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Bartimaeus

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Everything posted by Bartimaeus

  1. Seems like the better idea - gonna do that. Thanks for the input, @DavidW.
  2. The point I've made a million times that makes it impossible: I didn't even know IR's version didn't do that, and was working on the assumption that it did. I don't play with IR or SR and I haven't for years, I play with IRR and SRR and that's what I'm familiar with. There are a lot of other IR and SR players, yourself included, that stand a much greater chance of noticing these things than someone who doesn't. At some point in the distant past, I used Cloak of Non-Detection and noticed that it didn't function as per SR's Non-Detection and changed it...but that was the distant past, it's hardly my fault nobody else has apparently used and tested this cloak's properties and noticed it wasn't working as per the SR spell for over half a decade. Additionally, many of IR's spell-like effects/abilities do not clone from SR - that could very well be authorial intent, and therefore it's not necessarily a no-brainer fix that I changed it to do so, but instead a design change that I opted to do. There is a reason I have repeatedly and adamantly stated "these two versions of the mod are irreconcilable for various reasons". Now would you kindly not psychoanalyze any off-the-cuff quips, thank you. No doubt it could be done better - I simply made it do as SR's Non-Detection did, so you're just saying that SR's Non-Detection could be done better...which it could, but equivalence was what I was going for.
  3. 1. BGT usually. 2. Most likely not - authorial intent and all that makes it a bit muddled, and you aren't the first to ask this. Some of the things I did are clearly fixes, some of them probably fixes, some of them maaaybe fixes, and some of them not fixes but changes. Whoever is responsible for maintaining it is more than welcome to use whatever they like out of the lot, but it is not a decision for me to make, and I'd ultimately still end up using my own set.
  4. Yeah, you're right. Here's the cloak in IR: Simply the Non-Detection effect, which prevents stealth-ed characters from being dispelled. Here's the cloak in IRR: I like my version better, .
  5. Here's a list that contains a summary of most of the fixes/changes that I applied that I found from a few years back (though not quite all, and I think I've made a few other changes since then that I did not list in this post): Regarding the EEs: I don't like all the extra crap tacked on in them for starters, and every time I ever test stuff in them, I swear that the game somehow just feels a little bit clunkier than a ToBEx game does (and I am admittedly overly sensitive to input changes), and there are other weird changes like escape no longer exiting out of of bags or stores and maybe other particular screens that annoy the heck out of me, especially as someone that uses keyboard + controller (and not keyboard + mouse, so button shortcuts for everything is a must - I do not like having to drag my cursor across the screen every time I want to exit a store or bag, you wouldn't think it'd be a big deal but it gets awfully annoying when I'm more or less not deriving any benefit from using this version of the game to begin with). Pretty much everything about how Beamdog went about doing the EEs except regarding moddability annoyed the heck out of me - a slapdash amalgam of community fixes and subjective changes that were already available for the base games combined with a bunch of their own poorly written fanfiction NPCs when they realized they couldn't offer enough to justify the price tag (though the original BioWare NPCs aren't always bastions of great writing either, there are nevertheless intrinsically a part of the game - Beamdog NPCs made fifteen years after the game was released for cynical reasons, not so much). So, um, well, screw all of that. On my part, the only thing I've ever purchased from Beamdog was the BG2EE soundtrack, which complemented my Shadows of Amn collector's edition soundtrack with its ToB tracks (as ToB never received a soundtrack before then).
  6. Welp, guess I'll take a BG2EE install for a spin on the off-chance that something I'm unaware of is being applied to EE games that isn't to ToBEx. Nope, still not doing it. Okay, now very closely taking a look at your weidu.log...and I don't see anything that should do it. ...I guess Sword Coast Stratagems would be the logical deduction here, since I don't see anything else that would conceivably modify a spell in this manner. And there it is, the base SCS component "Initialize AI components" is the one causing it. Interestingly, even though every single anti-magic spell lists dispelling Dispelling Screen, none of them actually do, which is the correct behavior - only Breach and Dispel/Remove Magic do. Perhaps it's something to do with SR also claiming that these spells remove Dispelling Screen, even though they don't for the most part (only level 8 Pierce Shield and level 9 Spell Strike do*)? @DavidW? *I remove this for SRR because it really just doesn't make a lot of sense and comes across as needlessly inconsistent. I could maybe buy it for Spellstrike, but definitely not for Pierce Shield. I also decided to rewrite Dispelling Screen for a little additional clarity with a focus on trying to make it clear that each character receives their own barrier that needs a Dispel/Remove Magic or Breach to remove, not that it would be removed for everyone if one Breach hit just one character:
  7. One thing I have thought about doing is officially splitting IRR and SRR off and having their own folder and .exe names, but then requiring that the main components of IR and SR are installed before you can install the main components of either IRR or SRR respectively. The DNA of the base mods is still baked into my Revised versions (everything I did is built off the backs of the original mod, after all), and there are still some files that I have never modified (although a small percentage of the overall files, it occasionally happens that I need to look at a file and realize that I have to get it from the base mod because it's not currently included in either IRR or SRR). There's also the issue of version confusion: I want people who are installing either IRR or SRR to be *aware* that they're installing IRR or SRR, and not simply the base mods. There have already been a number of cases where people have tried to report issues for both IR and SR without realizing that they're using my Revised versions instead, and that's annoying for everyone (especially the maintainers of the base mods but also myself as well) - imagine if people didn't have to very deliberately decide to use these Revised versions and go through this weird install process but instead just clicked a button in an automated installer without realizing the differences between the two options. I do not want that to happen, so this is where we currently are.
  8. ...The rest of those aren't in order, either. Could you upload your (game folder)\spell_rev\languages\english\arcane.tra file? Also, is this a BG2:EE game?
  9. Haven't touched their descriptions in a while, that's super weird. Right from the descriptions file of V1.3.30 per github: No Dispelling Screen mentioned here. So...another mod is adding it, which seems unlikely, or it's being patched in by another part of the mod? Can't say for sure I've read all the description of Secret Word post-installation (as opposed to reading it in this descriptions file, which is where I work from), so I guess I'll test that out. Let's see... No change as far as I can see. Can you list/show exactly how it's mentioned...and maybe supply your weidu log? This is such an oddly specific thing to SR that I don't see how another mod could be doing it, but just in case...
  10. Matter of opinion, I guess: the BG1 paperdolls aren't great by any means, but I find the BG2 ones quite hideous (including the ones listed in that thread). The neat thing about a non-EE game is that you have the option of choosing what you want if you happen to prefer the BG2 ones - no such option in the EEs.
  11. Secret Word et al. are not supposed to get rid of Dispelling Screen - only Dispel Magic and Breach. If you're using SRR, none of the descriptions for these spells should state such a thing (and I just checked and they don't - SR, on the other hand, I think erroneously does for a few spells). Remove Magic and Dispel Magic should work the same in regards to Dispelling Screen - are you finding that they aren't?
  12. On non-EE games, I actually use...every component? I think? These are what I usually include in my install: ~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended): v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #114 // 1ppv4: Softer Spell Effects: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #201 // 1ppv4: Consistent spell and scroll icons: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core): v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core): v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core): v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #209 // 1ppv4: Attachable wings (core): v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core): v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals: v4.1.0 BWP Fix ~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes: v4.1.0 BWP Fix Not at all, 1pp is not for EE games, because the EE games already have it 98-99% integrated, as the EE developers installed it straight onto their builds (and the last couple of percentage points was them deliberately deciding not to include a small list of things that weren't appropriate, like a handful of IWD icons). If you remember non-EE BG2 and how terrible many of the graphics looked (e.g. helmets, paperdolls, ToB weapon icons, inconsistent spell icons, etc.), almost all of that was fixed/improved by the EE devs installing the 1pp mod on top of their builds.
  13. Yeah, it's a funny quirk of the game - negative resistances means bonus damage, >100% means healing as that percentage over 100%, haha.
  14. Resistance maxes out at 127, so your previous 50% + 100% = 127% and indeed does heal. Unless you're saying your character mysteriously has 50% of both without anything else equipped or anything else going on.
  15. https://github.com/BartyMae/1pp_fixes/tree/master/1pp They can be found there. They're simply fixed files that go into the normal 1pp install folder (...like everything else I do, ). I think I had a list of fixes that I compiled somewhere around here, but I'm not exactly sure where...
  16. Thanks, good to hear! V1.3.0 officially released, interim patch notes previously listed here, and now the ones since then: Changes: Potion of Sight now applies anti-improved invisibility opcode + should, for possibly the first time in IR/R history, actually detect traps. The Whistling Sword is now placed at the Adventurer's Mart and has an anti-fear aura. Plate of the Dark +1 and the Silver Charm (anti-werewolf/vampire necklace) are placed on Samia's party in Firkraag's lair. I think the Silver Charm makes sense for this location (it's not a very powerful amulet and there are both werewolves and vampires in this area + it's early enough that you could conceivably benefit from it against Bodhi's vampires), but I'm definitely open to better ideas for the Plate of the Dark. Plate of the Dark +1 with its unique history (some dark lord's armor) has permanent Protection from Good (basically Protection from Evil, but the opposite) - still usable by characters of all alignments, however. Hide Armor +1-3, Wakizashi +2-3, Ninja-To +2-3, Buckler +2-3, and Scimitar +2 have all been backported from the EEs into ToBEx games (with fixed icons that look proper in non-EE games), meaning I can actually place them at stores through Store Revisions...which I have done for BG2/ToB stores in appropriate locations (mostly in later, non-stealable locations - don't expect to just find and easily steal these in Waukeen's Promenade). The Lordly Might Spear of Quickness +3 now also is throwable in addition to the ApR bonus. On a related note, the Lordly Might Mace of Regeneration is now instead a Flail of Disruption (note: disruption only, doesn't receive Mace of Disruption's unique undead bane, so not quite as undead-specific - receives full THAC0 and damage bonuses against other types of creatures unlike the Mace of Disruption, though). Found prior to Bodhi, might be useful, I'm not sure - really just didn't like the regeneration mace, it was lame-brained. A complicated re-do of the various item icons that need to be added to make everything work. I looked pretty exhaustively for problems, but if you see something that doesn't seem quite right, let me know. At some point in the past, I re-used some cursed items' unique icons for other items lacking their own unique icons - I have reverted some of these, in particular the more useful and/or iconic ones in favor of alternative options (notably, Ring of Acuity instead of using the Ring of Clumsiness icon now receives its own unique recolor of the Ring of Wizardry, Bracers of Speed keeps its original icon, Backbiter gets its original icon back, and I think the Girdle of Masculinity receives its original icon back - I might be forgetting one or two, but the idea is that the actually half-decent ones that aren't jokes unlike the Ring of Folly should get their unique icons back). Runehammer receives its original icon back, but it has been re-aligned and touched up a little. I did not find the random war hammer +2 icon that 1pp and the EEs used for this to be very appropriate, so this was long overdue. Gram the Sword of Grief's icon was touched up and made less messy (...and also lengthened, because it was a very small-looking two-handed sword). Algernon's Cloak receives its unique-from-the-Nymph-Cloak 1pp icon (I didn't realize it had one until recently!). Arrow of Slaying is back to a +1 enchantment level (original IR increase from unenchanted in vanilla) - however, one thing I noted with the vanilla versions of Arrow of Slaying and Arrow of Detonation is that they receive large hidden THAC0 bonuses (+15 for Arrow of Slaying, +3000 for Arrow of Detonation!). These two plus Bolt of Polymorphing will instead receive simply a hidden +5 bonus to THAC0 - not quite as egregious as vanilla, but with a much better chance of hitting than IR's versions of these items (which received no bonus), and they really should given how crazy rare and expensive they are (plus how flaky a single save vs. death can be on top of a good chance of missing). Fixes: Potion of Explosions is not considered to be magic (alchemical), and therefore is no longer blocked by Spell Deflection et. al. IRR's various AoE effects (including from wands) should now be blocked via SR's AoE Spell Deflection component + should pierce through Mirror Image when using those SR/R components (not enabled if not). A few more weapons not having their weapon animations set properly (Mazzy's sword, Throwing Axe +1, Dagger +2). Blackmist's Weakening ability was not actually being installed, whoops! Blackmist's Blackmist ability is no longer subject to magic resistance. Some spell-like abilities were lacking proper power levels and would inappropriately pierce magic defenses when they shouldn't. A handful of EET-only fixes weren't taking effect because I accidentally specified that the game must both be EET as well *not* be EET. ...Maybe a few other things, but that's the gist of it. All that icon work was a nightmare.
  17. @Gwendolyne was working on...a bugfix collection? I think? sometime ago (mid-2019?), but I don't think it was ever finished. The last version of 1pp had some non-critical bugs that can also now be found in the EEs (e.g. some projectile weapons using the wrong projectiles), and also a few weird choices like switching Albruin's and Daystar's icons for no apparent reason that probably should be reverted, among a few other things. I made some of my own fixes and updates for it, but they may not be for everyone (especially since I despise IWD icons in Baldur's Gate and forcibly disable the few that 1pp uses from being installed).
  18. @DavidW I did my own testing: the .tra files are already in ANSI when downloaded from github inside the normal stratagems folder. When installing, I checked the IWD spells-related .tra files in the weidu_external/lang/stratagems/french location, and they were converted to UTF-8. Pre-converting the .tra files in the normal stratagems folder to UTF-8 with Notepad++ and then re-installing the component results in garbled text inside the weidu_external folder (each "é", for example, renders as "élé" instead), but actually fixes the problem and lets the previously crashing spells no longer crash the game, plus the text looks correct in-game. It seems as though whatever process you're using to try to convert the ANSI .tra files to UTF-8 is not working correctly, leading to text that looks correct in the converted weidu_external files but crashes the game.
  19. Uh, what? Are you referring to the Faerie Fire thing from a page ago?
  20. Don't hesitate to give feedback - worst I can say is I disagree, . And if I disagree, I'll likely list how a spell might be useful in case it's not obvious - after all, not all spells are as straightforward as a Fireball. There are also certain spells that simply aren't in my playstyle (e.g. I'm not much one for summoning spells), so even if I've revised them, feedback on them is welcome.
  21. @subtledoctor That's not exactly true, but I presume you mean "nothing that the player can use", which is almost true. I think Arrow of Detonation is the only thing the player can use that is (likely?) natural fire. (e): Possibly a couple of fire-related potions, too.
  22. IIRC, Flame Tongue doesn't even do fire damage in the vanilla game, so not really a compelling case there, . Saying "magical fire" is also just not that compelling in of itself, since obviously fire created or applied by magic (e.g. weapon enchantment) could always be considered "magical fire" - Dragon Tooth also says it as well, and I don't see anything special about that to suggest it should be doing a unique type of fire damage.
  23. I tested in both ToB and BG2:EE games. (e): I didn't look closely enough to see the first time, but went back in to make sure: if you're at reputation and donate a million gold, it won't go up without it set. In either BG2 or BG2:EE, setting the value in the 2da file does make it appear to work...you get the message that says it went up on the donation window, but it actually doesn't - there's no reputation increase in the chat log, and you're still at 18 if you check your character sheet. So yeah, there is something missing there to make it actually work.
  24. I have to ask the same question Subtledoctor did: why? You gave no reason as to why that should be, and I myself can't really think of a compelling reason to do so. The only thing I can think of is if I wanted to get around a creature's normal fire resistance to still apply fire damage (...though from what I've seen, creatures with resistance to fire very often also have resistance to magical fire as well), but I can't think of any circumstance where I would want to circumvent a creature's fire resistance to apply fire damage. Fire resistant creatures should be resistant to fire, whether "magical" or natural in origin. Maybe if there were some sort of blue flames sword, like you see on Xan's Moonblade (though that Moonblade doesn't actually do fire damage, so not actually a case here), it'd be neat to have a different kind of fire damage that applies to normally fire-immune creatures...but also, I think I could just set fire resistance to 0% on hit for either duration 0 or duration 1 to be able to apply the damage, so still not really necessary.
  25. I donated one million gold at reputation 18, and it did not increment my reputation. I changed the value in the table to 5000, donated 5000, and it incremented my reputation.
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