Jump to content

Salk

Modders
  • Posts

    3,383
  • Joined

  • Last visited

Everything posted by Salk

  1. 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.
  2. 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?
  3. 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:
  4. 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
  5. 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.
  6. 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!
  7. This instead is something that I am very convinced of so I do hope your next build will include it.
  8. I pretty much agree with Toxin here. Magic Resistance should really be something very special and really rare People could learn a thing or two about how to scale the combat challenges from the guys at From Software.
  9. I use LadeJarl's GUI (I have a custom version which replaces the poor BGT starting screen with one made by my wife, real nice...) and I can confirm it blends very well with the look of the spell icons.
  10. Hello Demi and thanks for this latest release. I take you weren't able to fix the compatibility issues between IR and 1PP v4?
  11. Well, I actually tought about it but I feared the AI could not properly handle the change, not to mention the reaction of players for such a huge nerf. Ardanis' suggestion is sensible. It would be still better than how it is now but to me, the best solution would not be to make DM single-target but to make RM single target since it's a way more powerful and it's also a level 3 spell.
  12. I am of the idea that we don't really need both DIspel Magic and Remove Magic. They are way too similar. Also one thing about Monster Summoning IV... I understand it's a spell that summons spiders but it feels a bit weird that the icon is different from all the other Monster Summoning spells... In my opinion it should just follow suit.
  13. There is a typo in the Halt Undead spell description: unable move -> unable to move
  14. Also new typo: obesiance -> obeisance (BG1NPC.tra)
  15. More usability flags woes: shld06.itm -> unusable by Barbarians and Wizard Slayers shld15.itm -> unusable by Barbarians and Wizard Slayers shld16.itm -> unusable by Barbarians and Wizard Slayers shld18.itm -> unusable by Barbarians and Wizard Slayers shld23.itm -> unusable by Barbarians and Wizard Slayers shld30.itm -> unusable by Barbarians and Wizard Slayers
  16. I loved that addition. And I loved the Caravan bandits addition. Is that yours too?
  17. It's true it's not technically a typo but it doesn't appear to be the best spelling choice anyway. "Wagon and waggon are different spellings of the same word meaning, among other things, a sturdy four-wheeled vehicle for transporting things. Waggon was preferred in British English until a century ago,1 and it still appears occasionally, but it is fast becoming archaic. In this century, the shorter one is preferred in all main varieties of English." (http://grammarist.com/spelling/wagon-waggon/)
  18. Hello koteko! I had forgotten to update the link. Thanks for the heads up. You're welcome to use anything I released.
  19. Typo in p#fw2700.tra: waggon wheels -> wagon wheels
  20. It seems that Karajah's Leather Armor +2 (leat09.itm) is flagged unusable to the Fighter and Fighter-Thief classes.
  21. More issues with usability flags: The following weapons are missing the flags for: Fighter/Cleric, Fighter/Cleric/Mage, Cleric/Ranger, Cleric/Mage and Cleric/Thief. dagg01.itm dagg03.itm dagg09.itm dagg10.itm dagg11.itm dagg13.itm dagg14.itm dagg16.itm dagg17.itm dagg18.itm dagg20.itm dagg21.itm dagg22.itm dart03.itm
  22. From the change log of the Beta version of IR: V4 - Beta 7 (26 February 2015) - Readme major update - re-organized installer - Allow Spellcasting in Armor makes Bards cast spells without penalties while wearing light armors (up to chain mail) - Revised Critical Hit Aversion should now work on EE too, Ioun Stones no longer get +1 AC (only helmets do) - minor fixes (e.g. descriptions, small effects targeting, displayed icons, etc.) - increased projectile speed of darts, throwing daggers and throwing handaxes from 20 to 40 (arrows/bolts have 60) - light and heavy xbows reload pauses user for 1-2 sec respectively instead of setting movement rate to 0 - Protector of the Second grants immunity to critical hits - Mail of the Dead grants immunity to critical hits - Enkidu's Full Plate +1 to all saves replaced by immunity to critical hits - Helmet of Defense keeps immunity to critical hits when Revised Critical Hit Aversion is installed - Adventurer's Robe +10% physical dmg resistance replaced with immunity to critical hits - Dwarven Shield turned into a medium shield (BG1 had not a single unique specimen) - Shield of the Falling Stars enchantment lvl raised by 1, +10HP bonus removed - Kovera's Ring tweaked to reflect its unique role, grants +1 luck, custom bam and lore - Ring of the Phantom Wraith also grants immunity to critical hits The Dwarven Shield was supposed to be a medium shield in Demi's intentions, after all... Easy to remedy that. For those who wants the Dwarven Shield to be a full fledged medium shield, just unzip and overwrite items.2da (in \item_rev\components\main) and shield_list.tpa (in \item_rev\lib) then install the modification. DwarvenShield.zip
  23. He tries to help, Shaitan and that's good but I wish he used a less condescending tone. Not to mention sometimes I fail to see any logic in what he says like in the case of the Dwarven Shield: I said it would be more appropriate for it to be a Medium Shield too and that the values (weight and min STR requirement) supported this theory and he talked like I was suggesting the opposite but oh well...
×
×
  • Create New...