Jump to content

Bartimaeus

Modders
  • Posts

    2,491
  • Joined

  • Last visited

Everything posted by Bartimaeus

  1. I don't think I ever touched the ghast summoned by that spell, I guess I should probably take a look.
  2. Yeah, that .ini tweak is basically for nerfing the amulet back to BG1 levels but with the added bonus of assigning the vs. breath saving throw bonus to both versions so that they're consistent. I personally think Edwin getting that many extra spells is pretty unconscionable, especially given that he's already a Conjurer which is both the strongest and the least interesting of all the mage school specialists, but...people like their cheese.
  3. You know, I've never really liked HLAs either, especially with the absolute ridiculous glut of different spells and abilities you have by the time you get to ToB (not that I have...uh, you know, finished ToB in practically forever). Maybe disabling them would actually be the best choice in reducing the amount of crap you have to manage. Plus, I think if you play with SCS, you can disable HLAs for all of them as well via the modular difficulty management ability.
  4. https://dl.dropboxusercontent.com/s/b8lclj1eucr82vp/brac08.zip Tiax, of all people...well, that is a very admirable and proper use of them indeed, .
  5. Override. I'll need brac08.itm to fix your Gauntlets of Might. Animation: Okay, so I just took a look at both graphics. Uh...you know, I'm not sure that either of these are necessarily correct for a stun graphical effect. The original graphic used by The Stupefier is like a...planar explosion graphical effect, but the one used by dvstun.spl is just like a green/grey-ish looking haste/slow graphic. I don't think stun is typically accompanied by one in the first place, which probably makes sense given that getting stunned can be a fairly "natural" effect and may not be magical in origin at all...but they can be useful for telling when something happened. Hmm, I'm not sure. I guess I'll just leave it as it is for now, since I'm not really sure what's a better option.
  6. If you want to remove the message for Stupefier: https://dl.dropboxusercontent.com/s/4b68i012oxcc59a/dvstun.spl Animation: Is it the spinny gold thing? That graphical effect is really supposed to be reserved for hold effects, not stuns... Hmm. Gauntlets of Might: You are right. On initial inspection of the .itm, I thought everything was correct...but actually using it in-game, nothing. Well, it turns out that the effect is gated to a 100-100 percent chance of happening, which is actually 0% (a normal effect that happens 100% of the time is 0-99 or 0-100). Thanks for making me check again.
  7. Stupefier: dvstun.spl must not have its string updated when installed for BG1EE. I got all of those for SRR, I believe, but I have not been as prudent with IRR I fear... If you notice any other such item effects giving similar wrong messages, let me know. I have no idea how the "BG overlay" mod works or why it would detect an effect from an .itm but not a .spl, unfortunately. Virtually all of IR/R's items' effects work by externalizing effects to .spls (so that they can be re-used, edited en masse, directly protected against, and so on), so it's not really something I can change. Gauntlets of Might: The THAC0 penalty is there. Bear in mind the scaling of 2E strength: a score of 16 gets you +0 THAC0 and +1 damage, a score of 19 (+3 from Gauntlets of Might!) gets you +3 THAC0 and +7 damage. The way 2E statistics scale is ludicrously stupid in general, but especially strength due to the "Exceptional Strength" nonsense that a player can easily bypass to get "superhuman strength" with but a mere +1 bonus.
  8. I can only answer for SRR: 1. Break Enchantment should stop petrification in the slow phase, but it currently doesn't. I'm trying to figure out why not. 2. Green Stone to Flesh cures both soft/hard petrification just like Break Enchantment, though it too does not (currently) stop petrification during the slow phase. 3. Blue Stone to Flesh doesn't exist in SRR (its resource is used for a different spell), but the way the petrification update function works should catch it and accomplish the same as well even if it did still exist. 4. I just had like 5 Greater Basilisks attack my Protection from Petrification-ed character, and it doesn't seem my character ever turns grey/grown no matter how many times he gets hit by their gaze...but annoyingly, they did get slowed, which probably shouldn't happen. It'd be nice if Protection from Petrification carried a "do not attack with gaze" state so basilisks would at least try to melee you. 5. If you cast Protection from Petrification before you're petrified, you should be protected from the actual petrification (but not the temporary slow effect).
  9. Hmm. Extract the .itm from this zip and put it in your override instead, not sure what's going on: https://dl.dropboxusercontent.com/s/u738ik4ntwvssw1/blun41.zip
  10. CTRL+S when you open it. Yes, it uses dvstun.spl.
  11. Here: https://dl.dropboxusercontent.com/s/4bhnqczzfcpooar/blun41.itm
  12. It's fixed in the github repository now, but if you want me to fix it for your current game, attach a copy of BLUN41.itm from your override.
  13. Though I had the best intentions, it appears I forgot to actually modify this item, so it still has its vanilla value of 10%. Whoops. It's not even using the standard IR stunning .spl, all the effects are just in the item itself. Most of the changes I made to the BG1EE items was nonsense I made-up without spending more than a second or two thinking about them, because most of those items are just kind of pathetic, so a lot of them just got brainless buffs like changing that 10% to 33%. If it was a BG2 item, it'd have just been 100%, but you can get it in like two seconds in BG1, so...well, I just knew that 10% was mindbogglingly ineffective, so it had to be at least a little higher.
  14. .tpa and .tph files are just plain-text, so Notepad is just fine. Search for the text or hit CTRL+G for the go to line function. However, you must have made this change before you installed it - editing the file after you've already installed the mod you're editing doesn't do anything. Near Infinity would be needed to revert it in a game already being played.
  15. SR is always the third option, soft petrification for everyone. But you could dig into the files and disable SR's petrification changes. In spell_rev\components\main_component.tpa, commenting out/deleting line 3351 ("INCLUDE ~spell_rev\lib\kreso_petrification.tph~") should do the trick.
  16. Thanks - luckily, petrification already comes with its own sectype for SR. That will at least get them to attack other people besides the already petrified character. I gotta be honest with you, I think SR's changes to petrification are...well-intended but mostly fruitless, since while it does solve one big problem (preventing character banters/romances from being permanently broken), it introduces another equally big problem in preventing the party from ever leaving an area if a character is petrified - necessitating kicking them out of the party, which...yup, permanently breaks banters/romances. I guess it does introduce one way to get out of it, which is killing your own petrified character, though it's probably not immediately clear to most players that that is an option. A few of us tried to put our heads together at some point in the past to figure out how to fix petrification once and for all, but no-one was able to come up with anything that adequately solved all the issues without functionally getting rid of the permanent nature of petrification, which was undesirable as well - I ended up just allowing players to choose what kind of petrification they prefer (soft petrification for all creatures, soft for player characters but hard for non-player characters, and hard for all creatures; I generally choose the second option on my own installs).
  17. Basilisks getting stuck in a "I'm going to petrify you even though you're already petrified" loop is pretty undesirable. I'd probably have to ask for help on how best to implement something like that though, as scripting states aren't something I'm very knowledgeable about. Let me know if your new game build fails as well, I'll try to to see if I run into the same issue.
  18. Yeah, especially seeing as it's otherwise just a Long Sword +2...I guess it kinda just feels wrong to me. It's supposed to dance its way out of your hands - that's why they call it the Dancing Blade! If Ras were a quick slot item that just stayed there, it'd probably be way more enticing to use to me. Is anybody actually using Ras as a weapon? Maybe if you have three or more party members with long sword proficiencies? Hmm, I think I'll make a mini-mod for myself...
  19. Well, to be honest, I didn't know it worked that way in vanilla in the first place, so I'm guessing I just figured it was behaving incorrectly and I should make it consistent with Ras, particularly seeing as the description says "can attack on its own", which would definitely imply it leaves leave your hand. But if the original item worked that way, I'm gonna change it back...
  20. It's removed from your inventory in IRR...but not in IR. The description in IR says "the sword can attack on its own", same as Ras, but in one case, it doesn't leave your hand and in the other it does. That's pretty weird.
  21. If creating a magical weapon (e.g. Flame Sword) unequipped all of your weapons, if using a figurine to summon a magical creature (e.g. Kitthix) removed the figurine from your quick slot, if using one of the mage Armor spells unequipped your armor, if transforming into something always removed all of your gear...it would make using all of those annoying for no reason. I have no desire to annoy the player in this manner, especially not when these things haven't previously worked that way. Well, I think the figurines used to, but they don't in my game, . Though perhaps it's my own bias speaking - I find Ras and Spectral Brand to be really annoying in that their sword-summoning abilities remove themselves from your inventory, so I never use those abilities. In those particular two cases, there's not much that can be done about it since the alternatives would make no sense.
  22. It's not something I'm super concerned about mostly because those transformations (Cloak of the Wolf, Cloak of the Sewers, Pearly White Ioun Stone) are really more intended to be for characters who are not so great at combat. Going from a fighter to werewolf is not really of much use, as your base AC, THAC0, APR, and maybe even STR/DEX/CON are likely to all be about the same or even better than what you get from the transformation - going from a mage or maybe cleric when you need some extra melee DPS or they've run out of spells to cast and you want to make them useful, that's probably the more ideal use case...a kind of cheap but much more limited Polymorph Self. There's also something to be said for the fact that I don't think there's anything that can be done about it anyways - you can unequip items via an effect, but they drop into your inventory, and that would be super obnoxious for those abilities.
  23. It is supposed to work that way. But I don't think you gain "bonus" AC from the transformation - your dexterity changes, which might give you bonus AC relative to what you had before, but if you're already wearing Full Plate Mail, Werewolf's base AC of 3 shouldn't change that.
  24. Aaahhh, the BG1-specific variants. Forgot about those, particularly since I always use that component. Will fix, thanks.
  25. https://dl.dropboxusercontent.com/s/wbh5cc16rqxqkic/Baldur_nvZ7vov601.mp4 I can report something else strange as well: yesterday, I changed Potion of Fire Resistance's opcode 30 (fire resistance) to opcode 31 (magic damage resistance) and it didn't want to work at all. Today, I do the same thing and suddenly it worked. I don't get it.
×
×
  • Create New...