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Angel

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Posts posted by Angel

  1. Due to the way the instant killing of elementals effect is implemented in the staves of Fire-, Air- and Earth, they will force a saving throw and produce a sound even when hitting a creature that isn't an elemental of the appropriate type.

    Suggested fix: Move the save or die effect and the sound effect to EFF files and use opcode 177, like the Mace of Disruption does.

    While at it, maybe also add a message saying "elemental destroyed"?

  2. On 3/27/2019 at 6:14 AM, CamDawg said:

    I played through on my latest BGEE/SoD/BG2EE run; here are some minor bugs I found. This is on a modded install, so it's possible some of these are caused by one of the other mods:

    • White Hide of Umpluutu should remove spin160 three times, not just once (the salamander form comes with three castings of this)
    • Radiant Star base enchantment set to 4, not 1
    • Listed weight of Gauntlets of Smiting, Helm of Valor, and Gem of Seeing is incorrect
    • Redethemar +4 speed factor should be 3; vorpal hits should have text
    • Foesplitter, Arundur Ore, Lux Veritatis, Catclaw, Final Strike, Pearl of Power, Potion of Clairvoyance, and nearly all rings don't list their weight
    • Unicorn Horn has a superfluous ability
    • Foesplitter, Trollkiller, Catclaw, and Final Strike list damage with extra space (e.g. 1d4 +3 instead of 1d4+3)
    • Telkiira ioun stone protects against critical hits
    • Bow of Eletha - Longbows in EE use "Longbow" as proficiency in descripts (no space); casts MM at level 12
    • Storm's Garter, Bow of Eletha, Bag of Tricks, Ring of Water Control, and Staff of Moradin's Breath +2 can use abilities without identification
    • Pearl of Power restoration should probably be power 0
    • Oil of Acid Resistance effects are almost all set at power 6
    • Ring of Shocking Grasp should have portrait icon for electrical resistance
    • Ring of Protection from Silence should block the 'silence' and 'silenced' strings (14002, 14676 in BG2(EE))
    • Ring of Mind Shielding blocks detect alignment; should be noted in descript or deleted
    • Robe of the Necromancer should have a Protection from Poison portrait icon
    • Meteoric Shield +2 should have a protection from magical energy portrait icon
    • Ankheg Shield +1 requires 9 strength; descript says 12
    • Shield of the Three Kings +5 provides an undocumented +10% MR
    • Shield of the Revenant +2 actually casts Repulse Undead instead of Undead Ward
    • Mystery of the Dead +3 blocks opcode 313, not 13; should also block disintegrate (238)
    • Waukeen's Defender +2 should have a magic resistance portrait icon
    • Alicorn Spear provides an undocumented immunity to intoxication
    • Staff of Rumathil +2 lists prof as "Staff" instead of "Quarterstaff"
    • Staff of Moradin's Breath +2 should have speed factor 2; look into adding to dialogue options in orphan1.dlg for ToB
    • Staff of the Legion +5 bonus damage is 1d8+2, not the listed 1d8+3; suggest moving VT to probability 40-59 to make it an independent effect
    • Staff of Water +2 plays sound (and forces save) for non-water elementals on melee attacks
    • A few weapons (Sword of the Planes) list damage type on a separate line instead of on the damage line
    • Sword of the Planes (+1 and +4) should have a speed factor of 1
    • Terminus Est, Smythe's Slicer use non-EE format for their weight in descripts
    • Smythe's Slicer is a +3 enchantment weapon instead of base +1
    • Amaunator's Legacy should be speed factor 5
    • Rusty Katana, Amaunator's Legacy, and Pale Justice are all flagged as breakable in their melee abilities (intentional for Rusty Katana?)
    • Pale Justice has an extra dash in its immunities: "Immunity to charm- and fear effects"
    • The MR lowering effect of Golden Sky +2 doesn't work since param1/2 are inverted
    • Bonus cold damage from Cold Flame +3 is set to power 8

    A couple of general suggestions--add tooltip.2da entries for items which provide more than one usable ability. For items which cast spells using 146/148, don't bother setting primary/secondary on item abilities in case some other mod wants to change the underlying primary/secondaries. Also, the 10% XP boost from the various tomes is massive--using them for my fighter-thief (via UAI) in late BG2 could net several levels per tome. I'd suggest lowering it significantly, dropping it outright, or make it a static bonus based on level.

    And the most critical, absolutely have to fix bug: Girdle of Dwarvenkind does not actually provide infravision. Literally unplayable.

    Overall, I thought it was a very solid mix of items, well-balanced, and thoughtfully placed. The tomes were the only item I felt were egregiously powerful, though there were a couple of other items which can make significant battles trivial (looking at you, Dragon's Tear, and Mutamin's Cloak despite the fact that it makes sense game-wise). This will definitely be a staple mod for any future playthroughs.

    Alright, thank you very much for taking the time to try my handiwork and write this bug report, and thank you even more for actually making it a stable in your setup.  This is something I never expected to happen with a little mod that I threw together for my own enjoyment.  Anyway, I've already started looking into these and will have them fixed in the next release.  Most of them are typos, or artifacts left by conversion from IWD in a few cases.

    A few remarks on some of them:

    - Oil of Acid Resistance effects are almost all set at power 6:

    This item was actually made by editing a copy of the (non-EE) BG2 version of the Potion of Fire Resistance.  A bug that needs fixing there?  Anyway, I will change these and other item effects to zero.

    - Mystery of the Dead +3 blocks opcode 313, not 13; should also block disintegrate (238)

    These immunities were actually copied from the Death Ward spell (non-EE BG2, again).  It's possibly I made a mistake, but it's also possible that Death Ward doesn't actually block these effects.  I will look into it.

    - Rusty Katana, Amaunator's Legacy, and Pale Justice are all flagged as breakable in their melee abilities (intentional for Rusty Katana?)

    Intentional for the katana (and I'll make a note of it in the description), an artifact left by conversion from (non-EE) IWD for the others.  Yes, IWD actually has these set for some reason.

    - Bonus cold damage from Cold Flame +3 is set to power 8

    This item was made by editing Varscona +2 which also has it set that way, so I thought that's how it is supposed to be.  I'll change it though.

     

    As for the overpowered tomes, I'll see what I can do.  I must admit that I didn't take UAI into account when making these.  Making the XP gain level-based is probably a good idea, and I should perhaps also make it so that a single character can use only one tome ever, regardless of class.  Definitely noted for the next release.

    As for making some fights too easy, I suppose you are referring to the basilisks in BG1, and the demi-liches in BG2/ToB.  I did consider that actually, but I went through with it anyway.  Here are my thoughts on the subject.

    For BG1, Mutamin's Garden already is an XP bonanza for a well-prepared party.  A scroll of Protection from Petrification can be obtained as early as Nashkel and lasts for half a game day, easily enough to clear the field.  Add to that the fact that Protection from Petrification is a first level spell for wizards and Potions of Mirrored Eyes aren't that hard to find either, and I don't think my cloak really changes that much.  Besides, you already have to have some sort of protection to deal with Mutamin and his "pets".

    But if this really is a concern, there are a few things that can mitigate it.  First of all, if you install my item mod before SCS, I think SCS will actually detect the immunity and make basilisks adapt their strategy.  I haven't tested this yet though.  Secondly, I have another mod in development that among other things, gives greater basilisks their poison cloud that they should have according to P&P.  The cloak won't save you from that.  That same mod will also introduce a few new monsters that are on par with greater basilisks in power but do not rely on petrification attacks...

    For demiliches in BG2, installing SCS will probably work as well, especially the "Spellcasting Demiliches" component.  I have no plans here for mods of my own, but I might consider it for the future.  I do have "Van Richten's Guide to the Lich" which has some interesting options for additional lich powers...

    One item I am myself concerned about is Amaunator's Legacy +3 which will really do a number on most undead, including vampires.  I may have to nerf it a little somehow, but I'm still thinking on it.  Perhaps replacing Sunburst with the weaker False Dawn is an option.

     

  3. Yes, that was a little hack of mine to get several conversations that were not triggering properly (I've seen it with the hamster salesman of BGQE, with Gavin's quests in the Gavin NPC mod and a couple of others) to trigger again.  I'm still no closer to finding what caused it, my party never was subjected to a confusion effect in my game and there is no STATE_CONFUSED flag on them in my save game.  My best guess is that something, perhaps some form of detectable spells mod, is meddling with states or variables but I have no proof of this.

  4. Sorry, but my main focus is EE, and adding backwards compatibility with Tutu would take a lot of effort that I'd rather spend on new features.  The main problem here is that I'm just not as familiar with Tutu (which I played only once) as I am with BGT (which I played for many years), and I don't know how to write a compatible mod for it.  (I always keep struggling with when to use %TUTU_VAR%.)  If there is a sufficient demand for it I might do so, or if someone wants to write a Tutu compatibility patch I will gladly merge it.

  5. On 2/14/2019 at 6:19 AM, Jourin said:

    With no reply, I will restate my issue and hope for clarity.

    1. I downloaded newest version of DLTCEP 7.8b

    2. Works with no issues for BGT installation

    3. Does not work with SOD.  Error message indicates it cannot find dialog.tlk file.

    4. SOD runs OK, so missing file is not the problem.  Dialog.tlk for SOD is not in the same location as BGT.  In fact, I can't find the file at all.  I do find dialog.bff.  Do I need to extract this file (how) and put it in the same location like BGT?  If so I would appreciate some documentation on what I need to do to get DLTCEP to work with SOD .

    Thanks!

    When setting up DLTCEP for an EE game, go to "Set WeiDU Options" and set the correct language under the "Language" tab.  In the EE games, dialog.tlk is no longer in the main game directory but under lang/<your_language>, setting this correctly will enable DLTCEP to find it.

    If you got SoD from GoG or Steam, you may also want to run modmerge in your game directory.

    Be aware that DLTCEP does not recognize all the new EE features yet.

    EDIT: Learned that there is a better way to fix this.

  6. I cannot get RC9 to install properly on BG1EE.  Everything seems to work just fine until the very last component, then this happens:

    NOTE: [This component is now deprecated] is deprecated. Uninstalling!
            This component has been moved elsewhere in the install order; this deprecated stub is to avoid messing up reinstalls.
    
    Removing [This component is now deprecated] (component #3550)
    Will uninstall  44 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 7900.
    Uninstalled     44 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 7900.
    Will uninstall  41 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 7250.
    Uninstalled     41 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 7250.
    Will uninstall  18 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 7230.
    Uninstalled     18 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 7230.

    Then it uninstalls and re-installs everything.  That alone would be bad enough because SCS already takes such a long time to install, but half of the components that worked fine the first time through fail on the reinstall.

    Poking a little further, I think this is because the designated component number is used twice, "Improved Healing" also uses #3550.

  7. Alright, I finished testing, the item pack now fully works all the way from Candlekeep to the Throne of Bhaal.  Full release v1 is now up.  Compared to the last beta, it fixes one major bug (Libram of Silver Magic and other tomes reduced XP instead of adding to it) and a few smaller bugs and typos.  Hope you all enjoy!

  8. On 2/8/2019 at 11:47 AM, Guest ktgrey said:

    There was a weird bug which happened more than once and I could try to reproduce if needed, where Abazigal's HP seem to go back up to full with no explanation. When I ctrl-Q'd him, I saw he had 500/500 HP instead of X/1500. I think this is before I messed with his script, but maybe I misremembered and I screwed it up somehow. I guess if someone else runs into this it'll prove whether it's a bug.

    I ran into this one too, several times during the battle Abazigal's HP returned to full with no explanation whatsoever.  I eventually had to ctrl-Y passed him, he was completely unkillable.  It also seems utterly impossible to dispel his immunity to magical weapons; I can Ruby Ray and Breach him all I like, it won't go away.

  9. v1beta4 is up, which fixes a *lot* of bugs in the Shadows of Amn portion of BG2 that I discovered during my current run.  None are game-breaking fortunately, but they may misplace items or make them unavailable, so if you're using this mod on BG2 you are recommended to update.  It also fixes a few (harmless) install warnings that pop up in some circumstances.

    Installation may still display a harmless "WARNING: No rule to identify SOD" when installing on a BG2-only game.  This is confirmed by Wisp to be a WeiDU bug that will be fixed in the next version.  Funny detail; it is not triggered by GAME_INCLUDES "sod" like you might think, but rather by using GAME_INCLUDES "bg1" on a BG2-only game.

  10. With "High-Level Abilities as innate abilities" on BG2EE, Mass Raise Dead (sppr729.spl) cannot be cast.  After selecting it, Aerie will just stand there and do nothing and after a while the action just disappears.  Examining the spell file, I noticed its spell level has been set to 0.  Setting it to 1 fixed the issue and allowed Aerie to cast the spell.

  11. 3 hours ago, DavidW said:

    Pretty much everyone seems to hate them. Should I nerf them in Improved Vampires?

    Part of the issue, I think, it that the spawning script has only four "tiers", so you often encounter something too weak or too strong for your level.  More fine-tuning might help.  Add to that that you start at a higher level when you've done Siege of Dragonspear and you'll see the higher tier spawns that much sooner, likely before you gather the equipment for your level.  I tend to have similar issues with the beholder hive under the Temple District, especially with the level-dependent spawn just after the guardian bridge in the lower reaches.

    Mm, perhaps I should whip up some more varied and fine-grained spawning for one of my future mods, I have dabbled with it in the past.  Something to think about...

  12. 3 minutes ago, DavidW said:

    Yep, I can reproduce that (it was just the Dominate I was struggling to understand). Mostly fixed locally, just need to test a few details.

    Alright, thanks.  Well, at least I got to really stress-test that bastard sword +3 "Amaunator's Legacy" I modded in from IWD. ^^

  13. 22 hours ago, DavidW said:

    But that can't really be separated from your bug report. If you look at the difficulty setting, the intended BASIC difficulty is "Vampires fight fairly unintelligently and do not use their supernatural abilities, other than occasional shapeshifting", where "occasional shapeshifting" means that they occasionally turn into a wolf to attack. That's if anything slightly easier than the vanilla game, where vampires get Domination. I can entirely believe there's a bug in that, but that's not relevant to how things should work in a bug-free environment.

    Point taken.  Well, then in that case, when I encountered them in Fikraag's lair, vampires were definitely not easier than the vanilla game on BASIC and were not fighting unintelligently.  They were summoning hordes of creatures, shape-shifting into rats, bats and what not, sneaking past my front liners (even pushing them out of doorways which is highly illogical for a bat or rat, vampire or not), or hiding from sight and backstabbing my weaker party members (and with the four levels an ancient drains per hit, that means those party members die in 2-3 hits).  Their shape-shifted forms were also damn near impossible to hit for my 12th level paladin, even with a +3 weapon and several buffs on him.

  14. 2 minutes ago, DavidW said:

    Looking at the code I can understand that to some extent, though some of it still puzzles me - you're sure they're Dominating on basic? I'll check it out, in any case.

    Well, after fiddling a bit more, it seems they don't dominate on basic.  They do still summon, shape-shift and backstab though.  And their shape-shifted forms seem to be nearly impossible to hit.

    3 minutes ago, DavidW said:

    I don't think that's sensible (though by all means persuade me otherwise). The idea of making creatures harder is to increase the challenge for the player; that's undermined by reducing spawn numbers.

    Well, I suppose some of this is going to be subjective, but there is a fine line between a tough but fun challenge and keyboard-hurling impossible.  Vampire encounters are as you know very common in Shadows of Amn, and thus it is very likely that the party runs into them at a relatively low level, and more importantly before they have gotten a chance to pick up the items and spells that make them easier to handle.  Maybe you think differently, but having half my party dominated and/or dead within two rounds in a random encounter is not my idea of an enjoyable experience.  And yes, they can do that, even at basic.  At the very least, be careful with elder- and ancient vampires, they can easily become overwhelming.  But that's just my $0.02.  Maybe I should just go back to quest pack vampires.

  15. The difficulty setting seems to have absolutely no effect on vampires: they are always shapeshifting, calling wolves and rats, and dominating my party members even with overall difficulty and specific vampire difficulty set to basic.  As a result they are completely impossible for me to defeat.

    Also a generic suggestion, if creatures are going to be significantly harder, could at least the random encounters be adjusted so that less of them spawn?

  16. 1 hour ago, jastey said:

    For BGII:EE, the install went fine I think but there was a warning: "WARNING: No rule to identify SOD". I'm surprised it would work for BG:EE and SoD but not BGII:EE, could this be related to my install somehow? It's 2.5. DEBUG attached.

    That's a bug in WeiDU, nothing I can do about it.  It's harmless anyway.

  17. 1 hour ago, jastey said:

    Sorry for not testing the install while looking at the mod, I don't have ToBEx installed so that kind of scared me away. 😅

    Without ToBEx, some items won't work properly.  From the top of my head that would be the Bright Orange Ioun Stone and the Staff of Rumathil +2, but there might be one or two others.  I don't think it will cause any fatal errors.  I should maybe look at including the ToBEx core in the install like SCS does.

    Of course this is only needed on old BG2 and BGT, if you're using the EE games you're good (but you still need modmerge if you got SoD from Steam or GoG).  GemRB would probably work too, but this is untested.

  18. 1 hour ago, jastey said:

    Thanks! First I need to correct myself: that tweak from Jarl's Tweakpack is also compatible with BG:EE and EET (starting with the new beta).

    Jarl uses DELETE_STORE_ITEM, is that a weidu function, too, as I do not find a definition inside the mod package.

    Yes, it is.  It's documented in the WeiDU manual here: http://www.weidu.org/~thebigg/README-WeiDU.html

    Kinda redundant since we have REMOVE_STORE_ITEM, but there might be an occasional use for it.

    If you like, I can run a little test to make sure it works as expected.

  19. 2 hours ago, jastey said:

    Just a heads up: Jarl's Tweak Pack offers this exact move, too (that mod is BGT, only). The setup name is "Setup-JA#BGT_Tweak" and the component number is 153 ("Move Dagger of Venom and Shadow Armor from Taerom's Shop to Silence's Shop"). That's for version 2.0.0 still in beta, but the former version included this move, too.

    Also, Jarl's Adventure Pack component 0 does this too: ~Setup-JA#BGT_AdvPack.tp2~ 0

    So, if I add

    
    REQUIRE_PREDICATE NOT MOD_IS_INSTALLED ~setup-mih_ip.tp2.tp2~ 0 @187 /* ~Skipping - is already installed via Made in Heaven: Item Pack~ */

    to Jarl's Tweakpack, would it detect your component correctly?

    Ah, I knew I had seen a similar mod somewhere, but I couldn't recall where exactly.  Although in the way I implemented it, a "double move" cannot happen.  I use WeiDU's REMOVE_STORE_ITEM and ADD_STORE_ITEM operations.  Removing an item that doesn't exist in a store is not an error, and an item that already exists in a store will not be added again.  So my mod can safely be installed after yours.

    I do not use designated component numbers, but there are marker files.  So this is probably the best way to detect the Sensible Shopping component:

    FORBID_FILE "mih_ip/run/tweak_item_shops_bg1.mih" @187
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