Jump to content

Bartimaeus

Modders
  • Posts

    2,491
  • Joined

  • Last visited

Everything posted by Bartimaeus

  1. 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.
  2. Temnix left the forums after he was post-restricted; last visited in August.
  3. 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)?
  4. 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
  5. 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.
  6. 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.
  7. 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?
  8. 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.
  9. If you already have it done, feel free to send the .tras to me and I'll include them.
  10. 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.
  11. 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.
  12. Good call on stealing that part from SCS at least; I'll get around to finishing that part of it sometime, I swear.
  13. 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.
  14. For SR's planetars, it's an instant death effect, which is covered by SR's Death Ward at the very least.
  15. 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.
  16. Subtledoctor should've already fixed that - it was set to power level 0 (which would bypass spell protections) when it should've been level 4. (e): Actually...now that I think about it, Globe of Invulnerability should have a carved our immunity to Vitriolic Sphere in its entirety that should make the power level issue moot, so I'm not sure why it wasn't protecting against it.
  17. atweaks is not "incompatible" insomuch as aTweaks simply overwrites SR/R spells. How undesirable that is is left up to you. Yes, if you choose to install the AoE Spell Deflection component: that's the idea. A Vitriolic Sphere or two could kill a number of mages who would have no other effective way of protecting themselves otherwise, which seems less than ideal.
  18. For SRR, I ended up making pretty much every spell I believed to be conceivably used for a contingency/sequencer that'd target an enemy long range, which included Vitriolic Sphere. While having some variability in range was a neat idea, I don't think it really made much practical difference to change them all to long besides making sure contingencies/sequencers didn't break. Actually, since SCS uses Vitriolic Sphere a bit, it seems like that particular one benefited the AI more than the player, . That would do it; I had a similar issue recently with the arcane HLAs, except instead it was setting them to level 1 instead of 0. Touchy!
  19. If I'm not remembering incorrectly, we've had discussions in the past about how stationary spells should be handled as well as the particulars of some of the more tricky spells. Good to know it hasn't been changed too much in recent history, though - for some reason, I thought you'd made a few more substantial changes to it. Unfortunately, it would prove to be a bit difficult to port over the improvements I've made to it, since some of the spells that I added had to be implemented in a special manner which is why they were missing from the component in the first place. Something best left to some other time, I think. I was definitely assuming @FixTesteR had the AoE Spell Deflection component installed, but if not, yeah, those spell deflection spells are not going to work against any AoE spells period.
  20. With the Big World Setup in the past, it used to be that all selected mods were extracted into the game directory before any of them were actually installed. You could then select that SR was to be installed, wait until it was automatically extracted, and then simply put SRR on top before the installation started and thereby install SRR instead, but I have no idea if the Mod Installation Tool works that way. As the original post of this thread states, the installation process is extract SR to your game directory, extract SRR on top of it, then install as if it were a normal Spell Revisions installation via setup-spell_rev.exe.
  21. Are you referring to install order, or when you should extract SRR? If the latter, it would be anytime past the point of when SR has been extracted but before it's installed. If the former, I'm...not sure? SRR should be installed at the same point that SR would be installed, which is probably beyond when other content (items, spells, creatures, areas) mods are installed, but certainly not at the end.
  22. The only area of effect spells which spell deflection spells like Spell Trap et al. shouldn't protect against are "stationary" ones that stick around in a given area, e.g. Cloudkill, Web, Sphere of Chaos, Teleport Field, and so on (and this is due to a technical limitation; every time one of those stationary spells "tick", they would drain charges equal to whatever level of spell they are...so a single Cloudkill spell could drain ~50 levels of Spell Trap, which would obviously exhaust Spell Deflection after just a few ticks). As such, Vitriolic Sphere should be protected against...in SRR, at least. Subtledoctor is the one who has implemented the latest official version of that component, and I'm not going to touch it due to our differences of opinion in how it should be handled; I primarily maintain SRR, not SR. Sorry, I have no idea; zero experience with any of the automated tools, so I don't know if they do or do not even include SRR as an option. SRR is intended for people who people who specifically seek it out and know what they're installing, not people just casually installing SR expecting it to be the same as it's always been, so overall I am not too concerned. SRR will not ever become the official version due to a number of concerns both ideological and practical in nature, so if people are going to install it, I want them to be aware that they're installing it and never get it confused with the original SR. SRR replaces the entire official SR package: you do not install SR and then SRR, you only install SRR. Unless you're only trying to revert maybe a couple of spells back to their original SR versions, it would probably be too much trouble. Though I'd be curious as to what somebody would want to revert, particularly since most of my design changes have primarily concerned strengthening weaker spells.
  23. As I have discovered over the years, lots of people really don't like downloading the latest repository version...in their defense, some modders very specifically say "no, don't do that, the repository version is not intended to be used by end users". The inconsistency and possibility of an "unstable" version can be more than enough to turn away people who just want to play their game without major issues. I replied to the GitHub pull.
  24. Technically...subtledoctor, grodrigues, and I are all supposed to be the maintainers of the official version of Spell Revisions, but grodrigues was the primary maintainer and I think SD and I were both okay with that. But there have been communication issues between here and GitHub that have made getting out a release to fix a number of things more lengthy than initially envisioned (I believe the word "imminent" has been used for probably over twelve months now?). Personally, I'm not really sure what else needs to be done, and I feel like SD and I are in the awkward spot of not really knowing how to finish it without grodrigues, who was putting it all together, giving it the final greenlight, hence why we're currently in limbo with it. But as SD said, if you're reporting actual bugs about SR and not SRR, it would probably make more sense to report them where SD linked...however, I do specifically recall the issue with Protection from Magical Weapons having already been fixed in the latest repository version of SR, so it is unnecessary to report it, I think. Spell protections aren't typically dispelled by Dispel Magic (with the odd exception of M/GoI in normal SR?), but combat and specific protections along with most everything else should be, whether it's the regeneration spells, Luck, Flame Sword et al. PfMW is spwi611.spl.
×
×
  • Create New...