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kreso

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Posts posted by kreso

  1. Yea, that's the way it works for some reason. It's not a big deal anyway - it only doesn't stop spells cast from the same caster. It's the same as casting Deflection on yourself and then casting Luck or Haste on yourself- it goes right through. If cast by someone else, even ally, Deflection blocks it.

     

     

    What do you mean with "cover most spells"? If we missed some spells I can add them to the patching code. Is there some other flaw with the tweak?

    I haven't figured out why Symbols are excluded from patching - I wish Ardanis was here to explain. I've put them in code, nothing bad seems to happen...

    And some spell-like abilities (traps etc.) aren't prevented. Other than that, works fine.

  2. Hello,

     

    I want to make clear for myself - Spell Shield is not implemented yet? Does this mean that all spell immunites work the same as before?

    It's implemented.

     

     

    Also, how perfectly does AoE spell deflection work? I started BGT (from BG1), raised mage to lvl 5, experimented with Skull Trap and Minor Spell Deflection: spell deflection didn't protect me from skull trap that I casted near.

    Less than perfect, but it covers most of the spells. It won't protect you from the spells you cast yourself - I think this is somehow native to the engine.

  3. Improved Invisibility also buys you a round as far as spell targeting goes, except it also buys you some time against melee attacks. And that's not even mentioning all that semi-invisibility mojo it's going on. If all that is lvl 4, I think a solid argument could be made for lvl 3 spell shield, lvl 4 at most.

    SCS doesn't care if you're invisible for anti-magic attacks, I'm afraid.

  4. Cool, thanks for clarifying.

    I still think lvl 5 is too high for it, because realistically you'll use the 3rd level Spell Thrust to get rid of it (the fact that it can stop SpellStrike is almost irrelevant)...

    The thing about this spell is that it's the one single spell that stands in between your mage and that nasty 24th level mage with a Spellstrike memorized. Yes, ST gets rid of it, but it will still buy you one round of time - if it wasn't for SS active, you'd possibly get a much nastier spell heading your way.

  5. That's why it's a beta :D.

     

    It stops Spell Thrust, Secret Word, Breach, Pierce Magic, Ruby Ray of Reversal, Pierce Shield and Spellstrike. If Demi includes ( ???) AoE Dispel Screen then it won't stop Breach anymore, but will be limited to stoping spell removals.

     

    I think 5 turns (that's it's correct duration) is more than enough, given it's prioritized in combat.

  6. I have a couple of suggestions for Spell Shield.

     

    1. Make it lower level. What's so great about it? It counters DM/RM which are both lvl 3 and OP as it is. In addition, 5th level is just too crowded with essential spells you basically have to memorize - between Breach, Dispelling Screen and Lower Resistance (not to mention Shadow Door and Waves of Fatigue) you simply can't afford it. The situation at 4th level is not much better, with critical spells like Stoneskin, Greater Malison, and Secret Word (not to mention Confusion and Teleport Field). I think lvl 3 is fair considering DM/RM.

    2. Make its casting time lower. This spell is the only defense casters have against beholder Anti-Magic rays, and by the time the 5 casting time is over it's too late. Another option is to make the AM ray casting time long enough to allow a mage to protect himself.

    SS doesn't counter Dispel magic, DM ignores it completely.

  7. Hey all,

     

    Just a quick question regarding Wild Mages. I noticed earlier in this thread that someone was having trouble making a fresh Wild Mage because they were unable to select the proper specialist spell (basically Nahal's) for memorization and the spellbook.

     

    I've installed IR and SR with BG1EE and noticed that this problem still exists. I was just wondering if there was a good work-around to start a fresh Wild Mage until SR takes this problem into account?

     

    Thanks! Amazing work btw =D.

    I've just tried this out. You can't pick Dweomer, but you get it in your spellbook for free, at least on old engine so there's no issue.

    In case EE doesn't allow character creation to proceed unless you strictly pick Dweomer from spell selection screen for Wild Mages (I can't check this), then....GJ Beamdog.

  8.  

     

    Any idea how to rid of it without losing whole day? I don't even want to think about it. Maybe to install on top of all of it BG2 Tweaks component higher hit points neverwinter style hoping that it will overwrite this?

    This will work, yes.

     

    Hej Krešo, kako je? :) Sadly no, I tried it in my save game with easy difficulty, didn't help.

    A evo, ide nekako. :D

    On topic - It's one of those cases where a simple copy/paste works *much* better then code patch. I use my own tables, and code to get them to the game's override is utterly simple and bullet-proof to such failures.

    COPY ~criticals/2da/hp~ ~override~ // wipe everything

     

     

    The reason to prefer new mods/ for testing purposes / - without selecting new mods as default, nobody would actually test anything. Now we identified a bug and the solution will come soon - I prefer this way instead of suddenly discover such bug after half year. Feedback is welcome and I'm open to suggestion about this matter.

    Sorry, this isn't true. Tweaks is one of those mods that nearly everyone but a hard-core purist will use, if for nothing else than for arrow stacks. Even low-key mods get players and bugs do get reported.

    Frankly, I've noticed the bug Greenhorn is talking about yesterday and would report is sooner or later. If you want such stuff in BWS then mark beta mods as "expert" since (wild guess here) most of people using BWS want to play the game, not spend hours debugging it.

    You may prefer it this way, but I'm sure your end user will not.

     

    Imp, in case you did not notice yet - he and his two buddies have to fill their weekly quota of insults to modders...

    There's no need to be bashful here. I for one, never, ever insulted a modder. I may say that a mod/tweak/etc is junk (even there, I choose my words, more or less..people seem highly sensitive about it) but it's never on a personal basis. So browse my last week (or last decade, for that matter) posts on SHS, G3 and Bioware and go find one single insult to a mod author coming from me.

    Mods I like I actually post praise for, help with bug hunting, or do some work on them. For others I couln't care less about; them being updated, flea-ridded or staying in below-utter-trash status.

     

    Back on topic....

  9. As for testing: this is why BWS is a bad idea. People click a bunch of boxes, install a hundred mod without doing any research or reading any readmes, and expect everything to just be peachy-keen. And when BWS itself does something idiotic (like make a brand new component of a mod that states up-front it is a beta) people complain here instead of to BWS itself.

    This is true - I found Divine Remix (beta) as an option and rest asured, it's bug-ridden. Unless BWP Fixpack took care of it.

    In this particular instance it's this particular tweak from new Tweaks that's causing the bug. (it works the same on my game (BGT); HP doesn't get read from final column).

    Per BWS - well, people seem to like it...I'd avoid it simply because there aren't enough good mods to warrant such an install procedure. 80% of stuff there is imo simply bad.

  10.  

    Thanks for clarifying kreso. This brings back the question of a dialog-based Resurrection spell that can bring back anyone... any thoughts?

    I feel confident that something like this would work. I don't know much about npcs, but I imagine globals get set when a given npc joins (or, a mod could ensure that they are). And, when they leave the party for any reason, that global gets reset. Then the dialog could check the global, and not InParty(O:Object*) for the actual npc, and then give the option to 'resurrect' them. I'm sure other details would have to be worked out as well...

     

    They should get "re-created", not only ressurected. GL with that....

  11.  

    Is it possible to make Resurrection (or even Raise Dead) bring back characters who died irreversibly ("exploded" to chunks)?

    If not, can that "chunking" be prevented entirely? I have the SCS "Make party members less likely to die irreversibly" component, but Dragon Breath seems to bypass it...

    The chunking can be removed from the game by setting the Gore setting to off in the gameplay options menu. Or by setting the Memory Level -variable in the baldur.ini to zero, aka:

    Memory Level=0

    You'll prevent exploding chunks, but characters will still die permanently (portrait dissapears) to massive damage anyway. There's no way around it, other than playing on easiest difficulty setting since it massively reduces the damage you take. Normal could also work, but I'm not sure.

  12.  

    Another point with saves, aTweaks implements revised ST bonus with dwarves, halflings and gnomes. Does KR compatible with it?

    KR nerfs those bonuses on purpose. Both vanilla and aTweak bonuses are insane imo.

    Tbh, I'm not 100% against shortie saves being even at +5 for high constitution. (per pnp :D ), there they're level limited instead. Penalty to XP can be easilly implemented, depending on race. Example - gnome gets 20%, dwarf&halfling 30% XP reduction.

  13. About saves, I mentionned in the monk's forum that I found a mistake. If the monk had the priest ST he should have 4/6/4/8/6 with +2 bonus at level 14 so 2/4/2/6/4 but I had 6/6/6/6/6. Made another test with shapeshifter and they didn't suit to those I've seen.

    I reported this bug a while ago, I don't know when Demi last updated KR.

     

     

    Another point with saves, aTweaks implements revised ST bonus with dwarves, halflings and gnomes. Does KR compatible with it?

    No.

     

     

    BTW I found out that there were also a revised xp progression, excellent but I haven't seen a dedicated forum to this. I didn't look for it deeply but I'd appreciate if you had a link ^^.

    Everybody uses same rate as vanilla paladin/ranger.

  14. Another point is about saves, normally the monk should have the betters. By reading the revised table STT forum, the monk has the priests or the fighters? 4/6/4/8/6 or 4/8/4/6/8? well there's not a gap like vanilla's, really like it but my monk had at high level 6/6/6/6/6. I tried with another class, the shapeshifter and same error he should have 4/8/4/6/8 and he had 4/8/6/6/8 or something like that.

    Monk has the best overall saves with KR. It's intended.

  15. Edit : I was wondering, during the installation, can we choose which components we'd like to install like kits and revised settings?

    Yes.

     

     

    Besides if I chose kits components or revised settings (thaco, saves, grandmastery), will it affect all creatures in BG including joignable characters?

    Grandmastery will always affect creatures (if they have it available).

    Saves & THAC0 only if SCS is installed after ("Improved general AI" component).

    Joinables will always be affected - their saves/THAC0 will adjust on the next level-up.

  16. But as for what you propose *doing* with ZoSA, I like that it would prevent cloud-based spells for some time, rather than just dispersing them. I suggest a small AoE (~10-15 feet) so party members would have to huddle close to the caster to get the benefit of the Sweet Air - if that's possible to code. (As I think about it, it may not be possible.)

    It's possible.

  17.  

     

    Btw, I just noticed Spell Shield description still says it protects from Dispel Magic, but it actually doesn't. Fixed for next build thanks.

    Yes make sure its fixed i think it doesnt protect on my characters but it protects vs dispel on AI characters. (needs checking)

     

    It doesn't. AI uses the same spell you do.

     

     

    If GoW cures insects in the entire area I fear insect spells will turn from really good spells into utterly useless

     

    How is that different from, say, incendiary cloud? That's a lvl 8 spell nullified by the same counter - compared to that summon insects is nothing.

    You can move away from cloud, while Insects engulf you.

     

    To me that sounds like something that might result from exposure to the voice of an angry god...

    We should rename it into Litany of Curses; and make those in AoE mindlessly attack the caster, thinking he is Morte.

  18. Insect spells, Gust of Wind & Zone of Sweet Air

    should GoW disperse insects within the entire area (like gases), within 5 feet (like its knockback effect), or only on self?

    I vote 5 feet. If it proves to be too good we can increase it's casting time slightly. It's a level 2 spell which can counter Creeping Doom now.

     

     

    Also, I'd like to remove cleric GoW and restore Zone of Sweet Air as a party friendly immunity to cloud based spells for a short duration (max 1 turn). What do you think?

    I stand by what I said in PM, t-up, but caster only gets gas-immune.

     

    Look:

    bubble_zpses4ogidk.jpg

  19. -save check every round for the swarm so that if you save you can cast some spell curing this effect.

    -fire shield, acid shield and lightning shield save from it but also some other spells could be made useful in case you want to CURE it from your party character. Players must be rewarded for party teamplay I E one of your guys gets in trouble, then the other one cures him.

    -only 20% spell failure.

    This as an option for the insect spell line and Holy Word.

    About insects:

    - ToBex "concentration tweak" will do nothing to stop spell failure. It is a seperate opcode which causes spell failure, not the damage itself

    - save is made each round, so doing something to buff your saves (i.e. drinking a potion or similar) will likely allow you to cast

    - 20% spell failure would likely make the spell useless, considering how often Fireshields are used

    - as per curing it, it's done. I spent 1 hour on tweaking Gust of Wind, then I wanted to make a spell from scratch via Weidu which led me to some code Ardanis used and after 2 more hours of going through illegal offsets, parse errors, Weidu documentation, projectile adding and few invalid commands - it's done.

    Behold; Insects-Be-Gone. :cool:

     

    101s_zps5sp4xzdu.jpg

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