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Bartimaeus

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Everything posted by Bartimaeus

  1. Ah, now that you mention it, I think somebody else mentioned this before, and I kind of ejected it out of my memory because it's EE-only (...and I don't play on the EEs).
  2. The only exception I would fear might not work is Dispelling Screen. You should probably comment out a line near the bottom of the file that says "INCLUDE ~spell_rev\lib\dispelling_screen.tph~" if you're going to disable Dispelling Screen, as it'll otherwise try to patch Spell Immunity in unexpected ways. To be honest, I don't even know what the "BEW Tool" is. I presume some kind of multimod install tool, but I am simply not familiar with it. Jarno can be fairly knowledgeable, but instead of using that knowledge for good, he uses it to endlessly berate and act superior towards others (and usually on the most ridiculous/inexplicable/incomprehensible of technicalities) while the staff looks the other way because he's a long-time member...even though his behavior clearly pushes away other users and, ironically (as we're on the subject), makes the forum look bad for never dealing with him. It is a bit of a shame for everyone involved.
  3. My suggestion would be to only not install the base spell and its scroll if you're going to try to do that. So, for example, you crossed out all of Flame Arrow (and all of its subresources), when really, you should only cross out spwi303.spl and scrl1f.itm. So it should look more like this... Only the spwi303.spl and scrl1f.itm are crossed out. This makes it so all the other resources will still install and shouldn't cause errors. In almost all cases, such extra resources will not be called upon by the vanilla versions of the spells - they're just installed to make sure the mod is able to successfully install.
  4. No Armor of Faith, Unholy Blight/Holy Smite, Harm, Grease, Obscuring Mist, Invisibility, Chaos Shield, Remove Magic, Flame Arrow, Haste, Invisibility Sphere, Slow, Skull Trap, Melf's Minute Meteors, Improved Invisibility, Stoneskin, Greater Malison, Emotion: Despair, Dispelling Screen, Spell Shield, Mislead, Improved Haste, Project Image, Improved Chaos Shield, Simulacrum, and Horrid Wilting. I'm surprised you didn't run into more errors, to be honest. Just the two is pretty good.
  5. To be totally honest, I'm not sure. HLAs in spellbooks is ludicrously dumb for at least a couple of reasons, and I haven't had it that way for years and years. There used to be a single-purpose mod to changing HLAs to innate abilities on Spellhold Studios that you could install, but then SCS added it as an option, and I've always installed that since. So I just checked, and SR (and SRR) do indeed set them to innate abilities. Alright then. I guess at some point between then and now, SR also decided to do that. I can hardly fault it, although I might've left it as an optional-but-recommended component.
  6. Sequencers are still memorizable spells in SR (though with a new "universal" school). I am not sure about whether or not HLAs are moved to innate by SR. In regards to crossing out spells from being modified by SR, that's possible in theory, but...because of a lot of various addons over the years, may be more difficult in practice.
  7. Looking at just spwi303d here: according to your debug file, spwi303 (Flame Arrow) and its associated files were never installed. This later causes a crash in the install when a different part of the component has assumed that it was indeed installed. Did you disable SR's Flame Arrow from being installed?
  8. It's definitely beneficial to keep wackier/experimental ideas as separate components like this when possible. The monstrosity that has become my settings.ini file for SRR (...and IRR, for that matter) is proof enough of that. Of course, part of the problem is that I'm working inside the frameworks of those mods, and they do stuff like completely changing the behavior of petrification when that pretty obviously should've been a separate component with at least a couple different options to choose from with clear explanations as to what they effectively do...but since it's not, I'm kind of in a bind, especially when you consider that so many people use automated installs where, if I start putting "essential" (to them) parts of the mod in new components, then I'm effectively removing those features from their install. For stuff like individual spell tweaks, it's perfectly fine for stuff to stay as additional components in a separate mod. Protection from Poison (what Neutralize Poison effectively currently is) has value as a spell in of itself, and that should probably stay, but uh, maybe at 3rd level, not 4th - after all, its greatest use is definitely in BG1 (I would think?), and poison really just doesn't have the power that elements do in BG2. I don't know for sure, I guess. Remove Paralysis is a dumb spell, too, speaking of.
  9. I am way too stressed out at this time to be working on really designing anything, so it's a moot point for the time being anyways. I also don't get the impression Subtledoctor particularly cares, especially since SRR is not something he uses and reaches a relatively small audience. My favorite ideas are: 1. Sunfire/Fireburst neutral-friendliness. This spell needs something, and I think that might be its something. 2. Mirror Image 3rd level spell (but probably won't happen). I think SCS will use it correctly as long as the IDS entries for the two different versions are updated (the 3rd level version would take the 2nd level version's identifier, while the 2nd level would get a deprecated tag). 3. Otiluke's revision (which I can legitimately claim I already had a vision for...and my implementation might end up being pretty different anyways). 4. Energy Drain kill effect. Also a spell that just needs...something, anything, and it thematically at least sort of works (plus it's a good opportunity to use one of my favorite graphical effects, the "ghost rising out of corpse" one...even though Wail of the Banshee already uses it at this level). 5. Ring of Danger Sense: Well, more IR-related, but also a ring that just needs something a little more concrete to be used more, and though +1 AC is generic, it makes perfect sense for it. Other ideas I like but am not totally sure of: 1. Protection from Petrification (specifically, making it more like Protection from Evil in that instead of blanket immunity, it gives somewhere between a +2 and +4 bonus, while Potions of Mirrored Eyes and Wraithform keep the outright immunity). 2. Mantle (not yet sold on this exact implementation, but it's at least on the right track re: player vs. AI disparity, and there's stuff worth trying out to see if it's better in there - also, his implementation doesn't work for non-EE players anyways). 3. Luck. This is a spell I've never had a good grasp over how powerful it actually is in SR. Making it an AoE buff a la something like Bless or Chant is an interesting one, especially since it's an arcane spell, but I think our numbers would end up at different places. 4. Vampiric saving throws: ...But I'd make it more severe - not a neutral saving throw, but -2 at least and maybe even -4. This is vampires' signature ability, after all. Perhaps it could depend on the "quality"/age of the vampire, but it might be rather annoying to patch each vampire manually depending on what you "think" they should get. If level drain wasn't so broken, I would've loved to have made a Shapechange form for like an Ancient Vampire or something - alas. It's just as well, since I only ever wanted 5 forms for Shapechange, although I'm still not sure how useful the forms I made are because I've literally never played Throne of Bhaal with SRR (though I did get really close one time). Speaking of which, I still never had a good idea for the seventh and final form of Polymorph Self that I wanted...sigh. @subtledoctor Neutralize Poison does kind of suck...I'm already sold on the idea of giving Lesser Restoration stat restoration, and fatigue/drunkenness (lol) would actually make sense as well. Neutralize Poison could easily become Neutralize or Protection from...Ailments? Wait, isn't there already a scroll with that name? Blimey. Anyways, protection from disease wouldn't be unwelcome.
  10. IR Revised V1.2.7 released. Changes: As previously mentioned, BG1:EE shields get their original graphics restored. All wands now correctly max out at 10 charges (as opposed to some of the crazier numbers like 50 in BG1!). Big thanks to Luke for the code for this. This is not, at this time, a separate component, mainly because I would've eventually forced this change on a case-by-case basis at some point anyways. However, if there are problems with the implementation, then we can certainly look into making it one. Installed fine on a BG1:EE and BGT game from what I tested. A number of weapons had animation percentiles (what percentage they would either thrust, overhand, or backhand) that were inconsistent with IR's custom percentiles. Most were fixed with the exception of a few oddball cases, e.g. Staff Spear (which will continue to use spear percentiles). Mostly disabled the Spellhold Token Machine tweak. If you prefer having a few pairs of doubled boots, I won't stop you! Fixes: Going along with number 1 above, I just fixed the order of some of the final fixing tweaks of IRR so that the BG1:EE graphics restoration actually sticks (previously was being overwritten and therefore not showing up due to a poor order). Spell Deflection on that one amulet had 10 charges instead of 9. Some more SR-Haste consistency fixes (these will seemingly never stop, for there are so many sources of Haste!). Mithral Field Plate Mail +2 was in a weird state of being half between +2 and +3 - now fully +2 again (but still retains the Mithral +1 AC bonus, so kind of effectively +3 still?). Arrow of Detonation had an incorrect -2 saving penalty. Werebane had an incorrect "drain type" (harmless?). Marek's Potion should hopefully be fixed for BG1:EE games. Adoy's Belt had some kind of typo I've already forgotten the details of, but it was fixed. Firetooth +5's special AoE fire effect was only firing with 15% frequency instead of 100%. Made Horn of Kazgaroth's description consistent and more clear versus its effects. Fixed the BG1EE double class requirements/limitations bug.
  11. Throw in a food and health crisis for good measure... Best of luck!
  12. https://www.gibberlings3.net/files/file/914-sword-coast-stratagems/?changelog=520 At the bottom, it says "With version v30 - Download".
  13. Yep, best of luck. I have trouble reading a lot of SCS's coding because everything is insanely recursive (one thing linking to another thing linking to another thing linking to another...in a lot of shorthand coding that's not much like other mods, either, and hardly anything has readable comments). But from what I could tell, the file that links to that .ini line creates a "disable button" effect, which combined with the name of the option sounds like a match to me.
  14. Turns out, DavidW *did* have time to code up something for it. During install, you can set "no_initial_change_clone_slots = 1" (default 0) in statagems\stratagems.ini. There may be other options you're interested in there as well, though not all of them are exactly clear on what they do. Easier than I expected, especially given SCS is particularly complex for Infinity Engine mods.
  15. Presumably because DavidW didn't feel like coding up a separate component for what he thought everyone would agree is an obvious exploit that people installing a difficulty-enhancing mod would want to avoid using anyways. But I don't know for sure, and DavidW is on hiatus, so you may have to wait a while to receive an official answer. Alternatively, you can always mod the mod and disable it. Some modders have a very particular vision of how they want their mod to play, and they're by no means obligated to provide an option for every last little thing. This mod already has so many components and options as it is even before we start adding components to disable bug fixes, .
  16. It's an age-old game-breaking exploit that's fixed for obvious reasons. I'm not sure of the rationale for rolling it up into the core AI component - perhaps to make sure that the AI doesn't use it either.
  17. Alternatively, make it one skin per caster level. The missile protection is nice, but even a 20th level caster still is only protected from 10 melee hits before that wears off, which can potentially go by much faster than the 4 rounds of Mantle. This is all experimental anyways, so you might as well see how things play out!
  18. @Luke Yes, thank you very much! @Mike1072 Ah, I see. Thanks, although as Ndranc said, it does seem odd, haha.
  19. Really difficult to say, since SCS v22 was pre-SCS II merging, and the way the strings are setup doesn't seem to be the same at all.
  20. Greater Restoration is basically a 100% heal and cure everything. If it doesn't have stat restoration, it's probably an oversight. I'll see about adding it to Lesser Restoration.
  21. @NdranC This bit of code is found in the Weapon Changes component in both IR and IRR: PATCH_IF wakizashi || short_sword BEGIN WRITE_SHORT off+0x1c 3 // slashing WRITE_SHORT off+0x2c 50 // overhand WRITE_SHORT off+0x2e 50 // backhand WRITE_SHORT off+0x30 0 // thrust END Apparently, short swords have been changed to slashing for quite some time and I never noticed. @Mike1072, do you have any insight on why this might be, especially undocumented as it is?
  22. Honestly, if that's really all you have installed, then I don't think any of those should be affecting Short Sword of Backstabbing's damage type besides a remote possibility of RR. I'll start investigating to see if maybe Weapon Changes is doing it. Contingency spamming: Think this is an SCS thing, although I thought it had been reduced greatly compared to years ago. @Luke Yeah, that's good stuff, especially because I didn't want to do with trying to do both BGT and EET which sometimes use different resources. Do you mind if I put it in IRR, then?
  23. IIRC, he actually asked me to put it in IRR first, but, at the time at least, it was a universal wand-replacing thing (i.e. regardless of whether the wand originally had 1 charge or 40 in the game, it'd be replaced with one that was 10), which I didn't want to do - I just wanted to go through each one and fix the ones that were over, not the ones that were under. Of course, I also thought I'd eventually have enough time to play the game and be able to do that, which I haven't...so use that component in the meanwhile is my suggestion after all, . @Kilgor Thanks, fixed the Firetooth bug, I'll need more testing to figure out the Golems.
  24. Restoration spells...meaning Lesser Restore, or like any kind of restoration spell (e.g. Cure Light Wounds)? To be honest, I think it's kind of stupid that Lesser Restore doesn't do anything besides cure level drain - I get that it's "lesser", but that is so, so very specific, so I'd be fine with giving it some lesser effects like restoring stat attributes.
  25. Sword of Backstabbing: This is SW1H10 in BG1 and BG2, and does do piercing damage. Either a different item file for Siege of Dragonspear or modified by a different mod. Arrows of Dispelling: Requires a saving throw to work - if yours doesn't, it's been modified by another mod. SCS also has a component to limit them more if you so desire, IIRC. Wands: No kidding in regards to variety...but yeah, not really something I want to be touching personally, especially since I don't use wands. Those number of charges are too high as well - IR was made for BG2 in mind (IIRC the creator of this mod literally never even played BG1), so some things for BG1 simply weren't fixed, and charges on items in general is one of those things. Wands are really supposed to max out at 10 uses. Siege of Dragonspear: This and BG2:EE-only items are on my eventual to-do list...but I'm not going to lie: I don't really want to do them, haha. I will get around to it, though...eventually.
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