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Bartimaeus

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Everything posted by Bartimaeus

  1. Did it fail to install, or are you using some other measure to determine how cleanly it copies over? v4.19rc1 hasn't changed the process any here on Windows: https://dl.dropboxusercontent.com/s/qp17a23i25tgqd4/explorer_Ef3xgztbRJ.mp4
  2. Find Familiar spell description: I personally think this mechanic (but also the mechanic of the caster gaining HP while the familiar is alive) is incredibly dumb, but Find Familiar is a difficult beast to tame between the different games, so I'm not inclined to touch it or its mechanics.
  3. Welcome. So I installed the three mods that you listed as affecting this item. ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 (Revised V1.3.860) ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification -> Gems and potions: v15 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3 However, still no protection from normal weapons. You're welcome to place the resulting file in your override to fix the issue, though: https://dl.dropboxusercontent.com/s/j3yk099saccp8vi/ring97.itm As for why it happened in the first place...it's difficult to say.
  4. This proves that IRR did not add it. The backed up RING97.itm in weidu_external\cdtweaks\backup\1140 is the file that weidu will restore if that component is uninstalled. Since this is the version of the file immediately after IRR changed it but before anything else has, that means that since the property is not there, IRR did not add it. It would have to be there if IRR was at fault, since all of IRR's changes to it have occurred by this point, but neither of CD Tweaks' or SCS's have. This is the precise purpose of using changelog and following when/how a file was changed by specific components by being able to look at the backups. So now the next question is if the backed up version of the file in the Stratagems component 5900 backup folder has it; if it does, that means the CD Tweaks component added the property. If it doesn't, that instead 99% suggests that the version of SCS you're using did it. While I am pleased to see that IRR didn't do it, I'm still going to be quite mystified if it turns out that the CD Tweaks component did, since that would seem to be quite out of scope for that component; if SCS did, that...would make more sense, except for the fact that I've literally installed SCS 34.3 after IRR in my current install, and it did not happen. Strange either way, really.
  5. It's not intended, but also, RING97 doesn't give protection from normal weapons. Clearly it does in your game, but in mine with both IRR and SCS, it does not. It seems pretty unlikely the CDTweaks component would give it, so I'm a little stumped. If you could look at RING97.itm in the backup folder for CDTweaks component 1140 and see if it's still the case that it has the protection from normal weapons property, that would be helpful.
  6. Seems likely it's just an issue of "this string reference is intended for BG2/EE, and it's something else entirely in BG1/EE".
  7. Yeah, I was just thinking I really need to remember how to find this post in the future when somebody asks again, . Yes, I play with SCS, and have made some changes (such as the range of spells and some of the optional settings.ini switches) around it.
  8. Nice job! Long-time coming, . Install order: For SRR, I recommend before Anthology Tweaks but after most other content mods, generally. But I admittedly play with a pretty pared down install without anything that majorly adds or changes the spell systems, so there may be notable exceptions I am unaware of. Probably only people who use them could tell you, though.
  9. I've done SRR/IRR my way and without oversight, largely without comprehensive documentation (partly because I initially intended for them to be only for me, partly because the effort started long before it was hosted on GitHub, partly because fixes both minor/major and creative design choices all got jumbled up and intermixed and this makes documenting all changes very difficult and certainly impossible to decouple); this is highly problematic because SR and IR are simply not my mods. No ifs, ands, or buts about it. As subtledoctor is helpful to remind anyone who asks something like what you just did, the official versions of SR and IR still work, so you should only use SRR or IRR if the changes I've made appeal to you. And because of the problematic nature of its development, neither SRR or IRR will ever become the official versions: such a decision would have to be both community driven and with at least Mike's approval, and while Mike (admin on these forums and one of the two original developers for IR) has mentioned being open to the possibility, it seems unlikely at this stage that a kind of community consensus could ever be reached even if we wanted to determine a definitive answer about it. Which is precisely my great frustration with working on the official version with my two other custodians (subtledoctor and grodigrues): I can unilaterally implement changes to SRR/IRR immediately as soon as I have time and inclination, whether it's a fix or a new direction for a spell or item, and if somebody doesn't like it, they will come in here and post, and we'll have a discussion about it and I can revert or change it if necessary, which I have very frequently done when those types of issues have arisen. Likewise, if someone wants to see some kind of new change that I didn't think of yet, they can also come in here and suggest it and see how I and others feel about it, and possibly get it implemented quickly. With SR, even simple bug-fixing requires consensus between we three custodians (sometimes understandably so, because what seems to be an obvious "fix" to one of us the other two have, at times, vocally disagreed with and nixed), while creative decisions (i.e. changes that don't fall under bug-fixing) require "input from the community", and that has been...well, very difficult to get, so most changes are effectively off the table - see the initial post's spoilers at the bottom to see what kind of changes would be largely off-limits to bring to the official mod. Those changes are mostly non-negotiable for myself personally: I implemented them because I wanted them or other people wanted them, so obviously I am not willing to arbitrarily give them up for the sake of "well, we weren't able to reach a consensus about them". The community going against them I would accede to, but more what happens is that there isn't enough input of any kind at all, thus effectively placing the official versions in stasis for the most part. With the janky way SRR and IRR are installed, it necessarily requires that users know what they're installing, which I think requires a higher degree of awareness and involvement than if someone's just casually installing normal SR/IR while expecting them to be exactly what they're always been. After all, you have to, at a minimum, be at least lurking on these forums and visit the IR/SR sections and see the threads and read about them. I appreciate and value that level of initiative and involvement from the people who use or have used SRR and IRR. Conversely, if you are the mind that the official versions of these mods should not be changed except for bug-fixing (and people certainly do still use the official versions), then having all of my changes dumped and integrated into the official version would be a bit of a disaster for them, wouldn't it? So I am content with how things currently are. tl;dr: If you want SR/IR exactly as they've always been, it's probably not a good idea to use SRR/iRR: use the official versions instead.
  10. https://dl.dropboxusercontent.com/s/xv31e0koue6nuc6/WeiDU.log This is the latest I've made.
  11. I don't believe there is any difference between the latest proper release of IR and the repository/"master" version; if you check the dates, IR hasn't been updated since the last proper release. SR is a different matter, but in any case, it should make no difference and I've tested using the master version somewhat recently (within the past few months) to make sure it also worked. Well, it probably makes no difference: SRR replaces almost all of the base mod's resources, but the small percentage it doesn't could have differences between the release and master version. If they do, they're probably minute, but I don't see much harm in trying.
  12. Temnix left the forums after he was post-restricted; last visited in August.
  13. Can you manually confirm that "tooltip_macro.tpa" is in the specified folder ("item_rev/lib/") that you extracted from the .zip file? If it is not, I would be confused, because it is precisely there in the .zip that I just redownloaded to check, so why didn't it extract (or why did it get moved during installation)?
  14. I presume that other mods install just fine? ...I've never played/installed mods on Linux, so I have limited expertise in trying to help you here. (e): If you remove your current item_revisions folder and try it with this instead, does it work? https://dl.dropboxusercontent.com/s/outcwsuuaf5sgvu/ir_revised_standalone.zip
  15. When I heard the news not all that long ago, I noticed I hadn't actually hardly seen him in anything besides BGII - somebody in The Omen, a film I didn't particularly care for and don't remember his role in, and also Evil in Time Bandits, which is a film I do like a lot. RIP.
  16. Well, its effect was increased from base SR as well, IIRC - from 2% per level (maximum of 40% at 20th level) to 10 + 2% per level (maximum of 50% at 20th level...but more importantly, when you obtain this spell at 9th level, it goes from a mere 18% to 28%, which I felt was important for making it more effective against e.g. dragons at relatively lower levels). So it was an all around upgrade for the spell, really.
  17. I was under the impression that everyone thought it was a good idea, so since I had to update settings.ini anyways, I decided to integrate it completely. It'd be easy enough to revert, but what is the specific issue with it? Even this AoE version of Lower Resistance is not exactly blasting the doors off and is intended to provide an option to the player to make large groups of magic resistant enemies (e.g. drow) more manageable; it's also not an area targetable spell ("Target and enemies within 10'"), which prevents any targeting issues and limits its effectiveness to some degree. Is the spell ever even used by enemies?
  18. Thanks, and with a little bit of updating, this is now done in the latest repository version; EE games should automatically use a few EE-specific formatting changes, including the lower case "d"s for dice. If an EE player prefers the oBG2 text (or an oBG2 player prefers the EE text), they can force the choice via settings.ini's "spell_description_style", but by default, it uses whatever is appropriate for your game type.
  19. If you already have it done, feel free to send the .tras to me and I'll include them.
  20. SR has always been lowercase, SRR deliberately changes them to uppercase to match the game's original formatting. At some point in the future, I may make an EE-specific change that sets them back to lowercase along with some other EE-like formatting changes, but it's not exactly a high priority.
  21. I have not updated the "list of spell changes" in the original post for a while, but at least most of them should be relatively accurate. Magic Missile does an average of 3.5 damage per missile, which is 17.5 damage at 9th level with all of them; Chromatic Orb at 14th level does 2D10, which is an average of 11 damage. In other words...no - if anything, Chromatic Orb is still too weak, particularly given the level progression differences and the fact that Chromatic Orb's secondary effect isn't likely to do anything for most of BG2. Correct: it's essentially on par with a lightning bolt, but you exchange the more severe saving throw (-4) and lightning damage for two types of damage and a chance of paralyzing. Feeblemindedness is a kill spell, though: if it works, that enemy is effectively dead. However, it should be noted that I increased the penalty of both Feeblemindedness and 5th level arcane Domination to -4 since writing that (4th level divine Mental Domination stays at -2): single target disabling spells should be effective and have good use cases compared to AoE disable spells like Confusion, which makes me inclined to have them be more severe. I think Subtledoctor already covered this: a F/M should already have solid fighting abilities which is kind of the entire point of Polymorph Self (it's basically a sort of lesser and more varied Tenser's Transformation), so it's not a spell really suited for them. This is more of a philosophical issue than anything else: I don't think higher experience levels should ever result in less creatures being summoned compared to lower experience levels. It is a level 5 spell though, so someone could convince me that it would be more appropriate to start with 3 shadows at 9th level, thus accelerating the progression. Not an SRR change - in fact, SRR gives the option of optionally restoring true petrification via the settings.ini in \spell_rev (or alternatively restoring it just for enemies while keeping the "kinder" petrification effect for just party members). The long and short of it is that the true petrification effect removes party members from the party, kills ongoing romances (due to being "kicked out" of the party), and destroys items (unless you have another component that makes it so they're dropped). Uh...because I can't just straight up steal someone else's major work like that (particularly given that the original author has not been around in close to a decade IIRC), and someone may prefer the SR/R creatures over them. It should be noted that SRR comes with another settings.ini switch to prevent changes to fiends; this is because I too prefer atweaks' P&P fiends, which is also why I made another component in my Bart_Tweaks mod to further unite SRR and atweaks' P&P Fiends. It would be nice to have a full-fledged level progression for familiars, but there are issues inherent to how Find Familiar works that make it very difficult to work with and not something I particularly want to touch. Perhaps try a standalone familiar mod, like WTP Familiars. All six levels of Cure/Regenerate Wounds spells in SRR (Light, Medium, Moderate, Serious, Critical, and Mass) are redone, but yes, I see that I forgot to mention that particular one in the original post. There is perhaps a confounding issue here: it's a 10' AoE, but a 5' AoE radius (i.e. a 5' circle around the caster, which is a 10' diameter). In SRR's actual description text, the radius size is what is used in descriptions. The original post list of descriptions were largely written sometime ago, hence the confusion. As for how large it is...maybe? It's been sometime since I actively checked, but I don't remember thinking it was particularly an issue...but I'm certainly open to feedback. As far as I know, the "dawn" doesn't literally cause fire damage to undead either - pretty sure I've seen zombies and skeletons at all times of day throughout these games, . This is a goofy spell because of its slow ongoing effect (compared to others like Sunray or Fireburst which deal their total damage instantly), so I'm not particularly keen on letting it be so relatively weak for a 6th level spell. If such a thing could be done, I'd say it's probably more appropriate to Know Opponent than Detect Alignment.
  22. Good call on stealing that part from SCS at least; I'll get around to finishing that part of it sometime, I swear.
  23. Thanks, fixed. However, I don't currently recommend IR/R's masterwork option - I was putting work into it to try and get it more on par with SCS's version of the component (in terms of propagating both masterwork and +1 weapons throughout BG1 and BG2), but it remains unfinished as of yet. It's unfortunately currently pretty limited in having +1 items exist alongside the masterwork weapons, so I would strongly recommend using the SCS version for the time being...although I think the SCS version currently won't currently be installable if it detects IR, but that's because SCS believes masterwork weapons already exist if the base IR component is installed, which is not necessarily true if you don't use that option. But if you were able to find the error in masterwork.tpa for me, you can probably figure out how to enable the SCS component as well.
  24. For SR's planetars, it's an instant death effect, which is covered by SR's Death Ward at the very least.
  25. I guess it depends on how the vorpal effect is implemented; in IR, they're instant death or kill creature type opcodes, which Death Ward protects against both of. On the other hand, if a vorpal effect was implemented as a 100% damage effect, then it wouldn't. But I'm not sure how it would be possible to provide immunity against that outside of immunity to the damage type.
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