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Bartimaeus

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Everything posted by Bartimaeus

  1. Gotcha. I think I found and fixed all of the broken ones which I put in that .zip up above if somebody wants to add that to the github.
  2. What program did you use to convert the .bmps to .bams, out of curiosity? It didn't seem like they were DLTCEP-saved .bams (which is what I ended up using to save them back to .bmps, then resorting the color table, then saving them back to .bams again), but I'm not sure what other tool(s) can be used to do it.
  3. Oh, I actually do do that: https://github.com/BartyMae/SR_Revised/releases It's just that when I actually decide to make a new version release is a bit random: usually I wait until everything I know of that I want to do is at least currently done.
  4. i just work here, okay? (what does "versioning" in relation to github mean, exactly? I'm not exactly a github expert - working with it as best as I can, more or less, haha) It's less that I know something will break and more that silly mistakes like out of place characters that I'll immediately find once I test will occasionally occur, like you saw there.
  5. I'd advise waiting a few days: I'm in the middle of going through @grodrigues ' bug reports for SR on github, so once again, downloading the latest repository at any given moment is not necessarily a guaranteed working mod as I update some files but not others, . I will fix that particular problem right now if you're insisting on rebuilding, though, . (e): Fixed, but again, I suggest waiting a few days: I'm currently through levels 1-4, still 5-9 to go. I'll be releasing a new version number once finished. I'm starting to remember why I used to create a branch for "latest changes still not in the latest proper version release" - usually save the important testing for when I'm going to make an actual release, .
  6. Those are charges, I think. I copy+pasted the add_store_item text from a different part of the mod, I guess I must've happened to pick something with charges and didn't notice. Thanks again. (e): Actually, what I think happened is that I meant to add 2 scrolls of each to match the other level 1 scrolls having 2 of each, but instead I added 2 charges. Oops, .
  7. Thanks! From what I recall, I upgraded this to be a +3 item (originally +2), but then later formulated the idea of mithral armors getting a +1 AC bonus in addition to the lesser strength requirements and weight, but forgot to bring it fully back to +2. Fixed!
  8. I think it's because vanilla BG enchanted bucklers negated it for Bucklers +1 as well, plus the "Special: No Protection Against Missile and Piercing Attacks", seems to make it clear that they're not supposed to. Of course, IR gets rid of the "piercing attacks" bit, and this is modding we're talking about... Worst case scenario, if you're a class that needs to be using a buckler, put a point or two into Sword and Shield proficiency.
  9. Stalwart...Defender? Is this a mod-added item? If it's a Buckler +2, it should be a +3 missile penalty (so it should go up to +2), but I don't think IRR handles any item called "Stalwart Defender".
  10. Right, exactly, thanks for the expanded explanation. As for Viconia, she's most likely wearing armor that has a bonus of 1. So an unenchanted buckler should bring up to 0, but @NdranC says it's bringing it up to +1, which would be wrong. I'm not aware of any mechanics that aren't the shield itself that should do that, so unless it was actually a Buckler +1, that would be a bug.
  11. Yes, only that it's actually SPWI122, not SPWI014 (SPWI014 is not a normal spell that the player could cast). Thank you, and the corrected files: https://dl.dropboxusercontent.com/s/cu9v7tjlyv4darc/scrl72.itm https://dl.dropboxusercontent.com/s/d4ngzrfgo18ba6z/dvscrl06.itm If you have any more broken scrolls besides these two (you did say "multiple" scrolls before, and I presume MS9 was not one of them...I checked every single one and all of them appeared to be patched correctly, but if that's not the case, it's not the case), they'd be imperative to fix as well, . @Necklace: Bugger. Means there's something wrong with it. Oh well, fortunately it's an item for the PC, so not a huge deal - will investigate what's up.
  12. It's not a big deal, I sometimes forget what certain, less-used spells do too (it took me literal *years* to realize that Ghoul Touch is not a one-time use weapon - as the spell sounded so bad from the description as a one-time use that I had literally never, ever cast it before, so the day I decided I was going to see if I could beef it up a little to make it more interesting, I was shocked to discover that I could just keep whacking people with it like it was a Flame Blade, which actually made the spell kind of good for fighter/mages or swashbuckler/mages). Basically, the scrolls point to a certain resource to cast/learn. In this case, scrl72.itm points to spwi127.spl, which is supposed to be Monster Summoning 1. But because SR now installs spells differently, spwi127.spl is not Monster Summoning 1, it is...nothing. So you have to find out what Monster Summoning 1 actually is so you can edit the scroll to point to it. In my game, it's spwi129.spl - in yours, it might be spwi128 or spwi130 or something instead.
  13. Oh yeah, as for the necklace...did you install IR before or after SR? Before SR means it will for sure be bugged, but if after means I need to fix it.
  14. Well, yes, the description states that in the opening line, haha, . "When this spell is cast, it will dispel one spell protection of 5th level or lower on all enemies within the area of effect." Personally, I barely use Spell Thrust, more of a Secret Word kind of guy, but Secret Word is admittedly a spellcasting level higher for no additional use in BG1, so Spell Thrust does make a lot of sense there. Corrected ProfPetrification: https://dl.dropboxusercontent.com/s/02g8ju3kp8tkhjx/spwi108.spl I do need to know what the spell resource for Monster Summoning 1 and Monster Summoning 9 are to correct them, unfortunately. In my game, MS1 is SPWI129, while MS9 is SPWI901, but there's no guarantee that that's the case for you.
  15. Aha, mystery finally solved! Instead of dispelling Minor Spell Deflection, it dispelled Non-Detection. "The spell protection spells dispelled by Spell Thrust are: Minor Spell Deflection, Non-Detection, Minor Globe of Invulnerability, Spell Deflection, and Spell Shield.~"
  16. Is this an SCS prebuff cast of Spell Deflection, or does he actually actively cast it in combat? Also, no Spell Shield mentioned cast, right? (Easily testable just by casting Spell Thrust on him twice.)
  17. Okay, now that sounds like a bug. Could you please edit/spawn a Spell Deflection scroll (scrl7v) into a mage's inventory (Imoen?), have her cast it, then go hostile with her and cast Spell Thrust (scrl6j) on her with your main character (who appears to be a mage)? My guess is that this is not the fault of SR, but actually IR with the necklace. On a side note, since when is that necklace even in BG1? (e): Ah, an addition by BGEE.
  18. Uh, hah, your video is of you casting Spell Thrust on yourself, which I just said doesn't work because the Spell Thrust projectile cannot target friendlies. You'd have to test it on an enemy to determine whether or not it was functioning correctly. That's why I cast Chromatic Orb at a non-party member Edwin to begin with in my video. If it worked on friendlies, you could very well accidentally hit yourself every time you cast it or Spellstrike at enemies. You know, now that I think about it, I think people have thought Spell Thrust is broken before because of it not being able to target friendlies - maybe it should be mentioned in the description at this point, . Previous post: "As an aside, it cannot be targeted on friendly characters, as I demonstrate in the video - the projectile targets only enemies, as it is an AoE spell." If you give me your latest override copies of scrl72, dvscrl06, and spwi108, I can certainly fix them, . (e): Although...I'd have to know what spell resources scrl72 and dvscrl06 are supposed to point to in your game.
  19. MS1 / scrl72 (e): fixed now Resist Elements / scrl86 (unknown if broken) (e): now confirmed not broken MS2 / scrl1l (unknown if broken) (e): now confirmed not broken MS9 / dvscrl06 (e): fixed now MS1 and MS9 are confirmed broken, Resist Elements and MS2 I cannot tell because they installed into their original slots and therefore didn't have to update. From what I could tell, every other spell scroll patched correctly. (e): They're fine. If you feel there is another scroll that is broken, you'll have to investigate more, since it seems like everything else works as intended.
  20. Confirmed Protection from Petrification bug - it's not a bug with the spell per se, but rather the fact that SR changes all petrification to a different effect that merely simulates petrification, and it's not updating Protection from Petrification for some reason. Very strange, since the spell seems to match the conditions for being updated (especially seeing as I more or less just took the spell straight from BG2:EE), and yet isn't. I will force it to for the time being. (e): No longer necessary, will now update correctly. Spell Thrust not working would be a pretty big bug. Fortunately, it seems to work fine: https://dl.dropboxusercontent.com/s/curhm0s2aub3bev/2020-01-26_07-36-54.mp4 As an aside, it cannot be targeted on friendly characters, as I demonstrate in the video - the projectile targets only enemies, as it is an AoE spell. Scrolls of Monster Summoning: Gah, I knew I forgot to check something - from the latest update I did, the way new spells like some of the Monster Summonings are added is handled differently, and some scrolls are not being patched correctly. Will fix. @Scrolls: They should be. Blindness is just...Blindness: scrl71.itm should already be around in I would think both BG1 and BG2. Dimension Jump uses Dimension Door's scroll (scrl1v), which is BG1-only, though IR adds scrolls for it in stores if it detects SR being installed. (e): Blindness is sold by Sorcerous Sundries and "Quartermaster", whoever that is. Dimension Jump only by Sorcerous Sundries. That's admittedly not a lot - I'd like to see at least one copy of Blindness on a creature, and Dimension Jump somewhere would be nice as well, but in general, I'm not really deadset on adding rare scrolls to BG1 when the developers probably deliberately had them be rare.
  21. I would expect missile to go to even in that scenario, not +1 (not unless the buckler in question is a +1 buckler, in which case that would make sense and would still be net even). If it is not a buckler +1, could you give me a copy of whatever .itm it is? I have checked all of the unenchanted bucklers and none of them have -2 missile protection.
  22. @NdranC"it feels like small shields are the neutral ones and bucklers have a malus towards missile bonus" Yes, that's correct. Small Shields have neither bonus or malus to missile protection (i.e. the +1 AC bonus applies to all weapons equally, including missile weapons), while the buckler states it does not offer missile protection (i.e. you get +1 AC to melee weapons, none vs. missile weapons).
  23. Looks correct to me - Small Shield says nothing (no bonus or malus), while the buckler says "Special: No Missile Weapon Protection".
  24. BG1 Fairy Dragon had 12 HP, 6 AC, 1D2 damage with 1x Mirror Image. I'm sure everyone was using that...for absolutely nothing besides the 6 HP bonus. Familiars have always been a joke in Baldur's Gate, unfortunately - the engine wasn't well-suited for handling a non-party member needing to get more powerful over time, and the devs didn't feel like working around it, so this is what we got. Pseudo-Dragon unfortunately already has Detect Invisibility - Fairy Dragon should have 1x Invisibility if it's the SoA version, I'm not sure why it wouldn't, as it seems to in my files...
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