Jump to content

Bartimaeus

Modders
  • Posts

    2,491
  • Joined

  • Last visited

Everything posted by Bartimaeus

  1. That's not something I have personally interacted with during working on IRR, but I recall mention of Weapon Changes making it so that composite bows have their bonuses tied to the equivalent level of strength that is required to use said composite bow. So if a composite bow has an unusually high strength requirement, I believe it will get unusually high bonuses to match; alternatively, if your strmod.2da is radically out of line from the original game, then strange things may result across the board as well.
  2. Looking over similar spell.ids-related REPLACE_TEXTUALLYs, I would think you're right. The only time REPLACE_TEXTUALLY seems to be used except for this one case is to make it so that a spell cannot be found (i.e. where the spell has been hidden/deprecated), presumably so that it's not erroneously chosen as a part of SCS's spellbook choices (or any other mod similarly trying to use spells based off of their IDS identifiers). In this particular case, I know that SCS has different spellbook assignments if it detects SR being installed and presumed that it would expect "WIZARD_WAVES_OF_FATIGUE" and not "WIZARD_CHAOS", so I figured it would be best to keep it as WIZARD_WAVES_OF_FATIGUE. So that raises three questions: 1. Does SCS ever put SR's Waves of Fatigue into spellbooks? I thought it did, or at least at one point that it did, but I can't rightly say for certain right now. 2. If so, why isn't the original Chaos being put into spellbooks right now when it uses the same/expected identifier? 3. If not, then is there a way we can change SCS's mind so that it does get into spellbooks from the point of SRR? Would not doing the REPLACE_TEXTUALLY to WIZARD_WAVES_OF_FATIGUE (or changing it into an APPEND) actually accomplish anything, or would SCS still not care and skip it over thinking Chaos should not ever exist in an SR game? If it's both true that SCS doesn't like to assign Waves of Fatigue and that it also doesn't believe Chaos should ever exist in an SR game, there's probably nothing SRR can do to change its mind. But if it does like to assign Waves of Fatigue, then it's something SRR has somehow broken and it should be fixed.
  3. Not touched. IR/R couldn't really touch this even if it wanted to, seeing as all of IR/R's components are supposed to be installed before SCS. I find the meshing of the two systems to be incongruous at best, but there are absolutely others who enjoy them together. I personally think it'd be a better idea if SR were to just bring some of the most worthwhile spells over (while getting them more in line with the rest of SR's design) while letting the rest be optional with the use of such components, but that's something that would have to be done from the point of official SR, not SRR.
  4. Found the issue: you're using V1.3.800, not the latest repository version. I do need to make a new release sometime soon, it's been quite a while, but the "latest repository version" means...this: I generally recommend the latest repository version, not the latest release. The "latest release" is supposed to be the latest "stable" release, but...well, it's been over a year since I updated it and there have been nearly 80 changes since then. The latest repository version should have the helmet issue fixed, though I'm not exactly sure why it didn't correctly detect an EET game for your install, but I did just try an EET + IRR install with the description styles set to 0 and it correctly detected it, so...it should work. There are...two, I think, outstanding issues that I want to resolve before a new "release", but neither of them are by any means critical. The first is finishing up the Store Revisions' masterwork weapons rework, and the other is ensuring that ioun stones/circlets do not protect against critical hits even when you do not have the Revised Critical Hit Aversion component installed. (e): ...As well as further compatibility with the "lite" version of Anthology Tweaks' Unique Icons.
  5. ...Strange. There must be something wrong with the detection here, because the description style shown in your image is oBG2/IR (i.e. ee_style_item_descriptions = 1), not the EE style (which would be 0 or 2, as "2" is forced EE style, while "0" is "will pick depending on what game type you're on", which in your case should be 2). When I install the main component and and Revised Critical Hit Aversion with it set to 0 on BG2EE, this is what it looks like for me: Notice the dash before "Armor Class", which is how properties on EE items are formatted (which they aren't in oBG2). What's even odder to me is even when I set the description style to 1 for forced oBG2 style descriptions on my BG2EE game, everything still looks right for me (albeit in oBG2 style). Hmm...
  6. There's been some revision to that component recently to try to fix some of its issues. Are you using oBG2-styled descriptions on BG2EE? I don't think @MikeX (who was the one primarily putting work into the component) or I tested this particular configuration.
  7. Isn't that the exact type of evil I just mentioned? Pure vanity and selfishness? There's no real guiding principles behind the way he looks at himself or society, or the way treats other people - just his own ego and how much others will serve (or annoy) him. If good characters serve him while treating him with the respect and admiration that he thinks he deserves, I don't think he'd spend any more thought upon them than absolutely necessary, not unless they get in his way for some reason or another. Although if someone fawns over him to manipulate him, maybe that'd be even better? Yeah, he'd probably love that a lot more - the low wisdom score and being street-stupid as he is, I suppose. Tiax seems to be the more unhinged and less intelligent version of Edwin, but otherwise they seem to be largely one and the same. Strangely, one of them is chaotic and the other lawful... Well, IIRC the law vs. order spectrum of D&D is predicated upon the society one inhabits, so Tiax having his own unique albeit insane ideals of how the universe should serve him and only him run pretty contrary to...how everything else in existence feels about it, so I suppose it makes sense he'd be chaotic. Edwin doesn't seem nearly so concerned with that sort of nonsense, so I would've figured him to be Neutral Evil. But I get your point regarding specific issues/motivations, and that it's really just the gamey mechanics that are the real issue here. I'm kind of the opinion that most evil characters probably shouldn't care about their reputation, because most evil characters are not really the "I have to be known for my lying, cheating, stealing, and murdering" types. Probably only Viconia really cares about not being thought of as a "hero" - most of the rest of the lot would probably smirk, say "why yes, I am a great big hero", and then use it to their advantage wherever possible (note: I don't know anything about the EE companions, maybe one of them is more like Viconia...and maybe Shar-Teel is also more like Viconia, now that I think about it).
  8. You know...most "evil" people/characters, including in these games, are of the utterly vain and selfish variety rather than the more idealistic "I have grand ideas about how the world and everyone in it should be, it's just that they're evil" types. You know who really selfish people don't generally get along with? Other really selfish people. You know who really selfish people do usually like being around and taking advantage of? Unselfish people. Like...Edwin should be just as likely (if not more) to backstab and murder someone like Shar-Teel compared to Jaheira, and vice versa. Now maybe Lawful Evil people are more likely to be an exception to this (hello baatezu and other well-organized evil!), but it doesn't really feel like there is a lot of actual Lawful Evil being put into meaningful action for the most part. Well, what was my point? I guess just that the generic evil person is probably more likely to get along better with a generic good person rather than another generic evil person.
  9. Hey, lord knows I barely ever test anything I do these days... That's how all my best work is done! Heck, if I wasn't very personally familiar with the _.itm series of BG1 items being specifically my own creation, I might've believed they were from official IR myself.
  10. It wasn't just you, . There are a great many deal of differences between IR and IRR - if one wishes to say something that you believe to be true about the both of them, it is probably a good idea to check or at least ask me before you do first, .
  11. Um...all y'all should actually poke around and preferably test before you start making crap up, . The Helm of Opposite Alignment does not exist in any capacity whatsoever in official IR, not as helm02.itm or as helm02_.itm (the "_" series of .itms are IRR's initiative in order to restore original BG1 items that were overwritten by IR back to BG1!), so Cursed Items' code for "helm02_.itm" was an invention made specifically for IRR and can be safely discarded if IRR no longer uses it. How that affects official IR is rather immaterial given that the helm does not exist there in the first place and Cursed Items didn't have any special handling of IR's overwriting of it before now anyways. The most you could do for official IR is either skip patching the item or manually restore Helm of Opposite Alignment...but you could do that in the same exact manner IRR is anyways (i.e. helm02.itm becomes Helm of Opposite Alignment again while Helm of Despair gets a unique item code specific to it). I personally want The Helm of Opposite Alignment to exist within IRR regardless of whether the player installs Cursed Items or not, so it'll continue to be included in IRR in this manner, especially seeing as other mods affecting the Helm of Opposite Alignment assume that it will be helm02.itm. Either skipping over or restoring helm02.itm for official IR is something you would have to do for proper compatibility regardless of whatever IRR chooses to do. If it were me, I'd firstly detect if IR's main component is installed, then detect that "dvhelm02.itm" (IRR's Helm of Despair) exists: if yes to both, go ahead and patch helm02.itm because you know it's still the Helm of Opposite Alignment; if yes to IR's main component but not dvhelm02.itm, then do not patch helm02.itm because you know that it's IR's Helm of Despair and the Helm of Opposite of Alignment does not exist. After all, if official IR wants the Helm of Opposite Alignment to exist, it probably shouldn't completely overwrite it with some other unrelated item: it's not really Cursed Items' responsibility to figure out how best to restore it (particularly given that its appearance and description will all be different between oBG2, BG1/2EE, IR, and IRR games!).
  12. Yeah, when The Whistling Swords' resist fear aura is active, my thief gets +2 to Find Traps. It seems to disappear when the aura goes as well, so it's not a huge bug, but thanks for bringing it to my attention - very strange. I'm not even sure if that particular scripting state does anything for oBG2 players, I think I copied the effects from SRR's Resist Fear spell, which I wouldn't be surprised if has the same issue. Not really my area of expertise, to be honest.
  13. Well, that's good, because the Haste opcode is ludicrous. I was not aware of the nitty-gritty details behind how it worked, just saw morpheus saying "well, then don't install SR" and "I'll disable the kit from installing if SR is detected", .
  14. I would say that there is approximately zero chance of the official versions of SR or IR ever bringing back the Haste opcode in any capacity, so if the kit is completely dependent upon it, well... Well, I suppose someone would be better off making a mini-mod that reverses it and restores the broken Haste opcode.
  15. Salk's descriptions usually blend different components of original and EE descriptions. Let's see if your suggested change works... Nope. But I figured it out - was just missing a backslash: @100422 = ~[%LNL%%MNL%%WNL%]\([ %TAB%%emdash%]*\)\(Special:[ %TAB%]+\)?Protects[ %TAB%]+\([Aa]gainst\|[Ff]rom\)[ %TAB%]+[Cc]ritical[ %TAB%]+[Hh]its~ Guess the "|" character needs a backslash when used for an expression as well. Thanks!
  16. The primary creator of IR, Demivrgvs, never even played BG1 if I remember correctly. There were definitely some interesting ramifications resulting from this when Tutu and BGT came about and mods started becoming compatible with them, . Doesn't drop in vanilla AFAIK, though a certain 'fixing' mod (lolfixer) can accidentally enable it to do so. Yeah, that was another reason I was surprised any other mod touched it, since it's almost impossible to get in the first place. But...I think BG1EE makes it so it drops when you properly defeat him as well? Not a hundred percent sure about that, but definitely part of the equation here if so. I'll get the situation sorted out sooner rather than later. For the erroneous Armor Class Bonus line, I'll look into that as well, thanks. (e): I think the problem there is that vanilla's descriptions are so all over the place that the regexp can't catch all cases when IR's main component isn't installed.
  17. Base IR overwrites Helm of Alignment completely with the Helm of Despair - the former no longer exists at all. IRR restores it but to HELM02_.itm instead while replacing HELM02.itm on the Death Knight with HELM02_.itm so that he has the Helm of Opposite Alignment. It would probably be a good idea to instead move Helm of Despair to its own item code to prevent these kinds of issues - I didn't know any other mods interacted with it, but there's always been a bit of a fascination about this item, so I suppose it makes sense that there would be.
  18. I personally use the shorter duration version that gives a +10 THAC0 bonus instead, but I have not included it in SRR. A guaranteed critical hit seems it could be...strong for backstabbing.
  19. I think 3 rounds can arguably be too long. But I most likely wouldn't ever use it with a pure mage/sorcerer unless I had Melf's Minute Meteors up, which probably influences how I use it: with a mage- or fighter-thief that can have better HP/AC and multiple attacks per round with their normal weapons, 3 rounds is a pretty good chunk of time to get a +4 THAC0 bonus for a level 1 spell. Actually, that's part of why I left its duration alone - at level 1, your base THAC0 at 20 is trash and increasing it by 4 is helpful but you're still pretty likely to miss a lot of attacks, and your APR is going to be bad so the spell needs to be a few rounds long to be in any way worth casting. Compared to a level 1 1D4+1 Magic Missile, 3 rounds seems about right. But compared to a level 9 5D4+1 Magic Missile...well, if your character already has good physical damage output, True Strike being an instant cast at 3 rounds duration can still be a pretty good value if used against difficult to hit enemies - the issue is if your character doesn't, then the spell doesn't offer much. It's a bit difficult to get right later on in the game.
  20. In BG2EE at least, not even self-targeted spells will pierce through Mirror Image (e.g. casting Flame Arrow on yourself after casting Mirror Image will likely have the flame arrow hit one of your images). SR overwrites Spiders' Web Tangle (SPIN683.spl), which...yes, does have the string you're talking about. Guess I need to freshly string it. Thanks!
  21. Thanks! You more or less got it right: I forgot to move a few blocks above that END at line 81. Basilisks' petrification is only supposed to be changed if you use option 1 or 2, so they still instantly petrify if you use option 0. Should be fixed now. Just the name of a commit on GitHub for SRR. Summoned Giant Spiders from MS4, or non-summoned found in the game world?
  22. Elven Court Bow, Gauntlets of Gauntlets of Swordplay, Cloak of Displacement, Martial Staff, Malakar, and Malakar's Companion all use the same format: The intended statement with Elvencraft is "you get +4 to your general AC...except not against missile weapons". With Kazgaroth, it's "you get +2 to your general AC...except actually +4 vs. missile weapons". It's a shorthand way of conveying the different AC properties without needing to add a whole separate thing about it. Item statistics should be brief where possible.
  23. I believe it's intended to be +4 total, not +4 additional. So since you already get a +2 general AC bonus...
  24. Thanks, fixed 3 days ago when I happened to notice the same issue. The string update code was there, just happened to point to the wrong string (23002 instead of 23005).
  25. I don't think it was me, but maybe. Probably Morpheus. Yeah, I don't...really see any reason most undead shouldn't be held by webs or roots, I guess I was more thinking that if other ghasts are immune, then so should Tiax's...but if that's not the case, then I don't see an issue.
×
×
  • Create New...