Jump to content

DrAzTiK

Members
  • Posts

    840
  • Joined

  • Last visited

Everything posted by DrAzTiK

  1. yes I have made the test by comparing to the bow range. In my game, spiritual hammer get the same range as a long bow. It is not a big deal but it is strange.
  2. humm I use Revised V1.1.0 so I guess I have posted this bug with spiritual hammer in the wrong section. ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 16 (Revised V1.1.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 16 (Revised V1.1.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Cure Sleep Fix: v4 Beta 16 (Revised V1.1.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Mirror Image Fix: v4 Beta 16 (Revised V1.1.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 16 (Revised V1.1.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 16 (Revised V1.1.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 16 (Revised V1.1.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #65 // Revised Warrior HLAs: v4 Beta 16 (Revised V1.1.0)
  3. Whailor's helm is moved to gromnir inventory but not in his helmet slot. Also maybe somes string should be add to gromnir script to let him use simulacrum ability as his first action. We have to look what SCS is doing . I will make more check about carsomyr and other items.
  4. humm yes me too. But in game, the range is 30 feet. Maybe it is hardcoded or something like that.
  5. spiritual hammer (level 2 priest) seems to have a range of 30. (should be 20)
  6. hi Bart, -The dispell Magic special ability of carsomyr seems to not working in my game. (1X per day or 3x per day with carsomyr +5). I also play with SR and SCS. - I would remove the blur effect of the cloak of displacement but it is up to you. - up to you but it would be interesting to give the vhaillor helm to Gromnir exactely as SCS is doing. Maybe same for the robe of vecna even if personally I am not a big fan that item revision moves some items. (would it be to have the list of items that are moved by installing item revision main component please). This mod is really awesome ^^
  7. Would it be possible to tweak the slayer form a bit to make this form reliable while still having some disatvantages : In the actual vanilla game, the slayer form makes you : 1-lose 2 points of reputation 2- lose control sometimes 3- cure all hp and set it to 100 4 - takes damage after few round until death. MMy suggestion : 1 should gone 2 It is ok, because we need a disadvantage when turning into the slayer 3- It would be better to not cure HP give only +100hp instead 4- should gone IS CamDawg the only one who take care about this mod ? Unfortunately I cannot help a lot about modding
  8. - With SRR and RC9 : I just wanted to confirm that spirit armor (leve4) and mestil acid sheath (level5) do not appear in the text box when they are supposed to be cast as prebuff. Also these 2 spells are not active on the creature when they are part of the prebuff routine. - Sometimes, enemies mage use improved haste in the prebuff routine. The problem is that haste effect only affect the creature casting it and not allies around but maybe it is intented. - Also it looks like Irenicus in hell do not have chain contingency - No message in the text box when Tolgerias use mislead spell.
  9. The mod do not propose me the move Book into Minsc's pack component. I use the version V8
  10. In my current game with SRR, Breach bypass minor/normal/greater spelldeflections and spell trap. Do you think it can comes from SCS David ? I have made the following test with SPWI338 : [weidu] WeiDU version 24600 Mods affecting SPWI318.SPL: 00000: /* created or unbiffed */ ~ASCENSION/ASCENSION.TP2~ 2 0 // Ascension1.7.2 00001: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 16 (Revised V1.1.0) 00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)v32 RC9 Note that breach do not bypass shield of the archons (level7 priest) in my game. (witch is the normal behaviour)
  11. Humm big problem, In my current game, it looks like spell deflection spells do not protect from breach. here my weido.log : Is it similar to the tweak anthology component? : " Level-Locked Spell Scrolls (Angel) BG2, Tutu, BGT, BGEE, BG2EE, IWDEE This component will restrict casting spells from scrolls to the level that the spell can normally be cast by a mage, plus one level beyond. For example, a fifth-level mage can memorize and cast spells of level three or below. With this tweak installed the mage would be able to use spell scrolls of level four or below, e.g. they could use a Stoneskin scroll (level four) but not a Cloudkill scroll (level five). These level requirements do not affect the ability of a mage to scribe a spell into their spellbook, just to cast spells from them. "
  12. about cloak of nature's vengeance, I was surprised that this item trigger against enemies archers but maybe it is a correct behaviour, after all, it is not like a fire shield
  13. Hello there, arrow of detonation : maybe it should bypass magic resistance like potions of explosions ? cloak of nature vengeance : trigger against ranged attack carsomyr dispell magic special ability : it would be interesting to have more information about what casterlevel is used. Helmnoan.itm : this is a invisible helmet used by some creature. Maybe it should be affected by the Revised Critical Hit Aversion component. saving grace+3 : blind effect and damage against undead seems to not working. mirror shield + 3 : can you tell me what is a gaz attack in BG ? Arla's dragonbane : why description stipulates that this weapons is considered as + 3 to determine what it can hit ? cloak of mirroring : it looks to not working correctly in my game. Maybe working only 20-33% of the time instead of 50%. I need to make more tests. De arnise signet ring and Edwin amulet : it could be nice to be able to take out these items even if they are well balanced and interesting.
  14. I am reaching suldanessallar and here some others bugs in my current playthrouth wit SCS RC9 and SR v4 beta 16: - tested on hardcore : Rayic Gethras cast his prebuff routine but need a long time before starting to cast spells. He starts the fight by casting a sequencer with only minor melf meteor missile inside. Overall he ofen prefer to lunch meteor missile instead of casting spells. . He also no cast shield and spirit amor in his prebuff routine (tested on hardcore/insane prebuff mod) -Thaxll'ssillya do not benefit from more hp. (DRAGSHAD.cre) -Neb get a stupid vanilla script , he summons some childrens spirits ( witch is ok) but after he teleports himseld near the the bar is not attacking and just laughing. (neb.bcs). I think he should just summons some spirit and get a SCS thief script. -enemies mage using mestil's acid sheath : they do not have the green shield animation. I have to check it the spell is working correctly -prebuff Spirit armor(level4) : I have ctrl +q an enemy mage and he appears to have spirit armor (level 4) memorized and casted in prebuff routine. But I didn't see any strings about spirit armor in then text box and the spell also looks not active on the creature. - Illithids stand 3 or 4 second without doing anything before engaging battle. - death knigh summoned by enemies are ofen standing here doing nothing after being summoned. I need to make more test about them. here some suggestion if you allow me : - when improved bodhi is not installed, she could be more powerfull Imo. She looks merely as strong as a standard ancien vampire. -with SR, enemies mages casting mirror image should use non detection (level 3) more ofen, it would allow them to keep mirror images active. - it would be cool to be able to fight faldorn and his foes without the need to fight her in the arena. - Even on basic mod , beholders/gaulths are really hard. I don't know how people manage to do the eyelesscult quest before underdark. ( and this quest is suposed to be done before underdark, at low level). Especially, the cause wound abiltiy of beholders/gaulth is really too much powerfull. (in the end almost as powerfull as desintegrate...) - maybe allow a larger amount of healing potions for enemies. - more ecounters in wild area ( the fights witch occurs when you are travelling) Overall, I didn't have any major bugs and scripts looks really optimized. I enjoyed my game a lot, thank you very much
  15. I play with SR v4 Beta 16 (Revised V1.1.0), SCS RC9 on BG2EE . I have made some test with your creatures. Gate (level9) : sometimes it is the SR version witch is casted by enemies mage and sometimes it is the SCS version... I don't know why exactlly, it looks quite random. The SCS version of balor never use instant spellcasting on tactical, hardcore and insane. the SR version cast only unholy word (very devastating on low lovel party) and power word stun (once for each) and so I guess the script is not optimized because balors are supposed to have more spells and more ofen with SR but surely the problems come from SR. FIEND (level8) : Glabrezu don't cast any spells except powerword stun. (tested on tactical, hardcore and insane). Also note that on hardcore and insane, glabrezu start the fight badely injured (71/160hp). I think it is the SR version of glabrezu with also a not optimized attack script. Cornugon do not have instant casting spell also . They cast fire ball and lightning and attack in melee but maybe it is intended. yes it is working correctly. on improved mod, vampires are drinking blood (constitution) and they are not supposed to do it in this mod. Enemies never use HLA. no tested on player yet
  16. I also have a current run on BG2EE with SR and SCS RC9. I also agree that it looks a bit less surprising in comparaison to my old run with SCS and the old vanilla spell system. Especially enemies mage no longer have the SI abjuration and SI divination with SR and it makes mages really less powerfull. If you allow me, I think that with SR, enemies mage shoud use non detection (level 3) and dispelling screen (level5), (both are kind of immunity to divination and abjuration with SR). I think these spell should be used really more ofen in conjonction with improved invisibility/shadow door. But I am still on chapter 2 so I did'nt meet a lot of enemies mage yet.
  17. In theory, Atweaks should be installed last but If I am not wrong some atweaks components are not compatible with SCS ( especially atweak fiend component) Personally I find that Atweaks sticks too much to 2e edition rules and is very different from what you will find with SCS and Spell revisions. I would not install atweaks with SR and/or with SCS. Some atweaks components are also not convenient . For exemple, the elemental revisited component from Atweak will override many SR spells.. personally, I don't like it.
  18. Humm I didn't see it I think. I will check it out .
  19. DavidW told me that the SCS component "move boo into minsc inventory" belonged to tweak anthology but It is not present in V8.
  20. hi David, I made an installation of SCS RC9 with several mods installed before. I have been able to install all components except smarter genies. Here my debug file : https://www.dropbox.com/s/9k80k6ap9m6ef49/SETUP-STRATAGEMS.DEBUG?dl=0 Can you tell me if the smarter genies component also affect genies from spell revision and the genie from item. (there is one item witch allow to summon a genie)
  21. also maybe every priest should have a heavy armor and a big shield.
  22. You never use potions O_o undispelling potions are very interesting against SCS mages who love to cast remove magic.
  23. just my opinion but potion of energy shielding should be nerfed a bit . let's say +50 energy resistance and only +5 bonus to all saves . Currently, this potion make you really almost invincible even it is balanced by the fact that with revisited store component, we hace access to only 5 or 6 potions... I would have prefer to have potions/ammunitions in illimited quantity in store : the price is already here to limit access to these items . But yes, I use rogue rebalancing component making impossible to steal in store.
  24. ok no problem and up to you for ring of djin summoning. Wisdom +2 would only add 2 spells, not the end of the world Imo. Also considering the wish spell need a good wisdom, it would make sense to give this bonus to this ring. But yes maybe it would not fit the concept.
  25. I have installed this component but I think it is not working. I sill have my characters get chunked (no more portraits), especially when they takes big damage.
×
×
  • Create New...