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kreso

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Posts posted by kreso

  1. P.S.

    I've just checked Tactics code, it's very simple and it preforms a mass patch going through creature animations - if it finds any of the troll variants, it will strip away their junk items. While this could be used (I'd be 100% for it) I'm not sure SR should delve into such stuff....

     

    P.P.S.

    Is Gauth/Beholder summon too crazy?

  2. In the other hand, I still think the MS spells should be capped at level 7 or so... summoning fiends should be the progression from there.

    The thing is, there is a major difference in MS vs Demon summoning. You can control MS monsters 100% of time, Demons can turn on summoner with a 15% chance.

  3. A scorpion (poison) or a monster spider would be fine, I think -- maybe scorpion for good to neutral aligned caster, and spider for evil aligned caster.

    I wouldn't use demons or elementals for summon 9. And a night hag, while interesting, seems like it would be overpowered.

     

    I also tought of scorpion, but like many of PnP creatures - it lacks animation. :undecided:

    Demons are covered with Gate and similar already, MS should summon "monsters". Something like a real badass spider(s) would imo be good.

     

     

    I still maintain that trolls should simply lose the minhp junk, get 75% resistance to everything except fire/electricity, and get -99% resistance to fire. And then call it a day. Result: they are hard to kill but weak against fire. Why do they need to be more complicated than that?

    Yea, something like this. Hard to kill (but not impossible) with anything apart fire/acid, Desert/Fire Trolls gain fire immunity. Iirc, old Tactics mod has "streamlined trolls" component which does pretty much that.

  4. Re Trolls - I for one could live with such inconsistency tbh. Fwiw, I've been planning for ages now to make a mod that tweaks the damn troll minhp - replace self mechanic which is beyond silly and makes trolls so annoying that I used to pick old "Death Spell" just to kill them instantly...

     

    Just out of curiosity, where did you get the idea about basilisks? I've searched various sources, but they don't appear as an available summon anywhere?

     

    Wish Div - well, probably it doesn't matter, but fwiw - that would mean that Conjurers don't have access to it, yet SCS will make it available to them (it doesn't use Diviners) so that would be inconsistent, and I can't really strip this spell from Conjurers.

  5. No, I mean he could be summoned by Summon Monster 9 :D

    :p

    I hope Demi will find some time to discuss this; I only tweak some code stuff with SR, not the spells or summons.

     

     

    edit: Are there more tweaks to come or am I ready to install everything?

    More tweaks to come. I've started to work on it yesterday; it will take a few days since what I'm doing is going on a spell-by-spell basis with an editor and coding them to work differently.

    Example:

    Mellisan will use a spell that works like Blade Barrier. SR makes Blade Barrier "unbreachable". Now this spell will work like that as well. I'll discuss with Demi if this spell should be like Blade Barrier your priest can cast or something else. Traps that cast Fireball require a save vs spell, which is different than what SR uses (breath) so this will be changed for consistency. Deflections will block far more spells, like AoE spells cast from traps. There are numerous such instances; I can't vouch to fix them all since every spell needs to be manually added to the code, and code has to run only of the spell is present on player's current install otherwise the installer will bug out. It's not difficult, it's just a lot of manual stuff to do that depends on how quickly I can browse the spell with editor, decide what to do with it and write down the few lines of code that tweaks it to do what I want it to do. As I said, I already started to work on this. Bit drunk, but whatever.

    Refinements code will be finished (it already is actually, I've just added it yesterday altough didn't upload it yet since it's nothing gamebreaking).

    And possibly some extras for SCS-SR. I've just seen Demi added Vitriolic Sphere. AI *must* use this spell. :) I can (possibly) very easily add it to a sequncer; adding it to a spellbook and making AI use it will be a bit more work (same as with Energy Drain + a bit more) which I haven't done before but there's a first time for everything. :cool:

  6. Summoning trolls sounds like fun!

     

    Plus, golems can be had with Argent77's new mod that everyone will use!

    Yea, but I wouldn't give them that MINHP crap.

    Some kind of seriously beefed-up spider is also good imo. It would function the same as basilisk actually (holds targets via web while basilisk holds them via gaze, both have poison) and there are numerous specimens of them. I don't know if there is any so powerful to put it at level 9.

  7. Well, they get whatever is in the spell - fwiw, I'd vote for some other creatures, not basilisks here (Golems, trolls, Night Hag - it can use a painted deva animation or similar?)

     

    Anyhow, agb1 had some issues with downloading from the original link, here's the new link for latest SCS.

  8. Updated. :)

    change-log

    - fixed Mulahey script

    - added innate summoning for Conjurers (level 13 and below get Slimes, level 14-15 Otyugh, 16-17 Umber Hulk, 18 and above get Greater Basiliks) and Necromancer (12 and above get a few summoned undead warriors)

    - lich01 hotfix - read below:

    I've found what causes lich01 to be created, but - it bugs me with this is how is it even possible. I've played countless games with SCS(v30) and the random spawn lich was *always* a HLA-packed slayer of unprepared parties. Now, this might have something to do with my install options (I always use the "HLAs for every spellcaster in SoA") but I'm not convinced. :undecided: SCS should be replacing him with various instaces of other liches (dw#lichxx)..for now, the easiest way to fix this was tweaking level override file - the lich01 will now be level 25; same as other liches. It should give him a decent enough spell selection and script. Untested, but it should work.

     

    P.S.

    Conjurers in BG1 (for BGT/EET players, I can't vouch for Tutu but should work) will get Slimes.

  9.  

    I found a weird interraction between .... However when i cast tenser's before or after it sets the apr to 3 with energy blades. It doesn't set to 10.

    Well, considering you would normally not be able to cast ANY spells after, you can view that as a part of the effect.

     

    :rotflmao:

  10.  

    Mind you, if you tweak Mind Flayer blast to remove CC 100% of time.....my my..

     

    Anyhow, I wouldn't go there w/o hearing what Demi has to say about it (this would be a *very* big tweak, and one which would only beef up AI) - and moreover, if we go that route; old engine compatibility will require much more work. It's not impossible, just fairly time consuming.

    I suppose illithids blasts could have a percentage chance to obliterate CC.

     

    I agree with you otherwise, but that's why I think it might work as a separate EE-only add-on. Maybe part of Tome & Blood's spell tweaks. I don't think it would require any AI changes, just tweaks to about a dozen spells...

     

    It would require AI changes if you want to shorten the scripts, or if you don't want to delve into detectable spells.

  11.  

    Let's not forget that Khollynnus Paac always comes accompanied by none other than Zallanora, who will have her own Undead followers right? haha! Mother of god.

     

    Will this be an install option or always on?

    LOL.

    Note, this will affect all Conjurers and Necros (I don't know if Paac & Zallanora always get the same kit; I CLUAed Paac since he was kitted as Conjurer, I don't know if this is always true).

    It will always be on, provided you have some sort of prebuff installed I think. Iirc, SCS has an option you can enable by CLUAConsole to turn off prebuffs (and to turn it on later if you like) so that might work (untested).

    I did go easy on this - if a conjurer has level 14/15, he'll cast MSVII. If he has level 16/17, he'll use MSVIII BUT will not use MSVII. If he's 18 or above, he'll use MSIX but not use any lower level variants.

    Lower level Conjurers will not use this tweak (should they? I'm kind of reluctant since summons in BG1 can be annoyingly difficult to kill and Ogres are kinda imba....otoh, I might let them summon some lowlives like Gibberlings instantly instead...that would be nice imo. Necros could get skeletons in BG1 since Necros in BG1 get the s**t end of the stick without illusion)

  12.  

    Small update

    change-log:

    Added a more refined spell selection for mages (tnx Daxtreme); "make individual spell immunity versions" component blocked since it's redundant and confusing.

    Conjurers should now use level 8 demons more often (demons galore!), level 7 djinn should be used for variety, some more tweaks to necro/enchanter.

     

     

    I'll work on Energy Drain next to see if I can get AI to use it (they won't bother using it vs NPP if I can do it, it's level 9 = too expensive to waste), and sort out some SR/IR Haste/Petrification bugs I found.

    Also, I have a rather lovely idea about buffing AI Conjurers even more. With SCS, Druids get Animal summons as a "prebuff". I can easilly make Conjurers benefit from this - but unlike Druids, they'd get MSVII-MSIX spells as a part of their prebuff routine. Any decent Conjurer should walk around with few conjured monsters anyway, no? This ofc means that you'll be seeing Greater Basilisk creatures in BG2, but c'est la vie... :D

     

    And Gate? :D

     

    Btw I checked the current spell selection of most high level mages (I haven't installed your new version yet), and Gate is a very rare spell. Even level 18+ conjurers don't always have it, and non-conjurers never have it. Is it intended?

     

    No wonder I never stumbled upon a single Gate spell so far in my playthrough!

     

    edit: also question, does this new v also fix Vithal and his script, and the crooked crane Lich at the same time? thanks!

    Gate was there already...and you'll be sorry for asking so much about it when you see what you end up with! :D Don't worry, play the game, virtually any ToB Conjurer will have it. The thing is - first few slots will be some kind of protection (so they might use Spell Trap/Apsolute Immunity). After that's done, Gate comes in.

    Also, due to a "bug" somewhere in SCS code, clerics will get this spell (and they shouldn't with SR and I'll fix it when I find it). I've once had Mogadish (or whatever, a halfling in Planar Sphere) cast it. when you're level 12-13 and a Pit Fiend gets summoned, you're pretty much dead.

     

    Yes, other mages have other spells at level 9 (more fitting to their kit). Necros will use Wail of Banshee, Enchanters will PW:Kill (watch your saves AND your HP - I'll tweak AI bit more in the next release concerning the use of this spell), Invokers will use Bigby spells (imo very underused concerning how good they are with SR). Necro and Enchanter will also use Imprisonment. It's easy enough to add Gate to other kits, but I wanted the mages to play to their "strong points". If you're really keen on these, go to strategems/mage/spellchoices/Demivrgvs, check the files there and add Gate to where you feel it fits.

  13. As I said in the linked post, I personally think this would be a fantastic idea - even w/o Dispel Magic or Breach available mages would still have a chance to remove your buffs, AI scripts would be shorter leading to faster gameplay (I'd make stuff like Death Ward/CC "undetectable" similar to Dispel Scren; so mages cast against it), it would be more "realistic" (why would a mage - or how - know that Mazzy has Chaotic Commands buff??), and imo more immersive. Even more like the vanilla game in that regard.

    On the downside, I feel as if the game setup (IR/SR/SCS) I play is hard enough as it is (Yaga Shura/Ascension finale/Odamaran/Watcher's Keep will really keep you on your toes); and don't really feel the need to ramp up the difficulty further. Or do I? :D

    Mind you, if you tweak Mind Flayer blast to remove CC 100% of time.....my my..

    Anyhow, I wouldn't go there w/o hearing what Demi has to say about it (this would be a *very* big tweak, and one which would only beef up AI) - and moreover, if we go that route; old engine compatibility will require much more work. It's not impossible, just fairly time consuming.

     

    On previous topic - I'm thinking about buffing more pre-cast routines (if test install I'm making now with Conjurers works properly). Necros will get some undead followers to boot. this shouldn't affect difficulty much provided one has means of killing summons quickly (Banishment will kill them all). If not, well - tough luck. It will beef up the difficulty of some late-game encounters even more however - last thing you want to see in Yaga camp is two Greater Basilisks...... :devlook:.

  14. Does Death Ward block Energy Drain?

    No.

     

    There are a number of places where something like that would be appropriate. As an example I'm working on now, my Psychic Crush psionic power is blocked by chaotic Commands, but it strips the CC protection from the target.

    I started some work on this a year ago; but never actually finished it. It's a shame EE hasn't fixed the damn Spell Shield opcode (has it?); that would be grand if it worked properly. One could make Chaotic Commands and similar "absorb" x number of spells, then vanishing. It would make Mind Flayers really powerful.

     

     

    Ah, except the non-EE engine can't do opcode 321.

    Well, that's the one that can be "mimicked" on old engine, at least when it comes to protection removal.

  15. Small update

    change-log:

    Added a more refined spell selection for mages (tnx Daxtreme); "make individual spell immunity versions" component blocked since it's redundant and confusing.

    Conjurers should now use level 8 demons more often (demons galore!), level 7 djinn should be used for variety, some more tweaks to necro/enchanter.

     

     

    I'll work on Energy Drain next to see if I can get AI to use it (they won't bother using it vs NPP if I can do it, it's level 9 = too expensive to waste), and sort out some SR/IR Haste/Petrification bugs I found.

    Also, I have a rather lovely idea about buffing AI Conjurers even more. With SCS, Druids get Animal summons as a "prebuff". I can easilly make Conjurers benefit from this - but unlike Druids, they'd get MSVII-MSIX spells as a part of their prebuff routine. Any decent Conjurer should walk around with few conjured monsters anyway, no? This ofc means that you'll be seeing Greater Basilisk creatures in BG2, but c'est la vie... :D

  16. I'm actually afraid to go inside Twisted Rune right now. ;)

     

    Well, that's only optional, I generally skip it....wait 'till you see Yaga Sura battle (Ascension version). If you solo that jazz with a mage with IR/SR/SCS..... :king:

  17. Non-Detection - only spell that can be used to remove spell protections from an Imp.invisible target with SR is Spell Thrust which can target the ground close to the mage. If you use True Seeing you'll be able to cast whatever you want at imp.invis enemy, be it Spell Thrust or Lighting Bolt.

    There's no conflict - SR uses a system that's different from SCS alone.

    Planetar vs Lich - yes, vorpal hit can instakil a lich; it works the same as in vanilla game.

    Looking at your Weidu:

    - what is likely happening with your HLAs is that component "give HLAs to mages in SoA" should go *before* "smarter mages" component.

    This will require a reinstall if you want HLAs in SoA I'm afraid.

    - CDTweaks components of "unnerfed tables" should also go before SCS (you can install the whole mod before SCS actually). Nothing gamebreaking will happen the way you installed; just that your casters will benefit from those tables while AI won't. (I'm a sucker for consistency so this would bug me to no avail, but most people probably wouldn't care).

     

    And for that Crooked crane lich who fails vs invisibility, grab that mod I sent you link for (mycustom); add this to the code in components/items.tpa (copy/paste from here); install as last mod (after SCS).

    COPY_EXISTING ~lich.itm~ ~override~

    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 193 target = 1 parameter2 = 1 timing = 2 END

  18. I'll check Crooked Crane Lich then (fwiw, I never bother with the sword...)

    Indeed, the sucker lacks invisibility detection all liches get. I'll fix it tomorrow (it's not a SR-SCS issue, but whatever, it's a bug), I've had a long day and I'm beat.

  19. I'll check Crooked Crane Lich then (fwiw, I never bother with the sword...)

    Wish - it can be Alacrity+TS, Hardiness, Breach on party or Imp.Haste.

    Energy Drain is a great idea, I'll see what I can do -it will require scripting but I guess it can be done.

    Gate is used by mages (every Conjurer capable of lvl9 spells will likely have it, so if you want to see how it plays out pay Tolgerias a visit in Planar Sphere.)

    Project Image I don't think is used.

    I understand the "melf's frustration" - it's the same deal as stoneskin, or if a mage is high leveled, Mind Blank. Everyone will have it, c'est la vie. I don't think I can change it's "spawn rate" easily. Look at it this way - they don't "waste" a slot on it, it's useful, it's very probably better than their equipped weapon, so they'd have to be fairly stupid not to use it. :)

  20. Ad1) yes

    Ad2) :)

    Ad3) append spell.ids; and the creature summoned can't be used in tight areas (blocks them due to large animation - trolls instead?)

     

    Anyhow, I have some work at home, tonight I'll make the changes; tweak spell selection for mages and inform agb1 what I've done.

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