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Bartimaeus

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Everything posted by Bartimaeus

  1. Yeah, personally, I don't have a problem with it staying one missile, but if that's the case, its description should've still been updated, which it wasn't, so...
  2. Yeah, I think I see the problem - it's EET-specific. Basically, the section used to update it checks if the game is tutu, bgee, or bgt, but doesn't include eet. However, there's a part later down that specifically includes EET as an option, but because it already failed the first check, never executes, . Fixed!
  3. I think ideally, I'd like to have 3-5 non-store locations for each of these, as they're all level 1 spells and they're all pretty basic spells. If there are any oddball useless scroll placements (e.g. Identify) that could be harmlessly replaced, could also do that as well - I just haven't been able to play through BG1 and identify good spots. @Imoen's wand: I believe so. IR handles the wands. There's actually a section in IR specifically for handling Imoen's wand (wand12_ in EET) - I'm surprised its description isn't getting updated, as it should be AFAIK.
  4. Yes, it can still appear in sorcerer picks, just like ProfP can appear in SRR, but straight from main_component.tpa: ADD_SPELL ~spell_rev\spwi1##\spwi108.spl~ 2 1 ~WIZARD_EXPEDITIOUS_RETREAT~ // Expeditious Retreat SAY NAME1 @415 SAY UNIDENTIFIED_DESC @416 COPY ~spell_rev\spwi1##\dvscrl73.itm~ ~override~ SAY NAME2 @415 SAY IDENTIFIED_DESC @416 dvscrl73.itm is a new scroll that has not been placed anywhere in the game. Ergo, it cannot be found anywhere in the game, . SR/R doesn't touch those abilities, so not it. ...Also, I've never actually used Faldorn before, so I didn't even know she had a "Summon Dread Wolf" ability: what the flip is that? haha. I'd probably do a changelog on them.
  5. Yes, b17 (released pretty recently) did just restore Protection from Petrification, but it did so at a cost: now Expeditious Retreat is gone. So now the situation is swapped for SRR. Ideally, there would be a few actual location or creature placements as well, but I guess something is better than nothing!
  6. It's my understanding the b17 was specifically for maximum compatibility with SCS, but I have no idea if SCS has been updated to actually take use of the new compatibility (or if it needs to). I haven't had a lot of time to play around with BG in a while now, so I'm sadly not 100% sure, . From what I've tested, it seems like everything works, but... There is one "moderate" outstanding issue with SRR and BGT/EET that I have wanted to solve for a while but have been unable to: spell scroll placement. In particular, I need to identify a few places to place Friends, Protection from Petrification, and Detect Alignment. SR stole the scrolls of these spells for new spells to use, but as I have restored these spells and created new scrolls for them, I need placement locations for them. I have placed some scrolls of them in BG2 via Item Revisions, but I have nothing for BG1 - and BG1 is the one that benefits most from Friends and Protection from Petrification, so that's kind of an issue. IRR should be pretty to go as-is right now, though specifically for EET I do want to fix some variants of its unenchanted shields not being properly handled.
  7. Wait, seriously? I was pretty sure I very specifically made the component numbers stay exactly the same for the express purpose of avoiding automated installers having issues. How in the world did that happen? Yeah, I'll fix it. I wonder if I initially did it correctly, but then came across it later and saw "hey, these subcomponents are out of order for no reason, better fix 'em!" without remembering the reasoning. Bah.
  8. @NdranC It's my suggestion to remove Spell Immunity from enemy spellcasters via that settings.ini switch - I created that switch for that express purpose, . The only reason it's not enabled by default is because those switches emulate the standard SR options (i.e. enemy spellcasters cast Spell Immunity in non-revised SR). Honestly, it seems like everyone's that seen it wants it enabled by default, so I might just do that. Enchanted Weapon is a 4th level mage spell. With that option set to 1, it retains the non-EE style of Enchanted Weapon where it'll actually conjure a weapon up for you to use. However, setting it to 0 changes the spell to actually enchant your current weapon to +3. Personally, I think this makes the spell borderline trash and the standard SR behavior has always been the weapon conjuring until very, very recently, so that remains the default behavior. Also should be noted that this option only works on EEs - game will probably crash if you try to use it on a ToBEx game.
  9. These seemed to be the three that affected SRR. Thanks! However, the Skull Trap one is not a bug - it was implemented it as a failsafe. Essentially, the reason the immunizing .effs are specified twice, and once with a non-existent (spwi313d).spl defined, is that while spwi313d.spl does not exist by way of the main component, once you install the "AoE Spells Are Deflected" or whatever subcomponent, spwi313 outsources its effects to a newly created spwi313d. Indeed, I just tested this to make sure - I installed non-revised SR (with protections only against spwi313) and then the AoE Spell Deflection subcomponent, and then created some undead creatures and cast Skull Trap at them, and they were affected by the Skull Trap. So the double immunizations are unfortunately necessarily (and indeed, I had to implement a number of workarounds for this subcomponent, as it creates a number of issues in addition to it not affecting not as many spells as it should've because of said issues it creates that you have to account for and fix).
  10. Miscast Magic: Seems intended. If you succeed the initial save, you completely avoid all rounds of wild magic - if you fail it, you're subjected to a save each ensuing round. A quirk here is that even if you make one of the ensuing saves, you will still have to make the others to keep avoiding it. If there is an error/oversight, it's probably there, but it's difficult to say for sure. Ice Storm: As implied by kjeron, stationary spells like this should always have durations of 7 for lasting effects like Ice Storm's movement speed reduction. It is very slightly longer than appropriate, but it is better to last a tiny bit too long than a little too short, as characters will otherwise be unaffected by the spell for a moment before it reapplies (in this case, characters would start moving at normal speed for a moment). Secret Word: I got rid of this part of the description because 1. it doesn't happen, and 2. it makes no sense for it to happen and therefore shouldn't. It doesn't make sense because Dispelling Screen does not protect anything Secret Word is attempting to dispel, and Secret Word itself is not in any way special vs. other higher level anti-magic spells that would suggest it should dispel Dispelling Screen where they don't.
  11. I tested about 20 different scenarios involving that weapon speed factor opcode, and found that it seemed to do nothing in precisely all of them. I set it to 10, I set it to 0, I set it to -10, I gave the weapon 5 attacks per round, I had it give only one, I did it on equip, I did it on only after an attack, etc. So from what I can tell, it seems to be completely useless for the (presumable) purpose of causing an immediate extra attack.
  12. No, they are not. Fixed and thank you! I tried to investigate how this might've happened, but the issue apparently predates github. Feel a little gross that I didn't notice it before! I've tweaked the scaling on this spell a bit over the years, I imagine it must've accidentally occurred at some point.
  13. Hm, thanks for letting me know, I'll have to play around with it because I've never used this property before. I'm not sure if this property is even working, as the duration is set to 0. DLTCEP says parameter1 subtracts the value of parameter1 (10 here) from the speed factor value, so presumably the intent is to get a speed factor of zero after triggering a Cleave as to immediately make a second attack. Unsure if that actually works out in practice.
  14. Thanks! 1. Would love to have like hyperlinked text for e.g. the "Shield" in "Spell: Shield", where you could mouse over it and it'd display a description, but unfortunately, that's not an option in this game engine. I wish there was an elegant way of doing it, but there's really not - so the only way of doing it is to basically post a blob of text in parentheses after, which is varying degrees of onerous depending on the exact spell. 2. Yes, it is default behavior. Using that Anthology Tweaks component if you don't care for it is a good idea, .
  15. The update to beta 18 is complete on github, with the new spell icons from b18 and the SCS-style handling of new spells all implemented. However, I'd like to quickly run through things and make sure there aren't any glaring issues as well as look at a last few bugs reported from others before officially releasing a new version.
  16. I went through all (I think!) the .bams in beta 18, and found that the attached icons had issues with their color palette tables/transparency layers (some may not have been visible, but some certainly were in the sorcerer spell selection screen - a quick look in DLTCEP showed issues with them), and have corrected them: https://dl.dropboxusercontent.com/s/16xh5gdr3lptlls/fixed bams.zip Some of them pre-fix (ignore PrfP and FtS) :
  17. It's easy to change the rat form to not have as good resistances - I don't think it's possible to make it ignore what other items you have equipped (except for weapons). .spls are usually used for the "end" effects (what actually is supposed to happen) due to the fact that it's easy to immunize certain types of creatures from the spell as well as support multiple effects. Also, I confirmed the issue and just fixed it, thank you!
  18. I can definitely see that. Never played on anything harder than core difficulty, unfortunately - my solution for making gameplay harder was always simply to use the XP reducer mod. Do you think the Rat exploit needs to be addressed? @Ring of the Ram: Can't confirm at least the "doesn't exist" part. When installing, ring33 is installed, it references ring33a.eff, which references ring33b.eff, both of which were installed to my directory. Are you certain that those two files do not exist in your game?
  19. @ptifab Glad I remembered that correctly, because I remember getting perturbed and confused by it as well sometime ago. @Lord_Tansheron That's pretty funny. I guess you can exploit that a bit, but I'm kind of tempted to just let it be (...also, I always disable the armor damage resistance part of IR myself, so it doesn't affect me, so I might be biased, haha). Compiled list of old changes that had already been on github for a while but never documented: Wand of Lightning saving throw text fix (said -2, should've said -4). Cloak of Nature's Wrath 25% chance was set to its equipping ability rather than its firing mechanic. Saving Grace's blinding ability was set to set to the wrong firing condition. Whistling Sword duplication bug fixed. Axe of the Unyielding +5's vorpal effect was missing its 3D8 slashing damage upon a successful saving throw. BG1 NPC Project compatibility fix for Ring of Human Influence. Store Revisions Trademeet jeweler silver ring quantity was invalid. Renal Bloodscalp was getting corrupted by Store Revisions. Github issue with file name case sensitivity fixed. Efreeti Bottle will now summon an efreeti even if SR is not installed. Ras the summonable sword now has a generic attack script so you don't have to micromanage it. Bolt of Polymorph's polymorphing effect is no longer subject to magic resistance. Short Sword of Backstabbing was looking for the wrong effect name for its backstab multiplier property. Rod of Resurrection is now usable by everyone again, provided you have the requisite Wisdom and Intelligence. Non-EE users will no longer get yelled at for harmless "invalid opcode" error messages. Added one additional mithral token to Spellhold per that one guy's request. Potion of Agility's expiration sound was malfunctioning. Replaced "weird" copy of Ray of Enfeeblement with normal copy (some versions of the game have two different versions of Ray of Enfeeblement). Changes I just did: Added back the "breakable" property to Battle Axe, Flail, Mace, Morning Star, Dagger, Halberd, War Hammer, Spear, Bastard Sword, Long Sword, Short Sword, Scimitar, Katana, Wakizashi, Ninja-To, and Two-Handed Sword ("bug"? inherited from IR, which inexplicably disabled this property across the board). Purdue's Short Sword, Nester's Dagger, Kylee's Dagger, and Hentold's Dagger all also had this property in BG1:EE, but I've declined to re-enable it as they are all quest items. As unlikely as it may be, it's better not to add any chance of irreversibly breaking quests - we can just pretend that these weapons were made pre-iron crisis. I don't think this actually really does anything in practice, as I think even BGT games do it by script instead (as I'm nearly 100% positive I've had weapons break in BGT-IRR games before), but this property was enabled in all the different vanilla games, so I might as well. Enabled strength bonus for the Shadow Thief Dagger from the BG2 Bodhi questline. Incredibly minor issue, but it was inexplicably not enabled. Marek's Potion was being a problem in BG1EE games, should hopefully be fixed now. Re-enabled melee abilities for throwing axes (I think I had some reasons for doing this way back when, but I'll let history prevail in keeping it as an option). I re-installed EET and probably fixed the issue with Ankheg Armor +1 and Ring of Sorcery being placed in EET. Fixed Ring of the Ram's knockdown effect not firing for monks. Things still yet to do: Look more into the EE ammunition-with-launchers exploit. Rework/reunite the different ways icons are being handled between games (was what I was last working on ~6 months ago). Fix/handle some unenchanted variants of EET shields. I'm not sure.
  20. This was something I waffled back and forth on what I wanted to do about half a dozen times, and ultimately decided to revert back to how IR handled it. If I add the portrait icons, to be consistent, I must change the text from "Protects Against: Death and Level Drain" to "Spells: Death Ward and Negative Plane Protection". This is not a huge deal, but it is...mildly inconsistent with the other periapts, and I guess I decided it'd be okay just this once if the protects against text was used to remain consistent. @Luke asked for this as well a while back. Quite frankly, the text replacements are very complicated and I don't want to touch them or learn how to modify them to effect this change. I would also not stack the text on top like the EEs do, and would instead opt for a shield-like "special" field, similar to how bucklers say "Special: No Missile/Piercing Attack Protection", or large shields "Special: +1 vs. Missile Weapons". Which would be super easy to add in the main component (since it does a flat overwrite), but is extremely complicated via the other subcomponents who do text replacements. (e: Now that I think of it...honestly, it might not be *ridiculous* to do this, but let me just say that it's still low on the list of priorities for me.) @Others: Thanks! @Endarire I'm afraid I don't understand the question. Is there another variant of IR specifically for EET that I'm unaware of? Otherwise, I expect IRR to work more or less perfectly with it minus a very few bugs I have to work through (as I have changed/updated many aspects of it to account for both BG1:EE and BG2:EE!). @ptifab Regarding critical hits, if I'm remembering this correctly, the way this is handled is confusing, because the protection is semi-hardcoded in helmets. When you read the "toggle critical protection" (or whatever it's called in Near Infinity) option, when it is disabled for helmets, that means the protection is enabled, while if it's enabled, that means that protection is disabled. With other types of items, it is the reverse behavior - if the option is enabled, you get critical protection, and vice versa. So from what I can tell, it is behaving correctly, as installing this component enables that toggle flag, which should disable critical protection.
  21. Sorry all, I have been very busy over the fall/winter (combination of work + personal tragedy leading to unexpectedly 'inheriting' two nieces!), so I haven't had much of a chance to devote serious time/effort towards this or SRR. I'm going to try and hunker down and sort through some things over the next week. If I disappear again, I apologize in advance - it's been a tough year and I hope to get back to it.
  22. No idea, really. IRR hasn't modified that component, so if there's a problem, it comes from the base mod. Right now, I have a number of things I need to look at and fix, but haven't had any serious time to do so. I'll try to take a look at how that component does in a number of situations at some point, though.
  23. If I recall correctly, the actual elemental conjuring spells are overwritten by atweaks entirely (I *think* - big "as far as I can remember" there).
  24. That ring replacement has been a thorn in my side for a while, between BGT, EET, and BG2 Fixpack all having their own implementations (...and the Ankheg Armor replacement is new, so it figures that it's not 100% foolproof). I'll look into them (and anything else I see in that thread) as well, thank you!
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