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About Simon280586

  1. Interesting. Hope the changes work out for you, they seemed to do the trick for me.
  2. I have the component 'Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30' installed, but having just picked up the cloak in ToB I noticed that the animation was still active. A change log of the .itm file (clck26) shows this: So no mention of the component actually editing the file. Weidu log: Having looked at the mirror_cloak.tpa file in stratagems/ease, it's easy to make the change manually. But maybe someone can figure out why this didn't install?
  3. Interesting, thanks. Frame rate issues aside, it's basically impossible to see what's going on. For reference, the area is AR3010, and the Glabrezus are either teltan1.cre or teltan2.cre. Actually, watching this video of an SCS playthrough, the projectile effects appear much less obtrusive. I suspect that the 1ppv4 component 'softer spell effects' is what is making them more visible in my game. Here's what I see in comparison. I believe that these 1pp effects are also implemented in BG2EE, which may explain why there was that post on the Beamdog forums. critto, do you happen to know how I can disable these effects from the summoning spells in my game? (edit - setting 'projectile effect' to none (1) in the 'spell ability' section of these summoning spells seems to do the trick)
  4. In Watcher's Keep 3rd level (Maze) there's a room with a rune-covered pillar that says 'These are runes of warding. They speak of the Imprisoned One and are sealed with helm's symbol.' In this room there are 6 Glabrezus. Each continually summons fire elementals and salamanders, as well as having fire shields up and creating various AoE clouds. Very quickly the frame rate drops to single digits. There seems to be no limit to their summoning abilities. It's such a tiny room that even a fight with 6 Glabrezus (who all have PfMW) would be a challenge, without all the summons and clouds. Is this encounter working as intended? I found a thread about this on the Beamdog forums too: http://forums.beamdog.com/discussion/31139/watchers-keep-maze-scs edit: I notice that the clouds are created by each Glabrezu at the same time as they summon a creature, yet the combat log makes no mention of them. It seems to me that this must be a bug, because the result is that there are up to 30 cloud effects being rendered at the same time (each demon summons 5 creatures).
  5. Maybe I misunderstood you - I didn't get anyone coming in from outside, I just got people coming in from the area to the North-East which is connected by that walkway on the right. People coming from outside is weird, I don't know what could cause that if they weren't already hostile.
  6. I have the same issue (though the messages seem to be infinite). I can confirm that the ini tweak suggested by polytope corrects this problem, but I was wondering whether that feature is actually used by SCS (or other mods), i.e. does disabling it come at a cost? Here's the description from the Tobex documentation: Cheers.
  7. I played this recently, and it's the only fight in my playthrough that I gave up on due to difficulty. I think it's because the 'better calls for help' part of SCS eventually draws everyone in the area towards you, whereas in vanilla I think this area would have been two separate fights (though I'm not 100% sure). This makes sense, given that it's such a small area, but it does mean that you have to fight an overwhelming number of opponents (with magic resistance!). Also, from the SCS readme it appears that SCS adds even more opponents: Like you, I found that each attempt went on for ages and was mostly a matter of melee attrition, and more opponents kept pouring in from the right. Made harder for the fact that there's no chokepoints or areas to retreat to. edit: I was also fairly high level when I went to the Underdark, having completed most Chapter 2 quests already.
  8. Interesting, thanks for reading up on this (not being a modder myself a lot of it is beyond my understanding). That seems like an interesting mod, I look forward to trying it sometime.
  9. Yep, that seems to be what's happening. On another note, Galactygon mentioned above that: I wonder why they don't seem to burn through immunities in my game, given that I can't see any opcodes in lich.itm protecting against those spells?
  10. In the SCS forum, GrimJim mentioned that the Beta Core Fixes from the Fixpack (which I have installed) sets the Secret Word effects to level 5. I found an interesting discussion on this issue here. That makes conceptual sense to me (burning through immunities). I checked and both spells in my game are set to that type. But I had a look at lich.itm and there's no opcode 206 relating to either of those spells, as far as I can tell.
  11. No worries! I just tested it and the repeating dialogue seems to be fixed. Thanks.
  12. Well, there she is! Standing directly on top of poor Jan. Thanks!
  13. Thanks for the update! I have a save game where the Gaelan dialogue was repeating. I'm happy to test (I've got a backup copy of my installation directory), but what's the best way of doing so? Do I have to uninstall v10 first? Cheers.
  14. Ah, that explains it! I do indeed have that component installed. So neither SCS nor fixpack intend to make secret word work on liches, it's just a minor side effect of having both installed together. Cheers.
  15. Pierce magic and higher, I guess. Of course this would make liches more difficult. Does secret word affect liches in vanilla? I was discussing the issue in the general mod forum (http://gibberlings3.net/forums/index.php?showtopic=27340&hl=) because I was trying to work out why spell thrust wasn't working on liches but secret word was. My thoughts are that either both should work, or neither. If secret word working on them is intentional, that's cool. I was just reporting it because it seemed like it might have been an oversight.
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