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Bartimaeus

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Posts posted by Bartimaeus

  1. 8 minutes ago, mercurier said:

    @Bartimaeus

    I found a very impressive walkthrough using EET+SCS+SR+IR here:

    https://forums.beamdog.com/discussion/75857/ir-sr-scs-no-reload-attempt-no-999-or-so

    I would recommend you read this post: IMO the walkthrough itself is already enjoyable; the bugs and tweaks it mentioned are also worth considering.

    Examples:

    Failed placement of Evermemory ring and Ankheg armor in EET+IR due to using BGT area codes. 

    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!

  2. Direct damage: this is actually how the original games handle "save vs. half" damage effects, so SR is merely re-using it. I presume "special flag 256" is an EE feature to simplify this(?), but it would mean designing two different approaches depending on whether you're on an EE game or not.

  3. On 9/14/2019 at 12:59 AM, chuft said:

    I am playing BGT with this Spell Revisions mod and the final fight with Sarevok in BG1 is totally broken.  Not sure which mod is responsible.  The enemies are using BG2 stuff, like Flesh to Stone, Contingency, Tattoo of Power etc.  Death Spell instantly kills my 8th level Paladin.  Fireballs do damage to characters with Protection from Magic scrolls up, or Minor Globes of Invulnerability up.  These things should be impossible.  The fight is basically unwinnable since nothing works properly. Nothing affects the enemies at all. 

    Real question I have at this point is whether I should just use console cheats to kill the enemies and go on to BG2.  I am not encouraged by what I am seeing of the spell behavior.

    Spell Revisions does not revise characters' spellbooks outside of removing invalid spells from party members. A different mod is responsible.

  4. On 9/18/2019 at 3:34 PM, ptifab said:

    A really minor mistake, in potn19.spl, the effect 2 (playsound for duration is over) has an incorrect value of 600. Should be 60 (1 turn). Dunno if its IR or IRR related though (i have both installed).

    It applies to both IR and IRR, thank you.

  5. 1. IR already uses externalized spell effects. Not sure why that would change what kind of saving throws wands use - changing wands to use saving throws from their normal type (i.e. mostly vs. spell) would just make the vs. wand saving throw type completely useless, since there'd be...no wands that make you save against it.

    3. Don't understand why wands would be affected by caster level. They're not cast by the spellcaster - they're charges prepared in and cast by the wand. Logically should not be affected.

  6. On 9/4/2019 at 2:11 PM, Mike1072 said:

    Yes, changing mod items to make them follow the philosophies from IR's main component is out of scope.

    However, if you mean that these aren't (correctly) identified as armors by the global components (e.g. casting in armor, thieving in armor), then that can be fixed.

    I did consider that, but NTotSC is such an old mod that I didn't even bother to check that those items were already in there as I assumed they would be. I just did now, though, and...only ntplat01, some ntleats, and ntchans are? Kind of surprises me.

  7. Grodrigues is correct - outside of the scope of the mod (...and I don't use NTotSC, so it's kind of out of my interest as well). IR only deals with vanilla game items for actual revision, and it's already difficult to come up with unique and useful design concepts for just those - it would become way too much to start revising other modders' items on top of it.

  8. 12 hours ago, DrAzTiK said:

    well it depends, sometimes I can equip ammunitions but overall it's ok, we just need to not cheat..

    .  But I find the description to be  not very accurate, for exemple with firetooth +4   : "normal bolts cannot be fired with this crossbow" ===>  by reading this, I was thinking that  non magicals bolts cannot be fired but magicals bolts can be fired". Nevermind.:crazyeyes:

    It can be pretty difficult to write succinctly as well as accurately, :).

    What launchers with their own magical ammo in particular are letting you use other ammo?

  9. @n-ghost

    Thanks for the silly tilde error spot - that was a recent addition from not too long ago that I clearly did not test with SR pre-installed, :).

    Nothing to worry about with the opcodes - just means you're not on an EE install, and that it's patched them out some opcodes that would otherwise crash the game! I'm actually going to silence them since you're not the first person to be concerned about that.

     

    @DrAzTiK

    Ring of Energy: I had wondered this a while back, too, and was tempted to change it but left it be seeing as Robe of Arcane Might is 25% MDR as well.

    Magical Stacking Ammunition: I was under the impression that this was already fixed by simply not allowing ammunition to be equipped while the given launchers are being used. Is that not the case?

    +HP items: Yeah, I don't love that little "feature", either, but the "add bonus HP" version of the opcode is bugged in at least ToBEx (and non-ToBEx) games to basically be an infinite heal via multiple equipping exploit (though I'm not sure about EE games). I don't really fancy changing Adjatha the Drinker, Defender of Easthaven, and Axe of the Unyielding all to be Regeneration at this time, though (also, Axe of the Unyielding already has regeneration...), so it's unfortunately an issue that'll still continue to exist. If the normal mode opcode works correctly in EE games, I could at least patch those to use the correct mode when detecting an EE install, though.

  10. 17 minutes ago, saroumana said:

    Why the rod of resurrection is usable only by cleric and druid and require 15 wisdom, so Jaheira can't use it ?

    The rod is  mainly usefull if the cleric is dead. Or we need a way back to increase wisdom (and intelligence) via potion.

    The basic gist is that way, way back, I kind of redid rods and wands, but ended up reverting some of it. I intended to revert the class requirement (hence the description still mentioning that anyone should be able to use it), so thank you and fixed. If you need me to correct yours in particular so you don't have to reinstall to fix it, let me know.

  11. On 8/7/2019 at 11:58 PM, DrAzTiK said:

    just an idea about balacing spells 

    -physicall mrror (priest level 6) : I would raise the duration to 5 turns to make this spell a long duration one. Because   currently , priests are really naked in terms of prebuff. (the last version of SCS with IWD spells try to fix it )

    - regenerate (level 7) looks weak Imo. I would increase the regerate rate to 2hp/round. (

    haste level 3 : I find the two rounds fatigue duration a bit short considering this spell remain very powerfull. (  don't forget that increase the movement rate is a big advantage fo the player who can exploit it a lot). Also the duration is far more superior than the vanilla one so I think this spell should be nerfed more or get more drawback.

    Or maybe decrease the movement rate bonus  to only +2 or +3  if you prefer to keep the two round fatigue duration.

    ==> I admit that I am really against everything that increase the movement rate too easily ( and I only use on set of boots of speed in my game witch is supposed to be a unique item).

    Physical Mirror is actually supposed to be 1 turn + 1 round/level, but there are technical and compatibility problems between ToBEx, the EEs, and 1pp that prevent this same as Protection from Missiles from having a variable duration that I would have to solve first (although the fact that Physical Mirror is 2 turns is a pretty good argument for Protection from Missiles being upped to 2 turns in the interim at least).

    I assume you meant 2 hp/sec with Regeneration, since the rate is currently 1 hp/sec, not 1 hp/round. Yeah, I've mucked with Regeneration before (especially when I was working on the Regenerate Wound series of spells), but didn't find anything I particularly liked. Vanilla gives 3 hp / second for 1 round/2 levels (up to 1 turn for 180 HP at 20th level)...hmm.

    If players want to horribly abuse movement speed exploits, it is beyond anything I can do to fix it outside of literally removing everything that gives movement speed bonuses. It's an exploit that's existed as long as these games have, and it's an extremely powerful one in the majority of encounters, and veteran players should probably not be using it unless they're playing with crazy difficulty settings/mods where it's borderline required. So in terms of non-exploity use, it's still a very good spell (though not as good as vanilla's version), but I don't feel it's exceptionally powerful.

    @Mike1072 Thanks for your input, and I perfectly understand your position, hence why I have never pushed on the subject (but have had to make a number of defenses now). As to the nature of Alien's request, this problem does not affect me at all (as I do not use any automated tools to install and it is not particularly difficult to extract one more zip file among dozens of others - I'm surprised that this would apparently pose any problem for an automated install tool, as it's literally just a matter of extracting IR/SR first, then IRR/SRR second: is it really that difficult?), so I'm pretty ambivalent about the whole thing.

  12. Is the psychoanalysis really necessary? The fact of the matter is it's not my mod (~90% of both IRR and SRR are not my work - even if I have made edits to 100% of the files doesn't make them my work, since such changes are incremental), and therefore it's not totally up to me. That's all. It's not in any way technically difficult to effect a change from:

    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised 1.2.5)

    to

    ~IR_REVISED/IR_REVISED.TP2~ #0 #0 // IR Revised by Demivrgvs & Bartimaeus: 1.2.5

    That would take, what, a couple of minutes tops to do? But you literally only have to look directly above your original post to find someone who's unhappy that this version of the mod even exists, nevermind any talk of stepping on the toes of the original even more. I have graciously received permission from @Mike1072 to host IRR and SRR here in their current form for the people that might want it as an alternative during the absence of Demi. Furthermore, Mike has been previously clear that any "creative" changes will not be integrated into the base mod - he's even been a little stingy about stuff as basic as text fixes, which I understand, because some of them are pretty subjective and I am sure he wants to preserve Demi's work as much as reasonably possible given that Demi is the author, and I am not.

    Maybe I should just have each component require that the main component of the official versions of the mods be already installed before it can proceed. Except that wouldn't really work, either, since there's a bunch of patching stuff that would have to be either...some combination of disabled or removed and redone, and the base versions of IR and SR drop a boatload of item and spell icons that I would need to remove somehow because IRR and SRR have very different implementations of how to do it (both base IR and SR are very overwrite-of-the-original-icons happy, whereas SRR and IRR take a bit of a more nuanced approach depending on what's most appropriate)...ugh. I do it this way because it's the cleanest method with the least to go wrong, even if it's a bit of an inconvenience. So yeah, I'm not really sure how to solve this.

  13. 13 hours ago, AL|EN said:

    @Bartimaeus I guess that we will never see the end of this nonsense with the same tp2 filename and 'extract and overwrite' installation?

    It's a bit troublesome to change it. I only have permission to do it this way, so that would be the first problem to resolve...if it can be. I deliberately asked for this less convenient way with the express purpose of avoiding any issue of "replacing" the original mod. There's also the added bonus that anyone using it is someone who has specifically navigated to these forums, is presumably able to figure out if it's what they actually want vs. the original mod, and read at least enough to be able to figure out how to install it in the unusual way it's given. Nobody is getting the two confused as it stands because of that, which is not at all a guarantee if it's made much more conveniently downloadable and installable. So while I realize it is inconvenient, due to its unusual nature of being a pretty thorough and more or less unsanctioned modification of somebody else's modification, it might be best that it stays this way.

    What would you suggest?

  14. 6 hours ago, subtledoctor said:

    I know I sound annoying, but I don't give a crap. I'll say again that if this stuff affects the actual mod, and reports about bugs are sequestered in SRR discussion, then players lose out.

    I still don't fully understand why this project really exists, when there are people actively working on the base mod. It just leads to duplication of effort, or worse, bugs going unreported and unaddressed. 

    Okay, I'll go grump at someone else now. 

    Uh, because both this and IR were unworked on for years, and even when it's been apparently worked on, there's been no evident insight by people (including me) into when stuff will actually be fixed, much less some of the conceptual problems addressed. I don't want to wait 2-3 years for basic problems to be fixed as has been the case in the past. When I want something fixed, or some other kind of improvement occurs to me, I can immediately implement and use it...and other people that use this can discover problems and suggest things and more or less immediately receive feedback and possibly see stuff implemented as well. As I have repeatedly maintained, this is essentially my own pet project that was never meant to be used by anyone else, but I was encouraged by people such as Salk that were fixing problems themselves (as I had been doing) to release it so that people at least have an option. Additionally, I have found a lot of the feedback on both projects to be very valuable, and it's now the case that a lot of my conceptual changes would never make it into the base versions (especially without discussion..which is another issue that I don't need to strictly adhere to like Demi has in the past - democracy, even "soft" democracy, can be cripplingly slow), so I would have a split-off version anyways. If you're satisfied with the official versions of SR and IR and don't want to acknowledge its existence, then don't: it's not for you. I'm thankful to have a platform here, but I can't really do anything to address your problem with IRR and SRR existing beyond what I already have, especially SRR where I already made a large effort to document some of the worst problems to fix in the base version already.

    On a side-note, the Wyvern problem(s) do not apply to base SR at all, since my implementation of Wyverns are pretty different from SR's.

    Finally, I will be releasing an official V1.1.1 when I have solved the Protection from Missiles/Physical Mirror issue, though that might still be a while before I get a chance to really work through it. (...Similarly, I will be doing the same with IRR when I get to working through one or two more major issues as well.)

  15. On 7/30/2019 at 2:33 PM, DrAzTiK said:

    It seems like arrow of slaying (ARROW03) do not have the -2 save penality  in near infinity ( save bonus and save type )

    dvslay.spl's effects seem to have their saving throw type set to death and the penalty to -2 from what I can see. Saving throws are usually applied in the linked .spl file itself, not in the opcode linking to it. (e): If your arow03.itm has the slaying effects directly in the .itm's extended header (instead of linking to dvslay.spl), then your arow03.itm has been overwritten by another mod.

    6 hours ago, subtledoctor said:

    You can, in the EE 2.x engine. But it is veeeerrry complicated. 

    My thought was to use .effs and .spls to self-immunize against the same .effs from being applied twice, but if you equip your off-hand weapon first, then it'll use that weapon's effect instead of your main-hand weapon. Additionally, weapon-switching could be problematic.

  16. The read-me seems to imply that those weapons *are* suitable for backstabbing, just with a penalty.img%5D

     

    You are correct about rods' backstabs being different than other clubs'. I wonder what the component is interpreting rods to be. Will look into and hopefully fix (although since rods have superior damage to clubs with Weapon Changes, I might leave it at 3x instead of 4x to sort of separate these two weapon classes a little further a la Maces and Morning Stars).

    The readme needs an update in general, I guess, yeah.

  17. That subcomponent is completely untouched by IR Revised.

    1. Those numbers look correct.

    2. Not seeing the club issue on my end - can you give me a copy of a club where you're seeing this problem (e.g. BLUN01, BLUN22, BLUN23, etc.)?

    3. Yes, the backstab penalties would stack when dual-wielding with any unsuitable weapons, I suppose. I can think of ways to sort of fix it, but it would create exploits, even accidental, I think. Unfortunate that you can't conditionally apply an opcode depending on whether you equip it as a weapon or as a shield.

    4. Fixed. Looks like when I renamed the effect a while back, I forgot to update the .itm to match. Thanks!

  18. 1 hour ago, grodrigues said:

    Increase the length or range or reach (or whatever the heck is called) of the weapon. Currently bite and sting have 1 reach (the same as short swords I believe), but it makes sense to me to extend the reach of the tail's stinger signalling that it goes further than the wyvern''s bite -- not exactly a big deal though.

    To be honest, I don't think the summonable wyverns even have a custom script to switch between the claws/bite and tail weapons, so it's kind of a moot point anyways. ...But I can and just did change that by giving them their own custom script with a chance of random weapon switching in between every couple of rounds. I'll also implement the tail range increase, since that's a neat idea, too. Thanks!

  19. 6 hours ago, saroumana said:

    I'm sad Edwin loose one of his two spell bonus. There is a easy way to reverse it on my install ?

    Yeah, I kind of waffled on that. It is a "classic" item, but on the other hand, even 1 bonus spell slot per level is pretty silly strong...2 is absurd. I might change that back and make it just for me.

    You can delete misc89.itm from your override, or take misc89.itm from your item_rev\backup\0 folder and put it in override, either way.

  20. 12 hours ago, grodrigues said:

     

    Good spot on the poison damage being missing. Fixed. I also like the idea of making them immune to poison, especially seeing as they have bonus saving throws to it in 3rd Edition, so I did that as well. I'm not sure that I understand your duration tweak, though.

  21. 11 hours ago, DrAzTiK said:

    Taulmaril + 3 : I wonder if there is a bug or not with this bow because it display 3 differents kind of damage in the text box (instead of just 2)

    Also the bow of Gesen bypass  SR protection from missile .  I also need to test with Tasheron bow.

    Taulmaril: Weirdly, its damage is split up between three different sources. The base damage (0 unless you're using Weapon Changes + arrow damage), an extra 1D6 projectile damage that is in a separate opcode, then an extra 1D6 magic damage that is in its own separate opcode. I'm not sure why, because looking at Tansheron, Tansheron's puts the 1D6 projectile damage right in the base damage and doesn't use an extra opcode for it.

    Protection from Missile: Yeah, still working on fixing this (and Physical Mirror).

  22. 1 hour ago, DrAzTiK said:

    -ring of earth control : hum yes the description does mention it  sorry. Well it is obviously a nerf to have a short duration  and it looks not consistent but I am fine with it.

    -RaS +2 : I don't find this summon annoying but maybe RAs +2 lack an equiped ability.

    -Effreti bottle : misc3c.itm looks ok (correclty use dvfreet.eff) but I don't have any dvefreet.cre in the CRE files or in the override . (I look with near infinity)

     

    Yeah, I can only guess that having short durations for protective spells was simply to make it so you don't use them to pre-buff (and instead have to use it in the middle of combat for it to be effective)...but I'm not exactly sure why that would've been an objective.

    I hate summonables that remove the object from your inventory while it's in use, and it's especially annoying when it's a weapon, and even more so again for only a single turn of it.

    Oh yeah, you don't have either SR or SRR installed. I guess I'll make an alternative version that just casts a 60 second version of the spell for non-SR games when it doesn't detect it as being installed.

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