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Bartimaeus

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Posts posted by Bartimaeus

  1. 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.

    000000080-C30.zip 598.06 kB · 0 downloads

    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

  2. 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.

  3. 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.

  4. 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.

  5. 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?

  6. 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...

  7. 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, :p.

  8. 3 hours ago, subtledoctor said:

    Lots of different things can potentially cause this same crash. A memorized spell with more than 255 effects is one I’m familiar with (because I caused it) so the variability could be related to which spells your casters have memorized at any given point.

    ...I may have a spell or two I have to fix for completely unrelated reasons.

  9.  

    1 hour ago, Guest Leilu said:

    Hi,

    I can't install SCS on BG2EE.

    Here's the debug file.

    https://filebin.net/3frezpofuqnzx0gv

    There appears to be an incompatibility between EEEx and SCS. I'm not exactly certain why (SCS errors are more difficult than most other mods to read), but having EEEx installed before SCS causes those components to consistently fail with that error. Occurs with both 32.7 and 32.8, so it's not new.

    (e): If I had to take a guess, it's related to a new feature of EEEx in the latest version (possibly interferes with how SCS is attempting to read spell identifiers? Something?):

    "EEex_MARKED_SPELL:

    The EEex_MARKED_SPELL IDS value can be used to reference a dynamic spell in scripts. The SPL resref this IDS value references is set from Lua."

    Downgrading to the EEEx version before the latest lets SCS to continue to install.

  10. 2 hours ago, Kilgor said:

    A couple of inconsistencies :)

    Aerial Servant: Only last 5 turns, not 1 turn/level as in the spell description.

    Invisible Stalker: Says in spell description, that Invisible Stalker has zero physical resistance, but dvstalk.cre has 20% crushing, slashing, piercing and 60% missile resistance.

    Thanks, correct on both counts. I think I simply forgot to input the correct values when I was standardizing all the summonable creatures' descriptions for Invisible Stalker. Aerial Servant...I think I may have intended at some point to limit it to 5 turns, but I'm no longer sure of the rationale why, and now I think I prefer 1 turn/levlel to match with Aerial Servant (...coincidentally both creatures of air, the only two summonables with 1 turn/level lengths, having spwi601.spl and sppr601.spl as their resource names, and both being the subject of your bug report, :p).

  11. I didn't remember there being that many stores in IWD2, and rather than listen to more of this, I decided to just check. ...There were more than I remembered:

    11ELYTHA
    20SABRIN
    40BDAWN (a handful)
    41ZACK1 / 41ZACK2 / 41ZACK3 (a few)
    50LIMHA
    50NYM / 50NYM2 (a handful)
    50SUOMA
    52BERED
    53MALAVO
    53WODE (a handful)
    60SPELLS
    61RAKSHA (a couple)

    I was also assuming you meant arcane scrolls, and not divine - I did not include any divine scroll stores (unless they also had arcane ones).

  12. If a character has Detect Invisibility or True Seeing up, that character can target a lich with spellcasting through improved invisibility. Emphasis: that character. If you have an Inquisitor cast True Seeing, this doesn't help you because the rest of your party will still not be able to cast through the improved invisibility. If your mage is running TS/DI, they should able to, though.

    The mechanics of Non-Detection, Improved Invisibility, and True Seeing/Detect Invisibility are basically currently unexplained in SR, unfortunately - SRR attempts to improve this.

    Detect Invisibility:

    "When a wizard casts a Detect Invisibility spell, they become able to see clearly any objects or beings that are invisible, as well as any creatures that are astral, ethereal, or out of phase. Instantly and at the end of each round for 5 rounds after the spell is cast, all concealed enemies within sight of the caster will become visible to the caster and their allies. Invisible objects carried into the warded area will also become visible. Creatures affected by improved invisibility will be revealed to the party, but can only be directly targetable with spellcasting by the caster of this spell. This spell does not reveal illusions or enable the caster to see through physical objects. Magic resistance does not affect this spell."

    True Seeing:

    "When a True Seeing spell is cast, the wizard gains the ability to see the exact locations of creatures or objects under displacement or invisibility effects, as well as see through illusions. Instantly and at the end of each round for 1 turn after this spell is cast, all concealed enemies within sight of the caster will become visible to the caster and their allies, and minor illusionary spells (including Reflected Image, Blur, and Mirror Image) cast by opponents will be neutralized outright. Creatures affected by improved invisibility will be revealed to the party, but can only be directly targetable with spellcasting by the caster of this spell. Finally, the caster is also cured of and granted immunity to blindness as well as hostile illusion spells such as Spook and Shadow Door for the duration of the spell. Magic resistance does not affect this spell."

    Non-Detection:

    "By casting this spell, the wizard makes the recipient undetectable by spells such as Detect Invisibility, Invisibility Purge, and True Seeing, though they may still be audible when moving and certain types of creatures may still sense their presence through other means. Furthermore, anti-illusory spells and abilities such as Detect Illusion and Oracle will also have no effect upon the recipient. This spell does not protect the recipient from detection as a result of engaging in overtly hostile actions, though it will continue to protect other types of illusions they have active from being directly dispelled. Note, however, that specific opponents affected with anti-invisibility spells or abilities such as True Seeing will be able to target the recipient with spellcasting through their improved invisibility for as long as such anti-invisibility spells are active. This spell wards the recipient's equipment as well as the creature itself."

    @Dispel Magic: My suggestion is to take advantage of targeting. Don't put all your characters in a big blob if you expect to get hit by multiple DMs/RMs. SRR also has an optional, experimental tweak for making Globes of Invulnerability immune to DM/RM if you ever want to experiment with that, but that's sort of an aside at best.

  13. It's useless against way higher level casters (e.g. liches). Dispel Magic (and Remove Magic, which in SRR has 20' AoE but affects only enemies) can still be very useful against groups of enemies (since groups naturally tend to have enemies closer to your level). So...yes, it can still be useful.

  14. I thought, "There's no way that Dispel Magic doesn't make it patently clear how it works!".

    ...But then I actually read the relevant part of the description:
    "The chance of the dispel succeeding is determined by the experience level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Dispel Magic is above the level of the magic they are trying to dispel, their chance of success increases by 5%. For every level that the caster of Dispel Magic is below the level of the magic they attempt to dispel, their chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic they are trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic they are trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the level of the magic attempted to dispel is 5 or more levels higher than the caster."

    ...It never directly mentions that it's caster vs. caster, and indeed, seems to imply caster vs. spell level. Easily solved by just saying "For every level the caster of Dispel Magic is above the level of the caster of the magic they are trying to dispel[...]".

  15. 6 hours ago, Mike1072 said:

    It looks like they are also referenced in some .2da files that contain the identifiers minus the WIZARD_ or CLERIC_ prefix.

    Good golly, I forgot how long SCS takes to install. I fixed that issue and now I'm running through installing it again, takes bloody forever.

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v32.7
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v32.7
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.7
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32.7
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32.7
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32.7
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32.7

    I was able to successfully able to install this on BG2EE with no errors or warnings. (Note that the first commit removed the SR chunk entirely from the always.tph, but it was restored minus the additional file call in the third commit.)

    https://github.com/Gibberlings3/SwordCoastStratagems/pull/14

  16. https://github.com/Gibberlings3/SwordCoastStratagems/pull/13

    I created a pull request with the fixed files. Searched through all of SCS via Notepad's "find in files" for the maligned ids entries, and these were the only ones.

    (e): Only...now Smarter Mages chokes when installing on (at least) an SR game. Huh. Glad I decided to actually test it. Let's see if I can figure it out...

    (e again): I thought I maybe went too hard on the always.tph file (which calls for the spell_rev_ids file), but restoring that block and stripping out only the call for that table didn't fix it. The error is:

    Appended text to [weidu_external/data/stratagems/illegal_wizard_spells.txt]
    ERROR: cannot convert %WIZARD_MONSTER_SUMMONING_SR_1_LEVEL% or %%WIZARD_MONSTER_SUMMONING_SR_1_LEVEL%% to an integer
    ERROR: [AMCST04.CRE] -> [override/AMCST04.CRE] Patching Failed (COPY) (Not_found)

    I tried doing a complete search of the SCS directory for any references for "WIZARD_MONSTER_SUMMONING_SR_1_LEVEL", but was not able to find a single reference.

  17. Yeah, that description needs to be rewritten. I'll get around to it eventually. It's much like Chaotic Commands: immunity to mind-altering effects like confusion, charm, fear, hold, stuff like that. Additionally, it also protects against Stun (which CC does not do), all Power Words (...which maybe CC should technically as well, but doesn't currently AFAIK), and a few divination spells like Oracle, Know Opponent, and Know Alignment. I'm not the biggest fan of this spell - it's just not powerful enough to warrant a level 8 slot, even if it's a level 8 spell in PnP. I wish I could say "at least its duration is ridiculously long!", but the difference between 8 hours and 1 turn/level is really not much.

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