit of slashing and/or piercing dmg from the exploding skull is understandable but having multiple creatures taking massive dmg from small splinters coming from a human-sized skull makes much less sense imo than assuming that the skull was just a mean to unleash a blast of negative energy. I'd suggest to make it deal 2d4 physical dmg with no save (slash/pierce?) on top of the curren 1d4/lvl negative energy dmg (when you get it 2d4+5d4 is pretty much like Fireball's 5d6), then if we want to set it apart from Fireball a bit more we could change its save from breath to either death or spell.

    d) my issue with turning ProMagicEnergy into Shadow Shield is that the latter never existed outside of NWN game, that's pretty much my biggest issue with our Dispelling Screen too. That being said, ProMagicEnergy never existed outside of BG. :undecided: Let's assume we tweak it as per Arda's wish, should we keep the magic dmg res or not? MM could become too effective at disrupting spellcasting if SCS doesn't rely on Shield regardless of ProMagicEnergy (does it?), and what about Disintegrate (my tweak assumed ProMagicEnergy as a counter, and I don't see any alternative...)?

  19. Shaman Spells

    Wow, that's indeed a weird design decision from SoD. Anyway, if it's just a matter of updating the hide 2da it's an easy fix, no?

     

    I just have to add the following spells to that 2da:

    - Spirit Ward (sppr150)

    - Writhing Fog (sppr250)

    - Spiritual Clarity (sppr350)

    - Spirit Fire (sppr450)

    - Recall Spirit (sppr550)

    - Spiritual Lock (sppr650)

    - Ether Gate (sppr750)

     

    Dispelling Screen

    Any chance the new dispelling screen can be made optional? (e.g. you can choose between the new and the old dispelling screen). It's such a huge, game affecting change.

     

    By the way, Congrats and thanks for the new build! :thumbsup:

    By the "old DS" do you mean my old DS (magic res and dispel on attacker?) or vanilla's SI:Abj?

     

    Anyway, I seriously need some feedback on the current DS, and imposing such change is good for that right now. :D

     

    Official Release

    Demi, out of curiosity, how many builds do you plan to upload before SR4 comes out of beta and gets its stable G3 release?

    It depends on how big each new build will be (for example I could upload a new one quickly just to fix the shaman stuff because it's a too noticeable issue imo to remain there for long). Ideally:

    - 1 or 2 builds to include all the new spells (Snowball Sworm, Phantasmal Killer, Ball Lightning, Freezing Sphere, Shades, Whirlwind, ...)

    - 1 last build to eventually fix issues with those new spells and finalize changes on all other spells

    Other than that SR is fine. I think we made it fully compatible with both old and EE games (b13 should have fixed all the remaining small issues).

  20. I hope you've read my above post :) .

    Ehm...I missed it before. Nice read, but I'll try to summarize it a bit to post it as mod description.

     

    Anti-Magic Rays are handled just fine by Dispelling Screen.

    Ok, let's see what players think about this DS.

     

    Per vampires, I made a mod called "condrain" a while ago. It removed the annoying drain from vamp claws, but it still allowed vamps to heal up as they hit you.

    I wouldn't remove it. Just add a save for it, or lower its duration or even better let's make Lesser Restoration cure it.

     

    What we could do (and I'd like it since we can make AI not suffer from it and play along) is

    a) ADhW - cold damage. This sharing damage type with magic missile is nuts....

    b) magic missile - ? missile damage? I only fear it would be too effective vs stoneskin, but given Shield stops them who cares

    c) Skull Trap - slashing, MR bypassing damage? Less effective overall (innefective vs stoneskin, damage reduced by physical resist) but a good spell if it would bypass MR.

    d) Pro Magic energy- changed into something more appropriate for it's level, a substitute for SI:Necro, removable by Breach

    a) mmm...I see were that is coming from but I'm not fully convinced (only a truly "unspecified" dmg type would make perfect sense imo). Necromancy spells using magic dmg is kinda established right now...

    b) Mordenkainen's Force Missiles is still a good candidate to be added and it's supposed to do some concussive (crush?) dmg. When it comes to MM, full missile dmg would be odd imo, while splitting it could be interesting yes, but maybe too good.

    c) I was thinking to add some slashing dmg indeed, but magic dmg is fine there because it simulates negative energy dmg. Why do you think ST needs a change? Buff? Nerf? Trying to make it more unique?

    d) Arda is asking for this since 2010 :laugh:

  21. Jaheira has shaman spells in bg2ee, is this intended?

     

    Installed SR v4 on a bg2ee fresh install

    I haven't touched those spells at all... :undecided: I'll look into it.

     

    - More consistent Breach

    - standardise BG1 spells - I use it (fair play imo)

    - Add BG2 spells - same as above

    - Antimagic attacks penetrate improved invisibility - skip it. Again, it should be skipped on SRv4.

    - Extra scrolls - skip if you install Item Revisions "Store Revisions" component

    - Truesight protects from blindness - INSTALL THIS. SCS will use this install check to detect if caster can cure blind condition from himself. It's not yet automatic if SR is present (I'll tweak it so it will be skipped if SRv4 is present, since SR already does that)

    - SR solution is better imo, but it makes fighting those creatures at mid-low levels a lot harder...

    - I think EE makes this redundant

    - Store Revisions should handle this...

    - Revised SCS should skip it

    - Revised SCS should skip it

    - Revised SCS should skip it

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