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Angel

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Posts posted by Angel

  1. On 3/12/2023 at 12:54 AM, Endarire said:

    MiH GitHub Mods: Are the current master branches stable enough to make into a full release?  They have some fixes that seem important!

    I always try my best to keep my masters install-able, at least on EE.  But no guarantees there.  If you are brave enough to install them, feel free.  More testers is always good.

    IP, SP and Tweaks all have had releases recently.  I'm still working on EQ, and FR hasn't been released yet.  (I'm mostly waiting for G3 EE Fixpack here, so I won't be doing double work.)

    7 hours ago, Brogan said:

    @Angel, quick question.  If I'm using Spell Revisions to tweak Improved Haste, will the error I get from your Revised Corporal Undead ("no effects added to spwi613.spl") cause that component to not work correctly, or at all? 

    (SR changes this spell from vanilla by adding a single extra attack per rd instead of doubling the rate, as well as +2 bonuses to thac0, AC, and saves vs breath.)

    I do not support combining my mods with SR or IR, so I honestly don't know.  I don't actually do anything at all with Improved Haste or any existing spells in that component.  Most likely this is from Detectable Spells (needed for SSL scripting) and it's harmless, but I cannot really be certain.

  2. On 3/9/2023 at 10:08 PM, Endarire said:

    @Angel
    Since you've maintained SimDing0's Quest mod, how EET compatible is it?

    Thankee!

    You probably mean D0Tweaks, I have nothing to do with D0Quest.

    I am not aware of any issues with D0Tweaks and EET, if there are any they haven't been reported to me.  However, I also do not have any reports of anyone successfully running it on EET and I do not use it myself.

    Considering the nature of the mod I do not expect any specific issues with EET, but it would be nice if some people could actually test it.

  3. On 1/25/2023 at 12:55 PM, InKal said:

    wow, whoa there! You mean that you planning to actually nerf stuff? You know what? Don't be to hasty with that update! Take everytime in the world that you need! God bless you and stay safe!

    I said "look at", not "nerf".  Encounters & Quests is aimed at parties that are a higher level than usual, that won't change.  Mainly I'm considering making it respond to the difficulty slider, which it currently doesn't.

    On 1/25/2023 at 2:09 PM, LordofBones said:

    Shooting Stars isn't there either. I installed mih_sp 6.1 with no other mods after it and checked with NearInfinity - Holly Dart is just an icon with no description otherwise, and Shooting Stars straight doesn't exist. The same thing was there in V6 - Viconia had Holly Dart in her spellbook, but other than the name, no description was provided. 

    The only difference between 6 and 6.1 is an ad-hoc fix for a CtD if "Expanded Temple Services" is installed without MiH Restorations.  There are no other differences.  Shooting Stars was admittedly a last-minute addition and received only minimal testing.  And I have a tendency of forgetting to add icons since my artistic abilities are slim to non-existent. 😕

    EDIT: Also, Viconia shouldn't get Holly Dart, it's a druid-only spell.

  4. 9 hours ago, LordofBones said:

    I have no idea whether it's just me, but Holly Dart (the spell) is just an icon with no description in a fresh install. Is it a bug or has the spell not been implemented yet?

    I admittedly haven't tested that one very well yet.  If there is an issue, I will fix it for the next release.

    7 minutes ago, InKal said:

    I have everything downloaded, updated and ready to install for "this time FULL, serious, for real, non restartitis Baldur's Gate saga runthrough". I am only waiting for this:

    https://github.com/AngelGryph/MadeInHeaven_EncountersAndQuests/releases  to be updated. even only a little, a tiny weeny mini update.

     

    SCS AI plus MadeinHeaven new monsters and encounters is the best BG experience for me.

    Sorry, but I do not give ETAs.  This is a hobby, not work.  That said, the main issues on my to-do list are reconsidering the Revised Spiders component, as I received several complains of it giving too much XP for BG1, and taking a look at the Candlekeep Catacombs as some people found it too hard.  If I can wrap those two up, I guess it couldn't hurt to make a release of what I have so far.  But no guarantees.  If you feel really brave and don't mind potential bugs you can try installing from my master. ^^

  5. 6 minutes ago, Greenhorn said:

    Is it intended that wizard's Bull's strength completely erase and substitute old Strength spell? It's little confusing learning from old scroll with old description with intention to give Imoen or Viconia more melee power it's Bull's version which make Jaheira and Khalid uber slayers. ;)

    Yes, it was to bring it inline with 3e versions of Cat's Grace and Bear's Endurance being introduced.  Not updating the scroll is a bug though, I should fix that.  (And already have locally.)

    Before anyone asks, yes I am considering upgrading Armor to 3e's Mage Armor (+4 to AC), but then I'll have to change the restored Protection Circle (which currently gives +3 AC).

  6. 1 hour ago, Chitown Willie said:

    Angel,

    Curious why "Revised Corporal Undead" touches Kobolds:

    It likely gets git by a general fix from the SFO library I borrowed from SCS.  Many BG1 creatures have their secondary level set to 30 for no discernible reason, which throws off HP recalculations, this silently gets fixed.  I currently do not do anything specific to kobolds.  Although I might in the future because their thac0 is way too good for a 1 HD creature.  No wonder they are so dangerous. ^^

  7. 13 minutes ago, Greenhorn said:

    Oh, OK, one more of your fine mods is always a good thing, luckily it was not a bug. Since I'm already here could you please elaborate a little what exactly are changes introduced by Arcane spells component in this mod. I think I found most of them looking through files but just to be on the safe side little more details won't hurt. 

    Ah, you mean the lore changes.  Fairly minimal at the moment, but this is still a work in progress:

    1. Thalantyr, being a conjurer specialist in canon, actually carries conjuration spells in his scroll selection.
    2. Thalantyr's appearance is brought more in line with his canon description by giving him a Staff of Power.  (It's not possible to steal or loot this.)
    3. Thalantyr's flesh golems are replaced by invisible stalkers, as by canon and how inappropriate creating flesh golems is for a neutral good character.
    4. The Nashkell Inn is renamed "The Northern Light" as by canon.
    5. The owner of said inn is a wizard named Ries Kensiddar, as by canon.  A few low-level scrolls are added to his inventory.
    6. The Nashkell Store is renamed "Cloud Peaks Outfitters", as by canon.
    7. The owner of said store is a halfling cleric named Salla Pitontoes, as by canon.
    8. Berrun Ghastkill is changed to a human fighter, as by canon.
    9. A few spells are given their correct creator's names: Storm's Spell Thrust, Alustriel's (Improved) Mantle, Symbul's Spell Sequencer/Trigger, Sylune's Absolute Immunity.  (I'm considering making this part optional.)

    There are no BG2-specific changes at this time.

     

  8. 3 minutes ago, Greenhorn said:

    Well, the good news is that indeed there are no more crashes with healing in the temples. Bad news is that the main reason why I installed this component:

    isn't working. Not a single new scroll in the Temple of Wisdom nor Candlekeep temple. Or any other temple for that matter, judging from what I saw in NI. That was not a issue in the old, v.5. 

    Sorry, item- and spell restorations have been moved to a different mod, MiH F&R (not yet released, but current master should work).  I should update the readme on that fact I guess.

  9. 15 hours ago, Greenhorn said:

    Not feeling particularly adventurous after solving various compatibility problems between 200 or so mods last week. But removing Cure blind deaf from spell.ids did the trick! :beer:

    Thank you for your help and fast reply. 

    Alright, that should be an easy fix then.  I'll upload a minor release tomorrow.

    EDIT: And done, release 6.1 fixes this specific issue.

  10. 32 minutes ago, Greenhorn said:

     Updates, updates, cursed updates.  I couldn't resist temptation to grab newest versions of excellent MiH mods but unfortunately newest v.6 of MiH Spellpack component "Expanded Temple Services" crash the game when you click healing in Temple of Oghma in Candlekeep unlike  v.5 which seems to work without problems ( uninstalled it 3 days ago). 

    Mm, most likely it gets confused about whether or not CLERIC_CURE_BLIND_DEAF is available and tries to use it while it's not there.  This component actually didn't change at all, but the restored spells component did, it was moved to MiH F&R (currently unreleased).

    As a test, could you edit override/spell.ids and remove the line for CLERIC_CURE_BLIND_DEAF from it before installing this component?  If I am correct, this should resolve the crash.  Or if you are adventurous, you could try installing F&R (at least the Restored Spells component) before this component, that should resolve it too.

  11. 15 hours ago, polytope said:

    I have a suspicion you're responding to a bot/scammer because of their reference to "most of the techloky apk mod games" and "your article".

    Yeah, I have to agree there is something fishy about this.  Although since there are no links or anything, I'm not sure what was intended.

    15 hours ago, polytope said:

    Seems to be part of a wave of astroturfing to get people to install techloky (whatever it is, I'm not visiting the website) on their phones, see a similar post and timestamp here

    I did a bit of digging around.  It seems to be a site for archiving game mods for Android games.  There wasn't anything openly malicious about it that I could find and it's not on any blacklists,  although the way they wrote their "DMCA Disclaimer" hints they may not be very concerned about copyright.  And there is no Baldur's Gate content there at all.

  12. On 12/20/2022 at 4:32 PM, Chitown Willie said:

    Thanks Angel.

    Just curious - Any ETA for v6 of Encounters & Quests? Thinking about doing a fresh install in the next few weeks.

    Thanks again for all your hard work.

    Sorry, I do not issue ETAs.  That's too much like work. ^^

    9 hours ago, Yasmine Mclendon said:

    I quite like the mod you created and reading your article I really want to download it. But I can ask a small question is after clicking on your link how to install it on the phone. Because I looked for a place to reinstall it but I can't find it anywhere. Can you show me how to install it. Because I am a person who loves to find new mods to experience and is extremely passionate about dramatic game mods. I have played most of the techloky apk mod games and found it quite good. So now I really want to download your mod on this forum to try it out. Can you show me how to help. Thank You!

    I do not know, I have never played or even seen the game on a phone.  Hopefully someone else can help you.  If anyone has a description of how this is done I'll be happy to update the readme.

  13. MiH Tweaks sees its v2 release.  This release fixes an install issue on Windows and adds a French translation by @deratiseur

    It also features two new components: Dismissable Spells and Bonus HP for Monsters.

    Dismissable Spells lets casters dismiss their own ongoing spells.  Currently this works for summons (each summoned monster now has a Dismiss special ability) and spells that create a magical weapon (the ability is added to the weapon).  This component is still a beta.

    Bonus HP for Monsters gives certain monsters additional hit points per HD, the exact rate can be configured in the ini file.

  14. 3 hours ago, morpheus562 said:

    Thank you so much! @Angelis there a unique file present in the newest version that is not present in the prior version? I can do a check on this to account for players with and without the current version.

    Mm, this one has been over a year in the making, I kinda lost track of all the stuff I added and when.  But let me see...

    For the arcane spells, the latest addition was Shooting Stars, the item for that is mh#shstr.itm

    For divine spells, the druidic Holly Dart was the latest addition, mh#hdart.itm

    2 hours ago, Graion Dilach said:

    You can check for spell ids because WIZARD_SHOOTING_STARS and CLERIC_HOLLY_DART debuted in this release.

    Most of the work in this release was actually to get the epic spells functional.  But yes, those are the newest arcane- and divine spells added.

  15. 16 hours ago, subtledoctor said:

    I don't mean to rag on MiH too much... overall its heart is in the right place, trying to tune up areas of the game that could use tuning up. I just quibble with the details, and I can tend to become a dog with a rhetorical bone when waxing poetic about this stuff. (See my earlier comments about The Calling, which no doubt came across as unduly harsh.)

    No offense taken.  As I wrote in my introduction of the mods, I wrote these for my own enjoyment and I am keenly aware that what works well for me may not work so great for others.  This is especially true for E&Q I suppose.  That said, I may indeed have overdone ch6 Candlekeep a little. ^^

    16 hours ago, subtledoctor said:

    There was also a showstopping bug, but it turns out it has nothing to do with BP-in-BG: something had overwritten the script name of BPNAJIM.cre from "bpnajim" to "cre_strref." That caused his dialogue to hang at the beginning of Black Pits. I believe I've narrowed it down to either SCS, or MiH-EQ "Revised Corporeal Undead." I wouldn't expect it to be MiH, but then again I don't know why that MiH component is touching a djinn at all, and I know MiH uses the SCS SSL code, so maybe there is a mistake there? Or maybe it's just a mistake in SCS itself? But I've used this version of SCS (33.4) before without this problem...

    I checked the creature definition and the code for Corporal Undead.  There is no match, Najim should not be touched by it unless some other mod did very strange things with his race and class.  I currently do not change genies at all in any component.  SCS on the other hand does though.

  16. 6 hours ago, suy said:

    If you kill a fiend in the prime material plane... do you really kill it?

    I thought you actually destroy a "shell" of a body there, but then it returns to its own plane, and you would need to kill them there to actually destroy them for real.

    I assumed it was the same for a Planetar or Deva: you just destroy a body in the Prime, not the creature for real. I'm saying this because it was mentioned the "problem" of a good-aligned character treating them as disposable. Well, you don't really send them to death.

     

    6 hours ago, suy said:

    Edit: forum glitch? It was posted twice.

    Anyway, an addenda: what I don't remember is what was the lore when you summon a creature via a low level spell, like the pack of Gnolls, etc.

    If I remember my lore correctly, a summoned creature is sent back where it came from along with all gear it had when it was summoned when it is killed or dismissed.  Any ongoing spells it has cast will also end when this happens.

    A gated creature when slain is not sent back and leaves a normal corpse, and ongoing spells it had cast run their normal duration.  However, powerful outsiders like angels and fiends cannot be permanently killed outside their home plane and will resurrect in their home plane eventually.  This canonically takes a few decades though, I think it was 60 years or so.  That would also explain Belhifet appearing in SoD. ^^

  17. Mm, I'm starting to get a few ideas.  Frankly, I actually really like the idea of a (fallen) planetar forming a pact for divine assistance with the Bhaalspawn.

    Not saying that I am going to to this, but I would suggest the following:

    • Change the various demon summoning spells to spells that summon creatures corresponding to the caster's alignment.
    • Make an innate Summon (Dark) Planetar for the protagonist, granted upon first reaching the pocket plane.  Maybe gain one or two additional uses as challenges are completed.
    • Change the Summon (Dark) Planetar wizard HLA to something more appropriate, like a noble djinni/efreeti.
    • Keep the cleric and paladin Summon (Fallen) Deva, as there are some cannon spells that call upon devas.  Maybe tone down the deva a bit.
    • While at it, change "Summon" to "Call" as I agree, devas and planetars are called, not summoned.
  18. Summoning planetars at will is definitely not canon.  There is no epic spell I know of that comes remotely close to that.  There is some canon for summoning devas, but in 2e at least such spells are very rare and hard to come by (e.g. the elven high magic spell Celestial Army).  Then again, BG takes *a lot* of liberty with spells that are rare or unique in canon.  Fixing all that would be nearly impossible and would take away many things that players love, like the various spell triggers (which are in canon unique to The Symbul).

    Note also that ToB makes devas and planetars substantially more powerful than in P&P, the planetar's HD is almost doubled and the deva's is more than tripled.

    As for revising them, mm that would be a tall order.  While I agree that summon spells in BG1 were overpowered, I have never been a big fan of how much they were nerved in BG2.  I like summoning spells.   I have an ongoing revision in my Spell Pack mod, but it's still a piece of work.  Off of the top of my head I would say tone down devas and planetars a bit and let them answer a Gate spell for good characters.  I never understood why a good mage would want to open a gate to Baator or The Abyss instead of Mount Celestia or Elysium.  Then replace the Summon Deva and Summon Planetar spells with more appropriate and still powerful beings like a noble efreet (for evil) or djinn (for good).  But frankly, I'd really have to think on this one.

  19. 7 hours ago, CamDawg said:

    Unfinished business

    Pinging @AstroBryGuy for this section. Outside of the creatures being assigned their dialogues (last bullet in previous section) none of the following are being included in EEFP. It's been a while since I delved into BG1UB so apologies if these are already known and/or implemented:

    • There's dialogue for an unused server, friwen.dlg, who should be at the FAI. The creature friwen.cre is assigned the BG-appropriate serwen.dlg and appears in the Elfsong and Blushing Mermaid, despite an unused serwen.cre being available. Suggest that friwen.cre and serwen.cre get assigned their namesake dialogues, swap the friwen.cre at the Blushing Mermaid and Elfsong for serwen.cre, and add friwen.cre to the FAI.
    • ssungu.dlg appears to be a dialogue for a guard outside the Seven Suns. You can ask for Jhasso and possibly get moved to a basement where the guard is commanded by Jhasso-doppleganger to kill the party. I think.
    • volose.cre is a serving wench who appears after Volo leaves, trying to get the party to pay Volo's tab since Volo skipped paying. She can potentially turn the bouncer hostile.
    • wilton.dlg appears to be someone who appears after you help Farmer Brun, and gives you a Cloak of Displacement as a reward.
    • banmer.dlg appears to be a merchant who gets attacked by the party. The party is posing as bandits (seems to be part of getting accepted into the bandit group to reach the bandit camp) and you can peacefully "rob" the merchants, or actually do it.
    • mtob6.dlg is a commoner who's gambling, who seems to trip a warning global to... do something.
    • Galteran (mtbe6,cre using mtbe6.dlg) seems to have an unassigned script (mtowbe6.bcs) where he will call the guards or attack after a brief interlude.

    First of all, respect for all this hard work!

    I hope you don't mind me grabbing the unfinished business stuff for my own restorations mod as well. ^^

    By the way, I know for a fact that BG1UB already restores wilton.dlg.

  20. On 11/10/2022 at 6:15 PM, subtledoctor said:

    Separately, I think Remove Fear's not being a specific protection is an oversight. The description suggests it was originally an instant-duration spell, and given a longer duration at some point during development. It is easy to imagine that setting its sectype was forgotten in what may have been a last-minute change. (I mean the player-facing spell description wasn't even updated! It seems like the devs were once planning to do interesting things with the Morale mechanic, and then when the game was released they let it fall by the wayside and focused on using the Panic opcode instead.)

    Mm, that also explains why BG has Cloak of Fear but not its reverse, Cloak of Bravery.  Resist Fear basically already does that.  I'm tempted to change that for my spell pack. ^^

  21. I checked around a bit more.  All planetars summoned by spells (or in Dorn's quest in EE, divine intervention) regenerate at 4 HP per second.  However, planet01, which is as far as I can tell unused, does not, she has a more reasonable 1 HP/second (6/round, same as trolls).

    This is 50% more than P&P, but planetars in BG2 also have 11 more hit die than P&P ones, so I think that can be forgiven.  So my suggestion is to tone down the others to the same amount.

    EDIT: While adding this to F&R, I noticed EE is actually even more all over the place than I thought.  Of the six planetars added compared to oBG2 (all having to do with Dorn and the Scroll of Retribution), two regenerate at 4 HP/sec, the other four at 1 HP/sec.

  22. 39 minutes ago, polytope said:

    In P&P it's 4hp/round, in BG2EE it's 4hp/sec. i.e. 24hp/round base, doubled to 48hp/round due to the planetar's permanent haste, they're regenerating 12 fold what they legitimately should!

     

    29 minutes ago, CamDawg said:

    Yeah, this. If it was 4 hp/round--even doubled to 8 due to haste--I'd be inclined to leave it be, but this is Bugged Karoug levels of silliness.

    Agreed, that does indeed seem a bit excessive.  I had missed the per second bit.  Mm, I would say 2 HP every 3 seconds would be closest to P&P values.  On the other hand, regeneration effects are overall stronger in BG2 than they are in P&P; trolls for example regenerate 6 HP per round (should be 3) and the Ring of Regeneration regenerates 1 HP per round (should be 1 per turn).

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