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Bartimaeus

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Everything posted by Bartimaeus

  1. 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?
  2. 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.
  3. Yeah, it's a funny quirk of the game - negative resistances means bonus damage, >100% means healing as that percentage over 100%, haha.
  4. 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.
  5. 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...
  6. 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.
  7. @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).
  8. @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.
  9. Uh, what? Are you referring to the Faerie Fire thing from a page ago?
  10. 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.
  11. @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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. https://www.gibberlings3.net/notifications/options/ Under "Messenger", it says toggling for "I receive a message" has been disabled by administrator. I'm not sure why, since I've also received emails in the past for PMs - it would make sense to not have it enabled by default, but being able to enable it manually would be nice.
  17. Congratulations on likely being the first person using either IR or IRR to ever use this potion for the purpose of finding traps. In order to detect traps, this potion needs to use a special type of projectile that is able to target inanimate objects (e.g. traps) - it doesn't, and instead uses a vanilla projectile that's not set to to do that. So...this potion has most likely never had that part actually working, . You should be able to just drop and drop this file into your override to fix it: redacted Thanks! (e): Hold on a moment, this would actually also make the detect invisibility part of the potion dispel invisibility from your own party members, I'll need to fix that too. (e): Okay, here, drop these three files into your override to make the potion fully functional: https://dl.dropboxusercontent.com/s/hjau0tfhdj2dvuq/potn30.zip
  18. No no, if you're using IRR, it makes sense to post it in the IRR thread - no problem there at all, and I'd of course prefer everything in IRR and SRR to work, so that's more convenient for me than posting it elsewhere to find, . The "Find Traps" ability is also the same ability that lets thieves disarm traps, so if your thief is too miserable to find them (is this actually a thing, or are traps always found if you use the ability?), they're definitely gonna be too miserable to disarm them, . I'll give an update shortly on the potion and get it working and possibly provide an updated file to get it working in your game - though given that you now know that it doesn't actually help disarm them, it may not ultimately prove to be that useful to you. I think there's another potion that grants bonus Find Traps points...Potion of Perception, perhaps?
  19. I agree, but I also usually adopt a pretty originalist attitude towards mechanics when it comes to SRR and IRR, which is why I wouldn't put it in SRR and would prefer to have it as an additional tweak people can install if they want. And since you've already made it and have additional tweaks for SR in this mod, it'd be nice to just be able to have it be totally self-contained rather than tied to an experimental set of other anti-magic/Spell Deflection changes (which I'll be curious to hear any feedback on since it's a bit wacky by BG standards, ).
  20. Fair enough, . I was just remembering that someone else(s?) had requested this way sometime ago for SRR, and I had said "probably not gonna happen in SRR" - it'd be nice to have a specific component to point to in case it comes up again for someone to install without other changes. I'm still not a hundred percent sure I want this for myself, but I'm leaning towards yes - although I'm also wondering about the merits of putting all other friendly spells in it as well.
  21. Interesting. If I remember correctly, IRR did not modify this potion's effects from standard IR at all until I *just* added the ability to see through improved invisibility like a week ago or two ago. If you're standing right next to somewhere you *know* there is a trap and use the potion, does it not catch it even on that first use?
  22. Spell Immunity, graphically speaking, makes a giant shimmering sphere around you - presumably, the idea is similar to Globe of Invulnerability in that it simply protects against spells coming from outside itself, not from inside or spells that were already applied before the spell went up.
  23. Yeah, I have no idea what any of it means, but I've had enough experience in clicking the buttons in the right order to figure it out, .
  24. ToBEx has this option - IIRC, there are still a few things ToBEx does that the EEs never got around to, though less than there used to be.
  25. Subtledoctor is correct, SR forcibly installs new saving throws for all class types.
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