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Bartimaeus

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About Bartimaeus

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  1. Note that in SR (either with or without Revised), SPWI318 wouldn't protect against Breach anyways, since it only protects up to level 4 spells (in contrast, I think it's level 7 in vanilla). Nevertheless, I did specifically test Spell Deflection against Breach in a clean install of SRR, and it worked just fine. Is SCS now automatically making Breach always effective against liches? (Does this involve setting the power level of its effects to 0? If so, that would do it.)
  2. Bartimaeus

    SR V4 Beta 16

    Yes, seems the EEs added that. I tried out the "left-handed" and "off-handed" flags for fun, and while the off-handed flag does seem to suppress the off-handed weapon for Spiritual Hammer, it didn't for my polymorphed character for whatever reason, and additionally, when Spiritual Hammer wore off, this happened: Guess that's why DLTCEP has "(buggy)" next to the flag.
  3. Bartimaeus

    SR V4 Beta 16

    What Merlin said sounds right. I don't think magically summoned weapons prevent you from using your dual-wielded weapon - I have distinct memories of casting Spiritual Hammer with a Ranger-Cleric and being surprised to learn that the off-handed weapon was still being used (and that it was using the range of the main-hand weapon, so so my off-hand weapon suddenly grew 10 feet!). @DrAzTiK Similar but not the same. You could use both at the same time, I imagine. As for the Spell Deflection issue...can't confirm - clean install with only SRR installed, have Edwin cast Spell Deflection, have another character cast Breach at him, get "Spell Ineffective". Would guess SCS based on your weidu.log, but that's just a guess.
  4. Bartimaeus

    IR Revised V1.2.4 (2019 January 20th)

    Ah, I see, you're arguing for the opposite. Yes, the description does not list a range...I guess it's by design. And yeah, I think I kinda like the idea of it having a larger range than other such effects, given that it doesn't work the same as other spells like Fire Shield.
  5. Bartimaeus

    IR Revised V1.2.4 (2019 January 20th)

    BG1:EE-only error (as Girdle of Trollish Fortitude is actually BELT09...except if you play BG1:EE, where it is instead BELT06). Will get around to fixing. @DrAzTiK Arrow of Detonation: Hmm, hmm, I think I agree. The vast majority of item effects like this are non subject to magic resistance (and if they are, it's possibly in error), so I think that's the right call. Cloak of Nature's Vengeance: You want it to have a longer possible radius? I'm not sure how I feel about that, since I think you should generally be able to avoid these sort of on-hit effects by distance...BUT unlike most other on-hit effects (e.g. Fire Shield), this one actually makes some sense for it to have a longer ranger, so I'll consider it. Carsomyr: As caster, if I'm not mistaken. Helm No Animation: I think this is used for the express purpose of granting immunity to critical hits for certain creatures, is it not? I guess I'd have to do a DLTCEP creature search and see what kind of creatures are actually using it before I could make a decision there. Saving Grace: Will look into it. Mirror Shield: e.g. Umber Hulks' Confusing Gaze, Basilisks' Petrifying Gaze. Arla's Dragonbane: All weapons with "Bane" properties have that descriptor. I think it's pointless and actually mass-removed them at one point, but I reintroduced them again sometime later because I figured I shouldn't necessarily speak for everyone on the issue, and additionally, the EEs handle "Bane" enchantments differently and therefore it made some sense to bring the text back again. Cloak of Mirroring: Will perform my own tests at some point - I'm in a little bit of a hiatus at this exact moment due to other concerns, so it might be a while, but feel free to get back to me. I'm pretty sure this effect is hardcoded so even if there was something wrong, I can't do anything about it. I think kreso said that this effect is affected by the "luck" property in its various forms, so make sure that your character isn't unlucky in any way. Special items: "Take out"? As in remove them from the character they belong to? Ideally, I'd agree, but non-EE games are real finicky about single-character usabilities, and both of those items are quite powerful, so I opted to leave them alone rather than endorse any sort of abuse involving them. Maybe I'll have something for you later, though.
  6. Bartimaeus

    SR V4 Beta 16

    ...That might explain why I didn't see them when I went to test them. It's an innate ability - it should be under innates.
  7. Bartimaeus

    IR Revised V1.2.4 (2019 January 20th)

    @Notanoctopus Not an error. That's IRR detecting invalid opcodes/effects (anything greater than or equal to 319, as per DavidW) that would crash the game for non-EE games and then removing opcode 328 in particular (the three spells that were detected as using 321 are unused in non-EE games, so they do not need to have it deleted). It only runs on non-EE games. However, I do realize that the "error" message does not really satisfactorily explain that (but also, I don't think most people even notice). Maybe I should have it print something like "Invalid opcodes successfully removed!" at the end, or I can just suppress the message.
  8. Bartimaeus

    Feedback

    Understood. For the record, I didn't actually have any interest in changing it, it was more probing exactly how it might be problematic. Since I already have you, @DavidW, could you tell me whether SCS's enemy using potions subcomponent ever uses potn33.itm (Potion of Magic Blocking in vanilla, Potion of Magic Dispelling in IR), and whether IR being installed affects that at all?
  9. Bartimaeus

    Feedback

    *Any* changes to it? Even shortening its duration by like a round or something, or turning it into a Lesser Mantle?
  10. You *also* have to set the THAC0 bonus to 0 for it to get rid of the bonus damage - most probably that illusory werewolf already had that set to 0, so it didn't come up in your tests with it. But most SR summonable weapons have a +4 THAC0 "touch" bonus, and so only setting the damage type to none fixed it, as I'd already set everything to 0D0+0 damage before. I have no clue why, but I just tested again to make sure, and yep, chillt.itm with 0D0+0 damage with +4 THAC0 does 4 physical damage, remove the THAC0 bonus and it no longer does any.
  11. @Lunareon Tiny bit of an unnecessary necro (even though it's not that terribly old), but I just wanted to chime in to say that I went a *hell* of a lot of frustration myself trying to understand where exactly a mysterious +4 damage from weapons that supposedly don't cause damage was coming from. I wrote about it in the SRR thread, but there are magical weapons like Cause Light Wounds that aren't supposed to cause any physical damage that will cause 4 physical damage if the character being attacked is unarmed or using a ranged weapon. Had to enable extra damage roll feedback via the .ini like you did to figure out what was causing it. Wish I'd seen this thread before I got so frustrated with it a week or two back. Was testing all sorts of different things with weapons to try to figure out what in the world was causing it.
  12. Bartimaeus

    Ranger stronghold quest failure

    That might explain why I've failed the Ranger stronghold line of quests multiple times with no apparent cause before.
  13. Bartimaeus

    IR Revised V1.2.4 (2019 January 20th)

    Right now, it's somewhat balanced by its shorter duration (1 turn). Failing that, the effects could be separated into two different potions - perhaps replace Potion of Magic Dispelling with Energy Shielding (50% energy resistance), while the current Potion of Energy Shielding could be renamed to...uh...Potion of...Resistance or something (wow that's bad) that makes you automatically make all saving throws. But uh, to be honest, as I've said before, I literally never use potions, so I don't really have a great feel for what should happen with them necessarily. I do think the Potion of Magic Dispelling is kind of an unnecessary addition, though, and it's probably better to have it get closer to its vanilla function in case AI ever tries to use it while expecting the standard effect (which I think I said before was Magic Resistance)? I don't know. (e): Also, on a side-note, I've also entertained the idea of infinite supplies of ammunitions and potions (or even nonmagical? armors and weapons) for some of the non-thievable vendors. It is weird to me that you can buy or steal everything from vendors and they will literally never restock. It's just a lot of work to go over everything and figure out exactly what I might want to do, and also, again, I generally like to keep the status quo as it's not really my mod. As usual, I'll keep thinking about it.
  14. Bartimaeus

    IR Revised V1.2.4 (2019 January 20th)

    Yeah, I think you're right. Getting my memory confused between religious/mythological stuff and D&D, and it doesn't help that Baldur's Gate seems to interchangeably use them in a few places. (e): From a cursory glance at a ToB dialog.tlk, the usage between djinn and djinni is indeed rather inconsistent. Djinn is used a whole bunch of times for singular, and djinni is used a handful of times for plural as well.
  15. Bartimaeus

    IR Revised V1.2.4 (2019 January 20th)

    Going from 18 wisdom to 20 gives you one level 1, one level 2, and two level 4 spell slots. If you've used three Tomes of Understanding, going from 21 wisdom to 23 gives you one level 4 and three level 5 slots. Because of the wacky imbalance of wisdom bonus slots, I'm pretty hesitant to give hardly anything bonus wisdom (...and I've already given two more items bonus wisdom that clerics can use than normal IR - Amulet of the Seldarine and Jerrod's Mace). And while it's true that wisdom does benefit the (Limited) Wish spell, in practice, this ring will probably only be used by a cleric with high wisdom that'll have every good option already unlocked to begin with anyways, so giving bonus wisdom just piles on to that. Unrelated: I'm pretty sure "djinni" is the plural form of the word, and "Summon Djinni" should really be "Summon Djinn".
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