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Incantatar

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  1.  

    There are even more wrong or missing strings than I'm used to with SR installed.

    E.g.

    -Find Familiar item

    -Summoned monster names

    -Greater Malison effect

    "More" should be literally impossible since strings have been added in several places, and none have been taken away.

     

    This is because when SR was developed, BG1 was not really a viable target for mods like this. Everyone was playing BG2, and if you wanted to use mods on BG1 you played Tutu or BGT. Those were BG1 in the BG2 engine, with the BG2 dialog.tlk file. In contrast, BGEE is something like Tutu but it uses the old BG1 dialog.tlk fike as its base. So a bunch of the strings SR relies on are different in BGEE.

     

    So it's not exactly bugs in SR; it's that SR is not designed with BGEE in mind. AFAIK it works fine with Tutu, BGT, BG2EE, and EET.

     

    The way to add strings for BGEE is a bit labor-intensive. We need to identify every missing string, find out what it's supposed to be, and add it manually. To that wnd, we need as complete a list as possible. So specifically noting each and every instance that needs to be added (tather than just a few examples) would be the most effective way to get this fully compatible.

     

    Of course, now I understand what's happening. I'll add to this post:

     

    -"Protection from Electricity" - after casting the Wizard spell: invalid string

    -"Find Familiar pocket item" - wrong strings. Afaik this affects most, probably all of them.

    -"Summon names" - wrong strings. Hobgoblins, Shadows,

    -"Greater Malison" - effect: invalid string

    -"Melfs Meteors quickslot item" - invalid string

    -"Vampiric Touch" - status message after casting: invalid string

  2. There are even more wrong or missing strings than I'm used to with SR installed.

    E.g.

    -Find Familiar item

    -Summoned monster names

    -Greater Malison effect

     

    This is on EE

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 16
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 16
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 16
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 16
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 16
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 16
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 16
    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1040 // Revised Armor -> With Movement Speed Penalties: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #2 // Allow Spellcasting in Armor -> With a Chance of Arcane Casting Failure: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1090 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics Only: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #15 // PnP Equipment for Druids -> Druids Only: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 (Revised 1.2.2)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 10 (Revised 1.2.2)
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3040 // Reduce the number of Arrows of Dispelling in stores -> Remove Arrows of Dispelling from stores: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v31
    
  3. Edit: Should have posted in IR Revised thread.

     

    My character got held by SCS smarter Basilisks with the Ring of Free Action equipped and the Protection from Alterations scroll in use. At least the latter should protect from Basilisk's gaze, no?

     

    Adding this might do it:

    Protection from spell (206) 
    ...
    Resource: SPWI604D.SPL
  4. 1. Sorry, what are we talking about? ...Wait, you probably mean one of the potions used to give an intelligence bonus to help copy spells to spellbook, right? No, I didn't change that back, and I probably wouldn't since that mechanic is, I think, largely ignored by mostly everyone not doing no-reload runs. But...the Red Potion, which sets your intelligence to 25 and your strength to 3 for 8 hours, serves much the same function, does it not? I could have a couple of Store Revisions merchants sell that.

    2. I was willing to fix this, but the person who complained about it previously (was that you?) never answered my question as to what exactly the EEs set the stacks to, and if there was a difference between BG1EE and BG2EE, so it never moved forward.

    1. If that's the general feeling I can just revert them myself no problem.

    2. Might have been me. The EEs have daggers/darts at 40, missiles at 80 and potions (scrolls too?) at 24 if I'm not mistaken. I can confirm this in a bit.

     

    I change (small) stuff in IR/SR that I don't like but I think such things could be a bummer for others.

  5. I don't think you changed it, if you did ignore:

    -I thought it was a mistake for Ardanis to take away the only legal mechanism for mages to safely scribe spells by changing the potions. His argument was that he always has 100% spell learning on (basically cheating). I think the original behavior should be restored.

    -I also still think it's stupid to revert the EE item stacks to the smaller original game ones.

  6. icon_share.png emilio

    I have the same error in EET v1.0RC11.1

    The file system crashes with what I think is an memory allocation error and the mount point becomes unavailable, hence the "Transport endpoint is not connected".

     

    Edit: The game is corrupt after this error.

     

     

     

    For Ubuntu (Debian too, I think) users: EET's Lua is also build against libreadline6 which is not supported on Ubuntu 18.04. (Ubuntu messed up compatibility between LTS releases here. Crude fix is to install the 16.04 version https://packages.ubuntu.com/xenial/libreadline6)

  7. Said it before but I find it really inconvenient that IR reduces the item stack size in the EEs. Is there no way to keep the expanded size?

     

     

    ​13. BG1:EE items now handled (only applies to EE-games - revisions at this time are very minor and likely to stay that way, though most items did have their prices and lores fixed - I can't believe they bothered making so many bad items...). BG2:EE items to be done at some later date.

     

    I would personally just remove them, except the NPC items. They're pretty horrible.

  8. Use BWS fixpack.

     

    Edit: BWS fixpack does not remove MS prebuffing. Was pretty sad when I saw this after hours of installation and gameplay.

  9.  

    I see instant monster summoning from the AI at the start of combat and I don't have short duration precast enabled. This should not be scripted in long term precast, except the 8 hour summons.

    They're in the long preparation buff routine. There aren't really many 8 hours summons (maybe undead? I can't remember) so....

     

    Only Animate Dead and Invisible Stalker.

     

    It's not that big of a deal for me personally because I play solo but if you play with a party and any high level mage can instantly summon Greater Basilisks every time you encounter one, that can get frustrating. There is no way around this else not installing smarter mages.

  10. I see instant monster summoning from the AI at the start of combat and I don't have short duration precast enabled. This should not be scripted in long term precast, except the 8 hour summons.

  11. A "make that summoned monster or demon my friend until they de-summon, with a periodic chance of reverting to hostile" spell would be a nice alternative counter against conjurers instead of brute-force fighting them.

     

    A "rest in a bottle" for conjurers left alone for too long so they can refresh their summon spells and discourage the "just wait for de-spawn" tactic would be nice, but teleporting the summons to the party if there's no attackable target in range works equally well.

     

    ​Fiends will teleport to the party. What I would change is make fiend summoning the same for the player and AI. I don't buy the "NPCs made contracts, blabla" explanation for the AI cheating. If the enemy fiends had the same possibility for backfiring, AI mages should only cast it when they're desperate as it should be.

  12.  

     

     

    Mirror Image Fix (may be used with or without the main component)

    This .exe patch fixes mirror images so they no longer protect from AoE spells such as Fireball. As with the other .exe patches, this will probably only work if you are using the ToB v26498 patch for PCs.

    When i remember correctly, its not needed in EE. MI does not protect against AoE.

     

    I found the reference here. See [ToBEx_FR13].

     

    Well in my latest games without the Fix in EE (latest version) MI does in fact protect from AoE. Just tested it.

  13. Maybe the lightning bolt could ground itself and thus cause a small area of effect damage... I have no idea. But the spell is not single target at least in the vanilla, but a series of lessening bolts. And it should have a free target zone, not just a creature.

     

    This being the SR feedback thread I was talking about the SR4 version. It used to be 1d8 dmg/lvl single target in SR and now it's 1d6/lvl, single target, gets blocked by mirror images and can't be cast on improved invisible enemies.

    ​I'm reverting to the vanilla version.

  14.  

    Is it intended that Lightning Bolt is blocked by Mirror Image?

    It's not so much blocked as a lightning bolt just fizzels out one of the images. And so no damage to the actual character is done as they could be in which ever position they like. Aka they spell is not an area of effect spell like the fireball is, as that covers the entire ground the mage can stand on.

     

    I'm aware of that mechanic. It's just that Fireball is stronger now than before with MI not protecting against it and Lightning Bolt got nerfed in two separate ways, single target and gets blocked by illusion spells. Pretty lame spell now imo.

  15. I was wondering why the Potion of Mirrored Eyes does not protect from the Basilisks hold and slow gaze?

    ​The potion has the immunity to projectile - gaze effect and the Basilisks use the effects with the gaze projectile.

     

    Nevermind

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