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geg_Ma3gau

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Everything posted by geg_Ma3gau

  1. Has anyone seen AI clerics using Harm spell?
  2. Well, what can i say. protection from acid is now a must have spell )) A natural counter to mage's acid shield.
  3. This, I suspect. Don't use old savegames with new mod installs. Only restarting the game helps? or maybe the newly spawned trolls will be fixed? I actually killed him after i rested the party. No other trolls get bugged like this.
  4. HAving trouble defeating Torgal. Everyone else in the room is defeated, Torgal is standing and just not dying. Is there any way around this bug? I ve heard you fixed that in the newer patch, but my savegame seems to be older then your patch so i have a buggy troll. Resting and trying again helped. Thats a few bits too much bugs then desired )
  5. @Arda do you mean I don't have to replace "LAF ds_altered_spell bla bla" for spwi590? Replacing the line after spwi510 and removing the one after spwi590 does the trick? Animal Summoning I Let's give these bats a chance then and hope EE didn't fucked this animation too. I like the combo with Obscuring Mist. Good suggestion guys. Death Knight vs Cacofiend Leaving aside SCS compatibility (it checks for Death Knights when SR is installed), I do think getting DKs is way more interesting than having one more fiend summoning variant (we already have Summon Fiend and Gate). It also gives Necromancers a deserved high lvl minion, while Conjurer keeps the top tier fiends. I could "restore" the lost fiend (Cornugon?) on a different spell, or use it as entry lvl summon for the 8th lvl spell, but overall I don't understand what's special about it. Conjurers already have 2 genies, the anti-spellcaster hakeashar, and soon a cool MSVII too. Do they really need one more summon in that spell slot? Death knight vs cacofiend? Well im fine with both but you know the nabassu(7), glabrezu(8) and pit fiend(9) were a TRIO, and now they lost nabassu Summon cacofiend used to summon nabassu. Maybe just give an option to switch between the two or its just too heavy on programming?
  6. It depends, are you talking about vanilla's 3/day Silence or IR "on hit" Silence? If it's the former, the code should be update to affect it yes (minor issue imo though as power lvls on them without IR were a random joke), if it's the latter than all of those spell-like effects have power lvl set to 0 on purpose and do not consume SD. This may be significant because Namarra's silence is with -5 save penalty.
  7. The "breach doesnt remove fire shield / acid sheath" is a bit over the top? Need pretty much exclusively high level remove magic to be able to remove those effectively. Otherwise dont bother attacking mages EDIT: or we could just memo a bit more prot from acid/fire, use potions and resistance items ))).
  8. And then run SR install, right? Or scs install. Btw how do you keep the old summon cacofiend spell instead of the death knight spell? It's SCS that will be fixing Spell Shield, and SCS file you should be editing. Install SR as it is, comment out sppr703.spl and spwi707.spl if you don't want DKs from spell_rev/components/main_component.tpa. I wouldn't suggest that if you plan on using SCS - if SCS detects SR, it builds it's own summons from SR ones - which won't exist. I don't know what happens then. After SR, install SCS (edit the file mentioned above before you run install on SCS). Ok, that worked for me i tested it and the opponent mages removed my spell shield with secret word. 1 more question please do i need to make some sort of spellbook replacements using EE keeper on my existing savegames which had "old" bugged spellshield? I ve noticed there are at least 3 spell shields in the EE keeper spells browser.
  9. And then run SR install, right? Or scs install. Btw how do you keep the old summon cacofiend spell instead of the death knight spell?
  10. Spell shield not yet fixed? Can i update the spell revisions installed with SCS without reinstalling scs? I need to update all my party's spellbooks? EDIT: Oh, yes scs autoreinstalls.
  11. With your weidu log the only thing I can say is...WTF?!? Seriously, I have no idea how a Bone Fiend could end up there without aTweaks, Refinements or anything similar. Regarding your weidu-log... - Antimagic attacks penetrate improved invisibility is kinda redundant with SR imo - do not install Allow individual versions of Spell Immunity, considering what SR does with SI it may only cause inconsistencies - large, flying, non-solid or similar creatures are already immune to Web and Entangle within SR. I actually did many more similar tweaks within SR. - SR already handles Magically Created Weapons - Remove Delay for Magical Traps is redundant with SR (look who's the author of that tweak ) I have a suspicion about SCS. You know what, SCS uses diffirent level 7 fiend summon: nabassu(summon cacofiend). And it could be that the fiend summoned by the mages at least opponents depent on their alignment or something. This is really weird stuff ill have to reproduce it again to make sure but i ve seen it with my own eyes. and i couldnt hurt the fiend with +3
  12. Ehm...Death Knights should not be able to summon demons. It sounds like you installed aTweaks demons, but even then, no demon or devil should be immune to +3 weapons. No idea what going on. Can you post you weidu-log? Improved Invisibility Yes I do. Say thanks to EE that turned it into a hardcoded "feature". AoE spells vs. Spell Deflection It depends, are you talking about vanilla's 3/day Silence or IR "on hit" Silence? If it's the former, the code should be update to affect it yes (minor issue imo though as power lvls on them without IR were a random joke), if it's the latter than all of those spell-like effects have power lvl set to 0 on purpose and do not consume SD. You got me wrong. The mage summoned a bone fiend, instead of the demon knight. The log showed summon death knight spell. There were NO demon knights summoned de facto, but the spell was summon death knight and it actually resulted in a bone fiend. which couldnt be hit with liliacor +3. wtf? let me post the weidu Edited by Demi to add spoiler tags.
  13. By the way. I ve just had that: a hostile mage cast summon demon knight and he actually summoned a bone fiend which i couldnt hurt with +3 Liliacor. Weird stuff? Then, you already know the bug about improved invis giving - 4 saves on bgee installs. Also, i might be mistaken but i think that item-cast AOE spells like the Namarra's silence ignore the "deflection protects against the AOE spells" option and goes through it.
  14. But then, the game will reinstall SCS & tweaks automatically? sign me in lol ). Hopefully someone will let us know when the spell shield is fixed so that we reinstall etc.
  15. Can you explain what was fixed about dispel magic, dispelling screen an spell shield? I need to understand if i have to reinstall. CVan i reinstall on top of SR 4, SCS and tweakpack? Ill have to add the new spells to my character manually?
  16. Guys can you mod this game so that the scripted dialogue bosses like irenicus etc are still vulnerable to spells like dominate, desintegrate, flesh to stone, finger of death, polymorph other etc. its always been irritating for me that the most difficult opponents ignore these while save or die are actually best suited against the tough opponents .
  17. Probably because you have that SCS component. kreso is describing how SR works if you don't use that SCS component. In that case you would change around the order of the steps in your plan, to (I think) [3], [1], [4]. I've already expressed my opinions on PfMW and I don't want to thread-jack here, so I'll spoiler my response: Ok i understand now. Is this behaviour of Spell rev TS component regarding targeting invis mages compatible with SCS AI? Basically, i might want to stick with SCS behaviour on this one im not sure. What are the pros and cons of each one of them? Seems to me, the spell rev TS behaviour will make it even harder to take out mages and it may be unneccessary.
  18. I think i ve secret worded imp invisible opponents without TS. My mage doesnt have TS yet, only my inquisitor does. I ll pay my attention the next time im doing a mage battle and let you know how it works for me.
  19. But then i dont understand where this plan fails point it? 1)secret word etc removes dispelling screen from a partially invisible opponent 2)dispel magic removes non detection 3) true seeing etc 4) breach etc
  20. This is all weird because SCS deliberately has the component "antimagic spells can target partially invisible creatures". those are spells like spell thrust, pierce magic, secret word, spellstrike etc So you re free to dispel spell protections and you want to remove particularly dispelling screen and then hit the oppoennt with a dispel/remove to get rid of non detection and then a true seeing or a similar spell will solve your problem. I dont understand what you guys mean rly. maybe i dont understand something. I havent played SR v4 this far to have mages with nondetection regularly. PFMW? yes mages are powerful, but you re supposed to live long enough to be able to tear down their defences and destroy them.
  21. First, you must remove dispelling screen which may be layered beneath spell shield and/or spell turning/deflection/trap. Then, you hit the mage with dispel/remove magic so that you dispel his non detection.
  22. There also has always been one lingering issue. If the spells land together at the same time, they share the saving throw. For example, trigger with 3 x polymorph other gives the target only 1 save for all three. So the spells are wasted basically. Also, can anyone knowledgeble explain is there a diffirence between charm and domination immunity?
  23. A few ideas i ve had for a long time. 1) Nerf Feeblemind a bit. Feebleminded AI opponents lose ability to fight, they just stand there and look silly even though they probably could keep smacking you even with 3 int/wis/cha. You can feeblemind even dragons i think? 2) Redo triggers and contingencies for convenience. You should be able to set them once and then after every following rest you should have them online automatically.
  24. Guys i ve got a question. So as you can remember many demons in SCS have at will abilities. For example, in SCS glabrezus had confusion, remove magic and power word stun at will. Spell revisions seem to override at will thing and replace it with "at will once per 5 rounds". Do spell revisions do that for all demons, even non summonable like (now non summonable) nabassus, corungons etc? Can we have a readme on that and possibly an option to choose "at will" or "at will every 5 rounds"? Also, i quite like the new spell deflections aka NWN's spell mantle. Does the Spell trap also protect from AOE or not? EDIT: also, while i like the demon knight, i kinda miss the old lvl 7 fiend summon, the SCS' Nabassu. Its kinda a bit more in line with lvl 8 and lvl 9 ones because its a big winged horned creature and all.
  25. Sorry, my fault everything is fine.
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