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Bartimaeus

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Posts posted by Bartimaeus

  1. No, but I'm on a ToBEx game. I think I understand the problem, though: I'm going to guess that BG2EE automatically makes the individualized versions of Spell Immunity available for casting if you have SPWI510 memorized (Dispelling Screen in SR, Spell Immunity in vanilla), right? You don't in non-EE games - at least not without additional modding, so you only have the base spell available, which is Dispelling Screen. The reason you're seeing Dispelling Screen available in non-Revised SR is because non-Revised SR uses a mix of the original Spell Immunity spells and a mix of overwrites, one of which is Mind Blank, another of which is Dispelling Screen - hence why you see them in SR but not in SRR (as SRR provides you an option in settings.ini to either restore the SI subspells for AI use or to disable them completely by replacing them with sort of similar spells that still exist in SR - and the first option is the default, and that's what you're seeing...if you used the opposite, you'd be seeing a different set of random and wrong-level spells there instead). So the Dispelling Screen you're seeing in SR is not actually SPWI510 (the real version of Dispelling Screen that replaces Spell Immunity), but rather SPWI590, which replaces SI: Abjuration. Basically, it looks like SR needs to find a way to disable giving you the individualized spells or use a different resource than Spell Immunity's SPWI510 altogether.

     

    As for Mordenkainen's Sword...I don't know what's wrong with this stupid script, so I'm just going to straight up replace its specialized script with the generic SR melee script that other summonables use for the time being. Funny thing is, before Wyrd mentioned it spontaneously killing itself (which I *know* I've seen happen in normal SR in years past before), SRR literally did not modify it - it wasn't part of the SRR package at all. So I'm really not sure why it's having such problems. Regardless, the generic melee script should effectively work the same while hopefully not constantly breaking.

  2. Thanks! Looks like simply a problem of github not having the latest version of main_component.tpa vs. my internal version and me not realizing it (the joys of working with github instead of dropbox! ;)). Replaced just now with the correct version of the file. Should fix both the installation errors, Prismatic Mantle (which would be missing a critical .eff), Fire Shield (which would be missing half of its critical .effs!), and the Fire Burst issue among likely others as a result of when I updated the AoE SD and on-hit effect stuff.

     

    The last two issues, Mordenkainen's Sword and Spell Trigger, I am less sure about. How exactly are you having subspells for the old Spell Immunity that aren't in your spellbook show up for Spell Trigger?

  3. V1.2.2 released:

    1. Protection from Alteration, Periapt of Form Stability, and Shapeshifts Mustard Jelly should be reliably protective against SR basilisks. Problem was Basilisks apparently just straight up use the subspell of Flesh to Stone.
    2. Blackmist loses the Paralyzing ability and instead receives the Weakening ability. The target suffers a -1 penalty to THAC0 and damage every time they're hit for 2 rounds.
    3. BG/2EE game ammo, throwable, and potion quantities should be fixed.
    4. Belt of Trollish Fortitude's Regeneration can no longer be dispelled.
    5. Firetooth's damage should be fixed when using Weapon Changes.
  4. (e): Again, I'm a dummy. Feel free to ignore. Unsure why that subcomponent didn't work fully without the main component - perhaps it had trouble updating the descriptions without IR's main component installed, but its abilities are actually correct?

  5. Why were these posts stuck in here? It was not clear whether Incantatar was using IR or IRR, or whether the problem affected either/both. Both IR's and IRR's Protection from Alterations seemed to have the correct protections, from what we discussed, so it was not clear what the problem was, especially without his weidu.log to see install order.

     

    Also, yeah, IR mostly (but not completely) assumes that SR will be installed as well. You could probably just remove those extra SR-only strings, have SR's main component update those few itself UNLESS it detects that any of IR's extra subcomponents have been installed, in which case it simply lets the inconsistencies stay rather than break item descriptions already updated by Weapon Changes et al., and then put in both IR's and SR's recommended install order that it should be IR's main component first, then SR, then IR's additional components sometime later.

  6. As I understand it, IR was always to be installed after SR, not before, as IR had a set of SR-specific stuff that it enables if it detects SR is installed (in IR's base component, I believe mostly text-related, but also a number of things in IR's Revised Stores component). However, when kreso made his latest betas, he added stuff that patches some items for the petrification, slow, and haste sectype stuff. In other words, both IR and SR need to be installed before each other in order to have everything be how they should...but obviously, they both can't be installed before each other - that's just not possible. So when I made IRR, I put things back to how Demi established them (and what megamod installers like BWS were already doing) by detecting if SR was installed and then patching those affected items to get that sectype stuff, effectively fixing those issues. But of course, for people not using IRR, it means that they still have those incompatibilities with each other - which way you install them determines which set of inconsistencies it'll create. If you're not using IRR but only IR, then I guess you're probably better off installing IR before SR as of now, since that sectype stuff is more important than other inconsistencies...but definitely do not do so if you're using IRR.

  7. Well, SRR only distributes modified files, so for example, you're missing the ToBEx redistributable that's in the SR archive which is 1.5MB off already. Nor is 1pp's wings folder necessary to be included for SRR (as I don't touch it), so that's almost another MB off as well, etc.

     

    Arcane spell changes up in the first post.

  8. The other way around: the changes in the latest beta are in my version, but my changes are not in the latest beta. The latest beta was almost entirely bug fixes, while mine has more actual spell tweaks on top of that. I still need to write actual documentation detailing what those changes are, though...which I am working on and which will hopefully be done sometime soon. I'll probably have the arcane changes posted tomorrow.

  9. Again, I'm not sure how the EE Mod Tool works, but I presume it extracts the various mod archives to your game directory: if that's the case, if you can extract SRR on top of the normal SR directory before it actually installs SR, then it should work fine.

  10. Do you not have the "Remove Disabled Spells from Spell Selection Screens" subcomponent installed? If you do not, it will not appear in spellbooks.

     

    As for the scroll...I'd guess some other mod is updating it. scrl8d should be your Mind Blank scroll, and it seems to correctly point to the Mind Blank resource (spwi802) from what I can see.

  11. 1.0.6 released:

    1. The latest update of SR made the regenerate spells non-dispellable, which I thought mostly makes sense, so that's true here as well.
    2. iwdee.hidespl updated to be a little more correct for SRR, as its disabled spells are slightly different than SR's.
  12. Pierce Shield is neat in that it removes the toughest combat protections (e.g. Stoneskin, PfMW, Absolute Immunity, Mantle, etc.) without needing to breach a spell protection like Spell Trap first, like you would have to do to use Breach. So in that sense, it's very useful. Contrary to your description, I don't think it removes specific protections, though. I generally think of Pierce Shield as being better than Spellstrike, honestly, but they do serve different purposes.

     

    Mind Blank is an 8th level spell that uses Spell Turning's scroll.

  13. Hmm, I like the THAC0 idea for Blackmist, actually - would be similar to Sundering, but with THAC0. Can get rid of that bad paralyzing effect that I was already regretting, too. I would most likely keep the Blackmist and Blind Fighting abilities, though.

     

    As for Blackrazor, I think that's something that would require consensus from others for me to buff. I would definitely think +5 is stretching it, but +4 isn't unreasonable, and I wouldn't be against strenghening its level drain ability...but for now, I don't want to touch it.

  14. In non-Revised IR, I think the only items that grant wisdom are Axe of Hrothgar, Silver Ioun Stone, and the Tome of Understanding. In revised IR, it's instead Jerrod's Mace that has the wisdom bonus instead of Axe of Hrothgar, while the rest are the same with an addition of the Amulet of the Seldarine granting +1 wisdom. Another user just complained that there were no intelligence-raising potions anymore, too - starting to make me think that there should maybe be a potion that gives like +2 to both somewhere.

  15. How would I go about updating from v15 to v16? I installed everything via 'EE Mod Tool' where it took care of installation order and such for me.

    It would be difficult to do so if everything is already installed. Theoretically, you can simply update your spell_rev folder and reinstall, which should uninstall all the mods installed after SR and then update it and then reinstall, but that almost always fails me in some way or another when dealing with a large amount of components, so I wouldn't necessarily recommend it. I'm not sure how the EE Mod Tool works, but if it's anything like the BWS, you basically would want to remove the version of Spell Revisions that it extracts and replace it with your own that's the newest update. Alternatively, politely ask the maintainer of EE Mod Tool to update EE Mod Tool while pointing to the latest version of SR.

  16. I've thought about Blackrazor before and felt it was..slightly lacking, especially given its unique black flame blade appearance, and the basic problem is that Vampiric would probably fit it best, but I really don't want to add *another* vampiric weapon to the game - there's arguably too many already, and it's a very strong property. As I recall, the weapon is actually really similar to vanilla's version of it, except the level draining effect is nerfed from 4 levels to 1 level, and the HP restoration isn't quite as insane...which makes sense, since it was outrageously strong in vanilla. I would not make it "on par with the best ToB weapons", though - it's basically a free weapon for being evil. Furthermore, it's actually a rather iconic weapon from 1st Edition, and its properties are actually pretty close to a match, except that it was supposed to be used for killing blows to devour souls to restore HP, not a random percentage of attacks. So yeah, I'm not really sure I'm that in favor of any changes. Perhaps its level drain property could be increased to 2 levels instead of 1 and its HP restoration a little better as a result...but I'm not sure.

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