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Bartimaeus

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Posts posted by Bartimaeus

  1. 4 hours ago, Lord_Tansheron said:

      Yes, it was an enemy Lich. As soon as their contingency for Globe fired, they could no longer be dispelled - in fact, even their Dispelling Screen wasn't dispelled, when it was dispelled just fine if hit with dispels before the Globe went up. As was any other enemy not using Globe.

    I manually changed things to dispel_globes=0 and then reinstalled SRR, and that seems to have fixed it, so I'm not sure if giving you my .spl file now would do much.

    I was using a high level Inquisitor, but just to be sure I ALSO changed it to always dispel using NI just to see what happens - still didn't dispel. Didn't dispel Dispelling Screen either, which is always dispelled regardless of success.

    Liches are immune to 5th level spells and lower, but I'm fairly certain that should not apply to Dispel Magic, not unless the power levels of your Dispel Magic somehow got set to a non-zero number. The only way that should be able to happen through SRR is if you set spell_protections=1, but you said you hadn't, so I'm not sure. Well, it's no longer really possible to investigate if you nuked that install, so I guess it is what it is.

  2. On 8/11/2023 at 12:02 PM, Jarinex said:

    More like reading skills are missing these days 😏

    I’d rather read something than have a shitty AI line read.

    I wouldn't read an audio book of an autobiography or something more serious, but for more silly reading that's just supposed to be entertaining, why not? The person who reads for you can inject some much needed style and energy to the increasingly repetitive and mundane that's missing from my own internal voice after having read a million books. I can barely read any sci-fi or fantasy at this point due to how tired it's gotten for me after many years of over-reading those two genres, so if someone recommends such to me, I'm certain to check out if there's an audiobook I can try instead. Though a bad reader just as often lessens the experience of a book rather than adding to it, which is why it's important for me to find readers that I actively like.

    There's also the fact that some people are simply better with their imagination when being read to rather than reading themselves and find the former a richer experience than the latter, but given your...attitude about it, I imagine that's not the case for you. I am less concerned with people's methods of reading and more with that people make an attempt to read at all.

  3. 46 minutes ago, Azaghal said:

    Hello everybody,

    received this error message in the log, when installing IRR v4beta10 in an EET megamod installation using Project Infinity:

    //[C:\Mods\Tools\WeiDU\249.00\weidu.exe] WeiDU version 24900
    //Using Language [English]
    //Using .\lang\en_us\dialog.tlk
    //Installing [Item Revisions by Demivrgvs] [V4 Beta 10 (Revised V1.3.800)]
    //FAILURE:
    //ERROR: charsets were not converted because iconv could not be found in item_rev/languages/iconv
    //Stopping installation because of error.
    //Stopping installation because of error.
    //Stopping installation because of error.
    //Stopping installation because of error.
    //Stopping installation because of error.
    //ERROR Installing [Item Revisions by Demivrgvs], rolling back to previous state
    //Will uninstall   0 files for [item_rev\item_rev.tp2] component 0.
    //Uninstalled      0 files for [item_rev\item_rev.tp2] component 0.
    //ERROR: Failure("ERROR: charsets were not converted because iconv could not be found in item_rev/languages/iconv")
    //Please submit a report regarding this problem, including the information contained in Setup-item_rev.debug and look for support at: Bartimaeus in the IR Revised thread at forums.gibberlings3.net
    //Automatically Skipping [Item Revisions by Demivrgvs] because of error.
    //Using Language [English]
    //NOT INSTALLED DUE TO ERRORS Item Revisions by Demivrgvs
    //WARNING: unpausing installation will continue from next component.
    //
    //WARNING: item_rev:0 has encounter errors durring installation, exited with ExitCode = 2

     

    Looked into the folder mentioned: Iconv is where it is supposed to be.

    What am I doing wrong?

    Greetings

    Azaghal

    I'm fairly sure I've run into that particular error before and I feel as though it requires wiping the entire item_rev folder - swear that it's the result of a partial/failed/aborted install and weidu getting confused by the necessary EE-specific character set conversions having already happened, but I'm not sure how that would figure into your Project Infinity method of installation. Assuming you haven't installed any components, I would delete the entire item_rev folder in your game directory and use this pre-combined .zip I just made for you: https://www.dropbox.com/scl/fi/legeebej9uo7fp5ynep0u/IRR.zip?rlkey=eefe1ym5treolggb20huksmuu&dl=0

  4. 17 hours ago, Lord_Tansheron said:

    Not sure if it's my game, but Globes of Invulnerability don't seem to quite work right.

    I'm on dispel_globes=1 in the ini, but it appears they act as if it was =2 i.e. can't be dispelled by Dispel Magic and stops Dispel Magic from dispelling everything else as well. (I'm on spell_protections=0 as well)

    The character with the globe cast upon them was dispelled multiple times by a higher level spellcaster without anything being dispelled? "dispel_globes" being set to 1 is the default option, and that means that neither alternative files or patches are used unlike the other two options, so it would seem to be the least likely option to have any problems. You can give me your Minor Globe (spwi406.spl from override) to look at if you're certain.

  5. On 8/10/2023 at 11:29 AM, pochesun said:

    @Bartimaeus hello, reminding you in case you forgot to check those issues with Acid Arrow, Flame Arrow and Icelance spells i posted above. :) 

    Thanks. I do have it written down in my to-do list.txt along with a few other items, so it should eventually get done...eventually. End of summer is a busy time of year for me.

  6. Also, most of the Infinity Engine file types are relatively simple but proprietary: files taken from other games, even if they have the same file extension (e.g. ".eff") are not actually going to be the same file type or be in any way compatible with the Infinity Engine games (or vice versa). File extensions are helpful indicators of what a file is supposed to do, but they do not have anything directly to do with what the file actually is or its intended use. I could change a .jpg to a .txt and opening it up with an image editor would still open it as a .jpg image file because that's what it is regardless of what the file extension says, and so you can see how many different file types formatted in completely different ways for distinct intended purposes can use the same file extensions.

  7. On 8/1/2023 at 12:22 AM, polytope said:

    Le malapropism.

    Also @Bartimaeus the ancient mod I once published, polytweak, is deprecated and substantially incompatible with recent versions of EE (really, all except the new icons for the flametongue sword/blackrazor, which I don't think were well received anyway), so should probably be removed from the install order recommendation in the IR revised thread.

    I don't play on the EEs, but noted, will remove (though that abbreviated install list is really just more meant to be examples of different kinds of mods and where they should be placed and not any kind of definitive list or anything). I personally still use the following components and don't feel as though I've run into substantial issues with oBG2:

    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #85 // Corrected Vampire Stats: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #100 // Anomen: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #150 // Cernd: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #202 // Jaheira -> dual wielding: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #300 // Keldorn: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #401 // Minsc -> Keep Minsc as ranger: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #500 // Nalia: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #600 // Valygar: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #700 // Viconia: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #60 // Improved (less buggy) trolls: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #70 // Improved Umberhulks: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #80 // Improved Yuan-Ti: v2.00 BWP Fix
    ~POLYTWEAK/POLYTWEAK.TP2~ #0 #83 // Improved Minotaurs: v2.00 BWP Fix

    Regarding the topic at hand, I really don't think IR or IU should ever be used together in the first place due to some pretty grave conceptual incompatibilities. Not really terribly different from using IR and Improved Anvil together - they just don't mix and you're going to get some pretty wacky results if you nevertheless try to do so.

  8. On 7/29/2023 at 2:24 AM, Guest Mad Wizzzard said:

    Where can I get my hands on that "fixed version of the file"

    Pretty Please!

    From what I can see, SCS more or less implemented the fixes I suggested, it's just that the component is still disabled in setup-stratagems.tp2. While I haven't had issues with it in my setup, DavidW clearly thought there still were and which that needed to be ironed out first, so I make no guarantees of its efficacy if you re-enable it.

  9. 16 minutes ago, a.greene said:

    Definitely my error, thank you for your assistance. 

    Eh, not really - it's kind of a useless warning, to be honest. If a user can't combine the folders, they'll have to post in the thread for help; if a user doesn't realize the folders didn't combine correctly, they'll have to post in the thread for help. Pretty much the same result either way, and it's usually pretty obvious what the issue is as soon as I see the actual error that some essential file is missing entirely. Still, I figure the warning there is good to have nevertheless.

    1 hour ago, jmerry said:

    I decided to check the system help; there is, at least, a way to merge folders Windows-style on a Mac:

    And I tested it; it works. So, here's what you do on a Mac.

    - Download both IR and IRR. Unpack them, if the system doesn't do so automatically; in my testing, the .zip files unpacked automatically and the .tar files didn't.

    - Open Finder windows to both top-level folders that the downloads unpacked to; each of these folders should have a version number in its name and should contain a folder named "item_rev".

    - Hold Option down and drag the "item_rev" folder from the IRR folder to the IR folder. You should see a green + icon while dragging the folder.

    - A dialog box should pop up, with "Stop", "Replace", and "Merge" options. Choose "Merge". If no dialog box comes up, you missed and probably copied the folder to somewhere else, such as . Delete that instance and repeat the previous step.

    - Once the merge is complete, move or copy "item_rev" from the IR folder to your game folder. Plus any installers you intend to use. Install the mod, and enjoy.

    Oh, cool, glad to know there is a way to do it. I know Luke here at G3 at one point ran into the same issue but was able to start solving it themselves, perhaps they figured it out the same trick. Thanks, I'll provide a link to your comment in the original post.

  10. 14 hours ago, jmerry said:

    FYI, that's how copying folders works in Mac OS. There's no option to combine. As the dialog box says, "An older item named [folder name] already exists in this location. Do you want to replace it with the [newer/older] one you're moving?". The options are "Stop" which cancels the move, or "Replace" which fully overwrites the folder with the one you're moving.

    So ... yeah, if you're relying on the Windows merging behavior, that's not going to work on a Mac. A pre-combined version should be made available as a standard option, for the cross-platform compatibility.

    Yeah, it's why the original post has this warning near the top:

    "If you are on a non-Windows OS, make sure that the two folders are combined: if the "change-log.txt" file still exists in "(game directory)\item_rev\", then you should be good - if it doesn't, post in the thread for help."

    I am kind of against having a pre-combined folder easily downloadable as the default option, as there have already been issues of users mistakenly posting issues about IRR/SRR in regular IR/SR threads and not realizing there's any difference between the two; a pre-combined folder that doesn't make users go through this annoying process of downloading both and combining them would only make that worse. I am okay with mildly annoying users and manually providing combined folders when needed if it means a higher likelihood of IRR/SRR-related discussion staying localized to these threads and the relevant GitHub pages. I realize that's a bit of an odd stance, since usually you want to make ease of installation as easy as you can for both current and prospective users, but in this particular case where my mods unofficially "hijack" the official versions, I think it's appropriate and necessary.

  11. 8 minutes ago, a.greene said:

    @Bartimaeus Hi, I'm having some issues installing your revision mod on my macOS. I've followed the steps outlined on the first page of this thread, including downloading the the most recent copy of ItemRevisions and then overwriting item_rev folder with the one provided by IR_Revised. Next, when attempting to install only the weapon changes portion (I'm trying to access the ninjato and wakizashi paperdoll changes) the mod fails to install. I have attached my SETUP-ITEM_REV.DEBUG file, any assistance would be appreciated.

    ERROR Installing [Weapon Changes], rolling back to previous state
    Will uninstall  33 files for [ITEM_REV/ITEM_REV.TP2] component 17.
    Uninstalled     33 files for [ITEM_REV/ITEM_REV.TP2] component 17.
    ERROR: Sys_error("item_rev/lib/descriptions.tpa: No such file or directory")
    Please submit a report regarding this problem, including the information contained in SETUP-ITEM_REV.DEBUG and look for support at: Bartimaeus in the IR Revised thread at forums.gibberlings3.net
    Using Language [English]

     

    SETUP-ITEM_REV.DEBUG 16.22 kB · 1 download

    The file "item_rev\lib\descriptions.tpa" does not come with IRR, but rather the base IR package. That file being missing would probably suggest that your IR and IRR folders were not combined correctly, but rather the IRR folder completely overwrote the IR folder. Here's a pre-combined folder that should solve the issue: https://dl.dropboxusercontent.com/s/jrv5ufx44mk7gsq/IRR for MacOS.zip

  12. On 7/17/2023 at 10:23 PM, Axatax said:

    Does anyone have a working link for Infinity Animations?  I've tried the internet archive for the SHS link but the download isn't cached, and the github page for this project doesn't contain anything useful for an end-user.

    https://web.archive.org/web/20170805044247/http://www.shsforums.net/files/file/859-ia-infinity-animations-core-mod-weidu-beta-5/

    https://github.com/GwendolyneFreddy/Infinity-Animations/tree/master

    Here's what I have: https://www.mediafire.com/file/g19jt89vxo62z52/infinityanimations-b5.7z/file

    It comes with the animations I use already in the correct folders (hence why it's so big), but if you use options that I don't, then it may be missing something and I'm not certain where to get them. The options that I use...

    Spoiler

    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #25 // Humanoid Animation Fixes: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #50 // Distinctive Genies: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #100 // Distinctive Fiends: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #150 // Pit Fiends -> All get the NWN animation: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #260 // Alu-Fiend/Madae Animation -> All alu-fiends: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #400 // Distinctive Undead: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #500 // More Base Animations: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #550 // More Icewind Dale Animations: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #600 // More Icewind Dale II Animations: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #650 // More Neverwinter Nights Animations: v5 BWP Fix
    ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5 BWP Fix

     

  13. @pochesun My understanding of curses is that they are supposed to be relatively immutable (i.e. their effects are not able to be overridden). So while I don't disagree that this should be implemented differently, I unfortunately don't believe that there's really any avenue for doing so. I can have drinking the goblet "protect" the character from the various sources of Resist/Remove Fear, but I can't do anything about a Cavalier's immunity to fear, or immunity to fear given by an item, or about a character having cast Remove/Resist Fear before even using the goblet. Full immunity to the opcode used for morale break is given out by many sources, and there's not really anything you can do to get around it. Also, I find it a bit odd that this "curse" only lasts for 12 hours instead of being active until broken by Remove Curse, though admittedly, if I were changing how this goblet works, I would ideally want to make it so that the effect matches the description: instead of simply being "your character runs around in circles the moment you use the goblet", it would be "you have control of your character...until they get into a fight and then they go run around in circles until the fight is over".

    With regards to Melf's Acid Arrow, in my opinion, Protection from Acid should not protect against the physical damage of the arrow. That is, after all, the point of including a physical damage component and treating the spell as if it were a real projectile shot at the target (even subject to the effects of Protection from Missiles and other sources of missile deflection). I wonder if the same issue applies to Flame Arrow and Protection from Fire? Given that Melf's Acid Arrow is a single target spell, it is not really necessary for Protection from Acid to explicitly protect against it in the first place - providing immunity to the acid damage via acid resistance is adequate. Most likely simply an oversight on the part of IR if this issue only applies to the green scrolls that IR modifies.

    With regards to where bugs are reported, I do not mind if bugs that are actually IRR's fault are reported in the SRR thread or vice versa, especially if it's not immediately clear which one is at fault, and this was obviously one such case. Really, all I ask is that people report them here in one of my threads so that I can actually see it in a timely manner, as opposed to e.g. GitHub, where if someone makes a proper Issue thread for something, it might take me weeks or even months to notice it.

    On 7/12/2023 at 7:08 PM, pochesun said:

    Jeez, thats rough. I hope you will recover with no severe consequences (unfortunately with covid its usually takes about a month to fully recover, if not vaccinated). Anyway, get well soon.

    Thanks, about fully back now. It's been a while since I got a booster, but it ended up being less worse (although still pretty unpleasant) relative to the first time I got it which was shortly after having received a booster. Viruses be wack, yo.

  14. 8 hours ago, Guest Wend said:

     

    This is more or less what the process should look like on Windows: https://dl.dropboxusercontent.com/s/ei6s6w4v88tw1hm/firefox_dBdZ4pjqvb.mp4

    Some .exes can be opened as archives (as they are actually just archives themselves with some embedded self-extracting executable), and that includes the (majority of) .exe downloads from G3 and Spellhold Studios. However, you can substitute that with just "installing" the .exe normally if you wish.

  15. 8 hours ago, morpheus562 said:

    I noticed a bug when installing the Revised Armor component. If an armor already has DR on it, this component will add its DR effect AND modifies the existing DR on the item.

    For example:

    • With Enkidu's armor I have a mod that increases Slashing and Piercing DR by +10%.
    • Revised Armor component is then installed at the end after the first mod.
    • Revised Armor component adds an additional +20% DR for all physical damage (desired behavior).
    • Revised Armor then updates the existing DR effect for both Slashing and Piercing from +10% to +30% (10% from original mod + 20% from Revised Armor).
    • Now Enkidu's Armor will provide +50% DR to both Slashing and Piercing instead of the expected +30%.

    Yeah, for IR items that already started with damage reduction before installing Revised Armors (e.g. Orc Leather), I specifically made hacky workarounds for them, but if using Revised Armors with other mod-added armors installed that do the same, I wasn't sure how to fix it.

    @Alywena I tested it out while removing my hacky workaround stuff and it seems like Orc Leather and the Drow armor now correctly update, though there's still the peculiarity of the descriptions double-stating their distinct physical resistance bonus. That could probably be fixed by some regular expression hackery after the fact for at least items installed by the main component, though... Thank you for identifying and fixing the core issue!

  16. 30 minutes ago, pochesun said:

    @Bartimaeus Also found that my character was Dire Charmed by Mage Ogre and then i cast Domination (wizard spell) on the same character to get control of it again and the log says "Protected by the Shiled of the Archons". Bad string, i presume.

    Thanks! I apparently fixed this on June 4th, so luckily it's already taken care of. The spell was getting its string updated, but it had been set to update to the wrong .tra string (23002 instead of 23004).

    As for Melf's Acid Arrow, I can't confirm what you're experiencing on BG2EE: https://dl.dropboxusercontent.com/s/43ud5yzzs35pgol/Baldur_ZHz2JblnR6.mp4 Not pictured here, but I also set it to max (instead of just 101) and had Jan Jansen cast it as well, same result.

  17. 4 hours ago, Zot said:

    Newbie question, just messing around with NearInfinity to give a pure Kensai run some love. I remember when any item in the head slot protected against critical hits, but it was admittedly a bug which was eventually corrected.

    What I'd like to do is edit one or more specific items (e.g. Mask of King Strohm, possibly a combat-oriented Ioun Stone or two) to provide critical-hit protection, just like a standard helmet does. NearInfinity seems to indicate a toggle on the item that would apply in EE games, but it doesn't seem to work in my non-EE install. Is this even possible in a non-EE install, and if so, how?

    Thanks.

    Assuming you have ToBEx installed, it works the same way as it does in the EEs. Helmets always grant critical hit protection, unless they have the critical hit protection toggle flag enabled; other item types never grant critical hit protection, unless they have the critical hit protection toggle flag enabled. In other words, if you want an ioun stone or the Mask of King Strohm to protect against critical hits, make sure the toggle flag is disabled.

  18. On 6/24/2023 at 11:21 AM, magisensei said:

    lol - when I read this I thought wow did I miss this because I basically ignore the MM-wand in BG2 (it just sits on my book shelf in my stronghold room or in the wand case) - went into my current run and tried it and nope my MM wand still fires one.  Maybe its Imoen's MM wand from BG1 that does that (I read somewhere that it was a different MM-wand code) but the standard MM-wand in BG2 is unfortunately only 1 missile.  😛 ....lol so I guess the MM-wand will just stay in the wand case

    Yeah, Imoen's Wand has its own item code distinct from the normal Wand of Magic Missile and thus may have different properties. IRR changes her wand to be the same as the normal Wand of Magic Missile, but I've never much loved this either. Perhaps the best solution would be to restore its ridiculous amount of charges (100?), change it back to one missile, and then change its name to "Imoen's Wand of Magic Missile" or maybe even just "Imoen's Wand" while specifying one missile in the description.

    On 6/24/2023 at 11:21 AM, magisensei said:

    I must have totally missed that in the readme... thanks - but the funny thing is that I really dont do WK much less ToB - after the first time ...oh well I'll just ignore Robe of Vecna in this play through ...

    I'm not too much of a fan of ToB myself, but I do like Watcher's Keep, so that tends to be the end of my playthroughs in recent years.

    On 6/24/2023 at 11:21 AM, magisensei said:

    Ya - the wand of lightning and targeting in BG2 is really not that great (horrible if we are honest about it) - I generally have to target a few times because my finger slips - oh well the limits of engines - I wonder if using EEex would make it easier to do .... just a random thought ...

    I'm particularly sensitive to any issue of needing to rapidly pause/unpause many times for something to work after having played through all of BG1:EE in multiplayer recently and needing to pause a lot turning into a huge pain in the butt (that and the EE multiplayer being just kind of buggy and horrible in general).

  19. 15 hours ago, magisensei said:

    BTW - can IR and IRR be added to a game already in progress or would I have to start a new play through?

    I wouldn't install either IR or IRR to a game already in progress. When you go into a new area or open a store or come across a certain creature/character for the first time, an "instance" that saves the state of those objects is now included in your save file, and those instances will never be replaced no matter how many mods you install or uninstall, so proceeding to do so can be a dangerous affair. One example of this might affect you installing IR is that IR moves around a number of artifacts - if it takes an item from an area, creature, or store that you've already come across and puts it somewhere you haven't, it will result in duplicates. The opposite can happen as well: if it takes an item from something you haven't come across to somewhere you have, that item won't ever exist in your currently ongoing game.

    15 hours ago, magisensei said:

    I did notice there was no improvement to the wand of magic missile - lol -- does anyone after level 1 even use this wand? probably the most useless wand added to the game but if you could fire at multiple targets then it would become somewhat useful. 

    Well, it fires 3 missiles instead of 1 like it used to, if I'm not mistaken. Wand of Magic Missile's strength lies in the fact that it is usable by everyone. Firing 3 missiles can be e.g. a cheap and easy spellcasting disruptor used by someone who wouldn't have any spells/abilities queued up otherwise, probably a thief or fighter.

    15 hours ago, magisensei said:

    Just of curiosity would it be possible to add a nerfed "Robe of Vecna" to your mod as well - nerfing spell-casting speed from 4 to 1( or 2)?

    Robe of "Vecna" (Larloch in IR) only gives a +2 bonus to casting speed already (and also relocates it to the tail-end of Watcher's Keep, on one of the seal guardians...Azamantes, I think is their name).

    15 hours ago, magisensei said:

    Would it be possible to make a 1d3 lightning wand that still fired up to 6 bolts at once - one of things about magical spells is the inability to target multiple enemies and the lightning wand was the only one - the damage for each could be nerfed but you would still be able to fire at multiple enemies safely (assuming you turned off the bouncing lightning bolt).

    A wand should be something convenient to use and not as powerful as the spells cast by a mage - therefore a weaker wand that does something a bit different from the actual spell might be a possible idea.  

    Imagine a fire wand that fired mini-fireball (for just one creature 1d3 fire damage) that could aim at 1-6 creatures or a wand of frost - that fired icicle bolts (ice damage)

    If you had wands that could do the above - it would be useful in Bg1 still without being overly powerful and still usable in BG2 to some degree to soften monsters up or disrupt enemies. 

    You know, I kind of both like and hate the idea of wands being able to do multiple targets, but I think the fact is that the capability is simply not handled very well in the BG engine. Once you activate it, you have to stay on the character without selecting any other characters or accidentally clicking any other buttons while rapidly pausing and unpausing to use all of them. The effect being that you use it and then immediately unleash all of them in an obnoxious flurry of pauses anyways - this setup would really only make sense for Wand of Lightning and Wand of Magic Missile, I think, and if I were implementing it, I'd probably limit it to three bolts instead of six or whatever.

    Interestingly, it's only in BG2 that this multi-target Wand of Lightning exists - in BG1, the Wand of Lightning did the same 6D6 bolt that IRR uses (though not with as severe of a saving throw).

  20. On 6/21/2023 at 2:36 PM, jmerry said:

    Oh, ack. Please tell me that your actual code has indentation, and that just got stripped when you copied it over here?

    This reminds me of back in WarCraft 3, some modders would use an "optimizer" that stripped all indentation and comments while changing all their function and variable names to combinations of "i"s and lower-case "L"s, so everything would look like "function IIiliIliI" and "function illIiIlili" and so on. Was always a blast to trawl through such "optimized" code - losing just indentation seems quaint in comparison.

  21. On 6/21/2023 at 7:28 PM, magisensei said:

    1) Wand of Lightning: "Lightning Bolt: 6D6 (save vs. wand at -4 neg. half)". -- does the wand still fire 6 lightning bolts or is it just one? or does this mean that the total of 6 lightning bolt is 6d6?

    One bolt that does 6D6.

    On 6/21/2023 at 7:28 PM, magisensei said:

    2) Robe of the Apprenti: loses the spell memorization property (this made it way too strong for something that was supposed to be dirt cheap to make...), and instead it simply sets your AC to 3. -- does this make it easier for the mage apprentices to make or is the percentages still the same to successfully make this?

    It's the same as in vanilla. Actually, apparently I just set the property of these robes back to the exact same property as vanilla, as that's exactly what they did there. I never saw a great way of handling these "of the Apprenti" items.

    On 6/21/2023 at 7:28 PM, magisensei said:

    3) Is IR Revised - question about installation - is "IR Revised" considered a 2nd component when installing?

    No, it basically hijacks the normal IR installer.

    On 6/21/2023 at 7:28 PM, magisensei said:

    5) Boots of Lightning Speed: removes duplicate pair from Habib (guy who throws scimitars at you randomly in Athkatla) as well as the Underdark and similarly places them at the Trademeet Shadow Thief store.-- I've installed Almateria's Restoration Project that gives these boots to Habib so your mod moves it?

    Yes, I believe so - if ALMRP is installed before IRR.

    On 6/21/2023 at 7:28 PM, magisensei said:

    6) Rod of Lordly Might: Experimenting with a new design - now an actual weapon a la Rod of Terror or Rod of Smiting. A +3 club that has a defensive +2 bonus to AC (useful as an off-hand weapon), it can transform into a Flail of Disruption (destroys undead creatures a la the Mace of Disruption), a flaming long sword, a hypnotic axe (confusing, sleeping, or stunning on hit), or a spear of speed (+1 APR, also can be thrown). -- will this over write another mod that changes the rod already? Although I think your changes is for the better -it is now a little op. 

    If IR is installed after said mod that changes the Rod of Lordly Might, yes. As for throwing spears/javelins, there are three such enchanted spears: Impaler, Talos' Fury, and Spear of Lordly Might. I intended to add javelins to stores at some point through Store Revisions, but...there's a number of things that are a work in progress with that.

    On 6/21/2023 at 7:28 PM, magisensei said:

    7) Rod of Wonder: For the time being, it can 3x per day affect the targeted character with one of nine random effects: a 10D6 Fireball, a 10D4 + 10 Cone of Cold, a 10D6 Lightning Bolt, a 1 turn Cloudkill, a Domination spell, a Flesh to Stone spell, a single target Haste spell, a 5 skin Stoneskin, or a 1 turn Globe of Invulnerability; there is also a 10% chance of a Prismatic Explosion occurring centered around the caster instead. --- is it possible to not install this component in some way when installing the rod component - I actually like the wand of wonder

    Go into item_rev\components\main\items.2da and delete the entire "ROD_OF_WONDER[...]" line before installing IR.

    On 6/21/2023 at 7:28 PM, magisensei said:

    8 ) In general why does the wand revision make the wands more powerful (more damage, harder saves) when they worked well in the first place?

    To more closely match the spells they're imitating. Additionally, IR decided to limit wands' charges to 10 instead of the old...what was it, 50? So it makes sense to make them stronger, but I would agree that it can unfortunately be a little problematic for BG1. It can be a difficult balance to strike between the two games.

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