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DrAzTiK

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Everything posted by DrAzTiK

  1. I have seen tolgerias using a strange mislead spell : the copy casted some spells but in the standard mislead, the copy is not supposed to cast spells. some bugs with ascension : 1-In the first challenge of pocket plane Body does not react , she have no script. 2-Illasera in the tethyr forest : she use her teleport around script but does not go toward player 12 3 4 5 or 6. So she stay out of sight of the party and does not react until we come to her. (at least if all her allies are dead)
  2. With SRR (and SR also imo) player never get access to spell immunity spells. I think this option should be set to 0 by default.
  3. Maybe no need to check it out , Bartimeus told me that we need to tweak the settings.ini of SR (or SRR) : ai_spell_immunity = 1 // set to 0 if you want the AI to never use the old AI-only Spell Immunity spells (and have them replaced with spells of similar function or power) Also not a bug but, de you think it could be possible to nerf the thief detect illusion ability.? It is quite overpowed considering it reveal all kind of invisibility and illusions. (and bypass Spell immunity divination). I guess it is surely harcoded hélas.
  4. Ok I have made some test and you are right. The alarm is working correctly but it takes a long time. I remember that in the past, the alarm was set more quickly. So everything is ok. Sorry for disturbance.
  5. Is it the same revised saves tables we can find in the kit revision mod?
  6. I have made some tests and it is very strange:. if I give the solofein eggs to Phaere and tell the demon to move out (after the demon has killed Ardulace and phaere), the alarm does not work correctly ( journal is uptaded correctly however) and drows in the temple/drow city remain neutral. And no big fight also. Others scenarios : I make a bargain with the demon . If I select the choice that the demon help me to fight drows, the alarm is set correctly, all drows appears hostile. I I select the choice to have money or a powerfull item, the alarm is not set correctly and drows in the temple/drow city remain neutral. If I give the true eggs to phaere, there is 2 dialog possibilities after the demon has killed Ardulace : keep quiet or prevent to Phaere to give the true eggs to the demon. If I keep quiet, the demon become hostile ( but the demon looks weak and have no special power, ridicoulous HP), the alarm is working correctly. If I prevent Phaere to give eggs, the demon turn hostile. ( and he does have some special power like wail of the banshee, symbol of stunning, detect invisibility but still ridiculous HP imo) the alarm is set correctly/ Imo this demon should be extremely powerfull but considering you make a big fight just after, it is maybe not a big deal. Maybe it is a bug related to BGEE 2.5 because there is till some nasty bugs on BGEE... EDIT : sorry, after making more test, it looks like everything is working correctly.
  7. 1- Sometimes, when I try to hit a mage protected by a spell deflection spell with a weapons with secondary effect (like bala axe from item revision) , I have the following string in the text box ( you can look the picture). I think someone have noticed this bug with SCS so not sure if this problem come from SCS or SRR. 2- spiritual hammer (level2)does not provide a hammer animation. Shillelag 'level1 druid) no provide club animation, flame blade (level3 druid) no provide flaming sword animation 3- Is obscuring mist (level1) supposed to be avaible only for mage and druids ? because Viconia do not have it. 4 - I don't understand how free action and chaotics commands aure supposed to working now. According to description, they both protect from hold effect ? 5- same about break enchantement. It looks like it makes the job of remove paralysis because break enchantment also "cure" hold effect according to the description. Also I don't understand why but In my current game, sometimes I have some party members paralysed (according to icon protraits) and remove paralysis is not working to cure them while break enchantement do work .
  8. another "bug" I discovered during my SoA game : almost 80 % of priests casting sanctuary (level 1) don't use this spell smartly : they cast sanctuary and attack in melee just after instead of curing themself, cure allies or summon creatures while protected by sanctuary.
  9. sorry for the off topic but what are these component usefull for ? @Bartimaeus Ok I was not aware about this switch. Is should be set to 0 by default Imo
  10. No I didn't replace them but I didn't see a single scroll of spell immunity in store or loots. (and the SCS component providing scroll of spell immunity is skipped when detecting SR). So do you think enemies mages shoud use spell immunity when SR or SRR is installed ? Also I don't see anymore the move boo into Minsc inventory component.
  11. I have just finished SoA : ( with SCS RC6 and SRR) 1 - enemies mage/priest do not use HLA on insane mod, insane plus and legacy of bhaal. Surely a script problem because when I CTRL+Q enemies mages, they do have HLA memorized. 2- the + 200 % boost for dragon has only worked correctly for firkraak if I am not wrong. 3- the dragon in hell ( AR 2902 ) takes damage from is own breath weapons because he is not immune to acid I think. 4- I play with SRR and rarely but sometimes, it seems that enemies mage cast immunity to abjuration or divination ( according to the text box). These spells no longer exist with SR 5- it seems enemies mage never cast Fire shield or Mestil Acid sheath (even if memorized ) same for monster summoning 7,8,9, and rarely cast mislead/ project image/ simulacrum 6- a detail but protection from elemental energy is a level 4 spell with SR and it looks like enemies mage memorize the standard old spell ( like protetion from fire level 3) 7 - enemies mages nerver use non detection (level3) or dispelling screen (level 5)If I am not wrong 8- Enemies mages rarely summons fiends, even liches. I am not sure if they use SR fiends because I have seen Kangaax summon a Cornugon ( this fiend does not exist with SR)
  12. Hum strange, in is working correctly for me, at least with SRR
  13. I you allow me, I also enjoy the prebuff behavior but I am not a big fan of the fact that prebuff behavaviour is different according to enemies appears in sight of the party or not.
  14. yep, it is better to explain in the description Imo. We can try a duration of 2 turns maybe . I wonder also if the radius of shadow door shoud be a bit larger also.
  15. Your idea about imprisonment looks good. In my current game, I have not yet access to level 9 arcane spells and I have to cheat and import 25 scrolls of freedom with EEkeeper. ( because the cost is 9000 gold for one scroll with store revision...) It is the only way to continue the game. Not sure but I think 1turn is not enough. When enemies cast imprisonement, most of fight last 3-5 turns. I don't know how to explain.
  16. yo yo 1- After killing Phaere and Ardulace, there is no alarm and no big fight. ( I had the same problem with SCS V31) 2- I don't take any damage from Adalon breath weapon about +200% to dragons: do I need to select the insane/hardcore mod BEFORE meet the dragons to be sure they do have +200% hitpoint ?
  17. Ok banishment is working. The fact that there is no more animation on successfull banishment made me to think that the spell was not working.. Really sorry againfor disturbance.
  18. Ok sorry about blade barrier : it looks like it bypass MR correctly ( I had incorrect strings in the text box against a cleric dark elf) but it deal only something like 1d8 damage instead of 2d8 Now I will look about Banishment again
  19. I made all tests again hostiles creatures. I will try to make some tests again .
  20. I think I understand : I have installed the following component after SRR : ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2339 // Suppression de la limite de convocation pour les creatures normales: v7 It allow to summons more than 5 creatures but surely it makes it by change the gender...
  21. rod of terror +3 : description say 1D6 damage but clubs should deal 1D4 Ok for helms provinding +2 AC. I wanted to be sure ^^
  22. Bartimeus, do you see in your video : glabrezu is attacking death knight. Vanilla behaviour surely but It doesn't make any sense I think . (and curiously death knigh doesn't defend himself). Do you think it it possible to fix that ?
  23. sorry I cannot find the detailed reason of most of my bugs : 7 - I play with Spell revision revisited and it looks like SCS modify some spells : Blade barrier : it looks like this spell does not bypass magic resistance in my game. Mods affecting SPPR603.SPL:00000: /* created or unbiffed */ ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 16 (Revised V1.0.6)00001: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 4 5900 // Initialise les composants de l'IA (requis pour les composants tactiques et d'IA)v32 RC6 banishment is also never working in my game. Enemies summons/gated never fail their saving trows. Mods affecting SPWI605.SPL:00000: /* created or unbiffed */ ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 16 (Revised V1.0.6)00001: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 55 // Spell Deflection blocks AoE spellsv4 Beta 16 (Revised V1.0.6)00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 4 5900 // Initialise les composants de l'IA (requis pour les composants tactiques et d'IA)v32 RC6 Summon fiend (level8) : I don't get the SRR version of this spell but the SCS or the vanilla one. Mods affecting SPWI807.SPL: 00000: /* created or unbiffed */ ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 16 (Revised V1.0.6) 00001: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 4 5900 // Initialise les composants de l'IA (requis pour les composants tactiques et d'IA)v32 RC6 8 : Bodhi in chapter 3 had no attack script at all. ( I play with improved vampire component but not with improved bodhi component) 9 : Beholders use telekinesis, death and desintegration rayon even on basic and improved mod. weidu.log :
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