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Bartimaeus

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Everything posted by Bartimaeus

  1. MacOS, Windows, or Linux? Yes, it should just be SRR's "spell_rev" folder overwriting SR's "spell_rev" folder. I don't think it should be affected, but try with the latest version instead just to make sure: https://github.com/BartyMae/SR_Revised/archive/master.zip
  2. I'll take a look at it and get back to you. Are you playing a BG1EE or BG2EE game? (e): I successfully installed SRR and then every single component of TomeAndBlood 8.5.1 on top of it on a BG2:EE game. Going to need more information, probably your debug file, and your weidu log just to make sure. Hm. Personally, I didn't actually want to do this at all since it doesn't work in non-EE games, so I suppose it wouldn't be the end of the world to make it optional for EE games as well even though it's clearly a bug. Will do.
  3. I used to use P&P Celestials, but I think the Big World Project marked it as incompatible with SCS (or maybe SR?) at some point so I stopped since I used to use that to determine general mod order install and didn't feel like dealing with issues. Plus I usually never make it through ToB to see the Celestials anyways because ToB is not very good or fun, so I never figured out if they were actually incompatible or not. Still a cool idea.
  4. Look, I just work here, okay? My entire knowledge of modding the Infinity Engine games is based on seeing how the mods I'm interested in tweaking do things and learning from there. IR and SR are the mods I've messed around with the most, and they're both pretty low-tech weidu-wise for the most part, so that's kind of where I'm at (...and most likely where I will stay, since coding is neither my forte, what I enjoy, or my career). SR uses pre-compiled .bcs files for its summonables, so that's what I was editing, haha.
  5. I ended up specifying "autocrlf = input" in my overall gitconfig, which converts everything to just LF instead, but that's okay and has no practical effect for BG as far as I know.
  6. This should fix it, as well as some other summonables' broken scripts (my Wyverns, Nishruus, Hakeashars, Hobgoblin Shaman, Devas, Planetars, and maybe one or two others I can't remember right now were apparently being broken by github). Man, that was annoying and took way too long to figure out. Some other random fixes as of V1.3.13: 1. Enforced that Cause Wounds use the correct icons on all games types (previously only the EEs had consistent icons). 2. Pit Fiend (Gate) was missing an icon for its attack - I gave it an ultra-generic one for the time being. 3. Shapeshifts/polymorphs get the two-handed flag on EE games, which prevents off-hand attacks/shields from applying (crashes game on non-EEs, so remains un-enabled on there). 4. There is a second Remove Curse scroll that can be found at Lady Yuth and in random loot - it should now also be a Break Enchantment scroll. 5. Protection from Electricity should be properly disabled. 6. A few spells (Protection from Normal Weapons, MS4, and Spell Deflection) were being disabled for bards and removed from spellbooks - should no longer be the case. 7. Protection from Missiles protects from Flame Arrow. 8. Dispelling Screen's portrait icon now says "Dispelling Screen" and not "Spell Immunity". 9. Created proper icons for Enchanted Weapon's Ninja-To +3 and Wakizashi +3 for non-EE games. I will eventually get to IRR...
  7. Been investigating why some summonables in SR are having scripting problems that sometimes occur and sometimes don't, and I finally discovered why: github is converting linebreaks of .bcs files to CR+LF (Windows) when BG scripts appear to use just LF (Unix), which is breaking the files. This is especially annoying because they stay with the correct linebreaks on my local system, so it seems like everything's fine on my end, but then other people who download it get broken versions. ...This is less asking for help and more warning everyone else in case anyone else gets weird, mysteriously broken scripts.
  8. https://github.com/BartyMae/Bart_Tweaks I haven't used it myself, but I made the option for someone else and put it in this. Component #4 "Droppable/Movable NPC Items".
  9. https://dl.dropboxusercontent.com/s/ewyu59mliov5xdi/spwi511.spl This should fix Protection from Normal Weapons. Your MS4 is...different than how I expected it, but still seems to be modified in an unexpected way - if it actually works, though, I'll just leave it be. Hopefully what I did will prevent similar issues in the future.
  10. @pochesun Okay, actually, this inspired me to look into it more. Weirdly, Fallen Planetar seems to work fine, but regular Planetar is just crippled. I'm going to see if I can figure it out...
  11. Yeah, no thanks, I hate dealing with AI stuff. My suggestion would be to just use the "celestials" switch I created in settings.ini years ago so that SCS can do its thing without interference. I might make an additional version of that switch that just disables SR's AI so SCS can do what it wants.
  12. Yeah, I've been aware of this issue for years, but I was never quite sure if I wanted to fix it. The result is if you are dual-wielding, you get those damage/THAC0 bonuses with it, which is definitely not intended. However, my problem with fixing it is: 1. You can't make the same fix for THAC0(?). 2. More message log spam...a few weapons will three message entries every time they attack their target creatures (e.g. Flametongue). 3. A lot of work to fix. 4. There may be an issue of damage resistances for flat damage reductions outright negating a bonus because it's a separate source of damage that gets its own separate reduction (not sure how many creatures/characters have flat damage reductions in the BG games, though). 5. Maybe something else. P.S. I like giving Root of the Problem the cold iron property. These are, as best as I can tell, the only silver/cold iron-enabled weapons in vanilla: Flame Tongue = Silver Sword of Balduran = Silver + Cold Iron Kondar = Silver + Cold Iron Albruin = Silver Sword of Flame = Silver + Cold Iron Angurvadal = Silver + Cold Iron The Answerer = Silver + Cold Iron Carsomyr = Silver + Cold Iron Werebane = Silver + Cold Iron Azurewrath = Silver + Cold Iron Silver Sword = Silver Oddly, Icingdeath mentions being made of silver, but is not silver-enabled.
  13. ...No, I just fixed them now. Is there any way you could give me a copy of your MS4 from your override folder, which is SPWI423.spl? (Also, if you want me to fix Protection from Normal Weapons, it's SPWI511.spl.) SCRLAK is a real spell scroll. There are a few spells that have duplicate scrolls, though I do not remember them off the top of my head - I did not know until now that Remove Curse did as well. It can also be purchased at Lady Yuth in an unmodded game. I guess I'll duplicate the normal scroll, SCRL5G, to it for now. (e): I seem to have inadvertently fixed Protection from Normal Weapons by fixing the other two, or at least that seems to be the case. Weird stuff.
  14. ProfE: Gotcha, tested and found it myself, will fix. Haer'Dalis: I discovered that there were three spells unlearnable by Haer'Dalis (and Blades in general): Spell Deflection, Monster Summoning IV, and Protection from Normal Weapons. I fixed Spell Deflection and Monster Summoning IV, but I have so far been unable to determine why Protection from Normal Weapons is affected.
  15. Protection from Normal Weapons: That seems weird - nothing's changed about its scroll. I'll take a look at it. Protection from Electricity: The scroll for this spell is unused. It was being reserved for Ball Lightning, which was never completed. Random Loot Table: Not touched by SR or SRR as far as I know.
  16. In non-EE games... Key: MCW = Magically Created Weapon OHW = Off-Hand Weapon OHS = Off-Hand Shield Only Two-Handed Set MCW = Two-Handed Weapon Style MCW + OHW = Crash MCW + OHS = Crash Only Left-Handed Set MCW = Single Weapon Style MCW + OFW = Dual-Wielding Weapon Style MCW + OFS = Sword and Shield Style Only Off-Handed Set MCW = Single Weapon Style MCW + OFW = Dual-Wielding Weapon Style MCW + OHS = Shield Applies, Sword and Shield Style Fake Two-Handed MCW = Single Weapon Style MCW + OHW = Dual-Wielding Weapon Style MCW + OHS = Shield Applies, Sword and Shield Style Off-Handed + Left-Handed Set MCW = Single Weapon Style MCW + OHW = Dual-Wielding Weapon Style MCW + OHS = Shield Applies, Sword and Shield Style Off-Handed + Fake Two-Handed Set MCW = Single Weapon Style MCW + OHW = Dual-Wielding Weapon Style MCW + OHS = Shield Applies, Sword and Shield Style Two-Handed + Left-Handed Set MCW = Two-Handed Weapon Style MCW + OHW = Crash MCW + OHS = Crash Two-Handed + Fake-Two Handed Set MCW = Two-Handed Weapon Style MCW + OHW = Dual-Wielding but Still Two-Handed Weapon Style MCW + OHS = Crash Two-Handed + Off-Handed Set MCW = Two-Handed Weapon Style MCW + OHW = Dual-Wielding but Still Two-Handed Weapon Style MCW + OHS = Shield Applies but Still Two-Handed Weapon Style Left-Handed + Off-Handed + Fake Two-Handed Set MCW = Single Weapon Style MCW + OHW = Dual-Wielding Weapon Style MCW + OHS = Shield Applies, Sword and Shield Style Two-Handed + Left-Handed + Off-Handed Set MCW = Two-Handed Weapon Style MCW + OHW = Dual-Wielding but Still Two-Handed Weapon Style MCW + OHS = Shield Applies but Still Two-Handed Weapon Style Two-Handed + Left-Handed + Fake Two-Handed Set MCW = Two-Handed Weapon Style MCW + OHW = Dual-Wielding but Still Two-Handed Weapon Style MCW + OHS = Shield Applies but Still Two-Handed Weapon Style Two-Handed + Off-Handed + Fake Two-Handed Set MCW = Two-Handed Weapon Style MCW + OHW = Dual-Wielding but Still Two-Handed Weapon Style MCW + OHS = Shield Applies but Still Two-Handed Weapon Style Two-Handed + Left-Handed + Off-Handed + Fake Two-Handed Set MCW = Two-Handed Weapon Style MCW + OHW = Dual-Wielding but Still Two-Handed Weapon Style MCW + OHS = Shield Applies but Still Two-Handed Weapon Style ...would like to know what left-handed/fake two-handed do in non-EE games before I start setting them on a bunch of items, because they clearly don't do the same thing in ToBEx games as they do in EE games.
  17. Entropy Shield: Yeah, can't do much about that, SR has always come before SCS in the install order. Should Icelance be considered a blockable projectile, while we're on the subject? Hmm...
  18. @culmore Yeah, can't say I'm too upset about Edwin having some kind of weakness, given his overwhelming power compared to other mages. However...one thing you can do to get around this is to use the Book of Infinite Spells' True Seeing with him. Most likely the best use of that item if you're using Edwin, honestly.
  19. Will investigate the console issue, though I've never seen it on a non-EE game - guess I'll start there. No way to fix the armor/other equipped items that aren't weapons/shields problem, since even making the items unequippable by the character will still actually leave them equipped and in effect (you can see this in action if you, for example, have a character that doesn't have enough strength to equip an armor, equip Gauntlets of Ogre Strength, equip the armor, then take off the gauntlets - only going through a level-up will forcibly remove the armor). I'll take a look at making Shapeshifted/Polymorphed weapons consistent as outlined by Subtledoctor and Luke, though. Potion of Absorption: Thanks, will take a look at it. Gauntlets of Weapon Expertise: Nothing to do here, it's an EE bug in the text displayed that I've investigated like three times now since it's been a frequently reported bug but does actually work regardless of what it says. @Cahir I've tried to keep everything mostly consistent to SR's and SCS' standards so that everything works the same. A few things that I can think of that SRR does that SR doesn't that might have consequences in what's cast by the AI: 1. Polymorph Other is moved from 5th level to 4th level for druids. I thought it was kind of a horrible fit at 5th level, given its kind of underwhelming power, wizards getting it at 4th, there being a bevy of other useful offensive 5th level spells, and it seemed there was a lack of offensive 4th level spells compared to 3rd and 5th). I don't *think* this was a spell SCS would add to spellcasters to begin with, so I don't think this one matters too much. 2. I gave clerics both Dispel and Remove Magic with Remove Magic replacing the original Dispel Magic (I really hate clerics having both, but non-Revised SR forcibly converted clerics' Dispel Magic to Remove Magic and it's much better for the AI to use it as to not accidentally dispel themselves as well, but I still wanted regular Dispel Magic to be an option since it does have curing properties under certain circumstances). 3. Restored (and slightly beefed up) Rigid Thinking to clerics at the 3rd level as opposed to getting replaced by Contagion (though I eventually ended up beefing up and adding Contagion back as well). 4. Summon Nishruu was restored to the game (was disabled in SR). 5. Completed the removal of Spell Immunity by replacing their individualized versions with alternatives - SR only did some of them, not all, IIRC. 6. Gate and Monster Summoning IX both exist for mages in SRR (used to be that Gate was disabled for mages, but because SR MS9's basilisks are broken, it was switched so that it was MS9 that was disabled instead). I'm unsure to what extent SCS actually decides to use MS9.
  20. Doing anything but "every single commit I've made" pull requests on GitHub usually makes me want to kill myself - don't recommend it.
  21. It's an alternative to Obscuring Mist that can be enabled via the settings.ini (was Salk's request).
  22. 1.3 released. New changes as of the last few days: Shapechange was not always removing the Natural Form ability once the spell expired. Dispelling Screen has been given its own resource to prevent Spell Trigger/Contingency issues. Restoration spells now *attempt* to restore stat drains. May not work in 100% of cases, as it's a specific spell or item effect-driven removal with a focus on IR, SR, and vanilla effects. Blindness and Power Word: Blindness should now say a -4 penalty to THAC0 for EE games. Cure Disease silently cures feeblemindedness (not mentioned in description, not intended, but not preventable - use Break Enchantment instead if you want to "follow the rules"). Power Word: Stun and Symbol of Stunning had their specified durations switched. Power Word: Stun no longer has a permanent stun portrait icon applied. Luck no longer mentions AC bonus. Fixed Chaotic Commands' bad header levels. Casting Dispelling Screen no longer needlessly spams the message log with a bunch of "Dispelling Screen Activated"s. Some old changes since the last "properly" released version of SRR: Alternative Globes of Invulnerability (enabled via the settings.ini) should now effectively be treated as Spell Immunity: Abjuration by SCS (for dispelling/countering purposes) The alternatives to spell immunities cast by the AI had a cleanup and enforced consistency (they were previously emulating their alternative spells - now they just cast them straight up). Some miscellaneous text fixes (always!). Haste was still saying single target instead of 30' AoE - how embarrassing! Fireburst is now friendly to...er, friendlies! Idea straight up mugged from Subtledoctor, . Aid was giving too much temporary maximum HP due to my misunderstanding of the Aid effect. Killed text spam from various see invisibility spells (I hate needless text spam - also made it trivially easy to abuse the AI by always knowing when they had a Detect Invisibility/True Seeing going). Now for IRR...
  23. @subtledoctor Yes, definitely applies to SR as well. I *think* SI:ABJ is already replaced with another copy of Dispelling Screen in SR - it definitely is in SRR, as I have it specifically commented as being so in main_component.tpa. Will also want to purge Spell Immunity from playable characters' spellbooks - there may also be some EE-specific stuff relating to replenishing spell duration that has to be replaced, I can't remember for sure off the top of my head. @pochesun Planetars: Possibly! Cure Disease: Oh bother. I tested SR/R's Cure Disease in BG2:ToB earlier today and found that it did not cure feeblemindedness. I tested the same spell in BG2:EE just now and found that it did. I guess the EE devs changed it so that the cure disease effect also cures feeblemindedness, even though feeblemindedness has its own separate cure effect. Bugger. No way to fix that, so I'm going to add the remove icon effect as well, but I am not going to list it as one of its curing effects since it is not intended at this time. Cloak of the Wolf: Will look at it, though probably tomorrow.
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