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kreso

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Everything posted by kreso

  1. 1) Single handed weapons don't go over +4. 2) most of items wit "+40 resistance to x" were "+50 resistance to x" before. There's a reason why it was tweaked to +40; mostly due to SCS targeting. 50 equals non valid target, so the resistance is mostly wasted. 3) regenerative items are vasty nerfed already compared to vanilla game. There's no reason to nerf them even more, given SR's Haste is no longer a double-regen spell. Tbh, I'd make all regen items +1/round, and those "specialized" (like regen ring) +2/round.
  2. 3) afaik they're inteded to be different spells. I even had a rather cute custom animation for SoZA - the spell was supposed to give immunity to cloud-based spells to the caster. Gust of Wind was supposed to be able to clear insects instead. 4) idea was to keep the spell name ("Dispel magic") but make it work as vanilla "Remove" (affecting only enemies). Both cleric and mage version should affect enemies only. 7) I fixed this locally, but never uploaded the thing since my internet connection sucks beyond measure. 12) I'm rather sure this doesn't happen. The only spell immunities used by SCS are Divination, Abjuration, and very rarely Conjuration (afaik, only very high level fighter-mages have a chance to use this). I don't know vanilla game. 14) the spell should definitely be replaced. I had an idea; I'll check my PMs with Demi about it. 21) The spell is OP; very OP. It should probably work as a "disabling fireshield" with random effects like stun, feeblemind, confusion, hold etc rather than being a virtual instagib. Demi's idea was to make this spell like it's PnP counterpart...but the result is kinda crazy in BG. Glaring Problems 1) No, they shouldn't. You need to remove invisibility first or cast True seeing to make imp.invisible enemies a valid target. Also, Spell Thrust doesn't require a target so--- 4) yes, they're weak. Refinements mod had a neat implementation for a druid HLA (cure x HP/round for y rounds to everyone around the caster, slows druid on use). Maybe tone down duration, but buff regen rate. 6) the spells are useless, it doesn't matter if MR affects them or not....7th level should do massive damage to Liches/vampires to make it worth, but even so , with things such as Sunray etc using anti-undead spells is pretty pointless.
  3. Necroing here...but. Seems that the new patch changes Oil of Speed to give IMPROVED HASTE for 5 turns. Since I lost my Beamdog forums password and can't get there until I resolve my WiFi woes on gaming computer, can devs there please be notified that this is insane? Item description be damned; to have a freakin' oil work better than a 6th level spell.....
  4. That's very interesting! Is that something that's possible? I think yes; iirc thAT's how vanilla pro Undead scroll works. Afaik ILLUSIONARY exists...
  5. these skills already work this way; even in old engine. And I can't make the spell work so differently for old vs new engine....I'd rather polish what's there now, and after that do only EE stuff. Heh...If you knew how much I hate all this anti-invisibility; anti-spell protection, anti-weapon immunity nonsense...... If SR was mine alone; I'd remove half of the illusion spells from the game altogether (ditto spell protections/removals). Less is more in this case, imo -but my hands are tied on this. Demi always wanted to include a spell for each school at each level. Example, I wanted to remove the Oracle spell and replace it with True Seeing for the AI (the difference 5-6th level is minor). But that leaves 5th level slot for Divination empty.... And, believe it or not, I don't know how half of these illusions/dispel illusions spells even work in SR to begin with - I only use priest version in BG1 (I think it's level 3 Dispel invisibility...or Purge?) and for mages level 6 True Seeing (BG2-ToB). And that's the only two (three, if you count priest's True Seeing) spells I'd leave in the game. I agree that there's no point in having 5-6 spells dedicated to removing illusions. To make Mirror Images less annoying, I'd make all AoE spells not only bypass them, but destroy them instantly....that's actually already doable All being said, I'll think about the possible revisions to the system.
  6. It has always been like that. Casting from scrolls also doesn't abide targeting rules about invisibility. That being said, it's not something I like. I think TobEx has an option to change that, maybe EEs also.
  7. No. I'm undecided; werewolves or salamanders are my top pick. Trolls are fine, but I'd have to make them killable by other stuff not just fire/acid.
  8. Yeah, that's realistic. It's not like anyone could see her being the loudest thing in the room. This is spot on imo. But in my mind, it goes beyond bard singing. Humans don't depend on their sight alone; you can notice things that aren't in your vision range by other senses. Combat is loud. You can hear footsteps. As I said, I'd only nefr "normal" invisibilty; Imp. version I can live with by imagining it being more "magical" so one can'be detected at all. What could be done is a regexp patch - if a creature is; example; animal, kobold, gibberling, human with sufficent intelligence etc. to give them ability to remove invis if you venture close enough.
  9. -4 AC/saves is crazy. To my grief, EE hardcoded these into the opcode itself, and apart from a rather ugly workaround I see no way to change it. SR didn't allow even 4th level Imp.Invis. to have +4 to saves, yet in EE it does. Albeit it's an interesting idea... I'll see what I can do with 232, but I'm not overly convinced about the outcome. Yea, I was thinking about Shaman dance thingie (if that's 363). But if it doesn't work...
  10. You're looking at the wrong spell. SCS uses it's own version, browse for "summon death knight" and check the one with DW# prefix. It has two different effs, one for lawful mages (Bone Fiend) and one for chaotic (Nabassu). That's the one you want to change.
  11. Nabassu - it's a SCS (or aTweaks) issue. If you have "improved demons" from any of these mods they will overwrite SR versions (kind of), albeit only for enemies (aTweaks will change them for you as well I think). SCS will use SR versions, but clerical level 7 Gate spell will not summon a Death Knight but a Pit Fiend instead (SR version of it, I can't say what will happen if aTweaks is added also). That's very unfair, since Pit Fiend is about 10x more powerful than DK and your cleric will never have access to it. To fix it, you could use NInfinity (edit the spells that summon demons, you'll see ".eff file" use, change the creature summoned into what you deem fitting). As per Ogre Berserkers, odd. I've checked their files, they're labeled as summoned, I've checked Banishment, all seems fine. I remember a long time ago Banishment allowed for a save but that was removed....
  12. On above- there are a few more spells with this problem; at least in the code; can't vouch if they'll also fail when cast in game - Mesthil, Moment and a few more. All fixed locally.
  13. About this. I personally *hate* invisibility spells, potions, rings etc. It makes stealth skill virtually useless. So, I'd like to change this a bit. Am not sure how however - but something among these lines: 1) if you're alone (no PCs around you) invisibility works as it does now 2) if you're surrounded by enemies, they have a %-based chance of noticing you. 3) if you move, you become visible Now, I'm wondering about the implementation. Ad2) Use cast spell on condition/enemy in range x - cast spell x on enemy - spell x has % chance to remove invisibility. The more enemies around, the greater the chance to get busted. What I'm worried about is that it would remove stealth as well if I don't use 321 which is EE only. And I don't know if this would work at all, give how cast on condition is wonky. Ad3) I think it could be possible to make, at least on EEs, moving break invisibility. This would imo be perfect. If you want to stay invisble, stay in one place and be quiet. Stealth would actually become a useful skill, and rangers/thieves could be used as scouts as opposed to almighty level 2 spell under which a full-plated 6 DEX berserker explores the perils of the Sword Coast. AI however, couldn't cope with this perfectly, but whatever- maybe have a 3-6 second buffer window before you're "exposed". Toughts? Too drastic of a revision? I'd keep Imp.Invisibility line intact, this would only affect the cheapest invis options - level 2 spell, Ring of invis, Potions of invis.
  14. I already did that actually, it's in spell_rev/lib/kreso_ee.tph or similary named file. The problem with Divine power is much simpler, targeting on 321 is set to "preset target" instead "self" (btw, what's the difference anyway if the spell is cast on self anyway?! I'd assume it would stack, not that the entire spell would get blocked), that's what happens when you copy paste code parts.... How this mistake manages to crap out the entire spell with about 10 different opcodes used on it is beyond me, since 321 is applied as first. Bleh, at least fixing it is easy. @Hicuty To explain what happens - 321 opcode (I assume you use NI) makes the spell refresh itself w/o stacking with itself. On old engine, this could me somewhat mimicked, but was rather limited in how. Hence, SR on old engine would use opcode 206 (Protection from spell) to prevent stacking of certain spells. Since I prefer, and I guess most people do as well, refreshing rather than seeing "you cannot cast this spell until the current casting runs out" message, on EEs, you're able to refresh most of the buffs without worrying about stacking their effects. Thx for the report, I'd never catch that one.
  15. I don't know anything about how familiars work. For me, it's a thing taking space in backpack and giving HP....sorry.
  16. To chip in. 1) I'll upload a newer scs tweak version, all auto-summons are gone. 2) basilisks are gone from MSIX 3) my idea about MSIX were also (greater) werewolves; albeit not the same "kind" that exist in the game; they'd have less regen etc. I'm not too convinced about them however. The thing with anything "big" such as giants, is that their feet circle is "big" so they botch up a lot of places. The power level of them is however quite spot-on for lvl9 spell. I like the idea of trolls. Salamanders with som kind of elemental halberd weapon? Being fire-immune late game is nice.... 4) Demons have different scripts from "normal" summons. With SR, there's a 15% chance a demon will attack your party instead of enemies. They're kinda "special" and AI uses them, so I won't touch them. 5) "Form stability" is an exellent idea. And I've got just the place to put in in - given petrification is now countered by Break Enchantment, Freedom etc. Wizard 6th level spell Stone to Flesh will grant immunity to petrification. Given this is so very situational, this alone isn't nearly worth a 6th level slot. So the spell must do more than giving a simple immunity to a single disable. Ideas? Imprisonment (there's no more SI:Abj to work with) + polymorph immunity? And a new name for this spell would also be required. I believe in PnP there is Dimensional Anchor or something.... Btw, SCS AI doesn't recognize Potions of Mirrored eyes (yet), so any targeting done by basilisks is completely random. Even w/o SR, they won't notice any protection apart 1st level Pro Petrify spell.
  17. It' s being worked on. There are simply things I need to change from the ground up, and it takes more time than I tought it would. Example, EE players get this by default implemented with SR. However, it didn't/doesn't work porperly at all if one would also install "NWN Deflection" as well....it's fixed, however. On a sidenote, I also lost my WiFi connenction from my computer so now I have to use a prehistoric laptop to go online..
  18. Sorry this is taking so long. I started playing the damn game, found bugs, fixed, started playing again.....eheheeh. Old habits. Anyhow, I'm not keen on mantaining SR for EE1 alone. Making it work on old engine + new is already a lot for me and my time, let alone adding another game where all that is messed up is a few strings (a game which I hardly even played as a standalone). You've got a stable EET version guys, play that. So much more convinient...
  19. Revised saves are a "core" component of the mod. Unless you want your agile thieves to have worst saves vs evocations like fireball, leave that as it is. Dwarves, halflings and gnomes were (are) wildly imbalanced in vanilla saving throw system (+5 from level 1?!); I suggested that those be nerfed myself and Demi implemented it years ago in Kit Revisions. The shorty bonus is still there, but it is not nearly as crazy as vanilla. If you really want to have great saves, play pally or monk.
  20. Take a look at these, and determine if they are needed. Y, at least some are, will fix. Tnx. Nice to be here!
  21. hahahhahahahahahaaaha.....I'll check it out when I get the time. I don't mind Wish per se. It's an ok spell for it's level. It's the #Magical rest# option I can't stand since it's cheese galore on par with Boots of Speed. And AI won't use this particular Wish. Maybe to just remove this option.... Or, maybe even better, altough this is pretty hardcore - remove Wish spell from sorcerer selection list. Make the scroll into such that you cannot learn the spell. Net effect? You want Wish; great, go get those scrolls; GL finding them. Don't worry, I don't mind suggestions, if they're written in code even better.
  22. I've had people not only killed by planetars, but chunked by them in no-reload games, so I'm well aware of what a Planetar can do. In vanilla game however. Isn't that chunky part disabled with SR? The fact vorpal goes through low-level protections isn't something I can change. Also, since SR makes HLAs innates, I tought summoning one per rest isn't as crazy as summoning a new one if the first one dies. I'll think about it, but I see nothing wrong with adding few more options... ("make Planetars less OP"?) Like making (Limited) Wish a spell you can't cast in combat .
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