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Bartimaeus

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Everything posted by Bartimaeus

  1. More importantly, what I wish to know is whether SCS is aware that Fire Shield/Acid Sheath are not breachable when SR is installed. If it is not, I would just set them back to breachable...but if it is, then no, because I'm not a fan of optional tweaks like this that introduce broken/sub-optimal behavior in ways that the player cannot reasonably expect when they enable an optional tweak like this. This reminds me that I never figured out if SCS AI can use targetable Chant or not...sigh. That's another thing that if I knew the answer, I might remove entirely if it doesn't work how I'd like.
  2. Apparently, it does...both ways, too. I didn't think it would, but I dispelled Jan Jansen successfully six times in a row...and then I put on him a ring of +20 caster level, and suddenly the next six didn't work. That actually probably makes your idea of having Dispelling Screen increase your effective level against dispelling possible albeit not easy to implement. Some sort of conditional duration 0 caster level increase applied by Dispel Magic when it hits you that dissipates right after. The former gets updated in oBG2, but the string location must be different for EE games since it doesn't get updated there. For the latter, I don't think anybody thought to bother. Interestingly, without SR, the Fire Shields are actually "Specific Protections", so they do get dispelled by Breach. Although I can see the argument that they don't directly protect the caster, I think I would've left them as breachable myself.
  3. I don't think that idea is possible, but I don't know for sure. The only remotely close thing I can think of in implementation is @subtledoctor's Protection from Petrification evasion tweak, which grants two saving throws against petrification which could theoretically be used for Dispel/Remove Magic here as well...but I think you'd have to use a saving throw version of Dispel/Remove Magic for that to even work. I don't know how you would work such an idea with the default level mechanic of Dispel Magic.
  4. What you're saying makes sense and I always thought the overlap between these options was rather awkward myself, but the path to do it would be weird. The way the "spell_protections" tweak works is that it actually sets a power level for the different Dispel/Remove Magics, so that when they hit e.g. a Spell Deflection, Spell Deflection absorbs it as if it were any other 3rd level spell (such as a Fireball), depleting charges. By necessity, this also makes M/GoI absorb it as well, since those two also work on the basis of power levels. Maybe...if Dispel/Remove Magic was broken into two subspells, one that doesn't do anything but has a power level set so that it can drain charges of e.g. Spell Deflection, and then another that has the actual effects of Dispel/Remove but which Spell Deflection et al. specifically grant immunity against, thereby protecting you from the dispel until your Spell Deflection (or whatever) has been used up. Globes would thus protect against the (useless) charge-depleting subspell, but against the actual dispel. I suppose that would work, and I don't...think anything horrible would result elsewhere. Oh, except it wouldn't work correctly for non-EE games, since the immunity to Dispel/Remove Magic would have no way of dissipating itself, thus continuing to grant you immunity to them even after your Spell Deflection (or other similar spell) has been used up. At least, I think that's how Spell Deflection works in the EEs. Maybe this would be best as a fourth option. I reinstalled SRR approximately 30 times, and that's not really an exaggeration, trying to figure out what was going on. It's definitely not very fun.
  5. @NdranC I reinstalled with your settings.ini, and everything was still fine. Hmm, well, I suppose this is one of those times I have to actually download the live repository version instead of using my own files, just on the off-chance something weird with GitHub has transpired...My program that manages my GitHub repositories, SmartGit, says that my directories are the same, but it wouldn't be the first time that it hasn't been entirely truthful with me. And...would you look at that? Hmph. Fixed it, and redownloading master and reinstalling...confirms that it now works again. Sorry about that.
  6. I just installed the latest version of SRR with the "blindness" switch set to 1, and it was Blindness both in appearance... ...and effects, as I was able to blind my own (ToB-leveled) character after casting it a handful of times. Setting the switch back to 0 and reinstalling, it is fully Obscuring Mist: So...what mods have made changes to your SPWI106.spl?
  7. Thanks for reminding me! Just added it to the live repository version.
  8. It's probably Stone to Flesh, since it doesn't have a scroll in SR/R (function absorbed into Remove Curse AKA Break Enchantment).
  9. Moment of Prescience is SR's renamed/repurposed Improved Mantle, which uses SCRL9C. SR doesn't add SCRL9C to any new locations, and SCRL9C can't be found from either of Bernard's stores in the vanilla game.
  10. Sorry, I have no idea what this item is, and doing a Google search didn't turn anything up. Might have to do a changelog. Thank you, will fix.
  11. Gauntlets of Parrying: You made sure to check your character sheet (somewhere near the bottom) to look for the specific vs. damage type AC bonuses/penalties before and after equipping the gauntlets? Gauntlets of Weapon Expertise: Someone else once complained about this for the IR Revised thread, and I'm fairly certain the issue is that the the bonus melee damage does actually work regardless of the inventory/character sheet display being incorrect. I believe I tested it out by setting the bonus to 100, seeing that nothing changed, then actually attacked an enemy and they immediately exploded because of the +100 damage.
  12. It's not listed in the SRR description, but if you're playing with SCS, it automatically re-generates those lists and may include erroneous entries SR/R can't control for. I'm also not particularly pleased SCS decides to go by straight alphabetical instead of by level and then alphabetical, but what can you do?
  13. That's what I'm talking about. His dialogue and the journal description specifically say the South of Beregost hobgoblins, so why even allow the Ulcaster hobgoblins to ever drop it? Just replace that one particular South of Beregost hobgoblin with a HOBGOBZH.cre that for sure has BOOT02ZH.itm instead of bothering with this silly scripted nonsense that can change where the boots can drop. It's a pretty bizarre solution.
  14. Yes...I suppose it's out of some desire to not let the player return any old pair of Boots of Stealth but rather specifically Zhurlong's boots. I don't know why BOOT02ZH would ever appear on anybody but the South of Beregost hobgoblins, seeing as that's where Zhurlong specifically mentions losing them, but for sanity's sake, it's better not to question the thought processes behind a number of things that Beamdog has done to these games. Anyways, I think I got confused here: it seems likely that Nadarin dropped BOOT02.itm (boots that grant 40% Move Silently) while the pair you got much earlier in the game are BOOT02ZH.itm (20% Move Silently and 15% Hide in the Shadows). That would make much more sense than anything else that I can think of. Perhaps I should make a tweak to copy BOOT02.itm over BOOT02ZH.itm for consistency's sake? It's not as though their strength or function is much different from each other, and it doesn't seem as though BOOT02ZH.itm has a different description that specifically mentions Zhurlong, so... There's another hobgoblin at Ulcaster that has an additional pair, so I'm usually more than happy to let Zhurlong keep his boots.
  15. BOOT02ZH are an EE creation used for completing Zhurlong's quest that are dropped by one of two Boots of Stealth-wearing hobgoblins out in the wilderness (I think one in Ulcaster Ruins, and another...somewhere else, maybe south of Beregost). From what I understand, it is scripted so that BOOT02 is replaced with BOOT02ZH for the first of those two hobgoblins you happen to run into, while the second one will simply drop BOOT02.itm. Did you run into either of those hobgoblins before now? I think the Quoningar potion quest is added by BG1 Unfinished Business. Should probably look into a text replacement nevertheless.
  16. @NdranC Can you give me a copy of NADARI.cre? Curious to see what item code is in his inventory.
  17. Nadarin (NADARI.CRE) gives Boots of Stealth out as a reward for clearing his basilisk quest (assuming you roll a high reaction). In BG1EE, the item code is BOOT02.itm, which is simply the standard item code that IR/R uses. I just checked an EET game, and it's still BOOT02.itm, so it would seem some other mod has changed the item code to something that is not BOOT02.itm.
  18. No, the effects of potions will remain immune to generic dispelling. Some potions can still be removed by more specific counters (e.g. Breach taking down the various potions of elemental resistance).
  19. Your description sounds about the same as mine, only that I failed to communicate Slow's...er, slow effect being subject to a saving throw. If you want to make it more 'fair', I could modify Haste to require your characters fail a saving throw to apply, . I've taken a look at Potion of Speed, and it specifically gives immunity to the arcane spell Slow. Though the description of Potion of Speed mentions that it cannot be dispelled, when this is said throughout IR/SR, it should mean by way of a generic dispel (e.g. Dispel/Remove Magic, or Carsomyr's Dispelling property), not something like Breach (or in this case, Slow). I've always intended for Potion of Speed to be countered by Slow, so I will be removing that, thanks for reporting it!
  20. Slow/Haste: They both override each other equally. That is to say, a character who is currently affected by Slow who has Haste cast upon them will have the Slow dispelled and the Haste will apply, while a character who is currently affected by Haste who has Slow cast upon them will have the Haste dispelled and the Slow will apply. Though with a caveat that I just noticed: a Hasted character will always have their Haste dispelled by Slow even if they resist the saving throw (or make their magic resistance check!). I'm not sure if that last bit is really intended or not, and I'm not sure what I'd like to do about it. Potion of Speed: Is this IRR's Potion of Speed? It should be treated the same as Haste, I think.
  21. You know, I could swear I've noticed this problem a few times before, but I don't know why I've never fixed it until now. Thanks for bringing it up again.
  22. No, I don't think I ever made any changes there. Don't believe I ever reached a good decision on what exactly I wanted to do.
  23. I would presume because being ethereal at range doesn't make any material difference versus not being ethereal at range, so where would any benefit come from? Dodge, deflect, or block the projectile as per usual.
  24. Yeah, it does look like it's just a generic THAC0 bonus instead of specifically a melee THAC0 bonus, will fix, thanks!
  25. If by "permanent", you mean "for the duration of the spell", then yes. The THAC0 bonus applying to ranged weapons would be an error, though. No changes with regards to the character status names have happened in forever, so one of those is changing them. Not sure which.
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