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subtledoctor

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Everything posted by subtledoctor

  1. Did you do a ctrl-R on the character(s) at some point? Or change thigns with EEKeeper? Or, does anyone know if EET itself does something equivalent to ctrl-R whne moving between campaigns? Just to be clear: if I read your post correctly, scrolls are usable when you start a new game in the SoD/SoA campaign, but they are not usable when you transition a game directly from BG1 into SoD or SoA? (Btw learning spells from scrolls is a different mechanism from casting spells from scrolls. The former relies on the exclusion flags in the spell file, while the latter relies on the exclusion flags in the item file. It's totally possible to restrict one but not the other.) If you are able to, can you compare the two saves, one where Imoen can use the scroll and one where she cannot use the scroll, and tell us what the "SPECIFIC" value is for Imoen's character?
  2. Okay I just tested and there's definitely a problem with the Arcanist. Sorry! I'll run some tests. The full conversion - where all wizards and priests get the Arcanist casting style - seems to be working, I'm playing it now on an iPad. So if you don't want to wait you could try that. But I'll work on getting it working for the single-kit version as well.
  3. Ah ha! Someone reported something similar before but this narrows it down considerably. I'll take a look.
  4. Literally the only words I understood in that post are "Shaka Zulu."
  5. For some value of “just a bit.” FWIW this stuff is way, way out of my wheelhouse. I’m just passing on bits of information I’ve read over the years. If someone actually managed to get one-handed spears into the game, though, I would love love love it. I’d love to rock a spear and shield together.
  6. If you made the weapon animations just so, the character animations for using a sling might work well for a 1-handed spear. But, who’s going to make those weapon animations? Line forms over there.
  7. In my current game with SR 4b18 (and SCS), when a lich cast Imprisonment at Mazzy, first it mazed her, then after some time (wanna say about 5-10 rounds), she died. I eventually beat the lich and then left the area and raised her at a temple. I'm not 100% sure of how the mods interact, or if SR by itself works the same way. But in any event I'm moderately happy with the way it functions. I suppose it become something like a no-save Finger of Death, where you can use Freedom to get your party member back in the moment, or wait and raise them later on. I guess my only gripe is that it makes Freedom have very, very narrow utility. Ideally it would apply some condition such that the victim could not be raised unless you first cast Freedom. Like, walk to a temple, cast Freedom to retrieve the body from the Imprisonment, and then raise or resurrect as usual. Or maybe you need the combination of Freedom + Raise out in the field, but you can skip the Freedom step at a temple because it's assumed that priests' abilities to resurrect at actual temples - the seat of their power - can overcome such difficulties. Don't know if that would be feasible to implement in this engine, though. (Maybe I'll change Freedom into Dimensional Anchor, or something. Hmmm...)
  8. lol @ you think you are owed "service" To be fair, the support for your mod is way, way worse. So, again, maybe try some perspective. Now THAT's what I call perspective!
  9. My understanding is, unlike say a 3D game where you have a ragdoll body and an item and some rudimentary physics engine which lets you move things in all sorts of ways, these games have 2D sprites with a set number of animations that can play. If the 1-handed spear animation doesn't exist, it doesn't exist, period, end of story. And, spoilers: the 1-handed spear animation doesn't exist. Long story short, I doubt this is ever going to be feasible to add.
  10. Been that way forever. No, that shouldn’t matter.
  11. You generally want the IWD spells from SCS to be installed earlier, like between 16 and 17 in your list. Granted, you don't have many mods to go in between it and the rest of SCS, but various parts of Tweaks Anthology and Cosmetic Enhancements should go after the IWD spells. Procedure: Install SCS, says [yes] to IWD spells and [no] to the other groups. Install the IWD spells, the installer will close, now go install other mods. Later on, install SCS again, say [no] to IWD spells and [yes] to everything else. Install things normally.
  12. Well there are two questions: 1) what to call the mod folder/.tp2 file, which ought to be short; and 2) what to call the mod, which need not be short. For #1, I would suggest something like “recognizable_defenses.tp2” or “defensive_spell_visuals.tp2” or something like that. For #2, it doesn’t matter a lot to me. Something like “Better Defensive Spell Visual Feedback” sounds fine.
  13. Actually that’s a good point. I don’t know if there’s anything special about 33.4; it’s just what was on my computer from installing mods a few months ago, and when I read about these bugs I decided not to update it. Totally arbitrary. I also play with a mod that makes wizards never run out of spells. So maybe this bug is on 33.4 as well - I would probably never notice it. So basically don’t base any decisions on my experience.
  14. I know it's a bit confusing, but the latest 0.79 versions are newer and more advanced than the 0.80 versions. Stick with 0.79 for now. (And the latest version is 0.79.21) That said, this may also affect the latest version. I think something in the engine changed since we coded that spell. Maybe it was made in the 2.3 patch, and now doesn't work in the 2.5 patch? Or maybe the spell original just cast the normal wizard spell (which would work fine, but call down the Cowled Wizards) but now it clones the Contingency spell to a new custom version (which can crash the game). EDIT - just tested, and it has to do with the new UI system. What you can do, is install OlvynChuru's fix over here, and then FnP's contingency spells should work fine. I'll work on updating the mod to make the spell work without needing that fix.
  15. Excellent, excellent insights. Thanks, How about "More Recognizable Magic Protections?" Ya, it can easily be done dynamically, and would be a good idea. But... If we're just going to completely remove references to the SCS spellstate, then perhaps the more efficient route would be to cannibalize it. Find and (maybe) rename it, remove it from all creatures, and EDIT - oh I see, if it is applied by script then we would have to modify those scripts, which I'm not going to do. Okay then, can add one for party members and use that. Cool. Elegant solution. Not a full solution to this, but perhaps an adequate hack: apply a "melee hit effect" to enemies which will 321 cancel the animation hiding spell. It could be slightly weird if they attack and miss; they would become visible, and then when they roll a successful attack roll all their protections would also become visible. For me, I can live with that. (Especially since they are likely to be improved invisible, not simple invisible, so I am likely to pretty quickly cast some kind of divination anyway, which should reveal their protections.) While I like yours better than the truly awful original version, I still question why a spell like Sanctuary should have such a flashy visual. For context: my mod adds a Sanctuary effect to all simple invisibility spells, matching the op20 effect; and switches the op116 effect in See Invisible/True Sight to op136. Op136 cancels invisibility but it leaves the sanctuary effect alone. Result, when combines with the op193 effect, is that an invisible enemy becomes visible, with a floor circle you can click, thus enabling the True Sight caster to cast or attack at them; but they will still be 'invisible' (sanctuaried and thus untargetable) to allies who cannot see invisible. I apply the sanctuary effect with no animation, and apply a transparency effect that is canceled if the sanctuary effect is lost (if they take offensive action or someone casts Invisibility Purge or Oracle). This way, enabling yourself to see invisible makes their foot circle targetable, but as long as they are still invisible to other they will be semi-transparent. (As for the actual Sanctuary spell: it simply becomes a short-duration Invisibility, which I think is appropriate given their respective spell levels. I know it is not supposed to be real invisibility, but more like 'not noticed,' but for purposes of these games that ends up being a distinction without a difference.) Now, the main objection I see to using a transparency for Sanctuary instead of a colorful visual effect is that it might sort of step on the toes of Improved Invisibility. That, again, is something I can tolerate. Especially if it is paired with that white glow effect. But of course reasonable minds may differ.
  16. Same as any other casters. You click the 'Change Prepared Spells' ability, and that will give you access to your spell slots in the priest spellbook screen. Set some spells to be memorized, then go to sleep. A few seconds after you wake up, you will lose access to the spell slots in the spellbook screen, and you will be able to cast your prepared spells spontaneously. When you wake up, you may see your 'Cast Spell' button wink off and then back on again over a period of about 1-3 seconds. You will probably see that happen every time you wake up from resting. That's an indicator that the system is working. I should probably post some screenshots/screencasts of this in action, so people know what to expect. But I don't know how to post videos. Anybody know a good method for that? (Like, how best to encode them, and where to upload them for linking?)
  17. So, for context, this is because I track spell slots with proficiency values, and the way to increase spell slots at each level is to cast a spell with a bunch of op233 effects, with 50 different headers so the correct value of the proficiency is applied at the right level. In order for the caster level to apply the correct spell header, the 233 spell must be an arcane spell for arcane casters, and a divine spell for divine casters. If it was an innate spell then the caster level might be incorrect for multi- and/or dual-class characters. But if the 233 spell is an arcane spell, then it would trigger the Cowled Wizards if a wizard or bard levels up while outdoors in the city. Not good! However, quite for a different reason, I stopped applying that 233 spell in kit tables on level-up, and instead I apply it when you 'prepare spells' in your spellbook. (Which, in this mod, works differently then in the base game.) So this is no longer an issue, and I have moved on to addressing other issues, like how to make casting work smoothly for a sorcerer/shaman multi. But in general it would be good to be able to mod this. Would it be possible to add a condition to that check... something like !CheckSpellState([some_new_spellstate]) Then if we want to exempt a wizard spell from triggering the CW, we could have it set that spellstate for a couple seconds. Or if, say, I want my divine sphere system to include a wizard spell by casting it with 146 instead of brute-cloning it, I could have the priest spell with the 146 effect set that spellstate. Could also maybe use a global variable... there's an opcode to set GVs, right?
  18. Y'know Jarno you could just type the clarification yourself. Bitching about someone not being helpful enough in the same breath that you are being completely unhelpful is not a good look. COUNT_2DA_COLS cols FOR (col = 4 ; col < cols ; ++col) BEGIN SET_2DA_ENTRY 29 col cols 0 END
  19. No - this mod doesn't touch purely spontaneous casters. Those are still governed by TnB, and they don't work with the Olvyn spells. Switching spells just lets you use the normal spell-choice mechanism; so if that doesn't work with the Olvyn spells then switching will be no different. If you want to use Olvyn's spells with these mods, play some kind of mage. Or, a single-class sorcerer without spell switching installed.
  20. Hm. I didn't get around to testing those together. I would imagine that they have the same issue as when you used the former versions of TnB and FnP to make a spontaneous caster on both sides - it will work fine, but the order of spells as they appear under the 'cast spell' button will shift from divine-arcane to arcane-divine, depending on which kind of spell you cast most recently. I can probably make that stable, when I get around to it. It's addressed in the readme, but: arcane spells are pulled into this system based on whether there is a scroll from which you can learn them. (Because the system affects spellcasters who learn spells from scrolls.) So if Olvyn's mod includes scrolls for the arcane spells, they will work with this mod. Divine spells, on the other hand, must have the normal SPPR101-150 naming scheme to be picked up by this mod. Alternatively, if you use a sphere system with Faiths & Powers, then any spells in that sphere system will be picked up. If you want, you can make a custom version of the sphere system that includes Olvyn's divine spells. Then, since they are part of a sphere system, they will be included in this mod.
  21. Huh. Weird that that didn't happen to me. Anyway, should be fixed now in 0.79.22.
  22. Okay @DavidNYC I've put up a working beta of the spell visuals mod. I put it in the Gibberlings3 Github group, any anyone in that group can edit it if need be. it has the basic spell visuals, and the MI transparency with two options - but note that I can't test that one as I'm on a Mac. Now that I have it installable and took a look, here's my feedback on the animations. Generally, it's great, and I can't wait to play with this. A few of them don't seem balanced with each other, though: The new MGOI globe is a tad too faint, though it is still visible... considering it is the weakest version of this spell, it's not out of place. Just a tad faint. Spell Shield is just the opposite: it has a bit more hue than the other animations, and risks blocking sight of them. Could stand to be a little bit fainter. Dispelling Screen and Fire Shield Red are also a bit faint. If I pile on various defenses, it becomes hard to notice them. Acid Sheath is extremely faint. Admittedly I tested on a TOB start, which has a green background, but this was almost invisible. Everything else I tested is looking great.
  23. If you install the Multiclass Shamans component (I think) and/or any sphere system, then Shamans will learn spells via an item ability under the backpack icon. Same aas with Tome & Blood's Multiclass Sorcerers, and with any sorcerers and shamans if you install Tome & Blood's 'Spell Switching' mod component. Hopefully the item ability is there and you just didn't realize it... (I tested that, among a lot of other things, recently. But in my test I was using a sphere system. I hope it doesn't mess up shamans when no sphere system is used... I'll check.)
  24. Just fine. As in the vanilla game, cleric/rangers will get casting slots according to their cleric level - you get the higher of the two values for your divine casting slots, not a combination. Don't know. I can't use EEex, so I can't code for it or test it. (Nor would I want to write code that only works on games I can't play.) If anyone wants to take it upon themselves to write an add-on mod, via UI hacks or EEex, to allow quickslots to work with this system, by all means go right ahead. It's not too complicated in concept - you just need to allow quickslots to cast innate abilities. Innate abilities are deemed "memorized spells" in the .CRE file, just like divine and arcane spells... so I assume they are accessible. For me, it's just not a big deal. Plenty of casters don't have quickspell slots, and I barely even notice in-game. Like, I couldn't tell you right now which classes have quickspell slots and which ones don't. And I've never said to myself "I'm not allowing Jan in my party this time, because mage/thieves don't have quickspell slots and I must have quickspells!" (YMMV of course...)
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