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Bartimaeus

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Everything posted by Bartimaeus

  1. 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.
  2. ...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.
  3. 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.
  4. 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.
  5. 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.
  6. 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...
  7. @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.
  8. 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.
  9. Doing anything but "every single commit I've made" pull requests on GitHub usually makes me want to kill myself - don't recommend it.
  10. It's an alternative to Obscuring Mist that can be enabled via the settings.ini (was Salk's request).
  11. 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...
  12. @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.
  13. Contigencies: Contingencies aren't innate abilities in SR, so I presume this is an SCS issue. @DavidW? (e: Of course, this 'conveniently' got pushed to a separate page - check the last post on the previous page for what he's talking about.) Cure Disease: Nevertheless, it doesn't make much conceptual sense to include it in Cure Disease and the function was instead moved to Break Enchantment in SR, and I don't really see a convincing reason to change it back as of now. Lesser Restoration: I didn't mention feeblemindedness in relation to Lesser Restoration in my previous post - never planned on making it cure it. PW Blind: I suppose I can make an EE-only description. On a side-note, it's not that the EEs nerfed it, it's more that ToBEx 'fixed' it and the EEs did not choose to replicate the behavior. Dispel Screen: Thanks for reminding me, actually. Basically, when using Spell Triggers and Contingencies, having Dispel Screen memorized causes a bug where you get access to a bunch of different spells you shouldn't be able to choose because the game is treating Dispel Screen like Spell Immunity, and the only way to fix it is to stop overwriting Spell Immunity, disable it, and instead make Dispel Screen its own spell. Planetars: Didn't see that post of yours. Will check it out, but most likely it is the result of different AI incompatibilities and not something I can fix. Also, if I can remember correctly, I think summoned Planetars having erratic/unruly behavior has been a problem in SCS for a while, too.
  14. I have code that will search all spells' extended headers for a specific opcode and output it - how do I do the same for item extended headers? (e): Wait, would it literally just be change "SPL_V10_HEADERS" to "ITM_V10 HEADERS" plus change the file type to .itm instead of .spl? ... (e): Yes, yes it would be - okay, well, never mind that - read the question below instead, . COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ override // remove spellstates GET_OFFSET_ARRAY ab_array SPL_V10_HEADERS PHP_EACH ab_array AS int => ab_off BEGIN GET_OFFSET_ARRAY2 fx_array ab_off ITM_V10_HEAD_EFFECTS PHP_EACH fx_array AS int => fx_off BEGIN READ_SHORT fx_off fx_type PATCH_IF fx_type = 49 BEGIN PATCH_PRINT "%SOURCE_RES%.spl has opcode %fx_type%" END END END BUT_ONLY ...Also, what would I do to to make it so the "PATCH_IF fx_type = 49 BEGIN" line supports multiple opcodes? (i.e. if I want to search for both 49 and 44...or more!) I tried adding an "OR 44", but it just displayed every single opcode on every single spell in the game as if I had specified a wildcard instead. Thanks in advance.
  15. Cure Disease: Upon further investigation, it does not seem intended for this spell to remove feeblemindedness. Feeblemindedness is a mental state, and SRR actually does not modify this spell at all from SR. If your game is having Cure Disease remove the feeblemindedness effect but not the icon, it is an incompatibility with another mod, since SR's Cure Disease does not include any kind of feeblemindedness removal. I might eventually change the design of this spell to be a more general "Remove Ailments"-type spell that includes removing poison effects and perhaps feeblemindedness among other things, but that would also involve redesigning and beefing up Neutralize Poison and taking a look at Break Enchantment to see how best to differentiate the two. Lesser Restoration: Once upon a time, I said I would make it so Lesser Restoration restores non-permanent stat drains - unfortunately, there are difficulties with implementation that make it so this, at best, could only apply to vanilla effects, and not anything mod-added - and even then, I couldn't guarantee everything could be covered. Shelved for the time being. The EEs have one additional option that might make it easier to implement, but it'd be EE-only and still not guaranteed to be consistent - may look into it later. Chaotic Commands: Fixed the issue - a simple case of forgetting to reset the levels on each header when I reconstructed the file. Luck: Removed AC bonus mention in description. @pochesun I'm not sure what you mean by "contingency ability". Did you mean spell triggers (i.e. the abilities that show up in your innate menu)? PW Blind: ToBEx on BG2:ToB sets blindness to -10 (as per PnP?), EEs keep it at -4. Can't do anything about it, unfortunately. I also can't think of any ad hoc way to implement the -10 malus that works with the mechanism of the spell. PW Stun: Good spot for the description - on a hunch, I checked Symbol of Stunning and saw that it had "Special" as its duration when it was meant to be 5 rounds. Must've accidentally switched them. Fixed the portrait icon problem. Now at 1.2.11.
  16. Yeah, it seemed that way from the posts you exchanged with Mike in another thread in this forum, . Good to know it didn't keep showing up. It's actually always been one of my great fears that I'll go on a hiatus for a month right after patching something and not notice that I completely broke it for the entire time I was on hiatus. Note to self: Fix problematic implementation of bonus damage that I've known about for years but didn't want to bother with.
  17. From what I recall, Force Missile is basically a souped up, higher level version of Magic Missile, right? Not...really sure how to implement this across mods, especially since SCS doesn't use static spell resources. Cure Disease: I'll fix get that icon removal bug fixed. Phantom Blade: It certainly looks like the damage is being applied, but depending on the exact enemy you're facing, they may not always be marked as undead. Even in the item file you supplied, the effect was applied to the item, so that would be my guess. @ptifab IIRC, I did a cleanup of Chaotic Commands a while back - may not have reconstructed the file entirely correctly, will take a look. @pochesun Luck: I'm trying to recall if I wanted the AC bonus or not, but I can't say for sure. I'll remove the text for the time being. (e): Note to self: ADD_SPELL-ize Dispel Screen at some point to prevent EE Spell Immunity bug.
  18. That would be my responsibility in the SRR thread, not anybody else's anywhere else, .
  19. Like the idea of making sure all enemy types are included for Foebane. Cloak of Detection already works as per SR Non-Detection, which is much more powerful than the standard Cloak of Non-Detection (although it doesn't grant full immunity to Detect Invisibility and True Seeing). I think I have revised Unholy Reaver, but it's not currently enabled. I think I may not have been entirely sure how to implement a Blackguard/Anti-Paladin-only weapon (is setting its class requirement to just Paladin but then barring good alignments enough?) + I wasn't sure if there'd be balance issues. Specifically in regards to that person's mod, I'd have to know what the installation error is to fix it. The error you received when attempting to install Store Revisions...confuses me. Did you ever figure out the cause here or fix it somehow? The bit in item_rev.tp2 is definitely not it (that's just prevents IR from completely re-arranging every store in the game, which was fine for BG2 when all the BG2 stores were being rebuilt anyways, but made no sense to apply to e.g. BGT games and mess their stores up too), but I'm still unable to parse why this error would occur based on what I see in store_revisions.tpa. @pochesun Some items have multiple "names", where they'll display a second name in the description field. For this particular item, they're called Gauntlets of Might because that's one part of their function, but also the Gauntlets of Fumbling because they're cursed and have other drawbacks, . Demivrgvs made an effort to give every cursed item some kind of benefit - some of them better than others (Bracers of Speed are quite powerful, for example). I think there's one cursed item that never did get a proper redesign, but I can't remember what it is off the top of my head.
  20. Will look into various things mentioned while I've been gone over the next few days. Sorry for the trouble, everyone! @Reiska Sadly, no, it is not possible, since all such drop-and-dragged item files would have the wrong strings (names and descriptions), as you discovered, .
  21. Hi, I'm alive. I'll be looking at things over the next few days. Sorry for the...~month? hiatus - it is life.
  22. This was what I didn't want to think about and was why I was seriously considering it from a thematic/design viewpoint. Free Action is all about being free of effects that slow or stop you, and...hmm, well, actually, I guess I'm still not sure. In P&P, if you had Free Action or Freedom of Movement or whatever it's called applied, and you walked through terrain that could trip you (like...a spiky bramble patch or something, IDK), would you be protected from such? My guess is yes, because tripping is really just stronger version of "slowing down" through whatever physical mechanisms, but I'm not entirely sure. Regarding Hold vs. Paralysis vs. Sleep: Yeah, I don't think of Paralysis as being the same as Hold, even though they do use the same opcode. Paralysis should really be treated as a different status, but we're dealing with the hand we got.
  23. The 1PP content, correct Shaman usabilities, fixed projectile deflection problems, setting the quantities back to the EE defaults, some BG1:EE-specific fixes involving wrong/different item codes, more handled items (including some overlooked EET ones), IDK, maybe some other stuff.
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