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Bartimaeus

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  1. https://dl.dropboxusercontent.com/s/iqtvu54gr7n17jq/2019-03-22_13-47-20.mp4 In this test, I set SHAMMR to 5 range, SHAMMR1 to 10 range, SHAMMR2 to 15 range, SHAMMR3 to 20 range, and SHAMMR4 to 30 range. I went through each to test the different ranges. Can you confirm against another long range weapon (e.g. a bow) that it is indeed 30 range? In other words (edit: dear lord these forums can be so bad without a BBCode mode when trying to make tags works on here): Range 5: Range 10: Range 15: Range 20: Range 30-ish (didn't want to move the camera to ruin the comparison, so it's probably more like 25):
  2. That's a bug, actually, so thanks for noticing! It's supposed to be his helmet, but the patching is out of order. HELMNOAN.itm: Based on my DLTCEP creature search, it seems like mostly dragons use this item, so I guess it's not appropriate to change from critical hits to an AC bonus.
  3. Carsomyr: As usual, describing actual test cases would be appreciated. Here, for example, I have a fresh install of IR and have found a self-dispel to work on the first try: https://dl.dropboxusercontent.com/s/0az2c8tj9wx53u3/2019-03-21_17-00-17.mp4 Then I cast spells again and tested it three more times. The next two did not dispel, the third one did. Seems to work as it should from what I can see. Cloak of Displacement: Doesn't Anthology Tweaks offer this exact option? No need to force it given the ubiquity of that mod...unless it doesn't work for IR's version of this item? Vhailor/Vecna: If you have the install_item_reallocation settings.ini flag enabled (which is always the default), Robes of Vecna (now Robes of Larloch) is moved to Azamantes (Watcher's Keep) and Vhailor's Helm (now Shadow Veil) is moved to Gromnir. Isn't this what SCS does as well? Other item movements from just the main component: Ring of Regeneration is harder to pickpocket from Ribald. Belm is moved from tower in Druid Grove to the rakshasa Ihtafeer. Girdle of Frost Giant is removed from Underdark Death Knight and instead placed on the Shadow Dragon. Scroll of Crom Faeyr is removed from the Shadow Dragon and placed in the Underdark Beholder lair. Skin of the Ghoul is equipped by Theshal (instead of pointlessly sitting in his inventory). Lord Argrim of the Mage Stronghold quest line receives a Protection from Magic scroll. Flame of the North is moved from a way too late Underdark Ilithid lair to Firkraag's Tazok. Boots of Phasing is moved from Viekang to the House Jae'lat Weaponmaster. Bala's Axe is now used by Mencar the Pebblecrusher (inn in Waukeen's Promenade). If you have the relevant Unfinished Business item restoration component installed, it's removed from just sitting in the Planar Sphere so there isn't a duplicate. Lord Khellon (of the evil Trademeet questline) gives a 5375 gold reward instead of 1000. Captain Haegan (slaver ship) wields the Flail of Submission and a Medium Shield +1. Valygar's ranger mercenaries wield the Eagle Bow and Boots of the West (matches UB's placement). Bands of Focus are moved from Draconis to Sendai's kensai. Girdle of Fire Giant Strength is moved from Yaga-Shura's lair to Berenn. Lavender Ioun Stone is moved from Gromnir to Yaga-Shura. Malakar is moved from Spellhold to someone in Firkraag's Samia's party. Cloak of Nature's Wrath is moved from Merella to Shadow Patrick. Cloak of the Wolf is moved from a dead body in Anath's lair to Anath herself. Shield of the Order is moved from Yaga-Shura to Jamis Tombelthen. Life-Stealer is given to Gromnir's assassin unless you have the (wonky, IMO) Unfinished Business restored Artemis Entreri component installed. Protector of the Second is moved from Planar Sphere and Spear of the Unicorn is moved from troll lair to Shadow Druid Adherent. Impaler is moved to a different Kuo-Toa prince. Backbiter is moved from Underdark imprisonment machine character to Baron Ployer. Mail of the Dead and Helm of Balduran are equipped by Ilyich. Cloak of the Shield is removed from Planar Prison bounty hunter (remains solely on Firkraag). Boots of Stealth in the Shadow Thief stronghold is replaced with Ring of Night's Embrace. Horn of Kazgaroth is added to lich form Deril (matches ARP). Web Sack is added to Pai'Na unless you have the Unfinished Business restored Spider's Bane quest installed. Extra and free Lawgiver is removed from BG1 Ulgoth's Beard home. Fallorain's Plate is placed on Genthore in BG1. Telbar's Armor is placed on Sendai in BG1. Errard's Cloak of the Good Archmagi is replaced with Cloak of Acid Resistance. A number of "bad"/improper copies of items that have legacy BG1 variants (e.g. Plate of the Dark +1 as PLAT05) are replaced with their "good" copies to prevent needless copies of unique items. They are: AX1H03 becomes AX1H11, BLUN08 becomes BLUN02, DAGG03 becomes DAGG15, LEAT03 becomes LEAT11, PLAT05 becomes PLAT14, SHLD19 becomes SHLD30, and SH1H09 becomes SW1H29. A Yaga-Shura cleric had nonexisting "shdl06" instead of a proper "shld06" (...this should probably be handled by a different mod). Gorion's Scroll in BG1 becomes unstealable on Gorion himself as to prevent duplicates. The Friendly Arm Inn's Ring of Wizardry becomes the BG1-style Ring of Sorcery. A good portion of these are present in normal IR, while the rest are my own. There are some additional movements if you use Store Revisions. @Luke: I don't really care for very rare powerful occurrences like that, and also, the idea is that it matches SR's Cone of Cold.
  4. I just checked both SR and SRR's shammr.itm (and shammr1-4.itms) - none of them are set to 30, all set to 20.
  5. Note that in SR (either with or without Revised), SPWI318 wouldn't protect against Breach anyways, since it only protects up to level 4 spells (in contrast, I think it's level 7 in vanilla). Nevertheless, I did specifically test Spell Deflection against Breach in a clean install of SRR, and it worked just fine. Is SCS now automatically making Breach always effective against liches? (Does this involve setting the power level of its effects to 0? If so, that would do it.)
  6. Yes, seems the EEs added that. I tried out the "left-handed" and "off-handed" flags for fun, and while the off-handed flag does seem to suppress the off-handed weapon for Spiritual Hammer, it didn't for my polymorphed character for whatever reason, and additionally, when Spiritual Hammer wore off, this happened: Guess that's why DLTCEP has "(buggy)" next to the flag.
  7. What Merlin said sounds right. I don't think magically summoned weapons prevent you from using your dual-wielded weapon - I have distinct memories of casting Spiritual Hammer with a Ranger-Cleric and being surprised to learn that the off-handed weapon was still being used (and that it was using the range of the main-hand weapon, so so my off-hand weapon suddenly grew 10 feet!). @DrAzTiK Similar but not the same. You could use both at the same time, I imagine. As for the Spell Deflection issue...can't confirm - clean install with only SRR installed, have Edwin cast Spell Deflection, have another character cast Breach at him, get "Spell Ineffective". Would guess SCS based on your weidu.log, but that's just a guess.
  8. Ah, I see, you're arguing for the opposite. Yes, the description does not list a range...I guess it's by design. And yeah, I think I kinda like the idea of it having a larger range than other such effects, given that it doesn't work the same as other spells like Fire Shield.
  9. BG1:EE-only error (as Girdle of Trollish Fortitude is actually BELT09...except if you play BG1:EE, where it is instead BELT06). Will get around to fixing. @DrAzTiK Arrow of Detonation: Hmm, hmm, I think I agree. The vast majority of item effects like this are non subject to magic resistance (and if they are, it's possibly in error), so I think that's the right call. Cloak of Nature's Vengeance: You want it to have a longer possible radius? I'm not sure how I feel about that, since I think you should generally be able to avoid these sort of on-hit effects by distance...BUT unlike most other on-hit effects (e.g. Fire Shield), this one actually makes some sense for it to have a longer ranger, so I'll consider it. Carsomyr: As caster, if I'm not mistaken. Helm No Animation: I think this is used for the express purpose of granting immunity to critical hits for certain creatures, is it not? I guess I'd have to do a DLTCEP creature search and see what kind of creatures are actually using it before I could make a decision there. Saving Grace: Will look into it. Mirror Shield: e.g. Umber Hulks' Confusing Gaze, Basilisks' Petrifying Gaze. Arla's Dragonbane: All weapons with "Bane" properties have that descriptor. I think it's pointless and actually mass-removed them at one point, but I reintroduced them again sometime later because I figured I shouldn't necessarily speak for everyone on the issue, and additionally, the EEs handle "Bane" enchantments differently and therefore it made some sense to bring the text back again. Cloak of Mirroring: Will perform my own tests at some point - I'm in a little bit of a hiatus at this exact moment due to other concerns, so it might be a while, but feel free to get back to me. I'm pretty sure this effect is hardcoded so even if there was something wrong, I can't do anything about it. I think kreso said that this effect is affected by the "luck" property in its various forms, so make sure that your character isn't unlucky in any way. Special items: "Take out"? As in remove them from the character they belong to? Ideally, I'd agree, but non-EE games are real finicky about single-character usabilities, and both of those items are quite powerful, so I opted to leave them alone rather than endorse any sort of abuse involving them. Maybe I'll have something for you later, though.
  10. ...That might explain why I didn't see them when I went to test them. It's an innate ability - it should be under innates.
  11. @Notanoctopus Not an error. That's IRR detecting invalid opcodes/effects (anything greater than or equal to 319, as per DavidW) that would crash the game for non-EE games and then removing opcode 328 in particular (the three spells that were detected as using 321 are unused in non-EE games, so they do not need to have it deleted). It only runs on non-EE games. However, I do realize that the "error" message does not really satisfactorily explain that (but also, I don't think most people even notice). Maybe I should have it print something like "Invalid opcodes successfully removed!" at the end, or I can just suppress the message.
  12. Understood. For the record, I didn't actually have any interest in changing it, it was more probing exactly how it might be problematic. Since I already have you, @DavidW, could you tell me whether SCS's enemy using potions subcomponent ever uses potn33.itm (Potion of Magic Blocking in vanilla, Potion of Magic Dispelling in IR), and whether IR being installed affects that at all?
  13. *Any* changes to it? Even shortening its duration by like a round or something, or turning it into a Lesser Mantle?
  14. You *also* have to set the THAC0 bonus to 0 for it to get rid of the bonus damage - most probably that illusory werewolf already had that set to 0, so it didn't come up in your tests with it. But most SR summonable weapons have a +4 THAC0 "touch" bonus, and so only setting the damage type to none fixed it, as I'd already set everything to 0D0+0 damage before. I have no clue why, but I just tested again to make sure, and yep, chillt.itm with 0D0+0 damage with +4 THAC0 does 4 physical damage, remove the THAC0 bonus and it no longer does any.
  15. @Lunareon Tiny bit of an unnecessary necro (even though it's not that terribly old), but I just wanted to chime in to say that I went a *hell* of a lot of frustration myself trying to understand where exactly a mysterious +4 damage from weapons that supposedly don't cause damage was coming from. I wrote about it in the SRR thread, but there are magical weapons like Cause Light Wounds that aren't supposed to cause any physical damage that will cause 4 physical damage if the character being attacked is unarmed or using a ranged weapon. Had to enable extra damage roll feedback via the .ini like you did to figure out what was causing it. Wish I'd seen this thread before I got so frustrated with it a week or two back. Was testing all sorts of different things with weapons to try to figure out what in the world was causing it.
  16. That might explain why I've failed the Ranger stronghold line of quests multiple times with no apparent cause before.
  17. Right now, it's somewhat balanced by its shorter duration (1 turn). Failing that, the effects could be separated into two different potions - perhaps replace Potion of Magic Dispelling with Energy Shielding (50% energy resistance), while the current Potion of Energy Shielding could be renamed to...uh...Potion of...Resistance or something (wow that's bad) that makes you automatically make all saving throws. But uh, to be honest, as I've said before, I literally never use potions, so I don't really have a great feel for what should happen with them necessarily. I do think the Potion of Magic Dispelling is kind of an unnecessary addition, though, and it's probably better to have it get closer to its vanilla function in case AI ever tries to use it while expecting the standard effect (which I think I said before was Magic Resistance)? I don't know. (e): Also, on a side-note, I've also entertained the idea of infinite supplies of ammunitions and potions (or even nonmagical? armors and weapons) for some of the non-thievable vendors. It is weird to me that you can buy or steal everything from vendors and they will literally never restock. It's just a lot of work to go over everything and figure out exactly what I might want to do, and also, again, I generally like to keep the status quo as it's not really my mod. As usual, I'll keep thinking about it.
  18. Yeah, I think you're right. Getting my memory confused between religious/mythological stuff and D&D, and it doesn't help that Baldur's Gate seems to interchangeably use them in a few places. (e): From a cursory glance at a ToB dialog.tlk, the usage between djinn and djinni is indeed rather inconsistent. Djinn is used a whole bunch of times for singular, and djinni is used a handful of times for plural as well.
  19. Going from 18 wisdom to 20 gives you one level 1, one level 2, and two level 4 spell slots. If you've used three Tomes of Understanding, going from 21 wisdom to 23 gives you one level 4 and three level 5 slots. Because of the wacky imbalance of wisdom bonus slots, I'm pretty hesitant to give hardly anything bonus wisdom (...and I've already given two more items bonus wisdom that clerics can use than normal IR - Amulet of the Seldarine and Jerrod's Mace). And while it's true that wisdom does benefit the (Limited) Wish spell, in practice, this ring will probably only be used by a cleric with high wisdom that'll have every good option already unlocked to begin with anyways, so giving bonus wisdom just piles on to that. Unrelated: I'm pretty sure "djinni" is the plural form of the word, and "Summon Djinni" should really be "Summon Djinn".
  20. Unfortunately, yes. The new forum software broke the link to the post, and I can't seem to figure out how to link to a particular post anymore at all. I would've thought it should be clicking on the "Posted (x) ago" link in the top left of each post, but I try to do that and it just links to the end of the first page over and over and not to the correct post. I also think the Big Fixpack version of the patch that I attempted to add to the Fixpack doesn't fully work, at least that I saw when testing it. I should probably correct that someday. So I've updated the bottom of the main post with a direct link to the zip file from github. @DrAzTiK Thanks for the Ring of Human Influence spot (I'm surprised I didn't notice before!). As for Ring of Djinni Summoning...even if I wanted to add something (and I'm not sure that I do), nothing fits with its concept. :shrug: A +2 wisdom bonus would be way too powerful, anyways (since wisdom gives a bunch of bonus spells, I've always been very careful not to add wisdom to very many things).
  21. ...Irrelevant to fixing the problem, but couldn't you also just disable party AI until the invisibility wears off?
  22. I play with Watcher's Keep disabled until ToB, just because you'd have to remove just about everything from that first floor since going there in SoA and immediately looting everything will pretty much break SoA games. I know that Watcher's Keep has been historically accessible in both SoA and ToB, but it really shouldn't have ever been for balance purposes, so I'm probably not going to relocate Crimson Dart, (x) of Plenty, et. al. I leave it up to the player whether they want to abuse it or install SCS's Watcher's Keep SoA disable subcomponent. Blackblood: Not my nerf, but presumably was made +2 to account for its strong elemental (well, acidic) damage and the fact that it's easily obtainable. Ring of the Burglar: IR changed flat set-to stat increases (e.g. Gauntlets of Ogre Strength setting to 18) to simple bonuses, which are arguably harder to balance in a lot of ways. It makes more sense for this style of stat bonuses to go with 3rd Edition style stats where 1 point can indeed make a difference, but I understand that people like their wacky, nonlinear stats that break the game as soon as you start stacking them. Slings: I would not be opposed to giving slings like an inherent 0.5-1 ApR bonus, but I've generally avoided trying to introduce big weapon changes like that, since IR is not really my mod and therefore should stay relatively true to IR. Helms: Yeah, I've never been a hundred percent certain what to do with helms in regards to the "remove critical hits from helms subcomponent". I like the idea, because everyone in the party always being immune to critical hits is pretty stupid, but the subcomponent doesn't really offer anything in return for you losing it (and it does disproportionately affect the party), and that's kind of weird. Flail of Ages: %s still to be fixed, and the slow effect IMO is a bit stronger than the THAC0 or AC penalties, which is why it got a shorter duration. And actually, the percentage of each thing happening has already increased from standard IR already, since e.g. the +3 FoA in IR was a 20% chance for each effect, while in IRR, it's 33%.
  23. @Jarno Mikkola Without SRR, too - whether with just SR or even vanilla ToB, it's always been a "can target other creatures" sort of spell. Reason is pretty obvious once you remember that the original Non-Detection spell used to only protect non-magical stealth mode for thieves and rangers and stuff, not magical invisibility for mages. @subtledoctor Yes, Non-Detection (the spell) gives blanket immunity to those sorts of spells (in contrast to Non-Detection the opcode, which is junk and does almost nothing except for the above-mentioned stealth protection). As for your description, I generally try to stick close to the original sort of verbiage the game uses so writing styles don't clash, and that's sort of the problem I'm running into here, and probably why it sometimes feels so difficult to describe what a spell does in a concise and detailed manner. It doesn't help that I'm trying to explain properties that simply don't exist in vanilla. ...Probably why this spell never got a real description in SR to begin with. (e): You know...uh, it is called Non-Detection, not "Spell Immunity: Divinity". Maybe it really shouldn't give blanket protection to all these anti-illusory spells to begin with, but simply the "force visible" parts of them. For the time being, though, I guess it is what it is. It would almost be easier to just give a list of spells it protects against like Breach provides a list of spells it removes, but that's exactly what I have to keep reminding myself that I'm avoiding, because a part of those spells still functions (the anti-improved invisibility part) and therefore it's incorrect to say it straight up gives immunity against them. Ugh.
  24. Thanks, fixed. @DrAzTiK Non-Detection descriptions: Old: By casting this spell, the wizard makes the recipient undetectable by spells and abilities such as Oracle, True Seeing, and the Detect Illusion ability, though they may still be audible when moving and their presence may still be sensed. This spell wards the recipient's equipment as well as the creature itself. New: 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 may have active from being directly dispelled. Note, however, that specific opponents affected with anti-invisibility spells such as True Seeing will be able to target the recipient with spellcasting through 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. What a disaster of a description, but I'm not sure how else to coherently describe what this spell bloody well does.
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