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subtledoctor

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Everything posted by subtledoctor

  1. No clue. Has anyone installed them both? If so, ask them how it went. This is how such things are learned.
  2. Don’t they get “Recall Spirit,” which is the same thing?
  3. Good question! It's not clear from the description, and I didn't remember the answer myself, so I just looked at the effect: the on-hit penalty lasts for 3 rounds, and it does stack. So if the Hexblade is in melee and hits the target every round (and the target fails a saving throw every time), then the target will have a total of -4 Luck and -4 to saves. No, "Luck" has a specific meaning in this engine: positive Luck increases the physical damage you deal out (to the top of your damage roll, but not above it like a proper bonus) and reduces the damage you take from incoming spells like Fireball. Negative Luck makes you take more damage from spells and deal out less physical damage. The Luck spell talks about saving throws, so people conflate the two; but the Luck stat has nothing to do with saving throws, so in the kit description I try to be precise by mentioning both Luck and saves separately. So to be clear, if you can get a Hexblade to hit a target a few times, that target: will make weaker physical attacks will take more damage from spells will be less likely to save against spell effects So the Hexblade will take less damage in melee, and if you fire some spells at your opponent while attacking, those spells will be more effective. The idea is to make this kit function well as a "gish" i.e. fighter/mage mixing magic with physical attacks. (Note, this works best against non-magical opponents, and maybe clerics. Against a mage with Stoneskin/PfMW, you can't hit them and therefore can't get this cycle going to weaken them.)
  4. Yup, I just checked and that's how it works in my game as well. I even give Non-Detection (renamed "Protection from Divination") protection against the DivinationAttack sectype, which means it will protect your Blur/Mirror Image etc... but Glitterdust/Faerie Fire bypasses it because they don't have the Divination primary type or the DivinationAttack secondary type. I think it's okay, because unlike Invisibility Purge/True Sight/SR Detect Invisibility, which work over an extended period of time, Glitterdust and Faerie Fire only hit once. (They do prevent the affected targets from going invisible again in SR/SRR... maybe the duration of that should be reduced from 4 rounds to 2-3 rounds? Though now that I look at it, in my setup the affected target can go invisible again, partially anyway... I wonder if I should re-think that...
  5. NPC_EE allows you to make some class changes (within reason) at install-time, and make kit and proficiency changes in-game. I think SCS has a component tgat goes further, letting you choose class, kit, and profs in-game. It comes at the problem from a different direction; each has been shown to be clunky in its way, which I think is inescapable. My mod loadout is a bit different - base SR + Random Tweaks + TnB’s modified invisibility - but I am using Faerie Fire to reveal invisible foes all the time. Don’t honestly know how it interacts with Nondetection, though.
  6. Shameless plug: my mod addresses Goodberries. Totally compatible with SR/SRR.
  7. FYI I am seeing a weird thing in my game where some multiclass characters are not getting their kit abilities after choosing a multiclass kit via the NPC_EE dialogue. Like, in my game Imoen is a mage/thief; I use the kit-choice ability to make her a Jinxer from Might & Guile. But she doesn't get any of the abilities of the Jinxer kit, like bard songs or spontaneous casting. I don't fully understand what is happening, but I found quite by accident that if you choose a kit and then have the NPC leave the party and immediately re-join, then they will get their kit abilities. So if you have issues with this, try kicking them out and having them rejoin. So for instance, when I used this ability to give Branwen the fighter/cleric of Tempus kit from Faiths & Powers, she did not get her spells. But when she left the party and then rejoined, all of her spells and abilities appeared. I assume this is a bad interaction with the newer versions of the QD_Multi multiclass kit system and ADD_KIT_EX. The leave/rejoin script properly removes and then re-applies any kit abilities; but the AddKit script action used by NPC_EE does not. If/when I can manage to figure out a way to make this work, I'll post it here. In the meantime, if you run into this trouble, try the kick-out/rejoin workaround.
  8. Sure. This is an excellent way to play the game. Purely an improvement over the unmodded game, but you don't have to stress out about whether you do or don't want the various changed tactical encounters. (Which are IMHO uneven in application - that's not a knock, it;s just that some were imported from a different mod with a different vision, and it's not always easy to tell at a glance which encounter changes you would like and which you would not.)
  9. Huh, I thought I tried to tag you in that post, and it didn’t work? I might have made a mistake. Would have been easier than referring out to the BD post. Anyway, glad to share resources!
  10. Btw if anyone is interested, or wants to tag Arunsun, I noticed over here that she/he is looking to: (what the heck happened to the formatting of this post?? I’ll fix it in a bit.)
  11. You want two things in your game directory: 1) setup-TomeAndBlood.exe, and 2) a folder titled “TomeAndBlood.” It looks like you pulled all of the files out of the TomeAndBlood folder, and put them into your game directory. That will cause problems. Delete all that stuff - or, if it’s easier, just start with a fresh game directory... by the way a good thing to do is, install the game from scratch, then make a copy of your game directory. Afterward, when messing around with mods, if something goes wrong you can just trash the directory and restore it from your backup. Anyway, once you have a clean game directory, go to the downloaded TomeAndBlood .zip archive, and just copy those two things - the .exe and the folder - into your game directory. Then it should work.
  12. Ah, I guess I was looking at this post.
  13. IIRC one of the main selling points of Dispelling Screen is that it is an AoE effect. You can use it to protect all of the buffs that your cleric applies to your party - they will survive the first Remove Magic thrown at you. Now you have a serious advantage, being fully buffed when the enemy hoped to weaken you; or if the enemy has another Remove Magic on tap, then you at least are fully buffed for an extra round, and you force the enemy to waste a round casting the second RM rather than something more dangerous. (I don't use it very much, and it doesn't make much difference... but then I'm only level 12 at the moment, in chapter 3. Perhaps it will be more useful as the game goes on.) Spell Shield is self-only, and quite specifically geared toward "mage chess." Specifically, with SR installed, it can absorb a Spellstrike and let you keep up your Spell Trap or other defenses. I think Death Ward is more or less SI:Necromancy. Yes, that's a priest spell... but I guess I'm fine with priests being the ones to protect people from necromantic effects. Is there an actual use-case for SI:Conjuration? What offensive Conjuration spells are there? Acid Arrow? (Admittedly, I change the schools of a bunch of spells in my game, so protection from that school might be more valuable in the vanilla system than in my game.) No, it's a good thing. The various "interesting" vanilla defenses - Deflection, Turning, Trap - don't do much except serve to hand major advantages to a human player against the AI. Even the basic concept of how many spell levels a defense can handle before dissipating is something that the player can exploit but the AI cannot. When AI is well-written, like SCS mages, it will refuse to do stupid things like cast Magic Missile into a Spell Turning. But once the AI is acting sensibly in that regard, then the "interesting" aspect of Turning suddenly becomes very uninteresting, and even low-level defensive spells become "immunity to spells until the enemy dispels my defense." Kreso was obsessed with this over the years, trying to find a way to make fights a bit more organic. For SR's purposes, turning all of the defenses into variants of Spell Deflection made sense because that's how it was working out anyway, and this way it could be fine-tuned with that assumption in mind. If you'r interested, I have made further refinements to the "mage chess" system in my "Random Tweaks" mod, called "Revised Magic Battles." That link goes to the final published version; you can see the genesis of the idea over here, with some discussion in following posts. Heh, I suggested precisely that in some of the back-and-forth with kreso over the years. The difference, more or less, is this: as it is now, you have the choice as to whether it only counters spells targeting you, like the original Spell Trap, or whether it counters AoE effects as well (if you install the optional "AoE Spell Deflection" component). I think it's good to have that choice. Further, in neither case does it counter stationary effect like clouds and firestorms. If you just made it into Mega Globe of Invulnerability, that it would block all magical effect, both targeted and AoE, as well as all cloud-like effects, and the player would have no choice about the matter at install-time. @Mike1072 or another moderator, these last few posts should probably be moved to the main SRv4 thread.
  14. Out of curiosity, why do you have SCS so early in the order? Seems odd. Some of those tweak mods may or may not matter (I don't even recognize a bunch of them...!), but it especially seems that Spell Revisions should be installed before SCS. SCS specifically looks for SR and adapts itself to the presence of SR spells...
  15. EDIT - ninja'd! I assume that post is meant for the main SVRv4 thread, not the SRR thread. In any event, Fair enough. I don't like the idea of Dimension Door being in the game at all, I personally never use it. With a duration of I think 4 or 5 rounds, is basically can stop 4 or 5 hits, max. And depending on the value of your hidden Luck stat, it might not even stop that many. I've been playing with it a lot and it works well. I even modded Barkskin to work in a similar fashion, a 1/round version of Iron Skins. I thought the vanilla spell just gives you one image, period, end of story? So it stops one attack and then goes away. That's my recollection. (That would make a nice cantrip, but it is underpowered compared to other BG2 1st-level spells.) Most of the things you use Spell Immunity for are still there, just in other spells. Nondetection is SI:Divination, Mind Blank is SI:Enchantment, ProEnergy or whatever is functionally SI:Evocation, etc. Removing the single cheesy 5th-level spell forces a bit more tactical gameplay, especially with SCS. SRv4 has an optional component for precisely that! I don't actually know what the functional difference is between a hakeashar and... that other version of the same monster, whose name I forget. Is anything actually lost with this change? (I myself never used those magic-eating monsters, they always seemed odd in concept and crappy in execution. Enemy scripts seem completely unable to handle them, so it ends up being a kind of cheesy win-button move - "summon hakeashar, move party out of enemy visual range, go make a cup of tea while enemy mages with crappy AI scripts destroy themselves..." that's not my idea of what makes BG2 fun.) Have you ever actually cast 30 levels of spells into a Spell Trap to remove it? This just makes the spell into what it functionally already was: immunity to spells being cast at you. The proper way to deal with it is Ruby Ray/Pierce Shield/Spellstrike... just like in the normal game. Plus, SR is geared to work well with SCS, and SCS mages don't cast spells into Spell Trap to remove it, it only uses RR/PS/SS. So this just puts everyone on a level playing field as far as how to handle opponents with Spell Trap up. Same rationale applies: SCS enemies will not cast spells into your Spell Trap, so it will not replenish any of your spells. And you would be crazy to cast spells into an enemy Spell Trap and replenish their spells. So what's the point? It's not just that the spell allows exploits... rather, it's that the only use for that aspect of spell is those exploits. If the main purpose of the spell is to give you something close to functional immunity to enemy spellcasting... then why not just design it to give you something close to functional immunity to enemy spells? That's what SR does.
  16. Wow that’s super annoying. I suppose we could just overwrite the sound file... but I’m sure it’s used by a ton of other spells in which it is appropriate. Could clone the sound file, and then overwrite the original, and then use ALTER_EFFECT to switch any overt “play sound” effects to the new sound file, to mitigate the change... still wouldn’t be perfect, but it might be an acceptable compromise. On the bright side, it's much easier to implement than fashioning some kind of "cancel this every 6 seconds" setup. I can blank out the .WAV file in my current game and play with it that way, see if there are any weird moments of eerie silence when I should be hearing spell effects ending. (Frankly I'm not a big fan of "this spell has ended" sounds in the first place. It's not like I can keep track of which spell is making the sound at any given moment in the thick of battle.)
  17. Damn, this has been driving me CRAZY. I couldn't figure out what this constant repeated sound was or where it was coming from! You probably never hear it with the base spell, since most of the time Stoneskins will either be used up by enemy attacks, or expire in your sleep. Of course my mods use repeated stoneskins in a spell, an item, and a psionic power. So this has been happening constantly for me. Gonna have to figure out a workaround. Maybe use opcode 321 to cancel it. Could maybe also do some spellstate jiggery-pokery to make the effect disappear when you remove the item. Dunno what you would do in the absence of EE opcodes though. Maybe use a custom sectype on the repeated spell, and cancel it just like EE’s opcode 321. And maybe add a repeated effect that cancels and protects from it, but flagged as “non-combat only” so the skins would disappear outside combat.
  18. It was stated in an earlier thread that NTotSC adds spells that are only learnable from scrolls - from what it sounds like, they are not available to sorcerers, not added with the ADD_SPELL command, so they don't use up any of the 50 precious SPWI slots.
  19. Sounds like IWDification. (Or the new SCS instance of it.) IIRC those are standard wizard spells in IWD
  20. That's a good idea, though I have no idea how feasible it is. Worth a mention to @argent77.
  21. Not soon. It would be a ton of work and likely introduce new bugs, and I am not at the top of my modding game and I don't have time to devote to doing this. Olvyn's system is fine for his mod, but if other modders are to support it it needs to become more adaptable and universal.
  22. EDIT - I'll put this at the top of the post instead of at the bottom: NTotSC is fine in this regard, you don't have to worry. To clarify what Endarire said: this is the limit for which spells are available to know/memorize during character generation, and which spells are available to be learned by sorcerers and shamans. Your typical spell is something like this: Grease --> SPWI101.SPL That spell will be listed in SPELL.IDS as well: 2101 WIZARD_GREASE The "2" in the IDS number means "this is a wizard spell, with file prefix SPWI," and the "101" means "its file suffix is 101." So any script can all for a character to cast WIZARD_GREASE, and that character will cast SPWI101.SPL, i.e. Grease. Some spells are in SPELL.IDS, but are also listed in HIDESPL.2DA. These spells are available for scripts, but will not appear for learning at CharGen or at level-up by sorcerers/shamans. Nahal's Reckless Dweomer is an example. Only 50 spells get this treatment; if a spell is added to the game as SPWI151.SPL, no matter whether it is added to SPELL.IDS, it will not be available at CharGen or to sorcerers. Anyone can of course add their own spells with their modder prefix; for spells learnable by scroll this is easy, since you can bypass that system. Any wizard will find my mod-added scroll and learn "D5NUSPEL.SPL" and it will go in your spellbook and you can cast it normally. But that spell will not be available at CharGen or to sorcerers. Some mods add new spells via the more restricted way, in order for sorcerers to be able to cast them. The new version of Spell Revisions adds a few spells at each spell level. Certain components of Tome & Blood adds a couple new spells this way, e.g. there is one option to change Mirror Image to a 3rd-level spell. It doesn't actially alter the spell, rather it adds a new 3rd-level spell and puts the original in HIDESPL.2DA. This is so that players will get the new version, while any scripts for NPCs that call the old version will function. (If you change the spell level without changing the IDS value, attempts to cast it can fail; if you change the IDS value, it can break scripts.) This is a method that functions very well, but as you can see it uses up one of those precious 50 spell slots available to sorcerers. I play with IWDification, Spell Revisions, Faiths & Powers, and Tome & Blood, and there is still plenty of room for more spells - probably 10-20 free spots per level still. Some of the old "mega" mods would eat up this space very quickly... I remember installing the old versions of DSotSC and/or TDD, and afterward I would not install my own mods! (Because Weidu at the time would fail the install if a mod tried to add a new spell as SPWIx51.) I don't recall, but Galactygon's SpellPackB6 might have similarly pushed the limit. Currently, the only mod that pushes past this limit is OlvynSpells, which adds something like 200 new spells to the game. As Endarire said, Olvyn created a new system to allow those spells to be learned at CharGen/by sorcerers even if they use a modding prefix and are outside the normal 1-50 IDS number range. I don't love that system, because it uses a UI hack that might create compatibility issues with other UI hacks, and because it doesn't create a new centralized repository of just what spells sorcerers should get, so other mods (like mine) have no way of knowing how to treat sorcerers' spell lists. (My feeling is that modders should stick to the original system, and players should simply be choosy about what spells they add to their game, until a system is devised that is easy for all modders to hook into.)
  23. @C87 I think the initial version of Weidu v247 didn't work in Big Sur. I don't have Big Sur, so I didn't realize that when I included it in the MWL. But I have updated the MWL to use the version of Weidu that should work on Big Sur. What you need to do: Delete the MWL from your game folder Delete the file called "weidu" from your game folder Download the MWL v7.5.247.1 package, unzip it and put the app in your game folder Run the MWL app, it should work. If that fails, delete the MWL and weidu again, and instead try MWL v7.5.246, which includes the older Weidu v246. I don't recall anyone saying that version doesn't work on Big Sur. EDIT - Okay forget that, just use 7.5.247.1
  24. Yeah, that’s fine. Anything from 18/51 to 18/00 is the same. Instead of 18 STR being split into 7 parts with huge differences, in SoB 18 is split into just 2 ranges, and the only difference is a one point bonus to hit.
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