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Bartimaeus

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Everything posted by Bartimaeus

  1. I'll make sure Web Sack gets caught by the mass charge setting function, thank you! As for it not being protected against by...Arbane's Sword, is it, each web-type ability has to be protected from individually by resource name since web unfortunately is not actually its own unique effect but rather just an illusion of - it's actually just a generic hold creature-type effect with a graphical effect applied, and we don't want anti-web items to provide immunity against all types of holding. I'll fix that for the few items that grant specifically protection against web. (e): Actually...weird: IRR adds this item to her with only 1 charge, *and* already tries to set it to 1 charge with the mass charge setting function. Do you have the Unfinished Business Spider's Bane component installed? As for mage battles...I can see that being a problem, especially if you aren't too familiar with post-BG1 spells and especially if you're using SCS on top of it. With the exception of...Non-Detection and Spell Shield I think, each spell protection type has its own unique graphical effect that plays while they're still in effect, so it may be useful to cast those yourself a bit and memorize what they look like to better understand what spellcasters have running. I'm not sure if there's any way to improve the situation - to be honest, I don't usually pay too much attention to the log outside of looking at like pre-buffs, so I may not be the best person to ask.
  2. I think "mod didn't bother to set name field at all" pretty well qualifies for "problematic in some extremely random and unexpected way", .
  3. I decided to test out my theory. My weidu.log where I grabbed and installed all the spell-related mods I could see from Nathan's weidu.log: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v13 ~BGT/BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: v1.21 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised V1.3.63) ~SETUP-OLDMODSPACK.TP2~ #0 #0 // OldModsPack - items, spells and shops: v2 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #11 // Install new spells -> Only add spells if not present from other mods: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 6 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 6 ~DSOTSC/DSOTSC.TP2~ #0 #0 // Dark Side of the Sword Coast (DSotSC): v3.2 ~DSOTSC/DSOTSC.TP2~ #0 #1 // DSotSC Wizard spells: v3.2 ~DSOTSC/DSOTSC.TP2~ #0 #2 // DSotSC Priest spells: v3.2 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.1 My Breach is screwed up in the same way Nathan's is. I tested it in increments - installed Old Mods Pack and then Stratagems, and it was okay, then uninstalled SCS and then installed Divine Remix on top and then Stratagems again, etc. It only got mucked up on the very last one, which was Dark Side of the Sword Coast. Testing now to see if just SR + DSotSC + SCS Initialize does the trick. (e): Still broken with just SR + DSotSC + SCS. That would appear to be it.
  4. I think SCS must dynamically scan for spells matching the correct sectypes in some kind of range with presumably the SPWI/SPPR prefixes, otherwise I don't see how it could know to add some of the random spells it's trying to in the description Nathan listed for when it chokes.
  5. Had a thought that it may not be much to do with Breach at all, but rather all the spells SCS is trying to compile into saying Breach dispels - perhaps you have too many spells added by mods for it to compile, or one of them is being problematic in some extremely random and unexpected way.
  6. What's your current, most stripped-down weidu.log where it's still happening?
  7. Ah, then I suppose it'd be undetectable, since it doesn't touch the file itself. And heck, whatever Oversight does is being overwritten by SR/R (since it fully overwrites the file), and isn't that Jimfix component installed after SCS, too? So...like, that's just SRR and SCS. Except I literally tested them together and it was fine...eeexcept I tested my local files instead of github's. Is github screwing it over somehow again with the changing line endings crap? Only one way to find out...sigh. Okay: BG2 Fixpack + Github SRR = Breach is fine. BG2 Fixpack + Github SRR + SCS = ...Also Breach is fine, description is fine. Okay, well, uh, I'm out of ideas. If there's another mod out there that's silently making an edit to its description which causes SCS to screw it up, it's a little difficult to troubleshoot for.
  8. ...Wait, without SCS even installed? Or did you just remove it from the list?
  9. I forgot to check this out, but just did now. The spell is working correctly, the THAC0 calculations displayed on at least BG2EE are incorrect. I had Edwin attack me over and over and noted that he would hit on a 7 roll, but miss on a 6. I then cast Bless on him, and he was able to successfully hit on a 6 roll even though the displayed THAC0 bonus did not change. As for Chant, I'm not sure I understand: it applies a bonus/penalty to saving throws, THAC0, and damage - although, I think the damage bonus/penalty is a luck penalty (i.e. if you could roll for 1-4 damage, it'll always be 2-4 if you have a luck bonus or 1-3 if you have a luck penalty instead). The THAC0 bonus/penalty may not display correctly on EE games either.
  10. No idea, but it is not an SR spell. The only mentions of the word "darkness" in the entire mod is in the "Blind Sense" ability for bats in Animal Conjuration I and in the flavor text for "Unholy Blight".
  11. Not an SR/SRR spell, so I'm not sure. @Endarire Somewhat different functionality. SRR's Faerie Fire will actually reveal invisible enemies (and has a little bigger AoE, and has an AC penalty), while 3.5's will not - it's for targeting enemies that are already revealed to simply prevent them from going invisible in the future. I'd say SRR's is probably more powerful than 3.5's, but the functionality is indeed somewhat different - probably because druids get hosed for invisibility detection versus mages and clerics.
  12. "Dispel Magic Fix (may be used with or without the main component) This patch fixes the chance to dispel magic to match the spell's description (so there is at least a marginal chance of dispelling effects of a higher-level mage) and corrects conceptual problems caused by the automatic dispelling of all magically created items. More info about its outrageous old behaviour can be found here." I'm unsure of the differences between EE and vanilla implementation of the spell, or whether SR would install a terrible version of this spell if you *don't* install this component on an EE game, etc.
  13. "Dispel Magic Fix (may be used with or without the main component) This patch fixes the chance to dispel magic to match the spell's description (so there is at least a marginal chance of dispelling effects of a higher-level mage) and corrects conceptual problems caused by the automatic dispelling of all magically created items. More info about its outrageous old behaviour can be found here." I'm unsure of the differences between EE and vanilla implementation of the spell, or whether SR would install a terrible version of this spell if you *don't* install this component on an EE game, etc. (e): This is not the right thread.
  14. All of the IR/SR "effect when struck" spells/effects are a bit long, IIRC - deliberately so, I guess, though I'm not a hundred percent sure why (although out of everything, I think Cloak of Nature's Wrath makes the most sense to have a long range given its nature). I don't know for certain if that's it, though, especially because what you wrote suggested that it started happening before you even fought with Shadow Patrick? Maybe? If so, that wouldn't fit.
  15. ...Shadow Patrick? Is someone wearing the Cloak of Nature's Wrath? I've had weird issues with that cloak that made me enforce that it never targets friendlies - if some kind of effect is firing every so often, it might be triggering that cloak into erroneously firing.
  16. It is incompatible. The Tweaks Anthology component is not designed for SR spells.
  17. @DavidW I think I read you saying once upon a time that atweaks' P&P Fiends component is no longer compatible with SCS, or at the very least has problems due to it being unmaintained over the last decade? I still use this component, so I'm wondering if I should remove it (if the incompatibilities are bad enough) or possibly try to fix it...but uh, I don't actually know what the issues are.
  18. Does SCS still use the Protection from Evil mechanics in a non-SR game, or is that out completely with/without SR regardless?
  19. There's no possible way to do so that I can think of - it's an unfixable engine problem with the maze/imprisonment effect. So...you'd have to replace the spell with an entirely different effect - an unresistable Otilukes, perhaps? In the meanwhile, if you use IR/R, there are boots that make you immune to Maze and Imprisonment, though I'm blanking out on what/where they are. @pochesun Will check them both out and tag you when I get to it, but there have been cases of the EEs having wrong text before, so won't be surprised if that's the case again.
  20. Roger that, thanks. There's actually a number of items I'm aware of missing stuff like that (that, and message suppressions e.g. "Stunned") that I've been meaning to go through and add, but it's a lot of work for small cosmetic gain. I'll get to them eventually, though.
  21. ...That one I have no explanation for. Thanks, fixed. Fixed the Chaotic Commands issue. Oddly, it affected some levels of the spell, but not all, so it might disappear as you keep leveling up - but I didn't pay enough attention to tell exactly when that might happen. Thanks, that would've made me quite crazy when I play, .
  22. It's actually a vanilla thing: they weigh one pound each, and they're in a damage class higher than normal bolts (1D10 instead of 1D8 - 1D12 if you use weapon changes), plus they have a valuable stunning effect (although probably not *that* valuable by the time you get to the underdark). Might be more trouble than it's worth, though.
  23. All of what you said re: Edwin's # of spells is correct, and is what happened when I tested with these items in BGEE. He had 2 base spells (1 from being a level 1 mage, +1 from specialist), broken amulet that was giving 2 spell slots instead of 1 (so 4), then doubled from Ring of Sorcery (8, or 6 on a reload). With a fixed amulet, it's instead 2 (base) + 1 (amulet) * 2 (ring) = 6, or 5 on a reload.
  24. The disk graphic is baked into a certain effect, opcode 197 "bounce projectile", which is the opcode that will block a specified type of projectile. Every instance of this opcode being used will automatically get the disk graphic. The problem with this spell is that effects 29 and 30, which are both "bounce projectiles" opcodes, are set to a duration of "while equipped" instead of the proper amount of time. "While equipped" is I guess permanent when used by a spell, since there's no way of unequipping something that couldn't be equipped to begin with. Anyways, if you fix those durations (or use a different version of the spell from a mod e.g. Spell Revisions), then the spell is fixed. BG2EE's version of the spell is a bit of an unorganized mess with a number of repeated effects, too, so that doesn't help.
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