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Bartimaeus

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Posts posted by Bartimaeus

  1. 1 hour ago, NdranC said:

    Ok so I think Protection vs Petrification still doesn't work. I just had jaheira and misc get petrified by the basilisks. I'm currently doing a multiplayer play through but I would I assume that doesn't matter.

    spwi108.spl, please! I tested this like 3 times before just to make sure, since it was something I very, very much did not want to show up again.

    (e): I have solved the issue. The reason it wasn't working is because of a too-zealous "delete protection from spell" function related to refreshing spells (instead of dispelling them) that only goes off in EE games, which is why I was not detecting it. I can fix your copy of the spell if you give me spwi108.spl, and I've now fixed it on github.

     

  2. 12 hours ago, Salk said:

     

    I might have forgotten that little I knew but I seem to remember what you wish might not be impossible.

    Perhaps "ChangeClass" allows for the class-specifics buttons to appear in the selection bar?

    Cheers!

    I'm not much of an IE scripter, unfortunately. I am sure there must be dangers involved in straight up changing characters' classes, especially when there may be a variety of different situations (multiclass, dual-class, kits, mod-added kits...).

  3. 6 hours ago, Luke said:

    @Bartimaeus

    For each item that lets you polymorph into some creature (e.g., DVRAT, DVWERE and the like), you might want to disable the following buttons (via opcode #144): Stealth, Thieving, Turn undead, Bard song and Find traps.

    Guess it makes sense...?

    Too bad you can't *enable* buttons for certain transformations (e.g. it'd be cool to use the rat transformation to give any character stealth abilities). I don't want to wholesale disable every class ability like that for every case, but it is unfortunate that a fighter transformed into a rat would have no stealth abilities while a thief would.

  4. I wrote this description for SRR's readme:

    "Revised Warrior HLAs (may be used with or without the main component)
    A minor addition that doesn't completely fall within the scope of SR, this component slightly revises a few warrior high level abilities. Hardiness is changed from 40% resistance to all damage to 25%, while Whirlwind Attack and Greater Whirlwind Attack are changed from 10 attacks per round for 1 round to simply twice as many attacks per round for 2 rounds."

    SR is welcome to use it, I don't think I changed anything about it.

  5. A small V1.2.2 update:

    1. Protection from Missiles is no longer 1 turn (or 2 turns), but rather 1 turn + round/level duration. A while back, @DrAzTiK pointed out that this spell was 5 turns in vanilla, though it only protected against normal missiles. This is an attempt to meet in the middle a little while not being overwhelmingly powerful at low levels. (e): Although...now that I think about it, I'm pretty sure I intended to make the base duration 5 rounds, not 1 turn. ...I'll let it stand for now.
    2. Physical Mirror is no longer 2 turns, but rather 1 turn + round/level. From what I understand, it seems like that's how this spell was originally going to be designed as, but due to implementation complications involving additional 1pp/EE projectiles, simply could not be. From my testing, I have solved those complications.
    3. Better cross-compatibility between SR, SRR, and 1pp's "Spell Tweaks" component (specifically in regards to the updated Cause Wounds graphics that 1pp adds - note, not applicable to EE games).
    4. Partially fixed some Enchanted Weapon icons used for the Ninja-To +3, Wakizashi +3, and Dart +3. These icons didn't exist in non-EE games, and I ended up backporting them, but never looked to see if the backport was successful. I did recently look, and noticed that BG2:EE icons are in a different icon format than non-EE games, and so ended up modifying the bams to at least be passable. Still needs more tweaking, however.
    5. Bigby's Icy Grasp was immunizing its damage against hold-immune foes incorrectly, leading to only the first round but no subsequent doing damage against creatures like elementals. The spell also explains what types of creatures it cannot pin now, too.

    @Salk I have updated the 1pp fixes. Due to SR now dynamically adding the "Cause Wounds" spells (rather than using fixed resource names), it changed some resource names which would cause the Spell Tweaks subcomponent to fail.

  6. 3 hours ago, Prof Errata said:

    Well, I’m really happy to see that SR v4 is going now, and I can only congratulate the modders here for the seriousness of their work and especially you, Bartimaeus. But well do you think now that you are near of the end, that SR_v4 will be released soon ? If you could give us a sure answer, not only myself but most of the BG players here will be satisfied.

    You have an odd fixation on "final versions". Well, I'm very happy to report to you that V1.2.1 is indeed the final version of SRR - until version 1.2.2, that is, :). I'm sure we all wish that each and every mod were perfect, but the reality of mods is that there can always be things to fix or more to add on, especially ones that do as much as SR does. The only way you ever get definitively "final" versions of mods is if the author says they will no longer work on it and explicitly forbid others from doing so, and even then, people will still do stuff like the Big Fixpack to at least patch in important fixes or compatibility updates. Kreso was working on an official "final" version of SR V4 some time ago, but seems to have disappeared again. Based on the minor bugs/inconsistencies/implementation issues found since then, such a "final" designation would've proven incorrect.

    Also, what @subtledoctor said.

  7. @NdranC So BG1EE has them, BG2EE doesn't (and obviously, nada for non-enhanced games). I don't even know why they would bother to add them if they're not going to even do a simple recolor, or bring them to BG2. At this time, neither IR or IRR even touch them in the main component (I didn't even know they existed until now...).

  8. 1 hour ago, NdranC said:

    I have a suggestion. Would it be possible to change the icons (different color) between normal bullets and electric/fire/cold bullets? You can clearly tell with arrows at a glance but for some reason even though bullets +1 and +2 have a different color, the elemental ones look exactly the same as far as I can tell.

    I thought perhaps the EEs added enchanted bullets I was not aware of, but I don't see any such thing. There are no electric/fire/cold bullets as far as I can see in BG2:EE.

  9. It's really not as exciting as the patch notes might sound (though I am somewhat excited to see if Contagion is sort of worth using when I get the chance to play again in approximately 12 years), since a lot of that stuff was super minor things that people were mostly incapable of spotting in-game.

    As for spells...not really? Mazzy's spells were fixed up a little and made to be consistent with the rest of the mod was probably the biggest one - but it was really more just making sure stuff like Quayle's invisibility was totally consistent rather than doing anything special, haha. (e): I did consider looking at Faldorn's Dread Wolf and Tiax's...ummmm...something that I already forgot, but it seemed like more trouble than it was worth.

  10. V1.2.1 released.

    Changes:

    1. Contagion revision to...maybe be more useful? Maybe? Also re-enabled for priests.  "This spell causes a major disease and weakness in a creature. For the following 5 rounds, the victim must save vs. poison at a -2 penalty every other round or permanently suffer a cumulative -1 penalty to strength, dexterity, constitution, and charisma. The target must also save vs. poison at a -2 penalty each round or be stricken with a terrible sluggishness for that round. The characteristic points lost from this spell can only be restored with a Cure Disease, Heal, or Greater Restoration spell. Magic resistance does not affect this spell, though the undead and certain other creatures such as elementals, constructs, and illusions are completely immune to disease."
    2. Add Friends scroll to Tranzig (BG1).
    3. AI-only Spell Immunities now disabled by default.
    4. A few more party member-only spells now handled by SR.

    More important fixes:

    1. Mage Armor was going to one better AC than it was supposed to.
    2. Meteor Swarm was allowing a save at -6 instead of -4.
    3. Correct all power levels for antimagics, except Breach which is exempt (as to always work on liches and rakshasas - matches SCS behavior).
    4. Power Word: Stun's 1 round stun was not supposed to be resistable. Also now displays stunned icon/message.
    5. Khelben's Warding Whip now dispels Spell Shield consistently.
    6. True Seeing protects against druid's Obscuring Mist.
    7. False Dawn is not dispelable now.
    8. Teleport Field is no longer subject to magic resistance.
    9. Fixed scrolls quantity/charges problem.
    10. Correct scroll patches for MS1 and MS9.
    11. Goodberry correctly set to druid-only again.
    12. Protection from Petrification now getting...you know, protection from petrification (at least in my tests it has).
    13. Conjure Elementals get correct summoning percentiles (1% better than it should've been).
    14. Petrification from basilisks handled a little more consistently.

    Almost harmless fixes:

    1. Power levels consistency fixes: Spirit Armor, Vocalize, Far Sight, Raise Dead, Greater Command, Repulsion, Physical Mirror, Animate Warrior, Ghostform, Shapechange.
    2. Dispel conditions consistency fixes: Gust of Wind, Vampiric Touch, Contagion, Farsight, True Seeing, Tenser's Transformation, Animate Warrior, False Dawn, Icy Grasp, Energy Drain.
    3. A great deal of immunity, saving throw, and/or dispelling consistency fixes: Power Word Blind, Icy Grasp, Horrid Wilting, Mind Blank, Ghostform, Freedom, Feeblemindedness, Greater Restoration, Contagion, Dolorous Decay, Improved Haste, Chaotic Commands, Dominations, Charms, Hold Monster, Hold Person, Break Enchantment, Vampiric Touch, Larloch's Minor Drain, Energy Drain, Poison, Sleep, Power Word: Sleep, Remove Paralysis, Resist Fear, Command, Ray of Enfeeblement.
    4. Some targeting fixes (harmless).
    5. Some description clarifications in regards to immunities and MR bypassability.
    6. Various summoned weapon amounts set to 1 (harmless).
    7. Healing spells remove intoxication icon (always had cured it before anyways).
    8. Bigby's Clenched Fist wasn't applying a stun icon.
    9. Poison neutralizers remove poisoned icon (is there any reason they didn't?).
    10. Un/Holy Word's graphical effect is tenatively enabled.
    11. Pierce Magic was displaying icon for 11 rounds instead of 2.

    Something like all that, anyways. A lot of credit goes to @grodrigues, who found most of these: you can read his inconsistencies/bugs notes in better detail here.

  11. 1 hour ago, bob_veng said:

    Bam Batcher v 2.4. the problem is with several of the indexed color pngs (converted to bmps) where something i did reordered the colors in the table. i would look the bams in BAMWorkshop but simply missed the ones with the issue

    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.

  12. 4 hours ago, bob_veng said:

    @subtledoctor you have a thumbs up from me

    also, sorry everyone about the technical faults, and not really reacting. i had to do it all in as short a window of time as possible. 

    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.

  13. 1 hour ago, NdranC said:

    Oh, np. I'll wait for sure. Maybe you should add a message to the commit with a warning. Is there a reason you don't do versioning with github?

    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.

  14. 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, :p. 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, :p.

  15. 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, :(.

  16. 42 minutes ago, ptifab said:

    The Mithral Full Plate Mail +2 (PLAT09.ITM) has a Base AC of -3 where it should have a Base AC of -2 (Base AC of a Full Plate +2 is -1 + IR mithral effect: +1 bonus to AC), or maybe the name should be changed to +3 instead ?

    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!

  17. 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.

  18. 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.

  19. 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.

  20. 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.

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