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kreso

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Everything posted by kreso

  1. The component "Nerf Insect-type spells and allow fireshields to block them" doesn't work as advertised. Insects bypass Fireshields (non-SR install).
  2. I remember a discussion about (Un)Holy Word spell. With haste/slow sectypes added, it gets a new sectype due to it having a slowing effect attached to it.This means that a) it dispels haste; which is fine b) haste counters it; which isn't fine It should probably have a "disabling" sectype imo. Also, I've noticed a lot of spells (mostly innates such as succubus charms and similar) can't be removed via Break Enchantment. I'll try to find and fix all of them.
  3. I'll fix all of them today. Check top of the page. I've also did some more tests, unfortunately there are spells I completely screwed up with AoE vs Deflections - mostly those that have opcode 146 somewhere on them.
  4. Fantastic. On a sidenote, and unrelated to above - I couldn't get the custom library file to work in v30. I only tried it two times; but it didn't work. The lib file shipped with SCS always got processed instead of a custom one (I edited .ini file to set a custom lib).
  5. Unrelated to above, Fire Lich in Fire Giant Lair (ToB) has a broken script.
  6. I hope you know that any Conjurer above level 17 will have these summoned the moment he appears on your map....
  7. 2 more: - in latest SR, HLAs are considered innates per default, so take this into consideration - clerical spell Gate is changed in SR (summons a Death Knight); but SCS tweaks this to call in a Pit Fiend. Which is bad.
  8. I'd be very happy for a "Dungeon-B-gone" type mod for SoD that skips through first dungeon, with an optional component that skips through whole BG city and puts you in the first wilderness area in SoD.
  9. I managed to replicate it on a clean BG2 install. Fwiw; as it is - you can CLUA in the creature it will crash the game, which leads me to believe that something about the creature is bugged. What bothers me even more is why the spell works on BGT, on EEs, and fails on vanilla BG2 install. It's script should also be rewritten (STATE_STONE_DEATH will never return true, needs to be replaced with HELD in SR). The easiest fix is to replace the creature (which will be gamebreaking anyway) with something less...troublesome. How, or why it happens I have no idea but I'll see what I can do. Ah, well, ain't I stupid. The problem is (and the answer to why this spell works on BGT, EETs and similar....I haven't tested on clean EE2 but whatever) - the animation the spell uses (BASILISK_GREATER) doesn't exist in BG2. Since I never use that install no wonder I couldn't replicate what happens. So, either SR should ship the animation to go with the spell, or replace the damn thing with another. What I can do on my end (as a quickfix) is make you a small mod (two days, give or take) that will replace the basilisk with my own custom replacement (a Werewolf which is a bit short on HP but has fast regeneration and is a real cutie).
  10. And it's roughly correct. I played a completionist run once (solo) which ended with cca 1,3 million XP. Divided by 6, you get approx this number. SoD would be a bit harder to estimate, but I reckon a party of 6 can get up to 350K XP in SoD alone. At max, a party of 6 could finsih BG1+SoD at just below 600 000 XP.
  11. Also, it seems that it's like AstroBryGuy says above. The problem seems to be in the fact that Backbiter spear has "cursed" flag on it. If it's not flagged as such, Osmadi works fine.
  12. Fwiw, I can also say that Osmadi will crash the game on Revisions install; crash happens instantly after his buff sequence.
  13. This is neothelid's psionics, I don't think it should be affected by Deflection? I only checked 2 parameters when doing this, spell power > 0 (not an innate) and projectile. This has a spell power of 1.
  14. It should work the same as any summoning spell, you don't need to be in combat. Bats are small and easy to miss however. I've just tried out the spell and it works fine....
  15. Can you give more info on your crash? Do you get an error message? If yes, what is it? Tried CLUAing the basilisk creature? If you have NearInfinity, you can change the summoned creature from this spell to something else and see if that works.
  16. The bug above will happen with more spells. Even including some introduced by EE. I've fixed all such issues (link); Demi, agb1 - replace the NWN Deflection file with this one. For those using latest SR version, to fix this you need to reinstall the "NWN Deflection" SR component. If you already installed SCS or whatever over it, to fix the spells open up spell_rev/backup, look for last folder there, and copy spells that have 8 letters in their name to your game's override folder. There's probably at least one spell on any kind of install that will cause infinite loop and eventually lead to crash when someone decides to use it. The problematic names are: bdneoawe bw05sp00 bw05sp01 bw05sp04 bw05sp05 melspl07 ohbdemi2 ntspwi81 ohbquake ohbwi304 spblun29 spcl911b spcryo01 spctmd01 spogre01 Sorry for the incovinience. I'll fix this properly in a few days, for now all these spells are disabled on install.
  17. I've identified the problem. Look at the spell names from Grey Clan: BW05SP04.spl BW05SP11.spl etc. Look vanilla spell names sppr304.spl spwi305.spl Deflection code creates a copy of the spell and names it /spellname+*D*/. Add one letter extra to Grey Clan spells and count them (BW05SP04D). Game cannot read the new spells, uses the original spell instead of a sub-spell and creates a perpetuum mobile looping effect which melts down Infinity engine. Look at all the pretty colours: Fixed by renaming the spell:
  18. Open up save game, edit Keldorn, probably under "effects" tab. The thing you're looking for is something along "play visual effect" line or similar, probably one of the last effects listed there. Once you find it, delete it.
  19. Try installing nothing but Spell Revisions on your game. If you can reproduce the bug, it's SR. If you can't, some mod is making a mess out of basilisk animation or their weapons. You can run a change-log on basilisk creature to see what mod alters it, then use the creature stored in mod's backup. If all fails, replace the creature summoned with somthing else. It's very hard to fix a bug that no one seems to have but you and which I cannot reproduce.
  20. This bug is still here? Lol... Yea, it's possible via Shadowkeeper.
  21. The only thing I did with these spells is made them act properly when "NWN style deflection" is installed. Why these act different from 100+ other spells I included in that code is beyond me. Anyhow, I've removed all code tweaking spells from mods of unknown origin, all megamods and similar; I don't know why I bothered with this in the first place. Replace the file in SR/components with this one.
  22. It shouldn't matter which version u use, it's the same file - I've just tried it out on old engine, works properly. I'll try to reproduce this tomorrow, but I wouldn't get my hopes up..
  23. Try this. Put in your override, try summoning again, see if it crashes. It's the basilisk file from my override.
  24. I don't regard that as a bug. The wording of the wish is: "I wish for my enemies' magical defences to be utterly destroyed!" It doesn't say "Unless they're protected from Spell Shield". And from a source-material perspective, Wish certainly shouldn't be being blocked by a sub-9th level spell. Having said which, if SR changes this it won't break anything in SCS. Tnx for explaining. I'll revert it back then. Thinking of it; Spell Shield doesn't block even normal Breach with SR anymore, so that's clearly wrong on SR's side.
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