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Angel

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Everything posted by Angel

  1. The tweak patches opcode 17 effects on the items. If these are not present due to other modifications, then the tweak does nothing. It works just fine on a vanilla game. My guess is IR makes a change to the item that is incompatible with mine, but since I don't use it and don't know what that change is, there isn't much I can do about it. Mods affecting POTN08.ITM: 00000: /* created or unbiffed */ ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 1140 // Gems and Potions Require IdentificationGems and potionsv10 00001: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.5 00002: /* created or unbiffed */ ~MIH_IP/SETUP-MIH_IP.TP2~ 0 4 // Alternative Healing PotionsHealing potions work as in Pen & Paperv7
  2. It would actually be plenty of space if it hadn't been filled with a ton of BS. ^^
  3. Upon further testing I found you're right, the scrolls work just fine. But I had two reports that people playing sorcerer were unable to select my Weird spell, which is assigned spwi970 in my game. I'm experimenting with shunting some of the leftover TotSC crap into the innates name space. Can't delete it as some of it, like the succubus innates, have been repurposed for BG2 stuff.
  4. When reporting errors, please be sure to include details on your installation, and a WeiDU debug log. There isn't a whole lot I can do with "X doesn't work!!" as I cannot possibly see what is happening on your installation. Is possible, please try if you can replicate the bug on a clean install with no other mods installed. Especially E&Q is very sensitive to other mods being installed, even more so if they are tactical mods like this one, and I simply cannot check all of them. Also keep in mind that testing on oBG2, BGT and EET are minimal, as I have little interest in these platforms and I write these mods for myself first and foremost. Current status of mods: - Item Pack: Polishing things up for a new release, testing a couple of new items. Fixed a bug that would leave a few items without icons. - Spell Pack: Some major revisions and bug fixes coming up. Epic Spells now mostly work but need more testing. Restored Spells moved to a separate (as yet unpublished, but feel free to peek in my GitHub if you are curious) mod. Arcane Spells currently has a major issue with 9th level spells when you have other spell mods installed: As it turns out there are only a small handful of available ninth level spell slots in spell.ids; the wizard HLAs and a ton of bullshit left over from Tales of the Sword Coast occupy most of the slots below 50, and the game (even EE) hard refuses to let one learn spells with an id higher than 50 from the sorcerer menu. Structured mutually exclusive spells better, testing a few new spells. - Encounters & Quests: Problem with ghouls on BGT when Revised Corporal Undead has been identified (an opcode that doesn't exist on the old engine). Funnily enough, the code I used to structurally implement mutually exclusive spells in Spell Pack also proved very useful for fixing this bug. A few other, mostly under the hood issues have also been fixed. I'm planning some major changes in Revised Dragons and Firkraag's Lair. - Tweaks: Testing a new tweak to structurally improve the hit points of late-game monsters significantly. No changes otherwise.
  5. I found content for cmraksh.ssl as recent as v33.4. Here you go. As you say bodhi_setup.ssl has been empty for a long time, since 2018 at least according to the time stamps.
  6. Files bodhi/ssl/bodhi_setup.ssl and caster_shared/clericmage/ssl/cmraksh.ssl are also empty. I'm not sure what effect that has.
  7. It dynamically fixes several oversights in creature files that will otherwise cause items to not function as designed. Currently it properly labels water elementals (need for the Staff- and Ring of Water), labels mummies as mummies and not ghouls (various anti-undead items), fixes creatures that are level 30 in a secondary class for no reason (affects HP calculations) and makes sure summons give no XP and drop no items. I really should code it more efficiently though.
  8. As long as you remember that it's a work in progress, I don't have a problem. Free play-testing! What is currently there should install cleanly on BGEE and BG2EE, other versions I have not tested. Epic wizard spells should work, except that Ioulaum's Longevity doesn't have an icon yet and Chosen of Mystra doesn't have the proper dependencies. Revised Monster/Animal Summoning is missing spell descriptions and doesn't have all the monsters I want just yet. Revised Animate Dead doesn't have a separate icon for Ghoul Call yet and still needs some playtesting. Everything else should work as I haven't changed much there, except that Arcane Spellpack now implements some lore-friendly changes in High Hedge (Thalantyr) and in Nashkel (Inn and shop.)
  9. You're very brave to use my master, especially while I am in the middle of working on it!
  10. Last time I checked, yes. But I'm not currently working on that one. It was more of a personal repo of the small edits I made so I don't forget, I haven't actually released anything yet.
  11. Yes, that part can take a while on a slower system. On mine it takes about 10-15 minutes on BG2EE. I probably should code it more efficiently sometime. Good news is that it only happens once per installation.
  12. I'm working on it, but no guarantees. I'm currently at the start of SoD and I'm so far not noticing a big effect on either party or enemy. However, in my previous run, mages became very dangerous in late BG2 and ToB, with spells like Wail of the Banshee often killing one or two party members. I'll see how this plays out and might change things up a bit accordingly. If my tweaks are installed after SCS, it will remove the immunities added by SCS, and then dynamically re-add them as needed. SCS probably doesn't play nice with my modifications as it's likely not aware of this, but I haven't verified or tested this. Mm, I should add a note about that to my readme I guess. Although in general I don't think it's a good idea to use SR and my spell changes at the same time as there may be considerable overlap. But I haven't tested this either.
  13. Nearly every divine spell I added is from an official D&D source book, the only two exceptions being Striking (from the video game D&D: Tower of Doom) and Mass Negative Plane Protection (a tribute to Order of the Stick where the development of this spell is a plot point). So they should probably have the spheres the books list for them. Not that I know of. Basically what it does is give certain item types (hammers most notably) their P&P alternate damage on large creatures values, and set a flag on certain creature types (dragons, giants, etc.) to actually use this alternate damage. It was already in the engine (confirmed by Bubb), just not used. Overall the effect is fairly minor, but it does make larger weapons more effective against large creatures, and small weapons less so. It's most notable against ogres in early BG1. I've taken a quick look yesterday and I seem to have accidentally deleted the code that adds these to the HLA tables. It should be a fairly simple fix. My changes to lich.itm are as follows: - Add skeletal damage resistance (50% vs. slashing, piercing and missile) - Add immunity to spell levels as specified in .ini file (normally 1-3), deleting anything above these (vanilla game has 1-5, but SCS deletes these) - Add turning immunity As for the saving throw penalties, my change should work with Tweaks's change, but it would make high-level casters very dangerous indeed, which can be either an advantage or a handicap depending on the situation. I mainly added it because it was easy to do and it neatly cleans up some unneeded clutter. I don't have a desperate need for some extra spell slots. I have some plans to restore Sand Form for which remnants are in the game files (icon files and name/desc strings) but otherwise the Restored Spells component is pretty much complete and will likely not get any big modifications in the future. My changes work with SCS, I actively test this and write mine to be complementary to SCS. But I can't guarantee anything for other battle revisions as I don't use them. It's probably prudent to be wary of combining these, lest you create some glitched or impossible battles.
  14. As I'm still figuring out what works and what doesn't the contents of my spell pack change over time. Sorry about that. Currently this is my divine spell list: From Spell Restorations (implements spells for which fragments are found in the game files) - cleric_circle_of_protection: Target gains +3 AC bonus. - cleric_animal_friendship: Conjures a single animal. - cleric_endure_heat_cold: Target gains 25% resistance to fire and cold. - cleric_cure_blind_deaf: Cures blindness and deafness in target. From Divine Spell Pack (implements spells from many sources, mostly PHB and FR material): - cleric_striking: Target deals +4 extra damage with melee weapons. - cleric_faerie_fire: Outlines target in glow, lowers AC and prevents target from going invisible. - cleric_resist_acid_corrosion: Target gains 50% resistance to acid- and poison damage. - cleric_protection_from_cold: Target becomes immune to cold damage. - cleric_sticks_to_snakes: Summons 1-4 giant snakes. - cleric_heroism: Target gains bonuses similar to Potion of Heroism. - cleric_repel_insects: Party becomes immune to Summon Insects, Insect Plague and Creeping Doom. - cleric_ice_storm: Version of the Ice Storm spell usable by druids. - cleric_lightning_storm: Strikes all the druid's visible enemies with lightning. - cleric_inferno: Sets a single enemy of the druid on fire. - cleric_break_enchantment: Target is freed of curses, petrification and most other unwanted effects. - cleric_hallow: Double-strength Bless on party members, clerics gain a bonus to turning attempts. Good clerics only. - cleric_unhallow: Double-strength Bless on party members, clerics gain a bonus to rebuking attempts. Evil clerics only. - cleric_superheroism: Like heroism, but adds immunity to fear and level drain. - cleric_celestial_protection: Target gains resistances like an angel (+1 to hit, resists cold and lightning, immune to petrification). Good clerics only. - cleric_conjure_water_elemental: Similar to conjure Fire Elemental. - cleric_mass_negative_plane_protection: Like the "I wish to be protected from the undead!" effect of Limited Wish. - cleric_conjure_air_elemental: Like Conjure Earth Elemental. - cleric_aura_of_vitality: Party gains +4 bonus to str, dex and con, like Draw Upon Holy Might. Yeah, the HLA component is still a work in progress. It used to work, but I have probably been a derp somewhere and broke something. Will get to it as soon as I have some time. Once it is done, it should implement the following HLA's (wizard only for now, still working on clerical ones): - wizard_extra_9th_level_spell: Should be obvious. - wizard_nazzers_nullification: Ends all dispellable effects on party and enemy alike. - wizard_tolodines_killing_wind: Much stronger version of Cloud Kill. - wizard_chosen_of_mystra: Applies the chosen of Mystra template to the wizard (25 con, immune to disease, immune to disintegration) - wizard_silver_fire: Allows wizard to conjure a stream of magical fire 1/day as an innate ability. - wizard_iolaums_longevity: Drains life from nearby enemies to heal caster, similar to Vampiric Touch. (Maximize Spell doesn't quite work right and will be scratched in next release.) This is similar to a component of EET. After implementing the restored spells, it dynamically goes through spell.ids and deletes all entries that do not actually have spell files associated with them, allowing other spell mods to claim those slots. This behavior can be turned off in the .ini file.
  15. Angel

    Suggestion

    I am unfortunately not a very good writer myself, but if something does happen to come to mind I will see what I can do.
  16. It's in-universe. From the Lands of Intrigue boxed set, book #2 "Amn", page 6, "Adages & Aphorisms": In that context, "a pearl to you" is wishing someone good luck or good fortune.
  17. As I explained before it's exactly by the book (2e DMG page 69, or any MC in the prelude). That's what adding three extra HD with appropriate thac0 and saves does to these creatures. The web spam is not of my design, that's probably SCS. And this is why I hate maintaining backwards compatibility with BGT and am seriously considering dropping it. It's just too damn hard and frustrating to keep track and come up with workarounds for everything that doesn't work on an engine that has been outdated for twenty years. Just get EE already, it's only what, fifteen bucks? I'll see what I can do, but no guarantees here.
  18. Mm, fair point. And there might be other mods that have this issue. While I'm not fond of fixing other mods' mistakes, I suppose it's either this or potentially face more error reports in the future. I'll see what I can do. There are two ways to work around it, either delete dir.ids from override, or edit action.ids yourself.
  19. Then I run the risk of doing it twice on non-Ascension games, which creates its own set of problems. IMHO Ascension is wrong here, if it provides dir.ids it should also fix action.ids.
  20. Noted, spell has the wrong type, should be innate. Will fix, thanks. Yes, dir.ids must be provided and action.ids needs a small edit (every instance of I:Face* must be replaced with I:Face*DIR). The logic for this is in lib/missing_files.tpa in the mod folder. I've tested this on both Linux and Windows with a fresh BGT installation and it works just fine. The only scenario I can imagine is if there for some reason already is a dir.ids in the game, then the code won't be executed. But this is not the case in a fresh BGT installation. // Missing dir.ids on older games, creates dialog/script compile issues. ACTION_IF NOT FILE_EXISTS_IN_GAME "dir.ids" BEGIN LAUNCH_ACTION_FUNCTION install STR_VAR file = "dir.ids" location = "resource/missing" END LAUNCH_ACTION_FUNCTION swap_text STR_VAR file = "action.ids" swaps = ~"I:Face\*" => "I:Face*DIR"~ END END
  21. Mm, you make a fair point. Proper reactions to certain spells are on my to-do list, but not a very high priority as for most golems this isn't an issue, spells like Move Earth and Mending aren't in the game after all. Let's see, perhaps as an intermediate solution I could lower their MR to 50% or something, and maybe make it so that BG1 "lesser" flesh golems get up only once. That specific code was lifted almost 1 to 1 from SCS, so this should be an issue there as well, then. Shamans are a bit of a tricky beast as it is. I'll see what I can do, but don't reckon on it being changed anytime soon.
  22. Golems are (with some very specific exceptions) immune to all spells cast directly at them. That's not my doing, that's simple core rules.
  23. Mm, you may have an old version somewhere, action.ids is supposed to be patched to make this work with the latest version. Try completely uninstalling all MiH-* mods you have and installing the latest versions of each. spin694 is DRAGON_STONESKIN, which I patch to give every dragon the maximum possible number of skins. This error is likely BGT-specific, I'll have to investigate. There is one truly unkillable flesh golem in Siege of Dragonspear (in the dwarven tunnels near the first camp) due to a scripting issue, already fixed locally and will be in the next version. Other flesh golems are killable, but you may have to be a little creative about it. Try using fire- or acid arrows, Flame Blade or Melf's Minute Meteors on them when they are down. This is in line with their Ravenloft stats where you do need fire- or acid to permanently kill a flesh golem, but if people think it is too much I am willing to tone it down.
  24. I upgraded the Spell Pack to v5, to fix reported issues with Evard's Black Tentacle and Tattoos of Power and a few other things. There is no new content.
  25. WeiDU even has a similar concept built in, with the READ_2DA_ENTRIES_NOW and SET_2DA_ENTRIES_NOW constructs. In general the technique is known as "memory mapping" and has been a standard practice for quite some time. Anyway, to avoid the problem, maybe a function to sanitize CLAB* files could be created? I'm pretty sure I saw a similar function somewhere for XPLEVEL.2DA.
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