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FixTesteR

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Posts posted by FixTesteR

  1. On 3/22/2024 at 6:24 PM, Bartimaeus said:

     

    On 3/20/2024 at 6:49 PM, Guest FallenAngel said:

    I could finish the module like that and there was nothing severe enough to crash the game, but it wasn't exactly a perfectly smooth experience.
    Moving on to Black Pits 2, I tried just installing plain SR (again, V4.19RC4) and that finishes up with no warnings and works like a charm in game.
    Since I would like the SRR version of Icelance and Vitriolic Sphere though, I'm now looking for either a way to "properly" install SRR, or to stick with SR but just overwrite those two spells with their SRR versions (I doubt it's as easy as just copy pasting those two over, but who knows?).

    No, I would not recommend trying to do that - trying to transplant these mid-installation is very likely to cause more issues and inconsistencies that you would not like.

    What about not-mid-installation? Requires lots of knowledge, not just c/p, overwrite?

  2. 4 hours ago, Bartimaeus said:

    I mean, I did just say a post or two ago that I'd be including it in my tweak pack. If you really need/want it ASAP, just let me know. Or is this because it's difficult to include random mods like my tweaks in an automated installer?

    Hi Bart! Yeah, it's the latter. I am very newbish when it comes to installation. What I can tell you is that the auto-installer's last move is to "finish" or "close" the installation in the end. So I am fearful to install on top of a closed automated installation. Unless you'd say it's safe.

    I don't need it asap, I can wait a while, so I'll just keep a track of this thread as I have for the past few years. Always fun to read what improvements you are up to, even though I want to mainly stay with SR.

    Unless I could just install it on top of my already done multi mod installation.

  3. On 9/27/2023 at 8:49 PM, Bartimaeus said:

    Mantle for the longest time in official SR didn't give any direct protection against attacks, but that was somewhat recently changed.

    It says: Opponents that hit the caster with a weapon or spell from within this radius are subject to a random prismatic effect.

    So it doesn't seem to give any direct protection. When was this supposedly changed? I didn't see it in the official github page.

  4. On 6/16/2023 at 4:52 PM, subtledoctor said:

    could be considered for inclusion in the base SR package.

    Are you the keeper of SR? Anyone else? There should probably be a committee of very knowledgeable players that could provide some tweaks to SR :) I am mostly very happy with it. ND and maybe Goodberries is what I'd change, maybe some other minor tweaks but overall I really like it. So, on the other hand, I wouldn't like drastic changes. Maybe optional ones. Well, ND can't really be changed, as you and others have explained here, so renaming is the logical way, then. OR get rid of op code193? :)

  5. 11 hours ago, subtledoctor said:

    Non-detection from a spell is utterly useless but Non-detection from an item is (for thieves) ultra-powerful

    I have SR and yet I experienced that. But you're saying that ND is useful in SR? Maybe I used it in the wrong situations. Where do you find that spell so useful?

  6. 15 hours ago, Relay said:

    but enemies with TS can see and target you

    And attack you with spells?

    11 hours ago, subtledoctor said:

    But Non-detection has never actually done that, in any version of the game with any mods installed.

    But it has ... right?

    This spell protects an invisible or hidden (via Hide in Shadows) character from some low-level divination spells:

    It does not protect against:

  7. I second that!

    If I was able to gather everything that was written, then as is, ND in SR/R isn't doing what it is supposed to do, thus it's pointless to cast it. Sad.

    I do however recall that a Cloak of Non-Detection worked against some revelatory spells in beholder lair of the unseeing eye. Maybe against all spells, I forgot what spell was used on my hidden-in-shadows thief.

    If that helps any bit.

  8. On 6/7/2023 at 1:19 AM, Bartimaeus said:

    if Non-Detection were a specific protection and not a spell protection

    First off, thanks for taking the time to write that post about Invisibility, Improved Invisibility, and Non-Detection.

    So, is ND a specific protection or spell protection in SR? How about SRR?

     

    On 6/7/2023 at 5:24 AM, Bartimaeus said:

    In any case, it would seem wise for SR to get rid of this whole silly system where opcode 193 is used

    On 6/7/2023 at 5:24 AM, Bartimaeus said:

    B. the AI can fully abuse it (at least in the EEs) but the player can't.

    Can this be remedied for SR EE? Is it possible to make the experience the same that you had in oBG2? Or is there a mod that deals with this thing and can be applied over SR?

    By the way, could Brother Pol not do anything to your mage as long as you remained invisible? There is no possibilty for him to use anything whatsoever in his spell book, no matter what spell was in it?

    Can one have I and II both in effect at the same time?

  9. On 5/1/2023 at 11:52 PM, subtledoctor said:

    Similarly, when you are partially ethereal or whatever Wraithform equates to, a lot of normal defensive maneuvering just doesn’t work.

    Yeah ... but why then not +4 to ranged attack, too? Maybe the answer is already in your post but I just fail to see it.

  10. 1 hour ago, Bartimaeus said:

    The THAC0 bonus applying to ranged weapons would be an error, though.

    Maybe it comes down to personal perspective, but roleplay-wise, why should a wraithformed character only have a melee attack advantage and not ranged?

    Incidentally, do (improved) invisible characters have +4 to both ranged and melee?

  11. 45 minutes ago, Bartimaeus said:

    It wouldn't change how the divine or Inquisitor Dispel Magic work though

    Thanks! So I'd only have to be consistent myself when using divine DM of my divine party members. Good. I'll copy both files, and only in spell_rev folder, even though SR only has one of these spells.

    Thank you for all your work and contributions!

    EDIT: Never knew SCS doesn't use divine DM, not even SCS divine casters.

  12. Thanks to both of you @subtledoctor and @Bartimaeus!

    12 hours ago, Bartimaeus said:

    I don't know that this will work if you currently use SCS though

    Would I have to find other folders where these spells are? I take it you see a problem because spells could be duplicated in other folders, and not a problem due to SCS not being able to handle a modified DM in game.

    Also, since SR only has DM, do I just modify RM?

    Does your version of DM/RM dispel ALL of status effects if it isn't saved against? Or does ST have to be made for every effect you have on your person?

    Lastly, I take it this file swap should be done on a clean install. Right? Not mid-game, and possibly not when starting a new game on an old install? Or ... what if I make a backup like you said, overwrite the files, try if the game works, and if not, revert back. Everything should work then, yes?

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