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culmore

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Posts posted by culmore

  1. Thanks for the wonderful mod SCS.  I'm on a Mac running the latest Enhanced edition from the App Store , I installed SR first version V4 b18 and then SCS V32. Fresh install of all three. I played on hardcore. No other mods.

    Jan was caught by a trap near the bridge to the Ancient temple in the cult of the eyeless. He was held, I waited for a long time and he was still held. I tried remove paralysis but I could not remove the hold. This also happened under the copper cornet to my main. I had to reload a previous save. Later I discovered break enchantment, divine spell, solved the problem

    When characters join my group they get unlimited exp. The solution is to make sure the AI is on when levelling.

    In D Keep I got maybe 20 trolls in a locked room on the ground floor and the same outside. Nice exp, I just sent in a few fireballs but is it meant to be this way? It was fun. Screenshots

    A one point vampiric mists spawned very few seconds near the Ruhk in Windspear Dungeon. Is this intended?

    I did not manage the following battles on Hardcore:

    • Perth the adept casts time stop and spell trap. I did not have level 7 spells at this point no Rubys , so I could not counter him. I just reloaded with the slider on easy.
    • Underdark could not manage the first pack of drow nor the death knights in the eastern tunnels. Dropped the level down.
    • Quest: Find the worshipers of Ghaunadaur, Drow City: so easy to agro Drow Guard who wanders there with AOE.

    On the mage Vithal quest in the under dark  only one monster came out of each gate. On previous playthroughs was quite a few maybe 10 each, used to be great exp. Is this as intended?

     

    Again thanks for all you hard work!!! Very good. Hope this feedback is in the correct place....

  2.  

     I'm on a Mac running the latest Enhanced edition from the App Store , I installed SR first version V4 b18 and then SCS V32. Fresh install of all three. I played on hardcore.

     

    I had Edwin scribbled level 4 remove curse, the spell is called break enchantment not remove curse once in his spell book. 

    Jan was caught by a trap near the bridge to the Ancient temple in the cult of the eyeless. He was held, I waited for a long time and he was still held. I tried remove paralysis but I could not remove the hold. Break enchantment worked, is this an SCS issue?

    Pierce magic level 6, does not mention Mind Blank in the ingame description but does on the web site it does. Also Rubys

    Icons missing for some spells in the shops. Click for screen shots. Also some spell icons have a green surround. Is this intended?

    Protection from elementary energy, L4 arcane, never let me select an energy type, so it had no defensive effect whatever . Poor jan

     

    Thanks for the mod. I had previously posted these in the wrong thread.

     

  3. 15 minutes ago, Bartimaeus said:

    Ah, but see, this is the thread for SR Revised, not SR! From your description, you only installed the official version of SR, not SRR - this is an unofficial update/branch of it, :). If you installed SRR instead of SR, it'll say in your weidu.log under every SR component you installed what version you used and whether it was SRR.

     

    Silly me... now I feel foolish...btw why two versions.... is it two different lines of thinking or do you plan to merge at some point,.,,

  4. 6 hours ago, Bartimaeus said:

     

    2. Holding trap: Interesting, I'll take a look - if I had to guess, the trap is probably using the wrong kind of hold effect. It's possible a break enchantment or dispel magic would've cured it instead.

     

    Correct indeed, I had an old save, and Break enchantment did cure the hold and Jan was freed.

  5. 2 hours ago, Bartimaeus said:

    1. Remove Curse: I believe I fixed this already recently due to someone else reporting it.

    2. Holding trap: Interesting, I'll take a look - if I had to guess, the trap is probably using the wrong kind of hold effect. It's possible a break enchantment or dispel magic would've cured it instead.

    3. Unlimited XP: Known SCS issue with the "choose how characters levels up" component - forget the actual name of that component, though. I think DavidW just made this less likely to cause issues if you have party AI disabled, but nevertheless it's wise to enable it when adding new party members.

    4. Trolls: Wow, that's a lot of trolls. Most likely SCS - SR doesn't make any sort of modification to trolls or the de'Arnise Keep.

    5. Pierce Magic: Both SRR's Pierce Magic and Ruby Ray of Reversal mention Mind Blank in their list of spells they dispel - are you playing SR or SRR...or were you playing a now fairly old version of SRR?

    6. Vampiric Mists: Not sure, probably nothing to do with SR/R, but curious nonetheless.

    7. Obscuring Mist & other missing icons: Now I *really* want to know exactly what version of SR/R you're using. I think this was a bug in the initial version of SRR when I was upgrading to b18, but was fixed within a few days. Certainly no evidence of it now.

    8. Protection from Elemental Energy: Also not an issue I see, :(.

    9. Too hard battles: SCS, :).

    10. Viconia being psionically stunned: By design: free action protects you from movement statuses, not mental statuses.

    11. Vithal quest: Also sounds wrong to me, but not something SR/R modifies.

    12. Divine Power + Righteous Fury: A 13th level version of Viconia went from 10 strength, 72 HP, and 9 THAC0 to 18/00 strength, 85 HP, and 2 THAC0 upon casting Divine Power, then 22 strength, 98 HP, and 1 THAC0. I usually use 3rd edition style strength because that's clearly what IR and SR were built around, but according to a table I'm reading jumping from 18/00 strength to 22 strength only yields 1 additional THAC0, so that seems correct to me. Similarly, I used Champion's Strength and her constitution raised from 10 to 12...which according to the vanilla constitution table, does not yield any bonus HP, so that does seem to be correct. If you were using 3rd edition style constitution, that would've yielded her an additional HP per level - alas, :(.

     I'm on a Mac running the latest Enhanced edition from the App Store , I installed SR first version V4 b18 and then SCS V32. Fresh install of all three. I played on hardcore. I deleted the entire baldurs gate package  in the applications folder before installing. Imported one character to start the game. I assume that was clean enough??

    8. I cast the spell and nothing happens except a report in the log that the spell has been cast.  I am supposed to choose an energy type to be immune to. I just tried again on both Jan And Edwin problem still there for both casters.

     

  6. Play through feedback - May 2020

    Thanks for the wonderful mods SCS and SR. Really keeps the game fresh and greatly improves spell system and game play imo. I'm on a Mac running the latest Enhanced edition from the App Store , I installed SR first version V4 b18 and then SCS V32. Fresh install of all three. I played on hardcore.

    I like a lot of the changes e.g. the contingencies, the reworked spell protections and the anti spell protections , dispelling shield , dispel magic, defensive harmony, negative plane protection, the way invisibility and true sight work etc... The game is very playable and a fairer challenge than last time though, which I think was about a year and half ago. No way I can play without SCS and SR. Amazing that BG2 still stands up to games like Divinity Original Sin 2 nearly 20 years later.

    I had Edwin scribbled level 4 remove curse, the spell is called break enchantment not remove curse once in his spell book. 

    Jan was caught by a trap near the bridge to the Ancient temple in the cult of the eyeless. He was held, I waited for a long time and he was still held. I tried remove paralysis but I could not remove the hold. This also happened under the copper cornet to my main. I had to reload a previous save.

    When characters join my group they get unlimited exp. The solution is to make sure the AI is on when levelling.

    In D Keep I got maybe 20 trolls in a locked room on the ground floor and the same outside. Nice exp, I just sent in a few fireballs but is it meant to be this way? It was fun. Screenshots

    Pierce magic level 6, does not mention Mind Blank in the ingame description but does on the web site it does. Also Rubys

    A one point vampiric mists spawned very few seconds near the Ruhk in Windspear Dungeon. Is this intended?

    Icons missing for some spells in the shops. Click for screen shots.

    Protection from elementary energy, L4 arcane, never let me select an energy type, so it had no defensive effect whatever . Poor jan

    I did not manage the following battles on Hardcore:

    • Perth the adept casts time stop and spell trap. I did not have level 7 spells at this point no Rubys , so I could not counter him. I just reloaded with the slider on easy.
    • Underdark could not manage the first pack of drow nor the death knights in the eastern tunnels. Dropped the level down.
    • Quest: Find the worshipers of Ghaunadaur, Drow City: so easy to agro Drow Guard who wanders there with AOE. Also a trap held Dorn indefinitely, so I killed him myself :D. After a resurrection he was fine!!

    Viccy got stunned by a mind flayer and she was wearing Edventars gift.

    On the mage Vithal quest only one monster came out of each gate. On previous playthroughs was quite a few maybe 10 each, used to be great exp. Is this as intended?

    If Vicky casts divine power that works fine then she casts Righteous fury, her strength increases, her damage increases slightly and she gets some extra HPs, but NOT her THACO. Is this as intended? When she casts Divine power followed by champion strength she gains no extra HPs from the champion strength even though her constitution is increased (she is wearing the fortitude belt). Is this as intended ? 

    Again thanks for all you hard work!!! Very good.

  7. How about making Edwins amulet drop when he is killed and making it wearable by any specialist conjurer? or some such...

    I dont even consider other mages Edwin is so much better. With SCS my main mage needs a lot of casts of spells. Maybe I should roll a sorcerer... or....

  8. 23 minutes ago, Bartimaeus said:

    @culmore Yeah, can't say I'm too upset about Edwin having some kind of weakness, given his overwhelming power compared to other mages.

    However...one thing you can do to get around this is to use the Book of Infinite Spells' True Seeing with him. Most likely the best use of that item if you're using Edwin, honestly.

    :D two extra spells per level. that's a lot. even one extra would have been good but two......

    Good thinking the book of infinite spells. 

  9. 31 minutes ago, subtledoctor said:

    a) Edwin deserves it, he is a jerk

    b) It is the same in the unmodded game, any mage can cast SI:Div and prevent their Improved Invisibility from being dispelled.  SR actually gives you a chance to overcome that.  For all except conjurers, it increases your arsenal when dealing with such challenges.

    Now you are insulting jerks :D Too funny when he turns into a woman and gets laughed at by all

    Fair points. Im happy, thanks so much to both of you for educating me.

  10. 1 hour ago, subtledoctor said:

    I think low-level divination spells can be used by conjurers...? (They call “lesser divination” its own spell school.)

    From PnP, True Sight is only supposed to affect the caster. The vanilla BG2 game changed to an area-wide effect that dispels illusions on enemies (but it useless against thief w/ item-induced Nondetection, or against anyone with SI:Div). SR blends the two: TS dispels (some) illusionary buffs area-wide; but that dispelling is blocked by SI:Div (the new Nondetection); but even then there is a caster-only effect that allows you to target the enemy with spells. Also it blocks/cures blindness.

    EDIT - see here.

    Yes, thief with DI can dispel all illusionary buffs area-wide, it cannot be blocked, it is hard-coded.

     thanks for your reply Subtledoctor, now I believe I understand . You have helped me.

     

    Edwin cannot learn or use in a quick item slot Detect Invisibility level 2 arcane , (on my game at least). I tried in adventurers mart  a few minutes ago.

     

    But if my thief Jan can dispel the illusions then my team is good to go. Still it is quite a nerf for Edwin over vanilla, maybe justified he is op. But harsh on a specialist conjugation mages that are player rolled.

     

  11. Also in the  un modded game does true sight only "work" for the caster? I have missed that important fact all my baldurs gate life?

     

    Also is the  thiefs detect illusion ability  a solution? My thief  has 105 in detect illusion. Can he dispell the illusions for my entire team?

  12. Im on a. Mac running the latest Enhanced edition from the App Store , I installed SR first version V4 b18 and then SCS V32. QUESTION Is this the correct way to install? I am only running these two mods. Fresh install of all three.

     

    I'm fighting Constar my nemesis from a previous run through. My party of five is level 11 or so  Constar casts among other things

    Spell Deflection Level 5, Dispelling Screen Level 5, Minor GoI Level 4, Non Detection Level 3.

    Then I think improved invisibility. So I cast true sight on my cleric, Edwin of course does not have true sight. Then I start casting Spell Trust which according to the log is doing something and interrupting his casting. I still cannot cast breach because I cannot target him directly but Spell trust has an AOE so that I can cast. He also has Protection from the Elements running so I cannot AOE him with Acid fog/fireball etc. It will take four casts of Spell trust to get rid of his Non Detection since it is a level 3 spell and the other spell protections are level 4 and higher (spell trust removes the highest first). QUESTION What else could I do to get rid of his Non detection, is there a better way??? Thats a lot of spell trusts that are required. 

    Now he is beating up my team with high level spells so I resort to cheese and run away. Eventually after zoning in and out a few times he dies. What the heck. QUESTION is this the AI for my melee teams members targeting him which I as a player cannot???? 

     

  13. I downloaded osx-stratagems-v31.tar.gz on my Mac, for the enhanced Edition of Baldurs Gate II. Installation seemed to be okay. When I play the game in the spell description for Spell Strikes talks about "closest hostile creature to the point that the spell caster designates" and this is how the spell behaves I can even target the ground I dont need to target a enemy.

     

    I thought version 31 of SCS did not use an area of effect or did I not understand correctly?? I said yes to the option below.

    In the read me file I see:

     

    "Antimagic attacks penetrate improved invisibility

    This component changes those spells which target a creature's spell defences (e.g. Secret Word, Spellstrike, Ruby Ray of Reversal - but not Breach) so as to allow them to target creatures which are protected by Improved Invisibility. The idea of this component is that these spells can now be cast on enemy mages who are protected by Improved Invisibility - this makes the Improved Invisibility / Spell Immunity: Divination combination less overpowering.

    Prior to version 16, this component worked by giving the spells a small area of effect. This option remains, as a legacy component, for those who prefer it.

    The antimagic attacks of enemy mages will bypass Improved Invisibility even if you don't install this component."

    which I assume means no area of effect as the default behaviour.

  14. I have installed the 31 version on my Mac with BG Enhanced edition (latest updated version). In the scs readme file it states

     

    "Antimagic attacks penetrate improved invisibility

    This component changes those spells which target a creature's spell defences (e.g. Secret Word, Spellstrike, Ruby Ray of Reversal - but not Breach) so as to allow them to target creatures which are protected by Improved Invisibility. The idea of this component is that these spells can now be cast on enemy mages who are protected by Improved Invisibility - this makes the Improved Invisibility / Spell Immunity: Divination combination less overpowering.

    Prior to version 16, this component worked by giving the spells a small area of effect. This option remains, as a legacy component, for those who prefer it.

    The antimagic attacks of enemy mages will bypass Improved Invisibility even if you don't install this component."

    I said Yes to this option. But it seems I got the legacy version since when mages move the spell strike animation does not "follow them". Was I supposed to say install this option if I want to get the "new behaviour"?

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