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subtledoctor

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Everything posted by subtledoctor

  1. I've done it, but a rather long time ago. I recall that it requires UI modification to make it work. There is a reason that, instead of making new/separate innate versions, in my mod that makes them innate abilities I just changed the existing SPWI420 to an innate ability.
  2. I feel like I have seen mod-added missile ammunition that does this. But I'm not 100% sure.
  3. Oops. Download the hotfix again and this time it shoujld work.
  4. Whoops, bit of a bug uncovered here - thank you for letting me know. Fixed in v1.5.4. For games in progress, install this hotfix mod and everything should clear up the next time an NPC levels up.
  5. What jmerry wrote can do that.
  6. You will find scrolls around the world. honestly don’t remember where, though… I think most are in BG2 and IWD. In BG1… I think Black Lily sells one? Is that the name of the thieves’ guild merchant in BG City?
  7. Curious about this choice. TBH I’ve never really understood the file extension naming conventions in this regard.
  8. Spell Revisions has a component to change the appearance of devas. PnP Celestials changes them as well. Be aware, for some reason the celestial summoning limit is tied to their particular animation. Changing their appearance removes the limit.
  9. Okay, I just did a test, and everything seems to be working. I installed v1.9.1 on BG2EE v2.6, rolled up a mage, memorized three instances of Spell Thrust, and gave Imoen some instances of Minor Globe of Invulnerability, Minor Spell Deflection and Spell Deflection. Then: Imoen casts MSD, I cast Spell Thrust at her: the deflection is dispelled. Imoen casts MGOI, I cast Spell Thrust at her: the globe is dispelled. Imoen casts SD... remember that casting Deflection also auto-casts Minor Deflection. So Imoen now has two protection spells and it requires two Spell Thrusts to remove them. I cast one Spell Thrust and I can see that Imoen's protective swirls change color, from blue to white. This indicates the Deflection has been dispelled but the Minor Deflection remains. I cast Spell Thrust again, and the Minor Deflection is dispelled. Same thing, Imoen casts SD and has two layers of deflection. This time I cast Secret Word, and all of her protections go away. Imoen casts MSD and MGOI, I cast Spell Thrust at her: the deflection is dispelled and the globe remains. I cast Spell Thrust a second time and now the globe is also dispelled. (This is interesting, I had thought the globe would go first. But it doesn't bother me too much. Imoen casts SD and MGOI... now she has three layers of protection. I cast Spell Thrust and the deflection swirls change from blue to white (hard to tell through the globe animation, but it is there); I cast Spell Thrust a second time and the deflection is entirely dispelled; I cast Spell Thrust a third time and the globe is also dispelled. Finally Imoen casts Spell Deflection and Spell Shield. I cast Spell Thrust and it removed the shield; I cast Spell Thrust a second time and it changed the deflection swirls from blue to white; I cast Spell Thrust a third time and the deflection was dispelled. So, from what I can tell the mod itself is working correctly. Note that by design, sometimes you have to cast Spell Thrust multiple times for it to take full effect and make an enemy vulnerable. If an enemy had Greater Spell Deflection, Globe of Invulnerability, and Spell Shield, it would take five Spell Thrusts to break through the defenses. So my best guess is that either 1) you are just not casting Spell Thrust enough, or 2) something has gone awry with your install. My own game has SR+MBR, but I have not tested with SRR, for various reasons, so I don't know if Bart's latest tinkerings with that mod could cause some kind of incompatibility. For trying to fix your current game you could drop the three attached files in /override and then look at them in Near Infinity. Make sure the effects for SPWI321, 321B, and 321C match these versions with the 'z' suffix. (With the exception that the one targeting the SPELLSHIELD secondary type should target whatever sectype index is SPELLSHIELD in your game - this can vary from install to install.) spwi321cz.spl spwi321bz.spl SPWI321z.SPL
  10. It looks like that is where Enlightenment would normally be in the list... so maybe that spell really is TG#ENLI, and the strings are off? Are you using a UI mod? It's been quite a while since I played through ToB but I vaguely recall the HLA screen looking different. If there is a UI mod in play, that could be affecting things. Those are my best guesses. Maybe try saving the game, choosing the "Divine Intervention" HLA from that list, then save again and look at the 2nd save to see what spell you actually have.
  11. @paladin84 cool, thanks for letting me know. I will take a look.
  12. I put it in the < > code tag. I don't see a problem here. "AP_TG#ENLI" is right there, with no prerequisites.
  13. I don't think anyone is using that as the "base" for anything. Any mod being made takes place over 100 years before the 5E events, so... a hint or head-nod in its direction is all I would expect to see. (I haven't played Crucible yet, but from the review it sounds like that's what it does.) But at the end of the day it is canon, so it kind of makes sense to, at least, not pretend it isn't canon.
  14. What exactly are you seeing? I just installed the latest version of the mod on BG2EE v2.6, and the files seem identical to the way they are in my current game, and I'm pretty sure the spell is working in my current game.
  15. NGL the entire idea of "Imoen Romance" turns me off, to the point that I honestly haven't even investigated what, exactly it contains. Romance? With Imoen? No thank you, sir. (It's not just about that particular mod - I don't think Imoen is actually Charname's sister according to any reasonable definition of the term. But I install mods that turn off all romances, period. I'm bothered by the very idea of the way "romances" play out in the very short course of these games. In fact, in my current game I have been a bit concerned that there is a bug because Neera went from reliably and frequently interjecting to complete, stony silence. But I think it is just that the "no romances" mod stopped her from continuing her talks - I guess Beamdog only included romantic banters for her, and no friendship track? Which is rather stupid.)
  16. Seems very (entirely?) dependent on how much you spam rest. Only summon one Planetar, and have to rely on lesser summons like Gate past that? This nerfs mages. Rest every encounter to summon planetars and cat Alacrity in every fight? This buffs mages. (But only very slightly, because in that case your spells are basically unlimited anyway.) Also, have you increased the level limit? Modded the mage spell table? The question is so heavily dependent on the nitty-gritty details of your mod loadout, that I don’t even consider it in those terms. I just think, do I want these to be treated as 10th level spells, with their own “spell slots” simulated by innate abilities, or do I want them to be treated as special 9th level spells that cannot be found on scrolls? Yes there are game balance consequences for each choice, but that does not mean one choice is more right than another. It’s a house rule; apply whichever version you prefer in your house. ** Actually, with my “semi-innate” function it would be quite easy to implement a third possibility: grant HLA spells as innate abilities/“10th level” spells, but only allow the player to cast one 10th level spell per day. This would be (I think) more in line with the 2E source material. But obviously would much more significant game-balance consequences.
  17. I mean, BG1NPCProject gives her a bunch of lines, and the BG1 mod-added NPCs I’m using pay a lot of attention to her (especially Breagar, Brandock, Finch). In SoD/BG2 she is supposed to be absent for 75% of the game and a literal broken soul after that.
  18. A little sus how you’re walking Imoen right up to him with no protections. looks like offering a sacrifice.
  19. I don’t follow what you are talking about… what supplemental material? You mean the 5E adventures? Fair enough, but I don’t think that stuff was intended to extend the story of the games. WotC just wanted an evil God of Murder in their setting (for what reason, I don’t know, it’s actually a pretty dumb domain for a deity), so they contrived to bring back Bhaal.
  20. I mean, WotC couldn’t move forward with the idea that Gorion’s Ward becomes the new god of death. Honestly, If I were to mod ToB I would probably take that option away. Granted, bringing Bhaal back was dumb and unnecessary… but WotC was always clumsy when it comes to Lore, compared to TSR.
  21. Could be done with 7eyes.2da. Not completely, though. Apply a spellstate, and add a row to 7eyes.2da that blocks missile damage when that spellstate is in effect. When missile damage is applied, it is blocked but also removes the spellstate. Fiddly to get just right, to be sure. But possible. My mod has a feat which allows one missile attack to be blocked each round. It removes and reapplies the spellstate every six seconds. Adding a saving throw would be difficult, but not impossible. You could use a technique similar to my effect evasion function: the spell applying the spellstate would begin with a 177 effect calling an .EFF that blocks the spell; and has a 318 effect preceding the 177 which blocks the .EFF, but only on a failed save. Result: the spell takes effect only if you make a saving throw. Give it a 1-second duration and repeat its application every second, and you can block up to six missile attacks per round, as long as you make the saving throws. It’s not exactly the same as getting a save for each missile… but maybe it’s close enough. Caveat is, it only blocks missile damage. Fire arrows would still do fire damage, acid arrows still do acid damage. Etc. An alternative is to forget 7eyes: do the 177/318 reverse-save thing every second, but instead of in a spell that applies a spellstate, the spell could apply numerous op83 effects to block all missile projectiles. This would completely block the missile attacks… but if a mod comes along and adds a new projectile for some magical arrows or whatever, your mod might not include an 83 effect for it, and would therefore give incomplete protection.
  22. Can you upload the 2da file? Look at LUABBR.2da, find ranger/cleric, then grab that file (with “LU” at the beginning) from /override. EDIT - sorry, read your other post. I guess you are dual-classed, so a kitless cleric? In which case find the basic cleric table in LUABBR.2da. EDIT 2 - my table with Refinements installed is LUD5_3.2da and it looks like this: .
  23. Okay I realized that the projected image of Illasera is only there for conversation and then is never necessary again so… I just skipped it. Avdanced the WINerysMet variable to 4, advanced the BHBGQuest variable to… 8 I think, then met Illasera at the Elfsong and consoled in Nerys. Had the next conversation, went after Spider Man, then returned to Illasera. She told me to find Nerys at the Drakon Tavern. But, Nerys is not there. My global quiest variable is 11, but the next conversation with Nerys has a trigger requiring that variable to be at 13. I can’t tell if this is a bug, or just an inscrutable part of a mod with no direction and no journal entry.
  24. I am playing EET right now, in the BG1 campaign, and I have not installed SCS "Wider Variety of random Scrolls" - to my dismay. But I am using SCS v33 (!) and I think the component was bugged so I am denying myself the variety. Here is what I am seeing: I get a metric crap-ton of scrolls for Identify, Chill Touch, Color Spray, occasionally Ghoul Touch... just absolute garbage. What possible use could I have for 29 scrolls of Chill Touch? I have Skie take the UMD feat so she can use scrolls, and I still am not using this junk. Just selling them. Admittedly, I am not save-scumming fights with trash mobs... This is such an insanely singular way to play the game. It is fine, don't get me wrong, but you have to understand.... nobody else does this. No modder is going to cater to this style of play. Further, there is no need to do this since by your own statements you want to have three casters with All The Spells, so you should only need to find one scroll beyond the two available in stores, no need to save-scum every fight. And still even if you really just enjoy getting those good scrolls... it just means that there is one component of one mod that is not well-suited for your particular and unusual playstyle. That is... not a big deal? I'm a bit confused as to why you are making such a big deal about it. Furthermore, DavidW has been very responsive to players in fixing and adjusting his mod. People mentioned some issues with the Wider Variety component being too stingy, and he updated the mod and now it is less stingy. The dude is going out of his way to accommodate people who feel like you feel. Neverthless, You would rather stick your fingers in your ears and scream about something that has already been addressed? Grow up, man.
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