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Salk

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Everything posted by Salk

  1. Also, the Obsidian Stone drains a fixed amount of HP. The character wearing it might go under 0 and still go around happily. I would change the current effect 17 with effect 12, stunning damage, with a set% of 75.
  2. Is Item Revisions changing usability for the Shield of the Order so that only clerics and paladins can use it? The description erroneously reports it to be usable by fighters.
  3. Lich or demilich? Not sure. I have taken note of a few .cre before installing Smarter Mages and Smarter Priests. One .cre that was not modified was Cultist (CLTCUT01) that remained 10/10 but he is a Cleric/Mage and you said that the level_scale .ini settings won't affect those. The same happened with a Fighter/Mage though: Githyanki (UDGITH02) was level 11/11 and remained so. If I can be of any help with some testing, just let me know!
  4. Hello DavidW! First of all, welcome back to us. Since I read in the SR forum that you are going to release a new version, I take the opportunity to tell you that the mage_level_scale/mage_level_add and priest_level_scale/priest_level_add customization seem to have a few problems: for one thing, changing the value from the default will cause a few errors at installation time (Smarter Mages and Smarter Priests). In my case, these are the errors: This one happens when installing Smarter Mages: ERROR: cannot convert caster_level_to_spell_level_mage_0 or %caster_level_to_spell_level_mage_0% to an integer ERROR: [KOBSCR01.CRE] -> [override/KOBSCR01.CRE] Patching Failed (COPY) (Not_found) Stopping installation because of error. Failed to patch KOBSCR01.CRE; error message was Not_found Failed to patch KOBSCR01.CRE; error message was Not_found Two more similar errors happen again, this time for Smarter Priests: ERROR: cannot convert caster_level_to_spell_level_cleric_0 or %caster_level_to_spell_level_cleric_0% to an integer ERROR: [bRATHL.CRE] -> [override/BRATHL.CRE] Patching Failed (COPY) (Not_found) Stopping installation because of error. Failed to patch BRATHL.CRE; error message was Not_found Failed to patch BRATHL.CRE; error message was Not_found ERROR: cannot convert caster_level_to_spell_level_cleric_0 or %caster_level_to_spell_level_cleric_0% to an integer ERROR: [PRIHEL.CRE] -> [override/PRIHEL.CRE] Patching Failed (COPY) (Not_found) Stopping installation because of error. Failed to patch PRIHEL.CRE; error message was Not_found Failed to patch PRIHEL.CRE; error message was Not_found ERROR: cannot convert caster_level_to_spell_level_cleric_0 or %caster_level_to_spell_level_cleric_0% to an integer ERROR: [sAHPRI02.CRE] -> [override/SAHPRI02.CRE] Patching Failed (COPY) (Not_found) Stopping installation because of error. Failed to patch SAHPRI02.CRE; error message was Not_found Failed to patch SAHPRI02.CRE; error message was Not_found Other than that, there is a problem with multiclasses. The customization correctly changes the level of the mage and cleric class but at the same time overwrites with the same new number the second and third class as well. For example, Ribald is a Figher/Mage with originally classes 16/14/1. Afterwards, it became 10/10/10. (mage_level_scale and priest_level_scale were set to 65% and 85% respectively, if I remember correctly). I noticed that some .cre do not have their level modified at all (I can think of Kangaxx, for example) and Sendai has its level raised (!) (from 20/20 to 26/22). Is that normal? Also, one other thing: somebody in 2009 reported this BGT issue which I also experienced recently. Some creature responding to enemy shout will break their initiating the dialogue. plainab offered a code which I am testing in my current playthrough but perhaps you can do something on your end? Thanks for your attention and godspeed with V31!
  5. Welcome back, K4thos! And good luck for further employment!
  6. Several months passed and we can hardly see the end of the (1PP) tunnel but this solution, proposed by Bartimaeus, seems to me viable and not as time consuming. He has reported a rather detailed feedback about the graphical incompatibilities and the list was short. Demi and Mike1072 seem to have (had) very little time to dedicate to this. I might try and take a shot at it but I am not sure I could pull it off nicely and I'd need some more expert modder to check my code but so far helping hands have been scarce. The waning interest and the low modding activity level does not help either.
  7. Today I installed the SR version of SCS and for the first time I used the auto installer. At the end of the installation I got the Smarter Mages and Smarter Priests (Option 5 for both) installed successfully but with warnings. I quickly glanced through the .debug file looking for "WARNING" but I did not seem to find anything. Anyone that has got the same feedback?
  8. Nice! Hi demi! We need Resurrection here...
  9. One simple question: to remove the night-time purple/blue patches should I choose option 2?
  10. The various ETAs here have not historically been a success. You are better off not knowing...
  11. I am not even sure I understand why you wanted to make the spell innate. How did you reason?
  12. I will have to see if changing Find Familiar to Innate messes up compatibility with my own WTP Familiars and I am not thrilled at the idea that the mod will be further developed only for EE game but happy to see a new release and kreso's revised SCS.
  13. I am working on the next version and I have already introduced Empowerment for thief and warrior class familiars (a boost to AC and STs for the first and AC, THAC0 and HPs for the latter, if master and familiar are close) and Spell bounce for the mage class (chance for the familiar to mirror the effects of personal protective spells, if master and familiar are close). The Quasit, Dust Mephit and Spider are also now immune to Critical Hits, to make them less fragile in combat. Initially I had removed those immunities that the familiars had in the original game (IMMCLOUD.ITM) because rather arbitrary: Level Drain, Petrification and Sleep but I am considering putting those back, especially because I am unsure whether a level drain susceptible familiar might cause problems. Thoughts?
  14. Bartimaeus, I have gone through a number of your reports and fixed myself those that were real easy (text inconsistencies, missing saves, etc.). We'll just have to wait for Demi to return to have a proper new Beta...
  15. Hello Mike1072! I understand that minimod is messy and it probably needs someone that knows better but at least it seemed to make things look better for me so I left it there for anyone to try (not that I think anyone has ever done it...). But the icon changes have to do with appearance... The idea was to restore the BG1 look for BG1 items when possible... Bartimaeus, if I am not mistaken it seems that the "Contagious" ability of the Spear of Withering has a 100% probability, rather than the 15% of the description? Also about your "Sling of Seeking +1" report: I do see a correct To Hit bonus of 7 in the item properties. Instead about the Spider's Boots of Stealth: Demi restored the original boots properties (I think) without reverting the item description. Personally, I instead kept the new description and lore and reintroduced the Web Immunity. The most urgent correction would be just this and Arbane's Sword. The fact that the Hastening effect is completely missing and replaced with a similar special ability (Haste) cannot be overlooked.
  16. Bartimaeus, I reported the troubles with IR a long time ago the first time but things did not change since then. I have worked my own remedy and if you are playing BGT you may want to give it a try. By the way, great stuff with your feedback. If you have made your own fixes, would you mind sharing? Thanks!
  17. If I may suggest another mod of mine (see signature), you might find it is a nice way to limit the number of reloads. Anyway, I will for sure implement the immunity to critical hits for the fighter class familiars, as you suggested. The other suggestion I do like is the share spell feat for specific spells but I do not know whether or not I am capable of coding it myself. What instead won't surely happen is to revert the Familiars to the original ones for BG2/ToB or the removing of the nagging (which is, in my opinion, a key point). But as I said, I will return to this eventually!
  18. Hello Siebenfinger! Excellent feedback, as usual. And a few good suggestions, too. I did know, creating this modification, that it needed thorough testing through BG2/ToB, something that I have not truly done myself, just because, like you said, player and NPCs/Monsters become demigods. To strike a good balance between plausible survival skills for the familiars and the new familiar mechanics that would suit the enemies on steroids was going to be real hard. Especially if you use SCS' tactical challenges. I hate reloading (in fact, I play without it myself) but if you really make the game very challenging for yourself then it is pretty much normal that your familiar is not going to survive. There is only so much that I can do to not make the familiar itself ridiculously overpowered. As I said though, there are a few good ideas there. And more might come to me as well once I return to it, which is not going to happen in the very near future though. Oh and I love the details! So thanks again!
  19. Hello Siebenfinger! Thanks for the great feedback. I will take a better look at each of your reports when I will be back to IE modding. At the moment, my focus is elsewhere.
  20. Siebenfinger, I have a new version of the mod ready with a few changes you might like: The familiar will no longer refuse to move to the backpack if the mage or the familiar itself has lost considerable health (50% for the latter; 70% (BG1), 55% (BG2) and 40% (TOB) for the first) - in every other condition the familiar will stay and fight. This is necessary considering that I do not want to completely eliminate the risk to have the familiar involved in battle and also to properly value the special ability of rabbits and ferrets (burrow) which keep them safe in fights Hoping that qwerty1234567's testing of CombatCounterLT(1) proves to be reliable, now there should no longer be any nagging in battle I am using a hacky workaround to the problem of the familiar turning hostile and leaving because of unintentional friendly fire: the script won't fire when there is a battle going on, the familiar will still take damage normally The familiar should still return automatically to the backpack if its health sinks to 25% or lower, provided the Mage is not too far. About the first change, I am open to suggestions. I have considered allowing for the familiar to accept being confined to the backpack in case of death of other party members, the presence of a number of particularly tough enemies or based on the game's difficulty setting but in the end I opted for the simplest solution.
  21. Thank you for your suggestion, qwerty1234567. I must say that I never had any problems myself but adding an extra check won't do any damage, hopefully.
  22. Thanks for the extra feedback. I am actually working to try and meet your demands because it is obvious that this modification must also be functional in BG2 and ToB and you are also the only one that bothered giving me a detailed feedback about how the experience with WTP Familiars has been. I might have something ready for testing in a couple of days or so. The nagging should most definitely not happen during combat. I am using !ActuallyInCombat() as trigger and it should just stop the nagging script from activating but I did learn that the engine (which I am still very unfamiliar with and always will be) has its own quirks and I cannot guarantee that there are no glitches. And about the friendly fire, I would like to check with more expert modders whether or not there is a way to make sure the Familiar's breaking script does not fire in case of damage made by AoE spells. I was hoping that AttackedBy would not return true in case of damage from AoE spells but I suppose it is not so. At this moment, I created new dialogue lines to use for when the player requests that the Familiar moves to the backpack during a battle. I will have to do some testing.
  23. Hello! Your concern is noted and I will give some thought to your suggestions. First of all though... Do you know what version of the mod you played? About the nagging... I built this modification with the idea of making it hard for the player to keep the familiar in the backpack because of two reasons: 1) The original spell is just a cheap exploit to get some free HPs 2) A Familiar wouldn't want to spend its natural life stuffed into a backpack On the other hand, I also do not want my solution to cause the familiar to risk its life each time there is a fight. In this sense though, the BG 2 part of the game does not help because of how the power of enemies scaled (and it does not surprise me that you do not seem to mention any issue for the whole first part of the game, which I know much better). I do not know what difficulty level you play at and I do not know whether or not you use AI enhancing modifications but this modification is built on the assumption you play at the Core difficulty and with a full party. Playing solo, at higher difficulty level and perhaps with SCS slapped on top of all of it and hoping that the familiar can make it through is asking for too much. In that kind of context it is normal that the familiar dies each time. Said that, I have not tested it extensively on SoA/ToB, especially because I am much less fond of the sequel, so I believe you might have fair remarks. What I can say is this: the familiar is scripted to return to the backpack automatically when its life is threatened. Did you notice such behavior even in those cases when the familiar refuses to return to the backpack? The nagging mechanic is built in such a way that the familiar will feel mistreated if confined to the backpack for too long too many times. It will eventually leave. And it already works the way you suggested. After 8 hours (iirc) from being let out, the familiar will accept to return to the backpack. During combat, the nagging dialogue should *not* happen at all! If that is what happens then it is a bug which I need to remedy. About the friendly fire... I will take a look at the script because I would rather avoid friendly AoE spells causing the familiar to leave the party and that is what you told me it happens, right? I am going to have to investigate and see if I can find a way to stop this from happening.
  24. Hello Siebenfinger. Thanks for your feedback. I appreciate it. I also understand the criticisms although I'd say the vanilla familiars are less effective in fights than the WTP familiars. Before the player could just conveniently keep them in the backpack at all times to leech free HPs with no risk. One of the goals of this modification was to avoid that. The familiar is supposed to be protected and cared for, it is supposed to be weakish at later stages of the game when the party and the enemy are often demigods. Said that, I am sure the balancing can be refined and I would love to receive more feedback from other players as well.
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