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Caedwyr

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Posts posted by Caedwyr

  1. On colors of icons, it doesn't really matter all that much, it's more of a comment around the OCD pleasing nature of consistency in colouring, since the icon colors are chosen for a reason as a way of communicating information graphically.

    Regarding invisibility needing a portrait icon, I'd honestly forgotten that this wasn't something the game did already.  I guess I was just used to the text feedback when someone went invisible.

  2. Bardic Wonders Dancer Kit

    • The Dancer can only put two pips in Two Weapon Style, likely due to Scales of Balance Fighting Style Overhaul @subtledoctor.  The cleanest way would be to copy however the text for the Blade gets modified by Fighting Style Overhaul since it also originally had text that said
    • Quote

      Advantages:

      • May place 3 slots in Two-Weapon Style.
    • The Dancer should probably lose access to the Refinements Enhanced Bard Song HLA since it conflicts with the Dancer's custom bard song.Lingering Song should have its prerequisite changed to Swift-as-Flowing-Water for the Dancer. @subtledoctor
  3. Abettor of Mask from the Bardic Wonders Kitpack @Artemius I

    • The x2 backstab multiplier doesn't show up on the character record page.  I suspect this might be due to LEUI @lefreut, this has also come up for other mod kits that add backstab as something the kit can do.
    • If it is possible, it'd be nice if the record sheet could show the name of the song in the format "Bard Song: One's Loss, Another's Gain" rather than just "Bard Song".  Kind of like how you did the custom backstab styles for the Assassin kit.  There's a bunch of other effects that would normally be represented as portrait icons, but to avoid bloating things If you can rename the song it makes it clearer what is giving all the buffs without taking up too much space (remove the Master Thievery icon in this case)
    • At level 9, the Improved Invisibility effect really needs some greater text or graphical feedback, since with Blur it makes it very difficult to tell when the Improved Invisibility effect is active.  A portrait icon would work as well.  This feature is something that would be very useful to have good feedback, since at higher levels a player might want to switch targets or pop a short duration offensive buff to take advantage of the backstab triggering on all attacks while improved invis is active that round.  Alternatively, someone in a bind might want to try to use the round with improved invis active to sneak past some enemies.  Right now you might as well just make it a passive effect that gives double damage a certain % of the time.  I would treat this as an exception to my suggestion above to combine all other effects into just the bardsong portrait icon with the name "Bard Song: One's Loss, Another's Gain".
    • The same holds true for the level 10 %chance to turn invis upon taking damage effect.  It really needs to show some sort of text or portrait icon to be all that helpful.
    • At level 12, the non-detection effect part of the bard song gets displayed as a portrait icon, making the lack of icons for the other effects stand out.
    • The kit description mentions the Assassination HLA as something the kit can receive and also that the kit will not get the Magic Flute HLA.  I don't mind this, but almost no other kit mentions HLAs either gained or lost and most of the Artisan Kitpack kits don't mention it either.  HLA mods like Refinements change a bunch of stuff anyway for each of the bard kits and they don't get mentioned in the class descriptions either.  This is more of a comment on being consistent.
    • The level 15, improved invisibility 100% chance per round for the singer doesn't have any clear graphical feedback either (because Blur hides the graphical effects of Invisibility)
    • The HLA "Symphony of the Dark Children" doesn't list it's prerequisite.  The description text should be updated in the same format as other HLAs with prerequisites.
    • The kit description notes that the Abettor of Mask does not receive the Magic Flute HLA, but Refinements adds it back @subtledoctor.
    • There is a weird blank HLA between the ones added by the Abettor of Mask Kit and the Refinements HLA (between Symphony of the Dark Children, the last Abettor HLA in the Abettor .tpa and the first Refinements HLA, Mass Charm). @subtledoctor, @Artemius I.  I'm not sure what causes this.  The blank HLA is selectable and shows up innates making me think that this is tracking.  Clicking this ability doesn't appear to do anything other than interrupt whatever action you were doing.
    • 1729231775_AbettorHLA.jpg.6d197b7f3c996a2a794c5cd80af19a67.jpg
    • The Abettor of Mask should also be blocked from receiving the Refinements HLA Enhanced Bard Song, since it causes problems with the Abettor's non-standard bard song and the Symphony of Dark Children already covers this ground conceptually.  This one is a bit more important since Refinements currently breaks one of the main reasons for choosing this class if you select Enhanced Bard Song.  Lingering Song should have its prerequisite changed from Enhanced Bard Song to Symphony of the Dark Children.

    Bards including all bard kits

    • Do bards normally get a chance to select 1-2 spells on level up, or do they only learn their spells via scrolls?  Right now bards don't seem to gain any spells on level up, but it's been long enough that I've forgotten entirely what the vanilla behaviour is like.
  4. 10 hours ago, DavidW said:

    This is vanilla IWD behavior in both cases; SCS doesn't change it. I *think* IWD's logic is that weapon-creating spells are always green, being a form of summoning. I should probably recolor some of the BG2 weapon-summoning spells.

    From a consistent player experience, I like the fact that all the summons are coloured green, buffs are blue, attack spells are red, and divination/utility is white.  That said creating/summoning weapons that take the place of whatever the player is holding, but isn't necessarily an independent creature is a category I'd probably put closer to the buffs or attack spells than the summons in the type of information I want to see at a glance when scanning a spellbook.  The color coding is an ease of use tool and I'm not sure how useful it would be for people to include all the weapon summoning spells with summons.

  5. 10 hours ago, DavidW said:

    Heavenly Inferno isn't a player-available IWD spell, it's used by (iirc) Brother Pocquelin in IWD, and doesn't have a description. At a guess, TotLM-BG2EE is accidentally converting it. (SCS definitely isn't.) I'm not sure what SCS is doing to it, but it won't have anything to do with the missing description.

    At argent77's suggestion I ran change-log on hidespl.2da and got the following results:

    Quote


    [WeiDU.exe] WeiDU version 24600


    weidu_external/lang/english/setup.tra file not found. Skipping...
    %MOD_FOLDER%/languages/english/setup.tra file not found. Skipping...
    %MOD_FOLDER%/languages/english/iwdee.tra file not found. Skipping...
    %MOD_FOLDER%/languages/english/bg2ee.tra file not found. Skipping...
    %MOD_FOLDER%/languages/english/extra.tra file not found. Skipping...
    ERROR: No translation provided for @1000000
    Continuing despite error.
    ERROR: No translation provided for @1000000
    Continuing despite error.

     

    Mods affecting HIDESPL.2DA:
    00000: /* created or unbiffed */ ~EET/EET.TP2~ 0 0 // EET core (resource importation)1.0 RC12
    00001:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1510 // Include divine spells from Icewind Dale: Enhanced Editionv33.3
    00002:  ~A7-TOTLM-BG2EE/SETUP-A7-TOTLM-BG2EE.TP2~ 0 0 // UNDEFINED STRING:   @10000002.0
    00003:  ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ 0 13 // Revised Illusionary Clones0.8.52
    00004:  ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ 0 16 // Revised Identify spell0.8.52
    00005:  ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ 0 53 // Revised MetamagicInnate metamagic, learned from scrolls or character generation0.8.52
    00006:  ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ 0 66 // Innate Find Familiar0.8.52
    00007:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)v33.3

    So it appears the mod that causes Heavenly Inferno to show up for players is either SCS or Tome & Blood @subtledoctor.

  6. 15 hours ago, subtledoctor said:

    Incidentally there is a bugfix udate of TnB sitting on my hard drive. I’ll look at the last couple pages here and try to get it out the door. 

    I can bump up my check of the Tome & Blood kits to the next couple of days.  I basically  create a character and then level it up one level at a time until it starts getting HLAs and see what doesn't work as per kit descriptions.

  7. Artisan's Kitpack Magekiller thief kit.

    • Gained Spell Immunity at level 7, not 8 as per the kit description.
    • Gains a mix of Refinement HLAs for the base thief as well as kit specific HLAs (not mentioned in any documentation).  The only problem that needs to be resolved is because Use Spell Scroll from Refinements gets replaced by Use Any Item, the Scribe Scrolls HLA is unselectable. @subtledoctor.

    Base Game Bugs @CamDawg.

    • This one has been around for a long time, but when you are at the screen to select a HLA clicking back after you've already selected a proficiency and invested points in thief skills means that you can't cancel out of the level up screen.  Furthermore you can actually take points out of any of the proficiencies you've already bought (though since you can't cancel out of this screen or if you reinvest the points go back and buy a HLA this is not really all that useful).  It's possible this is due to @lefreut LEUI or EEUI_Tweaks, but I remember this bug existing back years ago.

    Artisan's Kitpack Rogue Archer kit

    • Refinement's Use Scrolls has been replaced by Use Any Items, however Use Any Item still acts as the prerequisite for Scribe Scrolls so the overall integration is pretty seamless. 
    • No issues discovered.

    Artisan's Kitpack Warhorn Shaman kit

    • No issues found
    • Seamless integration with Refinements HLAs
  8. Take a look at the PnP Celestials mod for how to make innate abilities, including at-will ones too.  I ended up making a lot and commenting everything like crazy because I need to leave notes for myself or I'd forget everything I'd learned up to that point.  In the documentation there's detailed notes about which abilities are innates and how they are applied to the different celestials.

  9. Artisan's Kitpack Assassin

    • Upon entry into the game the message "You cannot cast multiple instances of the same contingency spell on yourself" is displayedAsssassinMultiple.jpg.d4f6a00d835a24d756abfe6a462beb04.jpg
    • In game kit description is the base game assassin.  The one shown during character creation is the one for the Artisan's Kitpack version.
    • The starting backstab multiplier is x2, not x3 as per the kit description.  It increases to x3 at level 5, x4 at level 9, x5 at level 13. 2121994574_AssassinBackstab.jpg.889c12b2d3347363d5d7a1924063a218.jpgI wonder if the following code is why it only goes up to x5.
      // change backstab
      COPY_EXISTING ~backstab.2da~ ~override~
        REPLACE_TEXTUALLY ~ASSASIN 1  2  2  2  2  3  3  3  3  4  4  4  4  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5  5~
      					~ASSASIN 2  3  3  3  3  4  4  4  4  5  5  5  5  6  6  6  6  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7~
        REPLACE_TEXTUALLY ~ASSASIN       1             2             2             2             2             3             3             3             3             4             4             4             4             5             5             5             5             6             6             6             6             7             7             7             7             7             7             7             7             7             7             7             7             8             8             8             8             8             8             8             8             8             8             8             8             8             8             8             8             8             8~
      					~ASSASIN 2  3  3  3  3  4  4  4  4  5  5  5  5  6  6  6  6  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7  7~
      COPY_EXISTING ~crippstr.2da~ ~override~
        REPLACE_TEXTUALLY ~ASSASIN 0  0  0  1  1  1  2  2  2  3  3  3  4  4  4  5  5  5  6  6  6  7  7  7  8  8  8  9  9  9  10  10  10  11  11  11  12  12  12  13  13  13  13  13  13  13  13  13  13  13  13~
      					~ASSASIN 0  1  1  2  2  3  3  4  4  5  5  6  6  7  7  8  8  9  9  10 10 11 11 12 12 13 13 14 14 15 15  16  16  17  17  18  18  19  19  20  20  21  21  22  22  23  23  24  24  25  25~
      COPY_EXISTING ~sneakatt.2da~ ~override~
        REPLACE_TEXTUALLY ~ASSASIN 1  1  1  2  2  2  3  3  3  4  4  4  5  5  5  6  6  6  7  7  7  8  8  8  9  9  9  10  10  10  11  11  11  12  12  12  13  13  13  14  14  14  14  14  14  14  14  14  14  14  14~
      					~ASSASIN 1  2  2  3  3  4  4  5  5  6  6  7  7  8  8  9  9  10 10 11 11 12 12 13 13 14 14 15  15  16  16  17  17  18  18  19  19  20  20  21  21  22  22  23  23  24  24  25  25  26  26~

      Because the first Replace_Textually ~Assassin... looks a lot like what I am seeing in game.

    • Analysis doesn't give any indication if it is active or not and how high it has stacked.  Ideally, there'd be some sort of small portrait icon with a number showing the current bonus, but this may be too difficult in the engine.  It appears to be functioning at level 1 based on some testing.
    • Switching between backstab styles gives additional portrait icons and information on the character record that is not covered in the readme.  Bleeding gives "Minor Antimagic Shell and Backstab: Bleeding".  Cuthroat gives "Frozen and Backstab: Cuthroat". Hamstring gives "Corrosion and Backstab: Hamstring". Lethality gives "Immolated and Backstab: Lethal". Paralysis gives "Scorching Flames and Backstab: Paralysis".  Do any of these secondary portrait icons do anything?  All tested at level 17, when the character obtained the Lethality option.
    • There's some weirdness going on with the merging of HLAs.  The Artisan's Kitpack includes some undocumented HLAs for the revised assassin: Expose Weakness, Assassin's Blade, Death Attack.  The Refinement Assassin HLAs that are missing include Set Spike Trap, Set Exploding Trap, Set Time Trap, Use Scrolls, and Scribe Scrolls (I have EEex.exe installed).  Somehow Use Magic Item has sneaked its way in here and that doesn't appear to have been in either the documented Refinements HLA table nor the Artisan's Kitpack HLAs@subtledoctor.  The new HLAs are complementary and normally I'd quite enjoy getting the full suite of both the new HLAs and the Refinement HLAs.   What is here is still quite playable and it could be argued that the non-trap options are preferable.  Since the Assassin kit removes traps, I think the current implementation is superior and wouldn't be at all concerned if it was left as-is.
    • AssassinHLA.jpg.6b544a67ac4ff2793c0e78c8c439827f.jpg

    Comments based on a test game I'm running right now with this installed:

    Epic Thieving

    • The Epic Detect Illusions skill should probably update the text shown for the detect illusion skill when you are able to put points into it.  The additional information changes the value of points >100
    • The same holds true for all the other Epic Thieving skills.  They make changes to the value of the different skill points and none of it is documented in game.  Fine for old regulars, but something that a new player would want to know.

    Suggested changed text for the skills at the point selection screen:

    1. Quote

      PICK POCKETS: The rogue uses this ability when filching small items from other people's pockets, sleeves, girdles, packs, and so on.  With greater skill, a talented rogue can even snatch larger items, including weapons and certain articles of clothing.

      With sufficient skill it is even possible to steal the helmet of a creature's head, boots off their feet, or even the armor from their body.

      *Stealing a creature's helmet requires at least 105 Pick Pockets
      *Stealing a creature's shield/off-hand weapon requires at least 120 Pick Pockets
      *Stealing a creature's boots off their feet requires at least 180 Pick Pockets
      *Stealing a creature's armor requires at least 290 Pick Pockets

      You cannot steal from a hostile creature.

      This skill can also be used to steal from merchants and stores.  Each store has a difficulty and there is a 1% chance to steal an item successfully for every 1 point of Pick Pockets the rogue has greater than the stealing difficulty of the store.

    2. Quote

      OPEN LOCKS: A Thief uses this ability to pick padlocks, door locks, and combination locks. More complex locks will typically require greater skill to open successfully.  

      Each lock has a target difficulty.  If the thief's Open Locks skill is within 5 points of the target lock's difficulty he has a 50% chance of unlocking it on each attempt, while if his skill is equal to or greater than the lock's difficulty, it's guaranteed.

      At higher levels of this skill, it may even be possible to unlock magically reinforced locks that cannot be opened with simple magic.

    3. Quote

      DETECT ILLUSION: While an adventurer searches for traps, his well-trained eyes also allow him to detect the minor inconsistencies caused by illusion spells.  This skill is the percentage chance per round of dispelling a nonfriendly illusion spell within 30 ft.

      If an adventurer has over 100 in Detect Illusions, they have a chance to detect illusions even when they aren't actively trying. An adventurer will have a 1% chance to passively detect illusions for every 1 point of Detect Illusions above 100.

      Characters with a Detect Illusions skill of at least 100 can effectively see invisible creatures and target them with spells or abilities.

    4. Quote

      SET TRAPS: A Thief's skill in disarming traps allows him to create snares of his own. The higher the thief's skill, the more effective their traps.

       

  10. Artisan's Kitpack Hivemaster Druid:

    • Web is added to the spellbook at level 1 (not castable at level 2 spells), however Spider Spawn is not added to the priest spellbook level 4 at character creation.
    • Spider Spawn is added to the spellbook at character level 5 (priest spell level 4), though the druid does not get level 4 slots yet (they are gained at level 7).
    • The HLA list appears to be a modified version of the Refinements HLA list for Druids.  The Hivemaster gets all Refinements HLAs except for Elemental Prince Call and Volcano.  I am not sure if this is intentional or a weird interaction between Refinements and the artisan kitpack's Hivemaster.  @subtledoctor.
    • All the other HLAs function as expected.

    SCS v 33.3

    • The IWD druid spell "Beast Claw" at level 2 has a green spellbook icon.  From as far as I can tell, green spellbook icons are reserved for summoning spells and the icon should be red like flame blade or shillelagh. @DavidW
    • Star Metal Cudgel is also a green spellbook icon when it should more likely be a red spellbook icon.
    • The Summon Weasels and Summon Astral Weasel spells added by Lava's Weasel's mod don't get touched by the IWD spell component that the readme says recolours all BG2 summoning spells green.  This is likely intended behaviour and while I've installed Weasel's before IWD spells component of SCS, it wouldn't be able to catch any new spells added after this component no matter what was done.  Consistent spellbook icon colours is a possible idea though for a tweak pack @CamDawg.  It can go right next to my "sort kits alphabetically" pie in the sky idea for interface tidying tweaks.

    Trial of the Luremaster for BG2 by @argent77

    • Heavenly inferno doesn't have any description for the druid spell.  A few more investigations indicates that only SCS and TotLM-BG2EE touch sppr736.spl.  EET itself touches spells.2da.  It could be that the Tome & Blood component "Rebalanced Spell Schools" could touch this, though it didn't show up in the change-log review. @subtledoctor
  11. 38 minutes ago, subtledoctor said:

    Just downloaded the 2.6 beta.  The game doesn't start in MacOS, but I can check out the files with Near Infinity.  A cursory inspection reveals... still no apparent way to modify the OriginalClass value in-game.

    Well, that's that - I'm officially not interested in the 2.6 patch.  Wake me up in seven years when 2.7 is on the way.

    Is OriginalClass used in adding more classes to the game, or is it useful for some other form of modding?

  12. 11 hours ago, Caedwyr said:

    2. PnP Celestials.  See if the cleric spells can be listed under the cleric spellbook for the Movanic Deva instead of under the innate button as they currently are listed.  Check design documents.

    I checked the design documents and this was intentional.  Only the Planetar is a cleric in addition to being a fighter.  All the Devas are straight fighters with a boatload of innates, some of which are at will and others are X times per day.  Which reminds me that I might want to update the ability descriptions on right click to reflect which are at will and which are X per day.  I think the right click on abilities to get extra description is a new feature of the EE games.

  13. Artisan's Kitpack Blackguard.

    • The in-game kit description is the base game version.  The one during character creation is the Artisan's Kitpack version.2123111045_BlackguardKit.jpg.ac79e8f2b5c78fc0df6ffb2858ad6d8e.jpg
    • At level 3, the Blackguard gets the message "Negative Plane Protection" instead of "Aura of Despair".  Note that the Blackguard also got the message Negative Plane Protection at level 1.  Testing in combat does not provide any indication that the Aura of Despair actually exists and though there is a portrait icon.  It might be working
    • The mage spells are added to the Blackguard's divine magic spellbook at level 1, not level 9 as indicated in the kit description.  This means that the Blackguard gains access to blindness and larloch's minor drain at level 6, not level 9 because of when the kit gains priest spell slots.
    • There is no indication that the Blackguard gets a backstab multiplier on the character record page where it is normally listed and so far in testing the detailed combat info doesn't show the backstab multiplier being applied when the character is attacking from a backstab position.  At level 8 & 10 when using the invisibility spell and attacking from the backstab position, a x2 multiplier was applied, so it appears that the backstab multiplier increase at level 9 is not being applied correction.  Still nothing on the character record page
    • HLAs worked as expected and the Refinements category replacement HLAs were substituted in cleanly over the base game HLAs.
  14. Mystic Fire from Artisan's Kitpack @Artemius I

    • At level 10 when you get 2nd level spells the Mystic Fire does not get the 2nd level arcane spells added to their spellbook.  The arcane spells get added at level 11. 
    • At level 12 when you get 3rd level spells the Mystic Fire does not get the 3rd level arcane spells added to their spellbook.  The arcane spells get added at level 13.
    • At level 15 when you get 4th level spells, the Mystic Fire DOES get the 4th level arcane spells added to their spellbook.  This one is working as intended.
    • Tome & Blood interaction with the Choose Familiar component.  The Mystic Fire does not get to choose their familiar.  I suspect that the familiar is the base game version of the Pseudodragon. I'm not sure if this cross-mod interaction is something you care about @subtledoctor.  Right now the current interaction is harmless.
    • Refinements Interaction.  Seems to be pretty harmless.  The Mystic Fire also gets Exorcism, Holy Aura, Holy Purge, Righteous Magic, Shield of Law and Toughness.
    • Undocumented additional HLAs for the kit315161081_MysticFireHLAs.jpg.05b44d79ee324fbb47d299dad827e360.jpg
    • New HLAs do not list their prerequisites in their descriptions like all the base game HLAs.

    2. PnP Celestials.  See if the cleric spells can be listed under the cleric spellbook for the Movanic Deva instead of under the innate button as they currently are listed.  Check design documents.

  15. Next up, the Divine Champion kit from Artisan's Kitpack.

    • The right click description of the Smite Infidel ability does not match the kit description version of the ability or the one in the documentation.
      Right click version: 783861779_smiteinfidel_rc.jpg.f0dffa9e805f990078927c5ce9cc5fd8.jpg
      Kit description v:     2004219208_Smiteinfidel_kd.jpg.23277ff117cd8a06c4defb6e303430a9.jpg

    2. Haiass Bug.  If you run back out of the Feldpost Inn at the start of the game before Haiass can give you his whistle, then you will not receive it.  You do get his chew toy when he finally catches up to talk to you back in the main Candlekeep area. @jastey

    3. PnP Celestials bugs. 

    • Cast Evocation/Invocation spell doesn't have a right click description for the Movanic Deva
    • Teleport without error doesn't have a right click description for the Movanic Deva
    • The Movanic Deva Flametongue sword doesn't have a proper name or description (double check) when right clicked
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