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JediMindTrix

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Posts posted by JediMindTrix

  1. I can't come up with a formula for friends either.

    Enchanted Weapon: My bad I should've been more clear. I meant stack with the other effects like 'On-Hit: 20% chance of instant death' for ex. Being able to turn Silver Sword +3 into a +5 weapon.

    Magic Missile: I'm not sure which level is considered 'epic' for mages but I think becoming an epic mage would qualify as sufficient justification for allowing them to channel more weave into a magic missile spell

    Magic Fang: I would just make the affected creatures pulse glow white?

  2. 12 hours ago, subtledoctor said:

    I;m pretty sure it adds bonuses appropriately; but be aware it only adds bonuses to the creatures summoned by SR's Summon Animals spells. It doesn't work with other mods' animals (like SCS/IWDification beetles), or with charmed animals or the like.

    It does, I opened the .spl, there just doesn't seem to be any vfx associated with it, and since it's a mod it made me assume it was a bug lol. I saw that list too. Thanks!

  3. Is it possible to disable or modify only the experience bonuses from Charisma?

     

    edit: in my quest to find an answer to this question I noticed this: "//REMOVE M&G LUCK FEAT______________________________________________________________
    //"

    I am guessing from the name alone, potentially erroneously, that Might and Guile Luck Feat is not intended to be selectable with this mod installed? I have the feats from M&G installed and installed the Ability Score Modifiers component after, and was still able to select the feat in game.

    Edit #2: I tracked down what I needed to edit with Near Infinity

  4. I make this suggestion with the impression that the current implementation of Ability Score Modifiers (in regards to racial bonuses/penalties) is set up to have lopsided penalties applied to demihumans to make Humans more attractive. I propose that an alternate component be made available where the tradeoffs vs bonuses are even  and instead Human's are given a bonus feat if Might and Guile Feats is installed. Thanks for your consideration

  5. Friends
    Flat +5 Charisma bonus is pretty strong when weighed against it's economical impact, I think this would also benefit from scaling (and consequently synergize nicely with Scales of Balance lol)

    Enchanted Weapon
    We have wildly different experiences playing the trilogy because even with BG1's xp cap I still hit close to the 8 mil xp most playthroughs. So it's crazy to me see that some people don't make it past level 25 as a wizard. But regardless of all that, I think it'd be overpowered to allow Enchanted Weapon to work on weapons that already have effects on them (I have no idea if that's even possible to code it to discriminate...). Those items will not be balanced around the ability to potentially turn all weapons into +5 or even +6 or +7 weapons so their extraneous abilities could easily tip the balance as well as make clear 'winners/losers' in the weapons department...

    Magic Missile
    Think it'd be nifty if an extra missile was added at levels 20 and 25

    Magic Fang
    Though I don't see any obvious bugs with it when I view the .spl, both your version and SR Beta have no visual effect for animals that have successfully had their fangs enchanted. Since it's a mod, it might cause people to think it's a bug as they're likely expecting an effect like Resist Fear where all affected creatures get a glowy effect or something, and they will probably overlook the spell as I did for a while.

  6. 1 hour ago, subtledoctor said:

    It’s a % chance to happen, on every hit. I don’t remember the chance, but if it’s 20% and you have 5 APR and you never miss, it will happen once each round on average. If you have 3 APR and hit 2/3 of the time, then it will happen every 3 rounds or so. (And I believe the target gets a save then... so realistically, you might see these effect once or twice per battle. I want them to be a bit fun and special and to differentiate different fighters (remember, enemy fighters use these against you!) without being  boring and constantly happening. 

    Thanks for the explanation!

  7. Possible Bug: Are the weapons you conjure with Enchanted Weapon supposed to disappear when you rest? If so, it seems to work inconsistently and I've been able to, on numerous occasions, change my spellbook and rest after making the weapons & still keep them.

    Feedback: I enjoy both implementations and am especially partial to the duration as I loathe spell-micro. However, I think it may be a bit too good at early levels; it's very easy to scoop up a scroll right after exiting Chateau Irenicus and pump out 2 - 4 +3 weapons before level chapter 1. It effectively neutered the early game content (non-SoD start). Additionally, if you are meant to be able to rest and change spells after creating the items then I think that should be changed.

    Suggestion: I think it'd be nifty if Enchanted Weapon was a targeted spell that turned whatever mundane weapons the target has equipped into proper +1/6 lvl enchanted weapons (+5 @ level 30 cap) for either 24 hours until rest or something like 1 turn/lvl

  8. I can't get the +1 Spell Slot Items component to install with the Multiclass Sorcerer component, even on a clean install with only those two components. WeidU spits out the following error:

    "ERROR: cannot convert fake_slots_equal_1_7 or %fake_slots_equal_1_7% to an integer
    [d5sslot.spl] -> [override] Patching Failed (COPY) (Not_found)

  9.  

    Says it expected either EOF or BEGIN at line 7 now

     

    BACKUP ~PortraitPatch/backup~
    AUTHOR ~~
    LANGUAGE ~English~ ~English~ ~PortraitPatch/translations/english/setup.tra~ 
    
    
    BEGIN @1
    			COPY ~PortraitPatch/Portrait/FORCL03L.wav~ ~override~ END		
    			COPY ~PortraitPatch/Portrait/FORCL03M.wav~ ~override~ END
    			COPY ~PortraitPatch/Portrait/FORCL03S.wav~ ~override~ END
    				
    				//access portraits.2da, add portraits to list
    			COPY_EXISTING "portrait.2da" "override/portrait.2da"
    			COUNT_2DA_ROWS 2 %portraitRows% //count rows store in variable
    			INSERT_2DA_ROW %portraitRows% 2 ~FORCL03L  ****~         
    			COUNT_2DA_ROWS 2 %portraitRows%
    			INSERT_2DA_ROW %portraitRows% 2 ~FORCL03M  ****~
    			COUNT_2DA_ROWS 2 %portraitRows%
    			INSERT_2DA_ROW %portraitRows% 2 ~FORCL03S  ****~
    	PRETTY_PRINT_2DA	
    END					

     

  10. Followed those steps, still having issues:

     

    BACKUP ~portraitsbackup~
    AUTHOR ~~
    
    LANGUAGE ~English~ ~English~ ~translations/english/setup.tra~ 
    
    SAY @1
     			ACTION_IF FILE_EXISTS ~PortraitPatch/Portrait/FORCL03L.bmp~ THEN BEGIN
    				COPY ~PortraitPatch/Portrait/FORCL03L.wav~ ~/override~ END
     			ACTION_IF FILE_EXISTS ~PortraitPatch/Portrait/FORCL03M.bmp~ THEN BEGIN
    				COPY ~PortraitPatch/Portrait/FORCL03M.wav~ ~/override~ END
     			ACTION_IF FILE_EXISTS ~PortraitPatch/Portrait/FORCL03S.bmp~ THEN BEGIN
    				COPY ~PortraitPatch/Portrait/FORCL03L.wav~ ~/override~ END				
    				
    				//access portraits.2da, add portraits to list
    			COPY_EXISTING "portrait.2da" "override/portrait.2da"
    			COUNT_2DA_ROWS 2 %portraitRows% //count rows store in variable
    			INSERT_2DA_ROW %portraitRows% 2 ~FORCL03L  ****~         
    			COUNT_2DA_ROWS 2 %portraitRows%
    			INSERT_2DA_ROW %portraitRows% 2 ~FORCL03M  ****~
    			COUNT_2DA_ROWS 2 %portraitRows%
    			INSERT_2DA_ROW %portraitRows% 2 ~FORCL03S  ****~
    	PRETTY_PRINT_2DA	
    END					

     

    It now says 'I expected one of these tokens:

    EOF

    BEGIN

    LANGUAGE

    When I move language ahead of Say it produces a much longer list of 'expected' including BEGIN. If I re-add BEGIN after LANGUAGE at this point it just produces the same list.
     

  11. Hello folks!

    First question, are there code tags for the forum?

    Second question(s). I'm trying to make a short .tp2 that will patch a few portraits into portrait.2da. I've quoted what I have below:

    BACKUP ~portraitsbackup~


    AUTHOR ~~

    BEGIN portraitpatch
                 ACTION_IF FILE_EXISTS ~PortraitPatch/Portrait/FORCL03L.bmp~ THEN BEGIN
                    COPY ~PortraitPatch/Portrait/FORCL03L.wav~ ~/override~ END
                 ACTION_IF FILE_EXISTS ~PortraitPatch/Portrait/FORCL03M.bmp~ THEN BEGIN
                    COPY ~PortraitPatch/Portrait/FORCL03M.wav~ ~/override~ END
                 ACTION_IF FILE_EXISTS ~PortraitPatch/Portrait/FORCL03S.bmp~ THEN BEGIN
                    COPY ~PortraitPatch/Portrait/FORCL03L.wav~ ~/override~ END                
                    
                    //access portraits.2da, add portraits to list
                COPY_EXISTING "portrait.2da" "override/portrait.2da"
                COUNT_2DA_ROWS 2 %portraitRows% //count rows store in variable
                INSERT_2DA_ROW %portraitRows% 2 ~FORCL03L  ****~         
                COUNT_2DA_ROWS 2 %portraitRows%
                INSERT_2DA_ROW %portraitRows% 2 ~FORCL03M  ****~
                COUNT_2DA_ROWS 2 %portraitRows%
                INSERT_2DA_ROW %portraitRows% 2 ~FORCL03S  ****~
        PRETTY_PRINT_2DA    
    END

     

    So far it just says "using lang\en_us\dialog.tlk" then enter to exit. Kinda clueless here. Plz help

  12. Re: Dispel Magic - I started out thinking of the stupid Inquisitor ability. Is it meant to be offensive, to take down enemy buffs? Then it ought to be replaced by Remove Magic, or even better, Breach.

    Demi is going to direct you to KR. Inquisitor's were handled quite nicely.

     

    On Remove Magic and Dispel Magic: I also don't experience Cipher's problem where Remove Magic is useless against enemies - mine frequently strip just as much as theirs. I agree with subtledoctor's suggestion in regards to fixing the overlap, however wouldn't making it a single spell mean you wouldn't be able to pick which goes into a contingency or spell trigger?

  13.  

     

    Zone of Sweet Air to Clerics to keep differentiating them more. I was daring to suggest making the latter work as a party friendly immunity to cloud based spells.

     

    This is a pretty solid idea. +1, plz implement lol

     

     

     

    Hopefully KR will handle this, but it doesn't belong to SR imo.

     

    Speaking of, how's that new build coming? :D

  14. Stinking Cloud - I find myself avoiding this spell after trying to adapt it into a workable strategy. It was more useful when it knocked the afflicted unconscious, but I like the concept the change to it is trying to take. A.I. creatures affected by the spell scatter in all directions unable to attack but for the most part stay away from you. You can't send any melee'rs in without subjecting them to the effects as well- archers can only pick off one or two creatures (this is goblins, I imagine this is more pronounced at higher levels) before the effects wear off, and low-level mages can't really get a spell in because of range/mobile target issues. Not sure what role this spell was supposed to fill. My suggestion would be to have the number of rounds the spell affects a creature increase with levels over time, maybe one round every 5 or 6 levels, and possibly implement a save penalty. Or add a Druid or Cleric spell that allows your party members to become immune, temporarily, to cloudlike effects, sort of like a Magic Rebreather.

     

    True Strike - Just wanted to say I really like this spell and have found tremendous use for it, especially when using it with IR's darts. And obviously, fighter/mages benefit as well.

     

    Shield of Faith from KR - Would be fantastic to see this as a Paladin only spell in SR. In fact, it would be fantastic to see a revised Paladin Spellbook and some Paladin Only spells to be implemented.

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