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Bartimaeus

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Everything posted by Bartimaeus

  1. Hmm, that's an idea. Game might only allow for so many items on the ground before it starts purging stuff.
  2. Well...everything looks right to me. https://dl.dropboxusercontent.com/s/we3dmbg5et6rig7/Banishment.zip This is a copy of the required files for Banishment from the latest SRR repository, except it's set to target friendlies. Create a sorcerer in ToB and see what it works on. I would also open up spwi605.spl and take note of its string references (name and description) so that you can set them to the correct ones again (although there's no need to do so with this test spwi605, since it only targets friendlies and you obviously don't want that).
  3. How does this work? I put an unenchanted long sword on the ground in Umar Hills, left the area, and rested for weeks, come back, and it's still there. I know items disappear from the ground periodically, but I'm confused as to how often, what triggers it, and whether it's universal or an area-by-area basis.
  4. @Sorcerer-only items: I don't *think* you can, I think sorcerers always count as base-class mages for the purpose of usabilities? Although maybe that's only true for non-EE games? I'm not a hundred percent certain, someone like @subtledoctor would probably know more concretely. @Banishment: No graphical effect? The graphical effect is built into the same spell as that which does the delayed slaying - no graphical effect means...well, it means something is wrong, that's for sure, but we already knew that! Also, alas, I actually need SPWI605D.spl, as you have the Spell Deflection Blocks AoE Spells component installed, which turns the base spells of AoE spells into shells that don't actually contain any of its original effects. And while we're at it, can I get a copy of your DVBANISH.spl? Might as well make sure here. @Melf's: Ahah, yes. An understandable mistake - I thought it might be the initial acid/missile damage rolls are separate, but that makes sense too. @Charisma: I forgot that the EEs actually make Charisma do something for sorcerers - I don't remember exactly what, but something! Charisma does absolutely nothing for sorcerer class abilities in vanilla games, and this mod was designed, content-wise, around a non-EE BG2, so that's why there's nothing for it. I'm not even sure how you would conceptually tie an item to charisma requirements, to be honest.
  5. Still need a copy of your Banishment. I'm 99% certain I tested the Nishruu (and Hakeashar), but okay, let's try it again. Fresh SRR on a fresh BG2EE installation not having made any changes except for making the projectile of Banishment target friendlies: https://dl.dropboxusercontent.com/s/iv55wjdq08ouak7/sa6x5TFxQ6.mp4 No saving throws, does have a superfluous "healed" message but not really a big deal, all Banished as they should be. Looks to be pretty definitively working to me. I don't know what's happened in your install that it won't.
  6. @Djinni & Efreeti: Did not ever remember reading that in its description. ...Aaaaand I'm removing it - however, I will continue to mention that it's a gated creature, which means Banishment can be used on them but will grant a saving throw. @Hakeashar: Probably an oversight from when I restored this spell. These spells have like 95% the same description in vanilla except for the swapped out name, too. Fixed. @Elementals: I guess I'm going to make all elementals gated, especially since their descriptions literally mentions them being gated in, and not simply conjured. @Weapon Mastery: I kiiind of had a similar idea, but not quite so extreme. Vanilla BG2 proficiencies didn't do what they said they did at all, and so I attempted to devise an alternative system without going as overboard as something like True Grandmastery did. However, while I am writing up a description for it, it does not matter for you because this component is actually dependent upon a ToBEx proficiency modification/function that the EEs do not have (and actually, it's further dependent on another component from an entirely different mod which I did not realize - in other words, it should not be used by probably anyone but me, ). @Flesh to Stone: Flesh to Stone is spwi604.spl if you want to do a changelog on it. (e): I finished writing the description for the Weapon Mastery component, but again, sadly of no use to you. (e): Actually, based on what Subtledoctor wrote above about his proficiency system, it probably would work - but differently than how it does in non-EE games and I'd have to look into how he does it to make it work. So let me know if you're actually interested in it, and I'll actually figure it out and code up a proper replacement, . Based on what you wrote, though, I think you'll *probably* prefer your own set of changes.
  7. I can only assume that he means he "installed" the .exe that SCS comes in to his game folder, because magically setting up weidu to install from a remote location sounds a bit too complicated to just casually happen to me.
  8. That's an interesting idea - basically a minor Breach, as opposed to the "maybe it's a Breach, maybe it's not" that it currently is. Maybe even tie it to level, like at level 5, it does one of each, but then for every...2 or 3 additional levels, it does one more. Not as chance-derived, but still recognizing the fact that as you get higher level, there's more and more crap to dispel that would make just one not particularly useful. (e): ...Though that would mean, at a certain level, it basically becomes an automatic mass Breach, which is the problem we're having with superleveled AI spellcasters right now anyways. Hm. Maybe not a good idea to tie it to level like that after all, . I guess the one benefit of tying it to level in this manner is is that it can still remain useful for lower-leveled casters unlike the totally chance-derived approach where it very often does nothing at all - so if you wanted a mild rebalancing of the spell without totally redoing the concept entirely, this might not be a bad idea.
  9. It's the other way around - older versions (up to a point) are compatible, new versions aren't and won't be. IIRC, there is a way to get it working, but it takes a lot of work and I don't remember the details - DavidW, the mod-creator, might be able to point you in the direction of the person who laid out how to do it, but I don't think he's going to try to add support for it in new versions at this point into Windows 7 x86's life.
  10. I would not favor it, personally. It's not a bad idea, per se, but my issue with it is that the original concept is actually a pretty neat idea/concept (even if it's just a simple AC bonus) and it's quite hands-off, which I like. I don't much like the idea of having yet another minor ability that you're supposed to manually apply, especially because it *is* simply an AC bonus and there's no way to conceptually tie it to proximity after it's been applied (I seriously can't see myself ever remembering to apply such a minor ability). For the time being, I've applied my fix to it and increased the range up to 7.5' - it's not ideal, but at least you should see it working without major issue when a character wielding the shield is fighting next to one or two of your other characters (...and without having to be literally as close as the game engine will allow you to be to see it applied). If I ever get rid of of 5' radii entirely (which I'm still considering - I might do that in my upcoming run after a bad sorcerer bug with SCS has been fixed to test out how it affects the Hold series of spells), I'll probably just bite the bullet and increase it up to 10' likewise...but for the time being, at least it works.
  11. @NdranC Can't confirm Stone to Flesh description bug - seems perfectly fine to me. Would have to changelog it to get an idea of what set it incorrectly. Melf's Acid Arrow: Also can't confirm, everything looks to be in order to me. Does the initial 1D6+2 missile + 2D4 acid damage at the very beginning (separate rolls, both would appear separately in the chat log at the start), then another 2D4 times 4 rounds, for a total of 6 different messages. 3rd Edition-style Stats: There is a mod called "TB#Tweaks" that I use for 3rd Edition-style stats, though I have my own mildly modified version of it to...either to fix something with a couple of them or solve what I felt were inconsistencies - can't remember the exact details. That Constitution tweak in my tweakpack is just an additional modification on top of that. IR seemed to be clearly designed around 3rd-edition style stats with it switching all "set [stat] to 18-24" items to simple bonuses instead - simple bonuses being either virtually useless in half cases or ridiculously overpowered in the other half depending on where the given character is, with not much in between. Alternative Weapon Mastery: I'll write up a description for that. I don't remember exactly what it does which is why I haven't, all I know is that I liked it better, . Banishment: So the creatures are now set to the correct gender, but Banishment still isn't banishing them? Can I get a copy of your Banishment (spwi605)? I have no idea what's going on there, especially since my Banishment seems to always work when I test it. And wait, what, Efreet are immune to Banishment? Since when, where are you reading that? What's going on with summonables and banishment in your game? Random Treasures; If it's a randomly generated treasure on a creature, it's gonezo, doesn't matter what kind. If it's a set treasure that the creature always spawns with, then it remains (...with one exception - I get rid of a few gold pieces from...I want to say some kind of mass-produced hobgoblin that *looked* like a random treasure and might as well have been, but technically wasn't). I don't like having to bother to examine every single creature body and pick up 95% what is 2 gold or silver rings throughout the game. This also means you won't see random but rare 7th level spells on peasants in Shadows of Amn, either - but honestly, I find that's for the best in order to figure out what might need more representation in the game and what doesn't - relying on randomly generated treasure on peasants and such just seems like a bad idea to me.
  12. @NdranChttps://github.com/BartyMae/Bart_Tweaks The fifth component, "Set Summonable Flag", sets the gender to the correct value for all vanilla, SR/R, and atweaks summonables. I discovered that atweaks erroneously resets the genders of a number of summonable creatures to non-summonable values, and since atweaks is installed long after SR (and in fact SCS), the only thing I can do is patch it after the fact. May be worth installing to see if it solves your problems with Banishment.
  13. Isn't it just determined by priest type? You can test it out by adding an old spell with a general or druid priest type to an empty slot (e.g. in a non-modded BG2EE game, make a copy of Bless to empty sppr115 and watch it immediately show up in a newly generated shaman's spellbook, same as a druid or cleric).
  14. I was under the impression that the range field was purely for character-initiated targeting purposes (i.e. having a character cast a spell). If you cast a long-ranged (30) spell that casts a subspell that has a range of 0, I'm pretty sure the subspell will still fire at them even though it would be out of range - otherwise all sorts of spells with delayed subspell casts (e.g. Vitriolic Sphere) would break if characters started going out of range. Of course, there's nothing like actually testing to make sure...and yep, I set Charm Person to recast itself with a range of 0 and casting it makes it keep casting at the original target no matter how far away I get. Also, I'm rather confused, even ignoring the range problem, as to how you would get the aura to target everyone without a projectile. The aura casts itself when you equip it...with what targeting do you use to get it to apply to party members and summonables and such? About all I can think of is to set it to "everyone" and then control it via EA-targeted EFF opcodes, but that seems kind of miserable.
  15. Most likely a timing issue with the disease effect itself. It's set to do 1 damage every 6 seconds, with a duration of 30 seconds - it may be that it needs one extra second to apply the last damage tick.
  16. Opcode 232 instead of 272: Can't use that in non-EE games (well, I mean, you can, but you can't select the condition type you mentioned, it's EE-only). No projectile: Don't...use a projectile? How would you select the area of effect size without a projectile entirely? Or do you mean don't use a secondary projectile? Thanks for the information. Don't think I'll ever like auras, though, .
  17. Master version *should* be safe to use, I intend for it to be, but as I don't test every single last minor commit that I do, it is inherently more prone to having a rare error or two. There are only a few changes from SR V1.3.100 (which I released but have not updated the thread for because I need to compile patch notes first) and the master, which is restored hold animations for hold spells, BG1 temples getting their party-targetable Dispel Magic spells (replacing Remove Magic) restored, and a very minor compatibility fix with SCS regarding Death Knights that could cause non-fatal errors. @NdranC: The summoning animation is just that - an animation. It would probably help to tell you how Banishment works. All Banishment does is slay by gender: creatures with the "summoned (6)" or "summoned [no limit] (20 or 0x14)" genders are slain instantly, while creatures with the "summoned demon (9)" genders get a saving throw. Unless you think rando spiders and such are currently set to be a fiend, the saving throw appearing is simply a minor bug (that I already corrected in the latest version), and they wouldn't have been banished regardless of whether or not they saved, because their gender is probably set incorrectly to something else. Thing is, I've already checked all of my creatures to make sure they have the correct gender summoned, and they do...but I would not be surprised to see if another mod was resetting some of them.
  18. 1. When I create a sorcerer in a ToB (...in ToBEx) game, one of my spell selections is automatically taken up by Contingency (even though I didn't select it in character creation, and it's not even an option), so I have a Contingency in both my spellbook as well as in my innates. 2. Additionally, I have two casts of Spell Trigger, Contingency, etc. available in my innates, even after resting. 3. If I instead create a BG1 character and level them up to epic-leveled, I correctly only have 1 casting of those spells in my innates, but the Contingency in my main spellbook appears again. 4. Interestingly, I decided to go level by level, and the Contingency-in-spellbook issue does not occur at level 12 (when a mage gets access to 6th level spells) as you might expect, but instead seems to be added at level 14 instead. 5. It occurred to me that it might not be a Sorcerer-centric problem, so I leveled up an Invoker to level 12 as well...and then 13, and 14, and bam, Contingency was suddenly in my spellbook. As a test, I tried only having ToBEx, BG2 Fixpack, and literally just the SCS-make-Contingencies/Triggers-innates component and nothing else, and yep, it still happens.
  19. Okay, 255 is a lot. I'd be pretty surprised to see if there are enough BG mods currently in existence to use up all of that. For some reason, I thought the limit was much smaller, like maybe 30 or something. And yeah, with sectype removal, there's only a few frames where it disappears, which is extremely unlikely to affect any rolls and also very difficult to see since I make it so the portrait icon doesn't get dispelled with it.
  20. I tested it out, and it has more or less the same exact issue - a duration of 6 is too short and there are blips of it expiring (can see the AC go down if you're in an unpaused inventory and the portrait icon disappears as well), while 7 creates blips of double protection. It does seem a little more consistent than the at frequency effect at the very least, because it isn't swapping off two different cycles where it's almost immediately recast vs. almost an entire second of being off, but the fundamental issues unfortunately remain. Right now, I'm just giving its own sectype and having it constantly dispel the AC bonus (but not the portrait icon, which lasts 1 second longer) via sectype removal and then reapply it every round, which seems to be the most consistent option across all games right now. ...By the way, uh, is there any real risk of running out of sectypes in ToBEx/EE games? I've added a handful between IRR and SRR and I'm not sure if that'll ever be a problem or not - I'm not sure what the limit is. And using a sectype for just one crappy shield effect would be pretty dumb if the limit isn't very high.
  21. Possible? I'm sure. By me? No chance. Sounds like an absolute nightmare to design and test for fringe use. The good news is something like that can be done completely independent of the SR installer and it would make no difference because it's a total patch job - but that still means needing to find someone to code it up.
  22. I actually increased Defensive Harmony to 20' in SRR a few weeks ago, as I was annoyed with the small AoE/short duration bad combo as well. I'm pretty happy with 10', 20', and 30'...alternatively expressed as 5', 10', and 15' if you go by the EE's listings - a 30' radius in SR or SRR a la Fireball is actually listed as 15' in the EEs, which means a vanilla 15' would be a 7.5' in that notation, I guess. But I am pretty ready to throw all 5's straight into the garbage can...the biggest balance concerns if you're changing them to 10' would be Hold Person/Monster/Animal/Undead, and Flame Strike, I think. Flame Strike is probably not worth worrying about as it's not all that strong compared to arcane options at a similar level, but 10' might be a little much for the Hold spells.
  23. I would imagine the reluctance to use/memorize AoE spells like Fireball and Skull Trap is because of those spells blowing in their own/their allies' faces, especially because if the player sees them targeting a character, they can simply move that character forward towards the caster and get them to blow themselves up. I recall that SCS is a bit more cavalier about using more target-friendly AoE spells like Horrid Wilting later.
  24. There are - or should be - two 219 opcode effects at the end of the item properties, one targeting undead, one targeting monsters (aka "unnatural creatures"). As far as I can see, it looks like they have correct targeting, timing, and probability, and therefore should be working. What makes you think it isn't? I've actually despised the Shield of Falling Stars since forever - but I've never really had a good way to deal with it, so I've kind of just left it alone. I've always thought 5' radii are too small and too finicky to use, and that non-stackable auras are just a bad idea - and now having actually sat down and screwed around with both, it's only reinforced those feelings even more. On the other hand, I still don't have a way to really solve either. 10' is probably too big for this effect, and I really hate tweener radius sizes...but maybe I could make an exception just this one time and use 7.5. Although...given what I've tested with 5', it also raises a question of whether a few spells in SR should really be using 5' as well...
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