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spanyam

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Posts posted by spanyam

  1. Okay, just ran your installer, and it seems to be working fine. I can manually patch the descriptions with NI later. Then used NI to fix Spirit Armor save type and also copied the vanilla blur effects to Cloak of Displacement. All working fine it seems.

    Thanks a ton for your help!

    As an aside: I was careful to retain the ability conditions for the Cloak (i.e. Instant/Equipped), but I didn't understand what the "power" value on each Ability did. I changed it to 3 (from 0) to match the latest spell values, and that seems to be correct.

     

  2. Yeah I guess I wasn't there to follow the logic behind their removal. I can certainly work with those. My main challenges were around blur, banishment, spirit armor, slow, and (improved) haste. I guess your tweaks handle all but one of those.

    The code you pasted.. is that supposed to be run as a .bat file in the base directory if those are the only spells I am concerned about?

  3. 1 hour ago, subtledoctor said:

    Improved Haste is covered by that. 

    The Spell Turning thing is not a matter of code. If NWN-style Deflection is installed, then all AoE spells are changed to affect targets individually. If Spell Turning is there, then casting a Fireball within 15 feet of a mage with Spell Turning will rebound to the caster. If two mages with Spell Turning are in the radius of a Fireball, then the Fireball caster will take 20d6 damage. 

    Et cetera. The component just really doesn’t work with Spell Turning. AI casters cannot know this so they will decimate themselves with AoE spells cast near you. It won’t be fun. 

    Oh hmm that's interesting. I can just plug in those changes from your tweaks and see if I can live with the spell deflection for now.

  4. 2 minutes ago, subtledoctor said:

    Ah.  That's actually not a change - the vanilla game has Spell Deflection.  Spell Turning (what you are describing) is a different spell.  Did you install "Spell Deflections block AoE effects?"  If so, reverting this will be difficult or maybe impossible.

    Well it seems that the latest version has 3 deflection spells:

    Minor spell deflection (L3, similar Vanilla behavior)

    Spell deflection (L5, replaces minor spell turning)

    Greater spell deflection (L7, replaces spell turning).

    The latter two are the ones I would prefer to revert or restore. I am unsure if I installed the aoe absorption component, but I can check later.

     

  5. 1 hour ago, Jarno Mikkola said:

    Well, if you want to edit individual spells, you can open the SR's backup folder and move the file in there into the games own override folder and that's nearly all you have to do... most of the time. Now if the SR is the first mod to modify your spells in the install, there's no backup made as it's in the games own files, in which case you can just delete the file from the games override folder ... and of course you should understand that this way, no other mods changes will be effecive in anycase.

    Perfect, I'll dig into the mechanics behind that and see what happens. I can always spin up EEKeeper to verify if the changes actually worked.

    1 minute ago, subtledoctor said:

    With that number of changes it shouldn’t be hard to just write up a custom hotfix mod. At least for some of them. 

    I can look into this if the above doesn't get the job done. Of course, doing this is more useful long term.

  6. 32 minutes ago, DavidW said:

    You should be able to uninstall SCS, uninstall SR, and reinstall SCS. Don't do it partway through exploring a map; it may also make a bit of a mess of spellbooks of your party members; there are other possible bad consequences; all in all I don't really recommend it.

    Yeah I will likely not mess with it at this point. I'll just look to replace individual spells. Does that involve just removing specific 2da files from Override?

  7. Yep figured it was too deeply baked at this point. I don't particularly like the changes to:

    1. Haste + Improved Haste (targeting changes, apr changes, save changes)
    2. Death Spell -> Banishment
    3. Changing the Save type on Spirit Armor to death
    4. Changing the save on Blur to +3 spell, which I actually find to be too strong now
    5. Removing the bounce effect from Spell Deflection (which used to add more challenge to mage fights for me)

    Maybe a couple more I'm missing. Is it possible to restore just those to their vanilla versions?

  8. I have an EET installation with IRR, SR v4b18, and SCS, having a save with over 50 hours that I'd like to preserve if possible. After making my way through, I realized that I in fact don't like several of the changes from Spell Revisions. Is there a way to preserve IRR and SCS (with its spell changes) but just yank out Spell Revisions? I'm guessing since SCS installation has specific checks about SR, I may need to do something like this:

    1. Uninstall SCS
    2. Uninstall SR
    3. Reinstall SCS.

    Will that wreck the save, or is it fairly safe to attempt?

    If that's koo-koo, is it possible to restore individual spells to their Vanilla versions?

  9. 10 hours ago, NdranC said:

    This works. My current install was made with the EET Install Tool and IRR + SRR + a lot of other mods. I made my own custom basic mods to it as well by modifying basic 2da files and copying them over. If you just want an easy and simple client it's probably the most painless way but might not be the best way if you know what you are doing.

    Remember to check the settings.ini files for IRR and SRR for more customization and settings that will not show up with the automatic tool.

    Ahh yes, I haven't tweaked the ini files at all. Will take a look today!

    5 hours ago, subtledoctor said:

    You certainly don't need a mod manager for four mods...

    • install EET (will take... ~10-20 minutes?)
    • install IR(R) main component (near-instantaneous)
    • install SR(R) (will take a minute or three)
    • install IR(R) later components (near-instantaneous)
    • install SCS (will take maybe half an hour)

    Automating that with PI or the quasi-BWS will probably be more complex and take longer than just doing it manually...

    I do have other mods installed like BG1 NPC project, Ascension, EET Fixpack, a few tiny quest mods, etc. Plus for the current installation, I am going for a solo ROFLstomp playthrough just to get back into things after years of absence from the game.

    Once I am ready for a more hardcore playthrough, I'll likely pare things down quite a bit and customize the install more.

  10. 1 hour ago, Bartimaeus said:

    @spanyam Sorry, I really don't know, as I don't use automated install tools, and I don't run any Enhanced Edition games (though I've certainly made plenty of fixes of IR items for them...). Someone else would be better suited to answer this. Note that if you do go with an automated installation, IRR and SRR must be extracted on top of IR and SR respectively *before* IR or SR are installed, which may or may not be something you have to manually do after all your mods are extracted to your game directory.

    No worries, I will figure it out somehow. I took a look at my old installation, and I have SCS + IRR + SRv4b18, which should be good enough for now. Now that you mention it, I remember installing this last December using EET install tool and extracting on top of the item_rev folder before starting the install. EEkeeper seems to have the right items for now

  11. Asking a similar question here as in the IRR thread. I just got back into BG and set up an EET install using the EE Mod Setup tool a few days ago (when g3 was still down). I'm running SRv4 b16 currently and am 3 hours into the game.

     

    Is SRR considered essential enough now that I should be nuking my install and redoing it with the "Revised" versions?

  12. I'm sorry if this question is a bit naive, but as someone just getting back into the BG world, is IRR something that's considered essential at this stage? I got my EET game set up using the EE Mod Setup tool a few days ago (when g3 was still down), and I seem to be running IRv4 b10. I've started a game and am maybe 3 hours in?

     

    Is IRR considered essential enough now that I should nuke everything and reinstall using this?

  13. Well…I’ve posted this anomaly about the non-installation of Stratagems_SR after SRv4beta14 the last week and nobody hasn’t given me a response - and the solution - until now; so is there a charitable person able to help me to resolve this annoying bug ? It’s perhaps a little problem easy to fix, but having not any knowledge in the IE system, I’m unable to do it myself…

    The links are always here, so put an eye on these and well give me a response please.

     

    Sorry if you've shared this before already. Are you using big world setup to install it?

  14.  

    I'd like to start a new playthrough of BGT using SRv4, IRv4, SCS-SR, BP-Ascension, and a few NPC mods. Since the modlist is small (and scs-sr isn't in Big World Setup), I figured I'd do a manual installation this time. What would be the recommended install order? Or is there a way to make SCS SR work with Big World Setup?

    That is odd.

    Just recently I used BWS to install my favorite modes, including SCS and SR.

    Something changed in the last two weeks?

     

     

    SCS is there for sure. Just that this custom version of SCS by Kreso is not listed in BWS, and I want this one :)

  15. I'd like to start a new playthrough of BGT using SRv4, IRv4, SCS-SR, BP-Ascension, and a few NPC mods. Since the modlist is small (and scs-sr isn't in Big World Setup), I figured I'd do a manual installation this time. What would be the recommended install order? Or is there a way to make SCS SR work with Big World Setup?

     

    EDIT: At this point in the game, would you recommend doing this whole thing with BG:EE and EET instead?

  16. With SR they get, Gust of Wind, KR gives them Snare. With KR making it immune to Entangle even that vanilla spell is especially good for him imo.

     

    Called Shots can be used for similar purposes too, and we can easily slightly edit them.

    I didn't realize about gust of wind actually. That can work. Also, can you point me to which snare ability you referring to? I don't see it in the kit descriptions.

     

    I was considering them indeed, except alternate dmg types, unless you mean allowing them to infuse arrows with some divine spell. Even then I do not see PnP spells doing that, thus it would be limited to HLAs I think.

    I was thinking about how it's common for archers IRL to poison their arrows or light them on fire. A sufficiently advanced archer should be able to do that to a small degree without having to rely on "magical" arrows.

     

    Regarding the Archer being almost OP for BG1 I agree with Kreso that the game itself favor ranged combat too much at low levels (IR already tried to rectify this a bit by reducing bow's apr), but the original BG1 had no Archer kit, which arguably makes that even more noticeable with its thac0/dmg bonuses. I'll think about it a bit more, but I don't know what can be done about it.

    What about offsetting the bonus to hit and damage with missile weapons? Right now, you get bonuses at 0, 4, 8, 12, 16. Would it make a difference if we do 4, 7, 10, 13, 16 (meaning archer doesn't start with that bonus)?

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