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Posts posted by Bartimaeus
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19 hours ago, DavidW said:
Sorry, new baby > work responsibilities > updating mods. See you at some completely unspecified point when I have a chunk of spare time.
Throw in a food and health crisis for good measure... Best of luck!
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https://www.gibberlings3.net/files/file/914-sword-coast-stratagems/?changelog=520
At the bottom, it says "With version v30 - Download".
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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.
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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.
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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, .
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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.
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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!
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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.
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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.
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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
ENDApparently, 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?
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8 hours ago, NdranC said:
I swear modding this game can be a pain in the ass. I really only have EET, SCS, atweaks (minimal), Tweaks Anthology, Rogue Rebalanced, Ascension, IR, SR and some UI mods and that's it. I sometimes wonder if EET is the problem because I have some weird issues. I'm noticing that people that were petrified are called "Statue" once I cure them (including Branwen). The Short Sword of Backstabbing +3 is set to slashing (just checked with Near Infinity). And we have this WEIRD multiplayer bug that only my friend sees (i'm the host) that if the character in the second slot of the party turns into a bear or has an Ioun Stone floating around them, the sixth slot of the party randomly gets those visual effects on them as well. So if Jaheira turns into a bear, then visually glint also turns into a bear. Actually for some reason that sixth slot always bugs out for my friend. The character gets more and more maximun HP or sometimes it goes into the negatives. The game also keeps spamming in chat some message when I move items between characters about "can't use contingencies". Or when I level up he says he sees things spawning right next to me then poofing out once I'm done.
Maybe, next time i make a modded client I'll try to not use EET see how it feels. That would give me the ability to skip SoD. First time I'm playing it and even though I though I was going to like it, I don't like it very much.
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?
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15 minutes ago, subtledoctor said:
Our ‘Low Magic World’ mod has a component to limit wands to 10 charges, courtesy of Luke. It’s become one of my must-use mod components.
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.
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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.
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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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On 8/9/2019 at 9:03 PM, Mike1072 said:
If anyone wants to tell Jarno how they feel about this post, go ahead.
I don't understand this thread: shouldn't all of Jarno's posts be in here?
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@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...
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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?".
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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.
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8 hours ago, Jason McCullough said:
Attached.
At some point I managed to turn this savegame into a successful rest by some combination of running around and dismissing and killing party members but I can't get it to happen again. Anomen is locked into some loop in the Copper Coronet where as soon as you dismiss him he chases you forever demanding to be let back in.
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
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6 hours ago, Merlin said:
Aid spell seems to give too much temporary hit points. My 4th level cleric gave my fighter (24 hit points) 17 temporary hit points. 24 => 41. At least by the spell text it should give only 9 (24 => 33).
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.
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55 minutes ago, Jason McCullough said:
Ah ha! I renamed the override folder to temporarily go back to a completed unmodded installation - doesn't repro. Now to tediously swap in and out files....
Edit: False alarm, got my save games messed up. Once it's in this state removing the entire override directory still gets you a crash? Sheesh.
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.
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2 hours ago, Guest Weevill said:
Shields in this mod have two different lists of class restrictions listed in the item descriptions. This issue does not occur with the regular item revisions.
I am running BG:EE
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.
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SRR won't touch them, but as far as I know, they are compatible!
IR Revised V1.3.800 (2022 January 11th)
in Item Revisions
Posted · Edited by Bartimaeus
IR Revised V1.2.7 released.
Changes:
Fixes: