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Chosen

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Everything posted by Chosen

  1. I was surprised myself, I cant say why but for me it vastly reduced the "cannot save" issue I experienced, projectile in the air prevents saving but somehow window seems shorter? I didn't properly timed it but It definitely felt better in play. At the end of the day I would say annoyance factor is high enough some other solution like totaly getting rid of range projectiles/range limits is a serious consideration,even if disappointing. Considering you may end up using the same weapon %80 of the bg1 even failing to save or unable to rest in tavern 1/6 times gets annoying quickly.
  2. I actually solved this issue in my game with a weird bit of hack. If I remember it right solution was activating the script with the condition (current hp< %101 of max hp) this always returns true so whistling swords effect always works and doesnt prevent saving. I think I got the idea from subtledoctor but it is possible I am misremembering. I can upload the .itm file later so you can check if it solves the issue. EDIT: I found the comment in this thread (though since you seem to already seen it so probably wasn't worth much): SW1H09_.ITM
  3. If you decide to remove the effect I think protection from the missiles have the same issue(just for a different thief skill). It seems to be very mild bug though.
  4. Hi, when looking at my thiefs stats I saw a disperancy as move silently was 2 higher than its suppose to. This is not a big deal in itself but may indicate something a a wrong opcode or something so I looked at for the cause and found resist fear effect by whispering sword. I checked and and spell have the same issue. So I opened them in the NI and had look. Only thing that catched my eye was modify script state(282) with state(22). I don't know thich state it suppose to set but I think there is something wrong with it. Maybe It is a EE vs classic issue and values are changed? https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op282 this link suggests something is different but I am not familiar enough with this to figure out what. Of course maybe it is something comletely different like install issue or something so I added weidu log of the install just in case. WeiDU.log
  5. Ok then it is a probably a UI mod issue or other mod conflict(like ToB-Style NPCs). When I use the tome everything seems to work fine but thiefs only gain 25(or 15 for assassin) skill points to spend when going from 0 to 1. I checked thiefskl.2da but values are correct there(It is also correct in character creation in main menu). I added Weidu.log if you wanted to check but it is not a problem if it works on your end. Things tend to fail when you make large installions like this. WeiDU.log
  6. Does this mode take into account thiefs gain 40 instead of 25 skills at first level? Level 0 to1 may result in missing skill points.
  7. I made quick install to try "Mild petrification overhaul",but i dont it works right now. I think patch deletes petrification effect from dvbaspet.spl even for petrification=0 option but doesn't replace it with anything. Maybe an early loop end at line 81? I know It is not released yet so if it not finished you can ignore this.
  8. I noticed shield of the archons spell text isn't changed by MBR and looked at the mod files with NearInfinity, I think there is bug preventing its installation since sppr701 seems unchanged. This is a new EET installion with IWDfication -SRR -SCS -MBR setup. Somehow dwsw618 got new description for shield of the archons(but not correct effects). I don't think this is a new bug ,my old 1.4 install had the same problem just haven't noticed then. WeiDU.log
  9. I spend some time trying to pinpoint no_swift_shapeshift = 1 bug but sadly couln't figure it out. I am going to share my weidu.log so if someone else wants to look at it they can. For my setup these creatures was affected AMARAN.CRE,GDRUID.CRE,SPPAIN.CRE,TDR10A.CRE,X#ANDART.CRE,X#SHDR8A.CRE,X#SHDR8B.CRE. WeiDU.log
  10. I can confirm this bug. Setting no_swift_shapeshift = 1 and not installing Improved Shapeshifting causes errors during Smarter Priests while setting up some druid files. It is a seperate bug from PUSH_RANDOM spells (DEFENSIVE_HARMONY null For my case I installed IWDification and SRR on same setup but I don't know if it requires one or both of them or solely caused by improved shapeshifting/ini setup combination. Edit: I did further testing and installing improved shapeshifting or nor do not make a difference by itself. So It may be just another error spell selection maybe iwd/druid.tph? or something else
  11. I will try IWDification to SRR to SCS and see if it works. My previous install was working with a very similar setup so some working combination is definitely possible.
  12. Is it possible to modify SR style petrification effects so AI can react to it? For example basilisks should melee attack held chracters instead of using their gaze weapons. Maybe by changing every instance of STATE_STONE_DEATH in scripts to .. something? Or maybe by setting a false state without the actual petrification.
  13. I realized I was less than clear and edited my post.
  14. I was making a new EET installation, I installed SRR seemingly without problems but it failed while installing SCS iwdspells. I think spell.ids file is the culprit. Are we suppose to use the Source releae 4.19rc1? I may used it instead of beta 18. Can you help me track down this bug if it only effects ids file it would save me a lot time. Edit: Now I looked at it again I am probably wrong about the ids file, relevant part in debug: Including and running function(s) sr_nwn_spelldeflection Copying and patching 1 file ... [STRATAGEMS/iwdspells/lib/sr_nwn_spelldeflection.tpa] loaded, 3059 bytes Copied [STRATAGEMS/iwdspells/lib/sr_nwn_spelldeflection.tpa] to [weidu_external/workspace/sr_nwn_spelldeflection.tpa] (NO BACKUP MADE!) Clearing the IDS map. [*.IDS] forgotten Copying and patching 1 file ... [STRATAGEMS/iwdspells/data/sr_nwn_arcane.2da] loaded, 278 bytes [./override/SPELL.IDS] loaded, 30428 bytes FAILURE: Invalid spell number: -1 Stopping installation because of error. I added weidu.log . In my previous installation I used SCS's iwdspells without many problems but this time some variable is changed and it fails spell.ids WeiDU.log
  15. Is it possible use concentration component seperately? Would it work if I commented out the spell changes?
  16. Did you have time to solve issue with Dispelling Screen visual? In my install it has a very very tiny effect instead of a circle. I tried to replace it with silver circle from but couldn't find it yet. Will look at my previous install. Edit: it is discBlue.vvc in the mod folder, I just changed it. I don't know if it was intentional on your part or mistake.
  17. Yep, that seems to fix the issue. Everything seems to work at first glance. I will do few more tests to make sure I am not missing something and check few crucial spells. If you want me to check for any possible problems with this fix let me know. After few more tests I will continue the my playthrough so I would probably notice If anything else is amiss.
  18. I was quite busy previous week so didn't have the time to try power10 spells. Today I finally installed the hotfix tried few combinations. I am afraid my first tests were result in failure power10 spells seem to bypass spell deflections but aren't affected by dispel magic. I will make few more tests but we probably have to select between mini-breach dispels and deflection bypass for friendly spells. If you have any ideas I can test them for my setup. I am familiar with NearInfinity so I can make basic changes to spell files.
  19. I found a big problem with beach type dispels. I am using SRR. They never dispel some common spells like shield or non-detection. dispel works quite good for spells protection from arrows and stoneskin. I am not sure of the reason but it is probably due to "power" value of spells. Power value of 0 is useful for casting friendly spells on targets with deflection but probably breaks dispel somehow. Breach works fine. Hopefully there is a workaround because other than this problem mini-breach idea is very very good. I vastly prefer it to all-or-nothing dispel check. Edit: I confirmed it is due power level. Opcode 230 doesn't remove powerlvl=0 effects. I don't know which spells have 0 and for what reason though.
  20. You may want to look at breach subspell spwi513c.spl, It removed wrong spell type in my setup(24 instead of 23). Anti-magic rays have the same problem. Entropy shield has wrong secondary type probably because the same reason. I don't know if it effects anything else.
  21. First of all great work on the new version of mirrored eyes. But there is one more bug on 1.4.4(at least on my setup). Set spell state effect on the mirrored eye spell itself isn't set to IWD2 mode (1) so it doesn't interact with the rest of the eff/spells. Once I set it to correct mode it seems to work quite well. I didn't done extensive testing apart from basilisks though.
  22. That's unfortunate, thank you for your time. This type of evasion is an interesting mechanic but its probably too much effort for a single spell. If someday you decide to tackle it again I would test it. It is much more fun than simple immunity.
  23. I am afraid that didn't fix it for me, probably there are few more bugs. I looked to code a bit more as a learning practice. d5gazeev.2da file gets populated with items and spells with gaze projectile then these items patched to do ...something when target has %gaze_evasion_state% ? 1) Is "hold_evade_res" suppose to be "gaze_evade_res"? 2) Loop doesn't work for items(like basilisk gaze weapon). At line 168 you check for "PATCH_IF (itm_proj = 65) BEGIN" but at previous line read "READ_SHORT (ab_off + 0x2a) itm_proj". Is one of them wrong? (itm_proj vs spl_proj) 3) Even if make this changes items still doesn't update so probably there is a similar bug further down.
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