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Angel

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Everything posted by Angel

  1. Very brave of you to play around with a mod I have not even officially released yet! I guess it is time for more... experiments. The pain will only be passing, you should survive the process. Silliness aside, this one seems to be specific to BGEE, I can't reproduce it on BG2EE. I'm trying to figure out if I did something stupid or it's just iwdification not taking a changed situation into account. EDIT: Found the issue. The divine spells component tries to force new icons for the HLAs CLERIC_ELEMENTAL_SWARM, CLERIC_GREATER_ELEMENTAL_SWARM, CLERIC_SUMMON_DEVA, CLERIC_SUMMON_FALLEN_DEVA. However, these do not exist in BGEE, so the spell restoration component of MiH F&R clears the unused references from spell.ids. This causes Iwdification to trip on this part. EDIT 2: As a workaround, you can disable recycle_unused_idsnames in the mih_fr.ini file.
  2. Strongly related to this, a tweak I have pondered on for some time was to implement a chance for spell failure if a spell is cast (e.g. from a scroll) by a caster that is too low in level, as P&P says should happen. Yes, doing this for every level-dependent spell would be a massive undertaking, and I see how it could cause some issues down the line. I am half tempted to at least do it for damage-dealing spells in my own Fixes mod though.
  3. It's P&P accurate. 2e Monster Compendium, Annual Volume One:
  4. That is sound advice, thank you. I'll do that if I can't think of a better way.
  5. Thank you David, for the confirmation of the issue and the workaround/fix. From my end, I'm trying to come up with a better solution for this. Trollish regeneration has always been an issue even in vanilla BG2, I remember seeing plenty of reports about it. But several people have also stated they like my dread wolf behavior, so I don't want to change it too radically. Perhaps it would be better to apply the minhp1 effect through a spell with a finite duration instead of an item, that should at least pretend immortality issues down the line. But it does make the scripting a whole lot trickier. I'm going to have to think long and hard on this one.
  6. I fully agree that the situation is far from ideal, but with the limitations I have in both the engine and my available time and patience, this is currently the best I can do. Try installing my Item Pack. That, and I simply don't have any better. At least this is a mechanic BG veterans should be familiar with. I'm pretty certain that had I implemented it any other way (damage resistance did cross my mind) I would now be swamped with people complaining about "unkillable dread wolves" as well. There is just no pleasing all the people all the time. Agreed, and I might be inclined to help if there it weren't brought to me in a "How dare you f*** up SCS arglebargle!!" way. Instead I just got multiple copies of "X doesn't work, fix it now!" with no usable info whatsoever and I was somehow expected to derive the issue from there, followed up by demands to change my mod because it didn't suit the complainer's tastes. I get enough of that kind of BS in my day job already, I don't need them in my free time as well. It's things like this that make me regret ever publishing E&Q to begin with. It's already a custom script, mh#reg1x.bcs. The problem seems to be that SCS clones dread wolves but in doing so somehow removes or deactivates my script. Which I literally cannot do a thing about and isn't really up to me to debug to begin with.
  7. Not until I can reproduce it. Which I can't. In all six times I have played all the way from BG1 through Siege and BG2 to ToB.
  8. What part of "Those are not mine." is too hard to understand? I literally cannot do anything about other mods screwing things up that I didn't even install.
  9. If you know a better way to implement regeneration, please do share. Otherwise stop making "it doesn't work!!" reports that give me absolutely *nothing* I can do anything with.
  10. There is literally nothing I can do if another mod installed after mine messes up the scripting.
  11. I do absolutely nothing with either the Ulcaster encounter (that would be Sword Coast Stratagems) or dread wolves in Sendai's lair (which I haven't even seen, ever). Most likely this is some bad mod interaction.
  12. No, that's not one of mine. I don't currently do anything with the Planar Prison specifically or elementals in general and have never seen this before.
  13. That mod is unfinished and hasn't been released yet, but you are welcome to play with it if you like. My restorations may clash with other mods though, especially UB and ARP, possibly Ascension too. Anyway, to answer your question, the Bhaalspawn powers are the same in Ascension, UB and MiH F&R, they are based in files already in the game. However, I plan to add one more thing that these other two mods don't offer; the ability to choose which power you get after each trial. This is not currently the case though.
  14. Yes, I found that numbers are the best ways to challenge powerful parties. So my main way of making battles more challenging is adding more enemies. This was also designed to complement SCS, which only does so in very limited cases. When I design items, I tend to look for niches where the base game leaves a gap so that my items complement the base game instead of overshadowing it. My main concern here was that too many enemies might spawn, not so much that my scripting interferes with other mods. Revised Animate Dead? Yes, that component has not had a whole lot of testing, you're the first person playing with it. At least, that I heard back from. I may have to do a lot more work here. Doom Legion summons three skeleton warriors that are level 9 fighters with 90% magic resistance, basically the same stats as most enemy skeleton warriors. Yes, the way that table-based monster summoning works is a bit convoluted. It's supposed to scale, but I'm not sure exactly how the calculations work. I really should give this component a bit more attention. I just have a hard time justifying my usually all-good party conjuring undead horrors at all. ^^ Thanks, it's nice to hear others enjoy my meddling. It's what motivates me to keep doing this stuff. Mm, this may be an issue with there not being enough open seventh level spell ids in spell.ids. A whole bunch of them are taken by HLAs, leaving only 17 slots for new level 7 priest spells. Do you have other mods installed that introduce new level 7 cleric spells? Mm, I don't know what half of the mods on your list to, so I'm a bit at a loss here. The quest should be cleared in Wenrics' dialog, if I recall right, and I don't change that much other than the number of zombies to kill. The garter is a Throne of Bhaal item, not available until after clearing castle Saradush. It's also limited to wizards. There is no objective standard to what is "overpowered", but I don't think it is more powerful than other items available at that point, there are at least three shields that also give a +5 AC bonus. As for the cloak, it gives +3 AC but only +1 saves, so it compares quite well to the Cloak of Protection +2 which is a standard game item, sacrificing one point in saves for one point of AC. Note that it also has the same itemexlc.2da restrictions as the CoP +2.
  15. I think I fixed it, and I applied some further polishing and fixed another minor bug I found. (Skeleton Guard was the wrong level in Revised.) Could you try it from my github before I make a new pull request? https://github.com/AngelGryph/NTotSC
  16. Two items, a ring and a dagger. Once you have both in your inventory you should be able to enter.
  17. It should be a fairly easy fix. Either I fix skelwasu.cre on BGT, or I make the summoned monster custom. I'm inclined towards the latter. I'll work on it as soon as I have some time. Or if someone else wants to fix it with the information above, feel free. ^^
  18. Looks like there is a difference in the definition of skelwasu.cre between oBG2 and BGEE.
  19. Revisions done, and everything seems to work as intended on my unmodded BGEE installation. Pull request created. Yes, I updated the descriptions too.
  20. I wish I could, but my artist skills are virtually non-existent, a fact that plagues me in my own spell mod as well. Unless someone like @Lava steps up, there isn't much I can do here. It was skelwa02, the same skeleton warriors as encountered in the Undercity and Durlag's Tower, which are level 9 fighters with 18/00 str and 90% MR. In the fix I changed it to the more appropriate skelwasu (already present in both BGT and BGEE), but their stats are virtually identical. And yes, both descriptions need updating too, neither reflects what the spell actually does very well and the listed casting time is impossible in the engine constraints.
  21. Alright, I found the issue here too. It was another targeting issue; opcode 67 (Creature Summoning) expects an object target, not a point, so setting it to 2 does not work with an area target. It only uses the target to determine the EA of the summoned creature anyway, the actual location where it pops up is controlled by parameter2. Setting it to 1 (Self) and setting parameter to 2 (at point, EA matches target) fixed the problem. My suggestion is the following: I will move the spells to an optional component and give a choice of original, i.e. just the spells as they currently are with only the bugs ironed out, and revised where the spells are made more appropriate for a BG1 game.
  22. Sure, I can do this. The spells seem completely out of place and they have nothing to do with any of the quests, so moving them to an optional component entirely makes perfect sense.
  23. Typo in setup-ee.tra. It has the correct level (8) in setup.tra. Corrected locally. The spell is basically a nerfed Incendiary Cloud. Classic targeting error. When using opcode 148 (Cast Spell at Point), the Target field should be set to 1 (Self). Corrected locally. Mm, looks like the spell borrows an icon from Finger of Death. But amusingly, the spell book uses the BG2 icon while the casting bar uses the IWD1 icon. I'm no good with icons, but I'll see if I can come up with something more consistent. This is an artifact from the fact that this was originally a mod for oBG1 where sorcerers did not exist. The spell is not actually added with ADD_SPELL and thus gets no ID in spell.ids and no slot in the spwiXXX namespace, and is thus not detected by the sorcerer spell selection screen. Fixing this would require some major changes to the install code, so I'll have to check with @jastey if this is desired. Hm, the spell looks alright at first glance. I'll have to do some more poking at this one. Illegal value for parameter2 of opcode 148 (Cast Spell at Point). Corrected locally. See above.
  24. Mm, I never poked at these (mostly because I consider the inclusion of such high level spells in BG1 a bit silly), but now my interest is piqued. I'll see what I can do.
  25. As is typical for @DavidW the code for this is behind several abstraction layers, but the array script_name_pdialog that CRE_is_PC uses does get filled with both the contents of PDIALOG.2DA and any additional tables defined in CAMPAIGN.2DA. The relevant code is in read_in_PCs in sfo/general/lib_macro.tpa which in turn is called from lib/always.tph.
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