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Bartimaeus

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Everything posted by Bartimaeus

  1. I am not currently allowed to edit my posts or PMs. (e): Except for this one: presumably the forum software updated recently and some settings were inadvertently reset, erroneously putting a time limit on when edits can be made. Why is this forum software always changing settings when it updates? This isn't the first forum I've been on using this software that makes a habit of doing stuff like this...
  2. I don't see anything in there that could be it; I tried the same version of EEex that you have installed (0.9.3), but no change. All I can think of to check now is to make sure that a) the golems you're attacking are actually set to be golems (but you said that this also happened against other illegal creature types - what are the chances they're all affected in this manner) and b) you're actually using bow10.itm and not some other resource that just happens to look and act like IRR's Heartseeker (but the chances of that not being the case are so incredibly remote that I don't think it's worth checking). I'm really not sure what else to check, I feel like I've pretty much covered all of my bases here.
  3. I have used all of your files (the .itm, .spl, and .eff) for this test, except for one change: instead of Heartseeking being 15% chance of taking effect, it's 100% (but still subject to a saving throw): https://dl.dropboxusercontent.com/s/0c7p0gj7md5noya/Baldur_hyu2Bm0GRR.mp4 If you're one hundred percent certain that Heartseeking worked against at least one of these golems, I'm not sure how to fix it, because everything seems to indicate it should work correctly. Are you using any mod component that might change...I don't know, how the game processes effects? EE Extender, maybe? I'm really not sure.
  4. Can't see anything wrong with that either, so I stuck all three files into my override to test them. I still can't get it to trigger on a golem. What particular creature from what area do you remember having it work against where you thought "well, that isn't right" that I can test?
  5. Well, color me very confused, because I don't see anything wrong with your dvhseek files; I guess I need to also look at your bow10.itm, though I expect it to be the same because you said the ghost rises and that should be IRR-specific. The bow has worked on any and all golems? I tried a Clay Golem and a Stone Golem, and I couldn't get anything.
  6. When a golem or any of the others is instantly slain, it says "Vorpal Hit" and displays the ghost rising from their now destroyed body, right?
  7. The weidu.log is always up to date; I have to manually update the readme, while the weidu.log entries are automatic, . May I have copies of your "dvhseek.spl" and "dvhseek.eff"? I sat and fired Heartseeker at a Stone Golem for like 5 minutes and never triggered either the death effect or a saving throw, and the implementation seems correct, so I have to check out your files.
  8. Are you sure that it is? The following races should be protected against Heartseeking:
  9. That specific warning is harmless in the vast majority of cases - all it means to say is that the resource wasn't altered. There could a few different reasons why this might happen, but as far as errors/warnings go, "nothing has changed" is one of the safest.
  10. And to think, I was put on moderation queue some years back because of a report I made about another poster...I didn't even post it, it was just a report! Admittedly, it was a pretty offensive report (I do believe some particularly outrageous words were used that I can't repeat here or pretty much anywhere else), but it was still only a report. Meanwhile, this astrobastard only gets put on moderation queue after posting that? What a cruel and unfair world we live in...
  11. You're right. I'm not sure how it's happened, but apparently it's been enabled and disabled for BG1EE games several times over the course of IRR's development without me realizing it. Strange. I'm really not sure why I've disabled it several times. Hopefully nothing breaks when it's included.
  12. Greater Spell Deflection, Spell Trap, and Shield of the Archon would absorb it; IR's Boots of Etherealness adds immunity for one character (Dimensional Anchor); IR's Rod of Absorption effectively protects the wielder from it for one turn; SRR adds an option to make Imprisonment give a -6 saving throw save. I think Subtledoctor and I discussed the possibly creating a version of Freedom that provided temporary protection against it (and Maze), but I don't think either of us ever did.
  13. The issue is that the item comes from BG1EE, where the "Stunned" string is in a different spot compared to BG2EE and must be updated. If you're playing on a BG1EE game, it would be correct, but on a BG2EE or EET game, it needs to be corrected. I have a tentative fix for it...which I just tested and it does work, so thanks for reporting it. If you want me to fix it for your current game, give me a copy of BLUN41.itm from your override, . Don't believe Store Revisions has ever been installable on a standalone BG1/EE game with either IR or IRR. However, while IRR doesn't make many changes to BG1/EE with this component, it does make some...so I'll enable it. If you want to enable it, go into your item_rev.tp2 on line 67 and change the entire line to: REQUIRE_PREDICATE (GAME_IS ~tob bgt bgee bg2ee eet~) @9002 Otherwise, the latest version of the item_rev.tp2 on GitHub now has it enabled as well.
  14. Are you playing on BGEE, BG2EE, or an EET game?
  15. Why does Gorion have the Belt of Antipode on him? Honestly, I don't get the decision-making process that lead to some of these new items - either their design or being placed where they are. ...Okay, besides that EE-specific silliness, multiplayer on BG2EE is a little sketchy but mostly works. Nobody but the host should ever try to initiate area transitions - other players trying is a pretty sure way of breaking the server in such a fashion that the entire server has to be restarted. Ran into various other issues: 1. Host had to restart the game because they couldn't get their characters to leave the inside of a cave as the transition zone disappeared (and no, reloading wasn't enough to fix it). 2. A couple of instances where the game was paused for clients but was unpaused for the host, so the host's characters were just teleporting around...solved by the host pausing and unpausing again. 3. Stuttering whenever e.g. picking up items. 4. Pausing and auto-pausing madness (only one player should have auto-pause enabled, otherwise the game will auto-pause for each individual player who has it enabled). 5. Inventory screen freezing and not allowing even the host to manage their own inventory ...and probably some other issues I'm forgetting now. It's pretty messy and you have to work with it, but I guess it's tolerable. It's been such a long time since I played MP on BG2, I'm not sure if this is better or worse - at least reloading is much improved. I keep saying that because reloading in BG2 MP was horrible. Little surprised that some of these issues weren't worked out for how long this game's been released, though.
  16. While I sympathize since I keep my own customized settings.ini, it has changed recently and must be reset. Actually, it's not quite finished yet (the NPC items switch is not functional and defaults to off), but otherwise it should be fine.
  17. Bartimaeus

    FAQ

    Just a note for others if you want to go ahead and be a guinea pig and test doing this like I did: in the EET directory, there is the EET.tp2 file, and if you open it up with a text editor, you can go to line 229 and replace "PATCH_FAIL" with "PATCH_WARNING".
  18. I really need to stop saying stuff like that when I haven't made it perfectly clear what it is I'm speaking about: sorry, I meant my more detailed explanation of the Rubik's Cube stuff was irrelevant to the discussion at hand, not what you said.
  19. Thanks, I did find that, but I wasn't sure how up to date or "important" it was, since it feels like I've seen a number of other mods that people use in EET games not listed here. I usually automate installs via the weidu.log+exe themselves, so I don't really need the tools. I'm sure the tools are nice if you want to install a ton of stuff (or like actively experimenting with new stuff), but I don't generally go for content (i.e. new areas/quests/NPCs) mods, which makes things relatively straightforward in terms of install order and compatibility in my case...even if my weidu.log is still 500+ items long. Hmm, guess I'll find out soon. Perhaps I'll update this thread once I see how well it does or doesn't work. I did poke around and see that at least the reloading part of multiplayer is much improved from oBG2, which should make playing way less of a hassle at least...if it's stable. If it's not relatively stable (i.e. we're capable of playing for a couple of hours at a time without things breaking), then most likely the entire idea of playing multiplayer is going to go straight into the bin.
  20. At the beginner's level, it's more like...maybe ten different algorithms that you apply (usually multiple times) depending on the particular formations that you see within each stage of solving the cube. They're not terribly complex (I think the most complicated is only 8 steps long), but you do have to recognize when and where to use them and do it consistently. Source: Me being capable of solving a Rubik's Cube at a beginner level (i.e. within 3-4 minutes) while not having had the skills, dedication, and/or patience to move on to the next level, . Relevancy to the rolling stuff? About none, but I figure this is at least slightly more interesting conversation than some of the stupidity I've seen around here lately.
  21. I'm not sure how APR works in the vanilla game, to be honest. I use a ToBEx-only(?) tweak... WSPATCK for all (Taimon) -> Everybody gets ApR from proficiency, only Warriors from level: TB#Tweaks, V 2.99 ...that changes how APR is granted. In a normal game, it might be just 1, whereas in my game, it would be 2. I've considered implementing @subtledoctor's tweak that adds +1 ApR to magically summoned weapons, but it doesn't seem like a good fit with the ApR tweak I already use, whereas it would be a good fit for other players that don't...so the natural thing seems to instead point people towards using that if they want it instead.
  22. It's pretty sad that BioWare apparently lost all the original assets for BG1/BG2 - handicapped Beamdog a bit right from the get-go in making the Enhanced Editions. I guess we should be thankful that at least somebody kept the source code around.
  23. So as a pretty staunch proponent of the original games, I need to build an EET game because I'll be playing it online with a couple of friends and do not want to deal with the original BG2 netcode disaster. I presume that online multiplayer is much better for the EE games - if it's not, please let me know right now, . From the last time I tried playing a BG2 game multiplayer, I remember that it's a pretty terrible every time you want to try to reload on top of being horrifically laggy even for extremely close connections...hopefully that isn't the case with the EE games? ANYWAYS, as it's not really an area of expertise for me, I really don't know much about building an EET game (pretty much all I know is only what I've learned from testing out my own stuff on BG1/2EE) - it will probably be a relatively simple and minimalist install, but is there anything be aware of or know about as someone that has only played like half of BG1:EE back when it initially released? I know that the installs will need to be synced exactly and that shouldn't be an issue since I'll just build the install, zip it up, and host it online on my Dropbox or something. If it's relatively the same process and I don't need to worry about too much, that's good to know as well.
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