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FixTesteR

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Everything posted by FixTesteR

  1. Thanks, @subtledoctor. I restarted the whole mod installation from scratch, and then it worked. I guess now that @Roxanne is /afk, I'll have to make do with repetitions. The rest of the installation was manageable, with a few mods not wanting to install, but oh well. Can't have it all.
  2. Have you played with it? It’s a pretty amazing spell. I was sending wraiths against enemies right into ToB in my last game. Not enough, I guess! Under SRR, that spell progresses more slowly but gets more powerful. So for your ToB actions, SRR is even better. This time, I installed SR still. But I like most, if not all SRR changes. And asking questions here makes me help make up my mind. While I'll be going through the game this time, I'll pay attention to spells I never use, and see if SRR does anything with them. A while ago I asked if anything could be done with Detect Evil/Detect Alignment, whatever the name, level 1 divine spell. If that could give more info about a creature, even in a dialog box or wherever, it could really make it a useful spell. Like resistances, stats. Maybe only some stats, depending on the caster level. Or random stats. As is, I guess it has a minor usage, that being, if you find out a creature is evil, at least PfE will work against it. Since I learned that Carbos and Shank are actually neutral, you can't use Firebead's reward to stand a better chance against them. Yeah, funny, but I died to a critical from the first assassin once , and it was a no-reload run. I see that Cure Critical Wounds isn't redone in SRR, but the first three healing spells are. Doesn't CCW then kind of suck compared to CSW? Blade Barrier: "From 6' AoE to 10' AoE." isn't that quite a big radius? And seeing how that damage cannot be prevented or saved against? False Dawn: "From 15' AoE to 20' AoE, and non-undead opponents now suffer 1D6 fire damage" Hmmm, this takes away from the spell name, namely DAWN, that shouldn't have any effects upon living creatures.
  3. Hey, I have some SRR questions after reading through the SRR description of changes. I suppose some decriptions aren't updated, but still. Isn't Chromatic Orb's magic damage now on par with MM dmg? Icelance: dealing 1D6 of both piercing and cold damage for every two experience levels of the caster, up to a maximum of 5D6 at 10th level. Meaning 5D6 of piercing and 5D6 of cold? Polymorph Self: "Should be a fairly decent spell for any single-class mage or perhaps mage-cleric." But not for F/M? Feeblemindedness: "From a -4 saving throw to -2. This is essentially a "target is effectively dead" spell - compare to Domination at the same level which is in the same school and also has a -2 saving throw." But Domination gains you a temporary ally and this doesn't. That's probably the rationale. Summon Shadow: 2 wraiths at level 12 were OP? What's the whole deal behind removing true petrification? Character being exited from the party? And? Are fiends in SR/R able to be protected from by using PfEvil as was the case in Vanilla? Also, why haven't PnP Fiends been incorporated into SR/R? Are they just worse? From the description in aTweaks, it says that that component brings them closer to their PnP counterparts, that legitimately missing abilities are restored and spuriously granted benefits are removed. Which sounds nice. The Fiends' AI acts in accordance to their PnP behavior, the Blood War plays a role, too: Whenever Baatezu and Tanar'ri meet, they will taunt and fight each other. This will take precedence over any other actions. Why is SR/R a better option? Lastly, why didn't SRR touch on Find Familiar? That creature is quite overpowered at level 1. And it gives a HP boost to your protagonist mage. Which is about 12 additional HP at level 1. A lot. Just on that point, I'm considering FF a cheat spell, and might end up not using it again. I got an imp which can polymorph (level 4 spell at level 1), and could easily kill an ogre with it, with a little bit of kiting from the level 1 party. I was also able to kill the caravan raiding bandits in the same area, which is Coast Way, and their leader is somewhat tough. Thanks
  4. Alright, thanks! I'm using IR, so it's good, then. Though my question was aimed at Planetar attacks.
  5. Because I saw that one of some mod components task was to "make death ward protect against vorpal hits". Now if SR/R does that, I'm already content. Thanks.
  6. Oh no, I'm not saying I tested GoI vs VS. I just think it should be tested. Which I'll gladly do after my installation is done. Right now I've a problem with "EET needs EET_End." during my installation. Probably something really elementary to solve. I asked about it in the forums. Afterwards I can check how VS behaves in my megamod install. Does Death Ward really not protect against vorpal attacks? Is there any way to protect against them so as to become immune to them?
  7. Hi guys! While doing a megamod installation, I got the following error: ##### Enhanced Edition Trilogy ##### ### 0000: Enhanced Edition Trilogy ### The following circumstances prevent the installation: EET needs EET_End. 3454 Any help would be appreciated.
  8. Well. GoI should block VS as per description that it blocks aoe.
  9. Is SR/R incompatible with aTweaks components PnP Fiends and Fiendish Gating (description found here: http://readme.spellholdstudios.net/readme_atweaks.html) I'm asking because maybe they both try to modify the same files. Thanks.
  10. So what will the aftermath of VS be? Do you all want spell deflections to deflect it completely, even though it's a splash spell, like a minor fireball?
  11. I see. Then it's gonna be a problem. My installation will have numerous mods, and the MI Tool will install them in the right order. The Tool stops once everything is installed. So is there any possibility to patch spells up with SRR at the end? Like I said, copying over files? Otherwise I'd be forced to choose between SRR and a whole list of mods that I really like. Thanks!
  12. I'm in the middle of mod selection, and will check SRR, too. Strengthening weaker spells sounds like a great idea. If I opt for SRR, do I do it after the megamod installation? Or can I just copy some spell files in specific folders?
  13. Sorry, I truly thought I replied here but it seems my post was kind of lost. Anyway, I died in my no-reload playthrough, and will be making a new installation with updated SR, and possibly some SRR! Does the Mod Installation Tool recognize the latest versions? I mean, SR's corrections are still not official, that's why I'm asking ... Maybe MIT won't want to install the beta version. Also, what if I only want some specific spells to come from SRR while the rest are SR? Do I do it manually after the megamod install? I realized that spell protections don't really protect against Vitriolic Sphere, as it does a splash effect. I'm thinking that maybe GoI would stop it but I haven't tested it. That fact makes VS a very potent and useful spell. I was able to interrupt Irenicus himself about 3 times if not more with a repeated VS.
  14. Hi SD! And "there" is where? If I updated my megamod installation with the latest SR, would it break my game? Hard to say? I also have SCS and a bunch of other stuff. Otherwise I'll wait until my next clean install.
  15. Hi @Bartimaeus! I just tested my SR installation of PfMW, and it also blocks normal weapons. Would you be so kind as to check the spell file for me? Of course, I don't know which filename that would be Thanks... Are you using NI to find and correct errors in spell files? Are they easy to spot? Are the makers of SR still active? I've found a number of typos in spell descriptions. Also, quick question. Is Dispel Magic able to remove every magical effect accross the board? Except those that aren't dispellable. Meaning spell, combat, and specific protections, all in one swoop?
  16. Is there a way to remove a Polymorph squirrel effect with SR/R, now that there's no vanilla Dispel Magic?
  17. Hi. Isn't Sanctuary supposed to protect against any harm? Ulitharid attacked through it, causing 2 crushing damage, devouring brain and killing my party member. Ideas?
  18. Oh yes, @subtledoctor, it dawned on me. So II means Improved invisibility. Then yes, the total AC bonus is 11. Woo-Hoo!
  19. Thank you for such an elaborate answer. Lesser healing potions are only viable in BG1 and possibly some SoD. And SRR berries heal about a half that of a potion while still taking a whole round. On paper, that doesn't seem viable. Have you tested it in your playthrough? I should try that in action but I usually have quite enough potions and I mostly use them when I need to rapidly increase my lost health. So anything worse than a lesser healing potion is kinda questionable to me. I think in my next playthrough, I'll test and see if you've buffed them just enough not to make them OP. Can SCS enemies handle that, or will they keep casting dispell magic in vain? So it seems logical that MGoI can be taken down by Secret Word, because it is L4. But GoI actually blocks up to L4, so that should make SW useless against GoI. Agreed? Though ... What about Spell Thrust, then? That spell is specifically aimed at spell protections. Well, so is SW. Sigh ... I think spear is supposed to be 1D8. You think you want to upgrade the Salamander attack? And his fire damage? What does SR mean here? Magic damage resistance? Why does Troll have mind shield? Is that in the DND rules? Do you know if SCS can handle II+Non Detection? Or does SCS just cheat so it's pointless to do it?
  20. Now that that's over with, I'm wondering if anyone has any input on these question. If I changed the M/GoI behaviour to protect against DM also, would SCS know how to handle it? I'm asking because it seems AI usess DM almost exclusively to dispell just about anything. And due to a higher level of the enemy caster compared to my party, the dispell is pretty successful. So I don't really see Secret Word, or Spell Thrust, being used at all. One of my characters got polymorphed into a squirrel. Since I use SR, I don't think I had any way to dispell that effect, other than taking him to temple. There was of course, a buggy way to do it by using the item that transforms a user to a troll, and then revert him back, which gave him the natural form. You've thought much about Goodberries, and what I'll suggest may have been thought of before. Make them unusable during combat but be able to heal a substantial amount outside of it. Or, maybe they could give the user +1 attack for one round so that they could eat a berry and not lose a turn. Is Polymorph self ever useful? It seems those alternative forms don't really help much. Could Know Alignment be changed so that it would reveal more about enemies than just a moral alignment? It would be nice to have a spell that points to immunities of the enemy, or his AC or THAC0. Chaotic/Lawful. I personally prefer to learn about enemies by playing, and not looking everything up online. Helps with immersion. While playing, I always think about spells that just aren't ever useful. Among them are these. I really like what was done with Know Opponent spell. In SR, how does one dispell a combo of improved invisibility plus non-detection? Detect Invisibility, Oracle, True Seeing don't work, nor should a thief's Detect Illusion. Are we left with just Spell Thrust and the powerful Dispel Magic? And hope the target doesn't run away since you can't target them directly? I wonder how an AI spellcaster does away with that. EDIT: Don't tell me it's a level 3 Invisibility Purge.
  21. Your input was exactly what I'm looking for So far you've had handy answers and solutions for just about anything SR-related. I don't know how to check my version. Offficially, SR's latest version is 4, right? What I can say, though, is that my megamod install happened on Jan 25th 2021. A year and a half ago. That's when spwi301 is from in the override folder. Quaintly, the one from spell_rev folder is even older... from November 2019... Thanks! Let me check it out right away. I'll overwrite the one in spell_rev folder. And I'm back. It only worked after I replaced the one from the override. Thank you, it's wonderful! Where else could I get a solution like that!? On a side note, I'm still keeping your POTN47.ITM because my megamod broke that antidote from BG city, as well. And I reckon the new install might make the same problem. I really should learn how to troubleshoot myself, or at least how to find out which mod is the culprit so I can report it to their respective owners. Emmm. Shield gives 2 AC bonus for melee (4 for missile). Blur gives 3 penalty to enemies' attacks. Clairvoyance gives 2 AC bonus. In total 7 AC bonus vs melee and 9 vs missile. However, I don't know what "II" in your sentence means. Casting Clairvoyance twice, no pinky-promise? Meaning the newest SR and SRR versions have this fixed already? Guys, thank you very much!
  22. Really? Then all I can think of is to attach both files. I have one from override and one from spell_rev. I forgot which one I sent in the last post. But they are of the same size. Okay, thanks for being patient. I'll do it when I get another SR question or problem. If the current problem persists beyond this post, I'll do it for this one, also. spwi301.spl spwi301.spl
  23. I know, but I still wanted to try asking because so far it's always been helpful due to resourceful people here. But you're right, I should probably find the SR thread and hope it's not defunct. Hey! Thanks a lot! I have one of these in my override and one in spell_rev folder. I've attached one, and then I'll copy it over the one from spell_rev, okay? While looking for this file, I saw folders with pictures (png) of spells. Now, in my game, some spells don't have any pictures, they appear as invisible items on the UI. If I find the missing pictures (where?) and place them in the "correct" folder, would that fix my problem? I am asking this because my last mega mod install had the same problem. So I'm guessing it's gonna be the same next time. Thank you, @Bartimaeus for helping out even with some off-topic stuff. So does @subtledoctor. And probably others. Thanks. spwi301.spl
  24. Hello! I must also apologize for derailing the topic. With SR installed, Clairvoyance does nothing, not even add a state to a character. Actually, an icon that looks like "Luck" briefly appears on a portrait and then disappears. Does SRR in any way change this spell? Or maybe my installation is broken. If there's any of you who has either SR or SRR installed, please test it. The easiest way, if you don't have it memorized in your current game, is to go to ToB and create a Sorcerer or a Dragon Disciple. Thanks in advance. Alternatively, if any of you thinks this can be easily corrected, let me know how. I've heard of NI but never used it.
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