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Bartimaeus

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Everything posted by Bartimaeus

  1. @Luke Yes, thank you very much! @Mike1072 Ah, I see. Thanks, although as Ndranc said, it does seem odd, haha.
  2. 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.
  3. 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.
  4. @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?
  5. 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?
  6. 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.
  7. 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.
  8. 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.
  9. I don't understand this thread: shouldn't all of Jarno's posts be in here?
  10. @Sunfire: Yeah, but it's the same as vanilla - maxes out at 15D6 at 15th level. So...as far as I can tell, SR straight up nerfed it - twice! - with nothing in return. Making it party/neutral-friendly would be a pretty cool and interesting development, in my opinion - especially because it's a self-targeted 20' radius spell, unlike something like Horrid Wilting, which is an interesting curveball usage-wise. I legitimately want to implement that. @Missile Storm: It feels...weak? The raw damage dealers for 5th level arcane spells are...Sunfire and Cone of Cold? I absolutely despise using Cone of Cold personally - stupid janky self-pausing combined with an already janky cone effect - but in terms of damage output, I think they're more on the money for 5th level spells. Feels more like it'd fit as a 4th level spell...and what do you know, Missile Storm actually is 4th level in P&P (although with a pretty different implementation). You could do some funny business with Magic Missile, too. Like, why not add some additional hidden headers with ridiculous level requirements (past 40) for Magic Missile that will cast more than 5 missiles that you can force Missile Storm to cast at higher levels? 5 missiles would already look insane against a bunch of targets in range - why not 7? Greater Missile Storm at 6th level? Let's see 10 or 11 and melt the game engine...
  11. Isn't Sunfire not subject to MR because it targets undead, which a good amount of in SoA are more or less immune to magic? That would be what I'd suspect, anyhow. ...Wait a second, Sunfire isn't Sunray - mages don't even have access to Sunray! Oh dear, my brain. Sunfire is renamed to Fireburst in SR, that's why I'm confused. I also didn't know it penetrated MR...apparently, that was deemed to be a bug in BG2, as it was reversed for BG2:EE. SR also changes it to be subject to MR. ...So wait, SR nerfed its AoE effect (30' to 20') and removed its MR-penetration specialty...and gave it nothing in return? I don't *think* this spell was especially popular to begin with, so that seems odd. Kind of like the idea of changing it back to the original name (because Fireburst does hit everyone in actual P&P, while Sunfire isn't a P&P spell) and making it party-friendly, yeah. Goodberry: Fun concept, could easily be done via the select spell opcode (using icons of the spells they're supposed to emulate), but it does sound too powerful - or, if you actually tried very hard to balance it via level progression, the useful effects would come too late at too high of a level for it to be worth the bother. You really gonna have a Lesser Restoration at like level 9 or something when Lesser Restore, a 4th level spell, only becomes available at 7th level? Too wacky. Potions: I've had similar thoughts, also about how healing potions should probably be a regeneration effect instead of an instant cure...but then I realized "maybe I'm just changing something for the sake of changing something - this is just going to make it so people use potions a little earlier and maybe have to disengage and kite while the healing goes through, which is never something I'd want to 'force' players to do - also I never use potions anyways, why am I even thinking about this?".
  12. Apparently 7z didn't feel like updating the archive. Also, it jumped back up after resting? That's odd - it didn't for me...but I don't have your mod install. Something would seem to be adding the ability to you over and over roughly every turn(?) until your character busts. Not ideal.
  13. Did I miss the part of the conversation that explains why you have 639 Slayer Form abilities? lmao Repaired saved without CTRL+Ring: https://dl.dropboxusercontent.com/s/z4eeizzccy8bw5y/000000080-C30.zip
  14. 17? That's...weird, it maxes out at 15 at tenth level, which I just confirmed by looking at the spell in DLTCEP. Could you send me a copy of your SPPR201.spl from override? (e): Wait, hold on, I might've figured it out. (e): Yep, never mind, confirmed and fixed. Didn't realize the "aid" effect was applying a 1D8 maximum hit point bonus, so Aid was always giving anywhere between 1 and 8 too many HP.
  15. Could I get a save game file with it immediately before it would crash if you rest? Probably won't be able to do much with it, but I thought I might poke around.
  16. That's my bad. It's a BG1:EE specific bug: basically, when IR detects the EEs are installed, it runs all items through a description updater where it strips the first list so that the game can just use its own generated list. I think either this version or the version before I restored the original BG1 graphics for shields on BG1:EE-only games, but it's not exactly an elegant solution and it happens late enough that it's not caught by the description updater. Will fix, thank you, . (e): Now fixed.
  17. SRR won't touch them, but as far as I know, they are compatible!
  18. Yeah, I hate Prismatic Mantle too, which is why I nerfed the "prismatic" triggers for SRR and restored the +3 weapons immunity...but I think I might like this idea more (although I'm not sure that I would go for 8 hours - I knew it should be longer than 4 rounds right away, but 8 hours of blanket immunity to <=+2 weapons? That is...really powerful seeing as most enemies simply aren't regularly equipped with +3 weapons outside of stretches in ToB). Unfortunately, again, not an EE player - I'm pretty sure this idea requires that "once this particular effect expires, apply this other effect to forcibly expire the rest of the spell" opcode, right?
  19. @John Fat 2.1 is the only version that supports EET, as @flamewing made a specifically EET-compatible version (as Salk does not play on the EEs). I actually looked into updating the EE branch, but doing a comparison of Salk's 2.1 vs. flamewing's 2.1 made me realize it was a taller order than I anticipated, and as I don't play on the EEs either, I unfortunately said forget about it, .
  20. Lots of interesting ideas. My favorites are: 1. Move Mirror Image: way too powerful for a 2nd level spell, and too close to both Reflect Image and Blur. Unfortunately such a staple at 2nd level that I don't think most players would want this, even though I think it totally makes sense, . 2. Improved Otiluke's Sphere: always wanted something more like this, but always figured that it would have been implemented already if it wasn't problematic for AI and I didn't want to do a bunch of testing to see how they handled it to make sure.. Although now that I think about it, even if that were the case, you could make an exception for PC characters while still basically holding other types of creatures, so perhaps I'll revisit this someday. 3. The kill effect for Energy Drain is good - I might steal that for SRR, because Energy Drain really just doesn't make any sense for where it is. 4. Mantle: Really interesting idea, but very radically different from its initial design. Do you keep its duration at 4 rounds, or..? 5. Ring of Danger Sense: I kind of dismissed this at first, but then I realized that I don't think I've ever actually used vanilla OR Item Revisions' Ring of Danger Sense (especially because of its location in the Planar Sphere), and now I'm rethinking it...
  21. Thanks, jastey! Although...since the Coran and the Wyvern component was previously disabled for being unnecessary to BGT, why has it been re-enabled again?
  22. It triggers the "Healing spells cast on rest" text, but sadly, it doesn't actually apply the regeneration effect, . I remember that in the BG1 engine, resting while e.g. poisoned will make every damage point of poison apply immediately to you and possibly kill you if you rest, and so I'd suspect that this idea might work there, but without a way to make the BG2/EE engine imitate that behavior, it doesn't really matter since virtually nobody's playing on the original BG1 engine, .
  23. ...So, actually, a related question: could I add a 0 hp healing effect to the SR Regeneration series of spells in order to trigger a YES for the "are you a healing spell" check, and would it actually heal via the regeneration opcode while resting?
  24. ...I may have a spell or two I have to fix for completely unrelated reasons.
  25. Every component had the same "ERROR: Failure("INNER_PATCH_SAVE \"%entry%\": read out of bounds")" error. Unfortunately, I don't know what that means in practice besides that "a file was read incorrectly", especially with no other info to go off of. Does it also happen with SCS 32.7?
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