Jump to content

kreso

Modders
  • Posts

    2,693
  • Joined

  • Last visited

Everything posted by kreso

  1. Yes. I'm too drunk and I hit my head trying to open the car door so....tomorrow or Sunday. Weidu = Chinese for me right now. No pun intended.
  2. This would pretty much be able to go into a seperate mod. Game uses gazillion different charms, deciding what should and what shouldn't go through rage, coding it and making sure AI understands that.....bleh. Not to forget you got some basic stuff like Valygar's armor. Why would it protect you vs high-end charming magics? Going this way is digging a deep, deep hole..... This is probably for another forum - anyhow, KR Rage doesn't block neither Maze nor Imprisonment.
  3. This would take a lot of manual work to tweak; since there is already a 206 vs them on Pro x spells.
  4. It's pretty much done actually. I still need to go through some other damage sources (i.e. traps etc.) that exist in vanilla game (in my case, EET). I won't cover other mods' resources with this code, simply because I feel that every modder should decide for himself if he wants this implemented or not. Well it means that for now, the nonEE game has the same attributes as the EE game and they both work.What kreso then intends to add, is stuff that's not featured in the nonEE games, so they won't be installed there either. It will always work fine on old engine; at least v4 that is currently in development. I don't know what Demi's plans for the future are - myself, I'd wrap up v4, fix the bugs; call this a "final old-engine version that works on EEs as well" and develop more only for EEs. There's no point in looking back anymore, and some stuff from EEs can't be done on old game. Which brings me to another issue - spell stacking. Example, in vanilla (non-baldurdash or fixpacked) game you could stack things such as Armor of Faith. This is fixed, but with EE we can do better than having "protection from spell" limitation. Now, we can "refresh" duration and avoid stacking. Imo, that would be cool, not many spells would need to be tweaked, it works like this in EE spell system, and it's trivial to code.
  5. This discusion is about as old as vanilla BG2. I'm not convinced either. Note that the code used is like this (this is for rage, not free action): It's very easy to change it. Note that AI mods (at least those "relevant" such as aTweaks; and SCS as well) consider Free Action a blocking trigger for Stun. The problem with LMD, VT and Energy Drain is the same as in vanilla game. You can easilly block what happens to your enemies. But how do you block HP bonus caster gets? Ever tried vanilla Foebane +5? MR stops Larloch's Drain from working on enemies, but rest assured, your HP goes up. I think it might be solved in a manner described above; I haven't tried it. This issue is also as old as BG2; or even BG1. No mod fixes that, many have tried. Improved Anvil makes these spells bypass MR completely to "fix" it, but that's not really an option here. Well, the desc says "a feeling of doom overwhelms the target". I think raging berserkers should be immune to stuff that affects their emotions. Heh. I know - not all spells can be handled easilly. That's why I posted the above spell list. Same could be said for Flame Arrow with it's missile damage. Why should fire immunity block it? Yea...this is all easy enough to do, it's just that it's kinda pointless. I've never, ever, experienced a character getting blinded and then hit with Color Spray. Don't worry. Note that SR already includes much of this, pretty much everything actually. Demi hated the pre-Tobex "no-damage spell disruption" so he already included everything he could even in the old engine. Ofc, there were limitations and this way is much more convinient. (example, Pro Acid blocks acidic stuff fully. Vitriolic sphere doesn't get blocked, probably an oversight - with the EE-only code it's simply much easier to keep track of such stuff).
  6. Some bugs and inconsistencies: - amul17 has "protection from icon" - Held. It shouldn't, the icon gets displayed on spells and effects this item doesn't give immunity to. It should probably be reworked into a bunch of 206 effects against spells. - brac16 (blinding strike) - spell used is a 3 round WW attack if you use Kit Revisions - brac26, monk/kensai gauntlets; SET AC to 3. This is ok for a kensai, but it is a horrible effect for a monk. At least in EEs, these can be tweaked so that monks get AC bonus, kensai's AC gets set.?? Would look odd thou. - clck06 - cloak of Non.Detection. Why not make this work as SR's Non-Detection spell? - clck31 can cast Mantle. This is Prismatic Sphere with SR. - leat08; Shadow armor. I'd rework this item. It's descritpion hints it's "insubstantial". Thus, physical resistance has no place there. I'd make it work as 3rd level spell Ghost armor; buffing it's AC instead. - leat24 - has kind of haste effect and slow immunity...this is hard to do properly. Given it's immunity to haste, it will prevent sec type removal from working. Given how immunity to slow works (it won't cover all sources) you may still get slowed and you won't be able to remove slow effect. - npchan - Valy's armor, has "hidden" charm immunity. I'd leave it there, numerous mods check against this item for charm castings. I'd also make Non-Detection a la SR version of it. - npcloak - Cernd's cloak. Descrption states immunites, but it hasn't any. It also adds AC, description says nothing about it. - npplat - Keldorn's armor - has 50% res to MD, description says 40. - npstaf - has immunity to insect spells, casting speed bonus isn't there. - npsw01 -mazzy sword- description says it slows the target, it should be "reduces movement speed". - plat13 should be reworked. Immunity to level 1 and 2 spells is more a detriment than a boon by the time you get this. - plat22 - should this be a splint mail? - potn14 - Oil of speed.... why not make potions/wands a part of SR? Much less hassle.... - ring05 - invisibility lasts for 8 hours. Too long I reckon... - ring27 casts "fireshield:red" type of spell that makes you immune to various stuff. It shouldn't; since the immunities stay on even if ring is removed and you don't have 100% fire resistance. - ring28 - on EE it could have immunity to that shaman AoE spell - ring34 casts Spell Turning. This will cause AI issues for sure. What one could do is tweak it similar to Rod of Absorption - one spell (any level) turned back. But - if you turn back an AoE spell it will look awful, to say the least. - sw2h06, Spiders Bane - it needs 206 stuff added vs Web resources (bdspidga, spdr201, spin575, spin683, spwi215, wand14), other stuff (prevent web icon, hold) needs to go. belt10b.spl - thac0 and attack bonus have power of 1 should be 0 dvslothl.spl - same as above clck25b.spl should have a power level (3) or it kills everything . Keep in mind that most, if not all, SCS mages use some kind of Globe. The way it is now it will fry liches, rakshasa, and any mage foolish enough to cast sequencered magic missiles at a character wielding this item.
  7. Here's the big plan for EE. With use of 318 opcode, many nice things are possible. List of spells and what I plan to add (I hav the code working for Grease already; the rest is copy/paste... pretty much.) Now why is this so cool? 1) Deflection stuff doesn't block spells you are already immune to. This is already partially implemented in SR. But there's no way to implement this the way EE can. Example. Your mage has ring of fire resistance+ drinks a potion of fire resistance. 100% fire immunity. Yet, Firestorm will deplete his Deflections quickly. In EE, it doesn't matter anymore where does this fire immunity come from - spell, item, kit. If it's 100% - immunity to spell may be added. 2) all sources are covered, regardless of how much spells are tweaked. You want a berserker-mage not to suffer from Symbol:Stun draining his Deflection charges since he's immune to it anyway? Here's a long list - I may have missed something (HLAs etc., but they're pretty straightforward) SPWI103 Burning Hands - fire resistance blocks it SPWI104 Charm Person - I'll try a CLONE here. Whatever has immunity to charm makes you immune to this spell. SPWI105 Colour Spray - ?? SPWI106 Blindness (fog) - CLONE, pro blindness should make one immune to it SPWI112 Magic Missile - 100% magic damage immunity SPWI115 Shocking Grasp - 100% electric immunity SPWI116 Sleep - CLONE, whatever makes one sleep immune grants 318 vs this SPWI118 Chromatic Orb - ?? Magic damage, but effects should go through SPWI119 Larloch's Minor Drain - Undead immune, should pro mag damage block it? The bad thing is how this spell (and VT) work with HP added to caster..... SPWI125 Spook - Resist Fear effects blocks SPWI205 Horror - same as above SPWI211 Melf's Acid Arrow - 100% acid immunity should block it (should it? It does piercing damage as well) SPWI213 Stinking Cloud - I don't need 318 for it, but pro disease should prevent it SPWI215 Web - long-standing bug where spiders get slowed by their own webs, will try to fix it SPWI217 Agannazar's Scorcher - pro fire SPWI303 Flame Arrow - same as Melf Acid Arrow. Should pro fire block it fully? SPWI304 Fireball - pro fire SPWI306 Hold Person - free action stuff SPWI308 Lightning Bolt - 100% electrical immunity SPWI312 Slow - free action stuff SPWI313 Skull Trap - mag damage immunity SPWI314 Vampiric Touch - same issue as with LMD. It shouldn't affect Undead and similar however. SPWI316 Dire Charm - CLONe SPWI401 Confusion - CLONE SPWI403 Fire Shield (Blue) - Mesthil's Acid - 100% Acid res blocks it SPWI404 Ice Storm - 100% cold res SPWI411 Emotion - CC, SI:Enchant, Rage SPWI418 Fire Sheild (Red) - pro fire SPWI502 Cloudkill - poison resist SPWI503 Cone of Cold - cold resist SPWI506 Domination - same as charms SPWI507 Hold Monster - free action stuff SPWI509 Feeblemind - CLONE SPWI523 Sunfire - 100% fire res SPWI604 Flesh to Stone - already done (currently, all creatures immune to petrficiation are immune to this spell's petrifying effects. They're not immune to it's slowing effect however. should it be tweaked?) SPWI612 Power Word Silence - Si:Enchant will be used for all PWs SPWI614 Death Fog - 100% Acid Res SPWI615 Chain Lightning - 100% Lightning res SPWI616 Disintegrate - 100% Magic damage res (should Death Ward block this? I think no....) SPWI711 Sphere of Chaos - ?? SPWI712 Delayed Blast Fireball - 100% fire immune SPWI713 Finger of death - I made AI cast this spell even against Death Ward. Can be reworked. Toughts? I'd leave it as it is - it's a shame to waste good damage potential. SPWI715 Powerword Stun - free action, rage, SI:Ench, CCommands SPWI810 Incendiary Cloud - 100% fire res SPWI812 Abi-Dalzim's Horrid Wilting - 100% MD resistance SPWI815 Power Word Blind - SI:Enchantment SPWI816 Symbol Stun - Free Action stuff, Rage SPWI817 Symbol Death - Death Ward SPWI818 Bigby's Clenched Fist (icy grasp) - I don't think 100% cold res should block it SPWI911 Meteor Swarm - 100% fire res SPWI912 Power Word Kill - SI:Enchantment; death ward SPWI913 Wail of the Banshee - deaf and death ward SPWI914 Energy Drain - same issue as with LMD & VT. Caster will gain benefits even if target is immune. May be possible to hack it - target of this spell gains a cast spell on conditon-last hit by as the first effect. In that contingency are the resources that benefit the caster (hp, caster level etc.) Now, making those immune to level drain immune to Energy Drain would prevent caster from benefiting by casting this spell on them. Untested; should work in theory I guess. SPPR105 Entangle - free action. Crazy idea. Why not make exceptionally strong people immune to this crap? SPPR113 Doom - SI:Ench, Rage? It affects emotions... SPPR208 Hold Person - same as wizard version SPPR302 Call Lightning - 100% lighting resistance SPPR304 Glyph of Warding - same SPPR313 Holy Smite SPPR314 Unholy Blight - I don't think Magic Damage resistance should block these spells. They have extra effects. SPPR405 Mental Dominaion - charm immunities SPPR411 Poison - 100% poison immunity SPPR416 Cloak of Fear - fear immunity SPPR503 Flame Strike - 100% Fire res SPPR512 Greater Command - sleep stuff SPPR609 False Dawn - should being blind prevent this? The problem is that this spell actually blinds stuff.... SPPR610 Dolorous Decay - pro disease? SPPR704 Nature's Beauty - blinded immune to it. It charms, but that's so common immunity...?? SPPR705 Fire Storm - 100% fire res SPPR706 Symbol Fear (disease) - pro disease SPPR707 Sunray - same as False Dawn SPPR710 Holy Word SPPR715 Unholy Word - deaf shouldn't be hearing it, probably irrelevant. SPPR718 Symbol Stun - stun immunity sources SPPR719 Symbol Death - death ward As you can see, there's a good deal of stuff to do.
  8. Same here, issue fixed by removing the problematic wed file.
  9. Yea, this is also a CTD. I'll check the creatures spawning there and area script now.
  10. Yes, game crashes then; regardless of the entry point. To show the issue: Red arrow is a CTD whitout even traveling to Lighthouse. Green arrow allows for Lighthouse, but crashes somewhere above where the party stands when I go that route.
  11. The latest uploaded version is linked here - I can't edit Demi's posts. In all honesty, I'd wait a few days. It will be worth of it, especially if you r using EE. I'd also tweak some of SR spells (namely, Haste, Globes, and Spell Trap) but I need Demi's confirmation on it.
  12. ~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.1 The map icon is there, all is good until I want to go to that area. Cursor shows as if "loading" but nothing happens, I can only exit via ctrl-alt-del. The area itself (when entered by CLUA) works just fine. The crash with lighthouse happened (and was reported) with the previous version of lighthouse mod (the one that was still installed in BGEE part of EET). For me it did not happen again with the recent version of the mod (installed after EET). There was an issue with entry point but I did not persue it further, thinking that the new version had resolved it. PS I used BP_BGT WMap when it happened. It only happened at the first visit to the area, once been there you could go there again normally. Tnx Roxanne - this pretty much shows the issue - it's about the entry point. If I go there from Bassilus area; game crashes. If I go there from Gnoll Stronghold (or any south area) Lighthouse map loads and works fine. I'm using the version that installs after EET core. However, even after area loaded once game consistently crashes when entering via this point. I can't really help fix this since I'm clueless about how map works. As per Sandrah - her armor seems to have some odd 146 effect that casts some LCarmor stuff. Afaik (I may be wrong here) this is from 1ppv4 (avatar switching?). I'm kinda starting to like this mod; albeit there are some issues I have with it. - is it meant to be so hard? Now; I don't know if this is some odd mods' compilation I'm using- but - Tenya's bowl will not be returned any time soon. Some Priest of Talos; dressed in a blue plate, casts Energy Drain; over and over again. LOL. Level 9 (!) spell! - Greywolf comes with company of no less than three 15 level fighters, with grandmastery in bows stacked with +2 arrows. I felt like a pincushion there. While I can understand the need to buff this encounter up; level 15 is a bit of an overkill here. - the cave in Gnoll Stronghold has some new inhabitants (shadow, zombie lord), quite challenging. - is it possible to somehow remove that dog (Haiass) from the party? I find him utterly annoying. Will I break anything if I edit the script that creates him? I tried to CTRL-y him, but Sandrah ressurected him. Now he's lost somewhere, whistle won't work, and Sandrah constantly tries to cast "cure x wounds" on him. I'm planning on restarting the game and I really don't want him there. Will I loose some content?
  13. Only SR's last component should be detected; maybe someone somewhere wants to play w/o SCS and with aTweaks + Revisions. Speaking of which, aTweaks uses SSL as well, so it could be tweaked a la SR-SCS...
  14. May be not the right place to report this; but anyway - game (EET) bugs out on Lighthouse map. I cannot enter it via map, the only way to get there is via cheat console. Game crahes if I try to enter the area in a "normal" way. Is it a known issue? I have a "megamod" install currently, with all the "big mods" availble (TDD, DSoTSC, NSoTSC, Sandrah) + Revisions + SCS.
  15. New version of SCS-SR will be uploaded when I'm done with some SR stuff. Some screenies: - Tarnesh in action, now he summons two Slimes asap when he goes hostile: Modified Basilisk behavior. Previosly, they'd "petrify" you and then hit you with gaze again and again. No more - if you get held by their gaze they'll attack in melee to chew you up. Some additional SCS components will be skipped if IR install is present. Additionaly, I've fully modified "NWN-style Deflection" code. One problem that arises is from install order. SR should by default be installed before SCS. Then you have aTweaks, which goes *after* SCS. So how do you catch aTweaks spells in the code? There are two ways. One, modifying aTweaks that if this particular SR component is present it modifies it's own spells accordingly. It's not much work (Ardanis wrote the code, it's only a matter of adding the relevant spells to it) I could do it myself in 30 minutes of spell browsing through an editor to check for spells that should be blocked. However, this would need to be included in aTweaks. Second way is to install SR component "NWN-deflection" after aTweaks. This would mean that SR install changes similar to IR - you install some stuff earlier, and one component fairly late in install. Ideas?
  16. How about Greater Werewolves for MSIX? They fit the monster theme, are stronger then Umbers and have insane regeneration as a "special treat".
  17. Lot of progress. I've covered all BG1/BG2/SoD/ToB/Ascension/some megamods like TDD, NToTSC, DSoTSC, Sandrah Saga, Item Revisons and similar resources - all AoE spells added to Deflection code. There are a few inconsistencies (i.e. sometimes an innate would have a spell power = 0, sometimes anything > 0; but I didn't tweak those numbers any; considering the mod or game makers should know what they're doing). If the spell power is 0 Deflection won't stop it, in other cases will. Anyhow, the code will make the changes only if the spell is present in the game, if not it's skipped. I've also fixed some SR stuff with the code, it should be rather grand now. Next to do is strictly for EE players - given the new EE stuff (318 STAT). I'll patch all applicable spells with this sheer awesomeness. This will take a while since I need to go on a spell-by-spell basis (again) but the result will be outright incredible. No more damage animations from fire damage on creatures immune to fire (even w/o spell buffs), no more 0 damage spell disruption, blind targets won't suffer from things such as nature's beauty and similar.
  18. I really don't know about extra spell slots. I never had this bug. What I'd do: 1) kill the 2nd PC, raise him, see if it changes anything 2) check your level, should you be getting the spell slots in the first place 3) maybe a memorized spell is missing an icon? 4) check via EE keeper what spells you have 5) removing the items 6) create a new character and see if he has same issues Yea, it's a long list and it's not even complete - but a million miles journey starts with a single step.
  19. This is fairly odd what's happening, but I don't think it has anything to do with SR.... Anyhow, a small "spoiler" - this is my To-Do list for SR. May not make a lot of sense since my notes are a proper mess, but just to get a hint of what's going on (not complete, I still need to go through all clerical spells and traps and some monster innates. And since I'm a nice guy, I'll go through some mod-added resources as well)
  20. Tnx Roxanne - I just needed to know that IWD-in-EET doesn't depend on Beamdog's update.
  21. Is the above true; i.e. does Beamdog need to update IWD:EE for this epicness to become reality? I have no desire to play IWD as a standalone, but IWD-in-EET (IWD2 as well???) just seems too awesome not to play....
  22. It is. The unfortunate thing is that it will always be the same kit. It will have random Chain contingency, Sequencer, Trigger, and spells cast will be in a somewhat random order.
  23. I personally use unlimited for all, I hate micromanaging my inventory and if someone can carry a dozen armors, 999 arrows won't make a difference....
  24. Well, Spell Turning doesn't even exist anymore so....T-down for beholders then. On a good side, I've just tested the random Lich (lich01) spawn. Alacrity, Planetar, Energy Blades etc.galore. P.S. Same thing which you describe (bait out Banishment, summon better monsters) will happen with basilisk as well. MS should definitely need a non-casting summon. Or at least something that has a "spellbook".
  25. Yea, but that won't help SR much in any case. Beholder could maybe just use vanilla script (i.e. shoot the damn rays around at enemies).
×
×
  • Create New...