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Bartimaeus

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Everything posted by Bartimaeus

  1. @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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. That would be my responsibility in the SRR thread, not anybody else's anywhere else, .
  8. 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.
  9. 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, .
  10. Hi, I'm alive. I'll be looking at things over the next few days. Sorry for the...~month? hiatus - it is life.
  11. 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.
  12. 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.
  13. I made a long description in the thread itself. Better compatibility with the EEs was a focus point.
  14. I don't have a good enough memory of what version 3.17 to completely say, but though 4b10 has some inconsistencies/things not handled quite right, it cannot be worse than 3.17 which was...probably made pre-EEs even coming out?
  15. Uh...SEEMS like an oversight, but I guess I'm not a hundred percent sure. Does freedom of movement mean you can never fall and slip on ice or anything else slippery?
  16. Your debug file indicates you used weidu v 23700 to attempt to install SCS. Tweaks Anthology v9 comes with weidu v 24600. I'm not certain if it'll make any difference, but as per argent's advice, it may be wise to attempt to use that as your setup-stratagems.exe instead.
  17. In the SR folder, there is a plaintext (i.e. editable by Notepad) file called settings.ini that contains a number of alternative settings to use. One of these is called the "dispel_globes" setting, which is automatically set to 1. When set to 0, it makes it so that M/GoI cannot be dispelled by Dispel/Remove Magic, effectively providing immunity those two spells for the one who has cast M/GoI on themselves. I created it (though I think subtledoctor came up with the idea) for a user who was trying to solo with a sorcerer (...or something like that) and was finding the lack of a Spell Immunity: Abjuration to be making SCS quite ridiculous with their constant high level Dispel/Remove Magic spam, though I thought it was a rather novel idea even ignoring the solo sorcerer bit (though it probably makes Minor Globe of Invulnerability a little bit too powerful - again, an experimental alternative option for a reason). So it's only if you enable that settings.ini switch that this would affect you, which I presume you have not. A little bit of coincidental beauty here is that SI: Abjuration was a spell protection the same way a Globe of Invulnerability is, so setting the flag for SI:A means enemy SCS spellcasters should attempt to dispel it with Secret Word and the like, which is exactly how a Globe of Invulnerability is dispelled as well. As for Kangaxx, the flag is dispelled with the Globe if countered with an anti-magic spell like Secret Word, so he should indeed resume using it. Also, to be honest, I'm not even 100% Kangaxx's Imprisonment is even abjuration off-hand, because as I recall, it's actually called "Soul Trap": might actually be Necromancy, don't know for sure. As for Glyph of Warding...remember that this is merely a flag: the intent is to basically tell the AI "hey don't cast this at this particular character with the protection spell quite yet". They should still take aim at other characters/summonables, and that flag wouldn't even protect them if they happened to get hit anyways. It's a pretty minor inconsistency in the grand scheme of things, I think.
  18. I use that option as well, but I use it for the AI's sake, since I don't use backstabbing in general (I don't find it to be an enjoyable mechanic, especially with how easy it is to abuse it), and not coincidentally at all, I don't ever use pure thieves either. So I guess I never noticed it. Glad it's fixed now, though.
  19. Note that what we're talking about only applies to the alternative, anti-Dispel Globes of Invulnerability enabled by a settings.ini tweak, not the normal Globes in a standard install. They're an experimental and alternative option for a reason, . Hostile abjuration spells that aren't anti-magic spells (and therefore exempt from this): Glyph of Warding, Imprisonment, Lower Resistance. That's it. Do enemies ever use Lower Resistance? I would imagine not or close to, since it would be a waste of a spell slot by SCS in 99% of situations as the player does not basically ever have really substantial magic resistance. Glyph of Warding is just a low level AoE damage spell that isn't worth worrying about...Imprisonment is definitely the big one here, but even that's not used that much outside of Kangaxx, who has access to a variety of anti-magic spells that he can use to dispel the Globe anyways (and probably would, seeing as the spell in SCS is marked as being both SI: A and a GoI). It's possible there's room to abuse it, but like I said, experimental alternative.
  20. ...That might explain why that option always horribly broke my game, since I almost always have player AI off.
  21. Yeah, I applied the flag to both MGoI and GoI. If SCS differentiates between MGoI and GoI to begin with, I don't see any reason why it wouldn't.
  22. I think SCS's version of it is permanent - you can rest and it remains.
  23. Isn't it a curse? Shouldn't you be using Remove Curse, not Remove Disease?
  24. I would expect not. That's a good consideration, I don't know if SCS has some kind of flag I can set that says "don't use Dispel/Remove Magic here". Perhaps SCS has a flag for Spell Immunity: Abjuration that would accomplish much the same thing? Yes...indeed, I think it does - scripting state 6, value 1. One side-effect of this would be that enemy spellcasters would probably not cast stuff like Lower Resistance and Imprisonment at you either, but that would probably not be the end of the world as such spellcasters are likely to have antimagics that would strip such spell protections and attempt to do it afterwards. (e): I've experimentally added the flag.
  25. I didn't consider shields, that's a valid point. There probably should've been an option to apply spellcasting failure/speed penalties only to armor, not shields...
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