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Salk

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Everything posted by Salk

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Version 1.65 is out. It fixes the bug with the missing level up dialogue option at level 12.
  7. Hello! Well spotted! There is indeed a typo (actually more than one) in the code and the level up routine would not work from 11 -> 12. I tested the mod but I did not test each single level up possibility. I will release a new version very soon. And honestly, I never thought of working on an Animal Companion mod (although I quite like the idea) because revising the Find Familiar spell was the last project I wanted to work on before retiring from modding. I am very glad you enjoyed it and I am sorry about the inconveniences it caused you. Unfortunately there has been a certain amount of copy pasting that have resulted in a few typos here and there. I thought I had got them all but it was not the case. And yes, option 7 is introduced by my modification. I thought it was a nice option to have the familiar follow automatically (it will not do it during combat though). If you talked to the familiar in the BG1 part of the game, you might have enjoyed quite a number of new lines I made for them (option 5). The ones for the evil aligned familiars are by far the funniest.
  8. timechef, I have tested version 1.6 on my local BGT install. I created 4 Sorcerers (NG, NE, LN, CN) and leveled them up (from Level 1 to Level 2) and the level up option in the dialogue is indeed there (It's the first: "Show me what you learned.").
  9. I am sorry about the inconvenience, timechef. I will test it today. In the meantime, can you tell me what familiar it is that you use? I took a quick look at my code and I could not find a problem with it. I will install the game and see if everything runs correctly on my side. I can hardly think there is some other modification that messes things up but one never knows.
  10. Hello noctem93! I do not own a copy of BG2 EE so porting it to EE (which in theory should not be very complicated) is not something I see doing myself in the near future (EasyTuTu compatibility is also missing). If someone volunteered to do the porting, I'd be more than happy to offer assistance.
  11. Hello timechef! The familiar levels up via dialogue. Once your sorcerer gains a level, speak to the familiar and a new dialogue option should appear. If not, then there is something wrong (of course it would be frustrating to recast the spell each time! One of the goals of this mod is to try and establish some sort of attachment to the familiar you summon and I am sorry I never got around to make it possible to name them). The current version is 1.6 which fixes and improves on quite a number of things though.
  12. Version 1.6 is available. Change log: Fixed incompatibility with BGT transition script Fixed incompatibility with Game Over Only on Party Dead modification Improved familiars' discontent mechanic Minor tweaks to dialogue and scripts
  13. White Agnus, since I did not get an answer here I am hoping you can do it in this forum: do you know if the files at this link are still needed for your version as well? Thanks!
  14. Great job, kreso. Now there is nothing but to wait for the next SR release: it should be a juicy one.
  15. I think the range is fine the way it is now.
  16. If I am not mistaken, the Inquisitor's Dispel Magic is still missing the appropriate extension for levels 1 to 5. Has kreso's DS been included in this release? And Demi, I was reading the TO DO list and I was positively impressed by your intention of replacing the derivative Reflected Image with Phantasmal Force. I hope it'll come soon!
  17. Demi, I'd like to make my own Cursed Items compatible with IR and in order to do so the only way I can think of is to overwrite the IR changes made on cursed items. I have a problem understanding what you did with plat16.itm and plat17.itm. In the non modded BG2 game, plat16.itm is Armor of the Hart +3 and plat17.itm is the cursed T'rachie's Plate +5. IR changes that by making plat17.itm Armor of the Hart and plat16.itm the new Casiel's Soul +3, a cursed armor. DEATH_KNIGHT_ARMOR_3 plat16 1 1 0 0 @1497 @1848 @1499 @1849 * * * * //extra_content ARMOR_OF_THE_HART_4 plat17 1 1 0 0 @1497 @1850 @1499 @1851 * * * cursed Also, on the contrary of what it's specified above, the curse flag is set for plat16 and not plat17. Was that necessary?
  18. In the item_rev\components folder we have: critical_hits.tpa and critical_hits.tpa.tpa It'd be nice to make sure that the mod is using the right one.
  19. Then it must be spklargr.pro, try commenting out this within the main component: I wasn't tweaking Inquisitor's Dispel Magic within SR, at least not directly. KR does a better job with it, but I can probably fix that within SR for those who use SR without KR. Yes, it was the new .pro file messing things up. It's this: WRITE_SHORT 0x200 77 // Don't affect caster and allied creaturesand I noticed how this line is also present for other .pro files and I suspect it's going to mess things up for those too (Symbol of Death/Stun/Weakness and Fire Trap/Glyph of Warding) In the Area Effect info I see the following: I think the line of code above should be: WRITE_SHORT 0x200 80 // Don't affect caster and allied creatures About the Inquisitor's Dispel Magic, reinstating the missing levels is fixing a bug, not tweaking the spell so I think it does belong to BG2 Fixpack (for the benefit of us BGT players) and also SR, since SR would swap the fixed spell with its own version anyway.
  20. Demi, the problem with the animation only applies to the Inquisitor Dispel Magic (spcl231.spl). I tested it with the mage version of it and it works without problem. Not only that but both in the original game and with SR, the spell is missing the appropriate dispel level for level 1 to 5 so that in a BGT game, the inquisitor would at level 1 cast a level 12 Dispel Magic!! Please can you take a look?
  21. I haven't touched the projectile animation...the only thing I did was reducing AoE from 30 to 20 feet. I'll double check but I don't think it's SR's fault. I can confirm it is indeed the latest SR build that causes this issue. I tested it adding one mod at a time. Once the Dispel Magic projectile reaches the target it does not "split" into new projectiles that would in turn fly off to the actors in the affected area but rather hover there indefinitely. Reloading does not eliminate the issue either. WeiDu log follows:
  22. I have a graphical issue with the Dispel Magic projectile. I posted about it at the 1PP Forum but I am not sure SR is innocent. Here's the link: http://www.shsforums.net/topic/55047-1ppv410-release-download-discussion/?p=583838
  23. Well, here's his. Which now happens to be translated too. That one only applies to Cursed Items Revision (I had to specify how Identify in that case is ineffective to detect cursed items) so needs to be amended as follow: When this spell is cast, name and enchantments (including curses) of one item subsequently touched by the wizard are revealed without fail. Many unidentified items can still be used, but at great risk.
  24. Also something weird in the new Dispel Magic description (and by the way, Identify has still a bad, fourth wall breaking description too): The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the level of the magic he is trying to dispel, his chance of success increases by 5%. For every level that the caster of Dispel Magic is below the level of the magic he attempts to dispel, his chance of success decreases by 10%. I suggest to substitute the part in bold with "the spell". There is also still reference to Remove Magic in the description of the Summon Death Knight, Gate and Summon Fiend spells. PS - Sorry for posting this in the wrong place!
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