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Posts posted by Bartimaeus
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I tried BG1 NPC some years back, and found that it did not seem very...homogeneous with the rest of the game (not that the BG series doesn't have writing consistency problems in of itself, mind you). Not everything is for everyone (and by most measures, I am a bit of a purist in terms of mods adding new content to begin with, so). I have added an additional check to see if the item in question exists and overwrite it with an additional copy of IR's version of the ring if so.
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...That's why I mentioned it, yes, since it would make @CamDawg going through the SoA intro to test the shadow thief getting vaporized take half as long each time than if he were at the default 30.
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The sword problem should be fixed as well. 1.2.5 should be done within a few days...-ish. The primary thing left is fixing the percentiles of effects. Hopefully it won't be too much trouble.
As for the ring...I mean, I guess I could just copy a version of the ring over their resource's name if it detects that it exists, effectively replacing it with IR's version. That's probably the easiest method. Is that what what you want?
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On 4/1/2019 at 1:24 PM, CamDawg said:
Alright. I was sick as a dog this weekend, so what better way to spend your time than to watch the opening SoA cutscene on an endless loop. I was finally able to replicate the bug and know what file is causing it. The green orb that comes from offscreen to disintegrate the thief is a bad projectile and is the source of the crash.
I'm still working on why the changes here cause the crash, but in the meantime the workaround is pretty simple--deleting spgreorb.pro from the override fixed the issue for me.
Hope you at least set the maximum frame rate to 60...
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8 hours ago, NdranC said:
Just quickly launched a completely unmodded version of BGEE to test it for you and the goblins around the Friendly Arm Inn have the Bastard Swords animations.
Thanks! I'll have to do more testing to see what's up there, since it should theoretically be the same exact animation. Only other thing I could suggest is installing IRR right now with nothing else, and seeing if those creatures break to directly confirm that this problem is indeed because of IRR.
(e): Figured out the problem, it's a BG1 issue. Now should be confirmed fixed. Thanks for the help, @NdranC.
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@Mike1072 Thanks for the relevant info! I'm assuming this mod is installed much later in the install order than IR, so there's quite frankly not much I can do about it. Now that you mention it, I do recall that I actually made this ring give +2 Charisma vs. IR's +1, as that's what other 18 set items got (and there are already a number of +1 Charisma items, which rather stole its thunder).
@NdranC Correct - that's because non-Revised IR is based on V3 of 1pp, which doesn't have those new animations, and so it installs bastard swords and bows to have the non-EE/1PP animations (aka vanilla ToB animations). However, that's why I'm curious about a non-modded Enhanced Edition install, because while non-Revised IR might not use those animations, the Enhanced Editions themselves do since they come with 1pp V4 pre-installed - all IRR does is detect whether you're on an EE install and patch items to use the already existing 1pp resources again if so. If a vanilla Enhanced Edition game has those animations broken, then that's something that should actually be fixed in the Enhanced Editions themselves (...and it would also imply that something about those animation slots would need to be fixed by 1pp itself so monster-type creatures get their correct animations for non-EE ToB games, but that's not of concern to you).
SW1H09_, huh? According to the thread I'm reading, this is the fault of EET, and the reason it happens is an attempt to preserve BG1 unique items (such as the Whistling Sword, Telbar's Armor, etc.) whose unique descriptions are lost when overwritten with BG2 generic items. However...I already fixed that, so it's just creating duplicates. Nevertheless, I think I can fix this.
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Lord Foreshadow and Ring of Human Influence: Two likely possibilities - 1. Whatever mod you're using that makes Lord Foreshadow give a Ring of Human Influence created a second copy of it under a different resource name that IR does not touch; 2. A mod reverted IR's changes for that ring. IRR hasn't changed that ring much (really just a bug and consistency fix), so I would expect compatibility to be maintained if installed in the correct order. I'm not familiar with either EET (Enhanced Edition Trilogy, I presume?) or BG1NPC Project, so I cannot say for certain. The only way I could test this is by replicating your weidu.log, I guess?
Whistling Sword: Interesting. Any way you can figure out for me the item resource name of the one that is not sw1h09.itm?
Goblins & Kobolds: I think I might understand this one, but I'd be surprised if I'm right, since it seems like a bit of an oversight. The Enhanced Editions introduce new bastard sword and bow animations that don't use the old animation slots that those creatures probably rely on - does an unmodded EE game still have creatures broken in that manner?
P.S. I am currently working on a V1.2.5. Here is the applied changelist so far:
- Ring of Human Influence extra projectile animation removed.
- Gromnir now properly equips Shadow Veil.
- Arrow of Explosion is no longer magic resistable.
- Anomen's Holy Symbol usable by him even if his alignment changes to good.
- Fixed the BG1:EE version of Belt of Trollish Fortitude not having Regeneration function.
- Cloak of Mirroring's Reflected Image will more closely simulate SR's Reflected Image spell. The way it functioned before was weird, inconsistent, and not terribly effective - the new version will activate upon sight of hostile creatures, and should hopefully keep creating a new image every round the same as the SR spell until combat ends.
- Similarly to above, Cloak of Displacement's visual effect will only apply while in combat (but the stat bonuses will always apply regardless of whether you're in combat or not). Does anyone have any ideas for other items with permanent visual effects that might benefit from this treatment? Alternatively, does anyone think this is a bad idea?
- Testing splitting Potion of Energy Shielding into two different potions - Potion of Energy Resistance (the +50% bonus to energy resistance to 1 turn potion, replaces Potion of Magic Dispelling) and Potion of Energy Shielding (automatic saving throws for 1 turn). Also up for consideration is the Potion of Perception, which is kind of just a bad version of Potion of Sight, but I haven't had much of any ideas as to what to do with it yet.
- Helm of Charm Protection now has the Mind Shield icon, to go along with all other charm-protecting items having it.
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I think I finally see the issue of Carsomyr - I think. It is actually a problem with SRR, not IR. A clean install with just IRR was not enough, which is why I didn't notice it earlier. The problem is that Carsomyr uses a real priest spell - SPPR303, to be exact. In SR, this is "Dispel Magic", which SR redefines as to only target enemies, much like Remove Magic did in vanilla. With SRR installed, this spell is actually straight up Remove Magic, not Dispel Magic, because in SRR, I give clerics both Remove Magic and Dispel Magic just like mages. I *hated* doing that, but felt it was necessary to prevent SCS priests from self-dispelling themselves...which is why Remove Magic is the default spell (and note that SRR's Dispel Magic's radius is 30' feet while Remove Magic is 20' feet to help balance out the difference a little). If, on the other hand, Carsomyr's Dispel Magic also did not work on any enemies, that would be very mysterious indeed.
On the question of Gromnir: I really have no interest in touching this due to my very novice knowledge of IE scripting. Are you saying that if you have IR installed and SCS installed after, SCS AI will not use the Simulacrum ability? As long as SCS makes use of it, then I don't really care that much about fixing it for non-SCS games.
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Just to be clear, you actually opened the item up in DLTCEP/Near Infinity and saw that it has a range of 20? It's not "hardcoded" - Spiritual Hammer only has a range of 1 and acts like a melee weapon in both vanilla ToB and BG2:EE as far as I know. So...if it's not actually set to 30, that's quite mysterious.
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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):
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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.
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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.
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17 hours ago, DrAzTiK said:
spiritual hammer (level 2 priest) seems to have a range of 30. (should be 20)
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.
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On 3/11/2019 at 4:17 PM, DrAzTiK said:
In my current game with SRR, Breach bypass minor/normal/greater spelldeflections and spell trap. Do you think it can comes from SCS David ? I have made the following test with SPWI338 :
[weidu] WeiDU version 24600
Mods affecting SPWI318.SPL:
00000: /* created or unbiffed */ ~ASCENSION/ASCENSION.TP2~ 2 0 // Ascension1.7.2
00001: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 16 (Revised V1.1.0)
00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)v32 RC9
Note that breach do not bypass shield of the archons (level7 priest) in my game. (witch is the normal behaviour)
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.)
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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.
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1 hour ago, subtledoctor said:
I don't understand... is this in some particular monster form? All of them? Don't they have magical weapons that prevent dual-wielding?
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.
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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.
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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.
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.
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...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.
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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.
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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?
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*Any* changes to it? Even shortening its duration by like a round or something, or turning it into a Lesser Mantle?
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43 minutes ago, CamDawg said:
Fixpack ran into this with the Illusionary Werewolves Doing Actual Damage fix. To actually avoid the +4 damage bonus we had to set the damage to 0d0+0; even 0d6+0 would receive the additional bonus.
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.
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@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.
IR Revised V1.3.800 (2022 January 11th)
in Item Revisions
Posted · Edited by Bartimaeus
Great spot, @NdranC! Especially before I finalized 1.2.5 (as it actually came from the new 1.2.5 itself due to a small reorganization I did of the language file - I forgot that the potions descriptions already occupied a string block that I had just reserved for the EE items, which I had forgotten since the potions are in a different file). Fixed and a great thank you, since I would've never noticed that myself.
V1.2.5 now released on github. Changes:
Bug/oversight fixes: