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bholland

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  1. Should it? I am almost certain I an sequence 3 SI's within SCS. I will test this tonight but my point still stands even if I can't. Why is it that a level 5 spell can prevent all but 1 spell from taking it down? It seems reasonable to block spells which damage the mage but the whole point of spellstrike is to bring down all spell protections, I would assume that includes SI. I would also expect pierce shield to bring down all combat protections and that includes red and blue shield. I would also recommend that basically only spellstrike or pierce shield can bring down an SI... well that and ruby ray, maybe. I don't know. I just sort of find is frustrating after playing this through twice now with mages fully pre-casting that I just cannot figure out which spell protections I need to bring down and which very high level spell I need to do it.
  2. The permanent MI is still reduced when you hit them though. It isn't like you always have a 1/20 chance to even the hit the bugger. SCS demons are hard but thankfully you don't really meet them until after you have reached level 14 (ruby ray) or level 16 (pierce shield). I noticed this too actually. It makes true sight much more powerful than dispel invis. but dispel invis will still dispel thieves as long as they don't have non-detection (which is VERY rare thank god). I think only certain bosses have non-detection.
  3. No I mean that if you cast spell sequencer, use the sequencer loaded with 3 immunities (pre-buff) then cast another spell sequencer loaded with 3 immunities (post-buf) you can have 6 school immunities. Alternatively you have 1 spell sequencer as a pre-buff and chain consistency and the second I see a mage, that is 6 schools of immunity right there. All you need really is SI-Alteration (ruby ray is toast) and SI-Abjuration (the rest is toast). I once threw 6 piece shields at a mage and not a single debuf occurred. This is perfectly legal currently under SR and SCS. You can contingency multiple immunities. Spellstrike and pierce shield need to be able to dispel them. I would say that Ruby Ray might as well but I don't know if that power should be in a level 7 spell. The problem I have is that there is a lack of consistency with this. The SR model is to make spells more useful at higher levels, nerf spells which are overused and overkill (AHW being the one there), and generally make the game more enjoyable and bring spells up to level. Pierce shield really should remove fire red and blue. Spell strike just should remove all spell immunities even if the caster is immune to that school. Guessing which immunity, or reading 100 lines in the console to figure out what was pre-cast just isn't that much fun the 15th time you do it. Some mages are affected by spellstrike, some are only affected by ruby ray, some are affected by both. The whole point of something like spellstrike is to remove all magic protections period. Pierce shield can remove all combat protections, period (perhaps make it a 9th level spell?). Casting both on a mage should render that mage 100% vulnerable to attack.
  4. So I know the first suggestion is possible but I don't know if the others are. Pierce shield went from being a totally useless, crap spell to actually being a spell worthy of being 8th level. There is one slight glitch. I think the idea is to make it basically be a breach + ruby ray but it can't drop spell shield red and spell shield blue. Those are both spell protections and breach takes them down. It is rather silly and very frustrating having to spellstrike and then pierce shield and still have anything on the caster. That level of assault should strip everything from the caster. Oh also, I think spell strike should ignore spell immunities. It doesn't make sense that a level 5 spell should protect against the most powerful magic striking component in the game. It also means that if someone were to say, cast two spell sequencers, they could actually make themselves completely immune to all magic. That actually makes me question why someone as smart as Irenicus doesn't do that, even with SCS installed. Perhaps the solution would be to make spell immunities work only against offensive magic or to allow spells which take down spell protections to bypass spell immunity. For me, it is really just too frustrating guessing which protections a mage put up and if in this specific instance I need a ruby ray or if spellstrike would work or if I first need 4 ruby rays or 6 ruby rays and then a spell strike and then a pierce shield AND then breach. I want to cast spellstrike and know that the mage no longer has any spell protections up and I don't think it is that unreasonable considering that is the most powerful spell in the game. My second thought would be to remake stoneskin in a way which protects against a certain amount of physical damage which increases with level. I have a f/t which can easily backstab for 90. It gets old really quickly when I can deal (with assassination) over 600 points in a round and have the mage be perfectly fine because of stoneskin. Same with mages being backstabbed. If a thief managed to backstab me 6 times, for 50 or 60 damage each, my mage should be dead, unless they were very lucky. Perhaps say, 10 points of damage per level is absorbed. If damage is done over that amount, the damage is still reduced to 0 but stoneskin goes away. That would actually work quite well with higher levels as well. The higher the level, the more damage monsters deal and the more monsters there are. A mage shouldn't be able to stand there and take a round of a dragon beating on them without so much as a scratch and yet if a mage is ambushed and whacked on by goblins, the sheer number of critters brings a stoneskin down far faster than a dragon. Also, contingency might be more useful as well. This is something I do not know can be programmed but I think it would be doable. Also, could you make contingency either a select 3 spells or multiple casting be allowed? The change is nice in that you allow a level 27 mage to cast a level 9 spell automatically but it is a long time to wait. Perhaps something like up to a level 1/3 of the caster and they can cast one spell per 6 levels up to 3? Actually I just changed contingency to allow casting up to level 8 spells and to have 1 spell at level 12, 2 spells at level 16, and 3 spells at level 20. It is still worse than chain contingency since it can't cast offensive spells. I am in the process of testing it, but I can email you the spl file if you would like. Oh also, can you make minute meteors be +3 or +4 weapons? +2 means I can't hit mummies and golems and a variety of other critters. +3 would allow me to hit everything except for demi-liches and +4 would also allow my mages to do something useful against a demi-lich. It doesn't even have to add +4 to damage but say, 1d4+2 damage but hit at a +4 enchantment. +4 THAC0 is nice since mages suck at hitting anything. Basically, this is a very strong and great mod. I think this would make the game much more fun, particularly paired with SCS mages pre-casting. EDIT: Replace spell thrust with spellstrike (the level 9 spell). Sorry for the confusion.
  5. This is one of the very few places I cheat and cheat shamelessly. It actually isn't all that bad with Ctrl-y, r, and j. I agree though. No resting is really really tough and actually impossible if you add in some of the harder options. I don't mind cheating too much when I am loving most of the modding but there are a few places I just can't do.
  6. Spirit trolls are a CH6 enemy. Do not try to take them on before that. The best thing I found was to just continue to whack at them with all casters having true sight. Actually, another option is spell sequencers loaded with flame arrows. Those rip apart trolls, including the spirit variety. I decimated Torgal with a really cheese tactic but since I loaded up on the difficulty I was happy with it. I spell triggered 3 Acid Clouds and ran away before I could be targeted. It basically killed everything except the boss who I took out normally.
  7. And more joy. After finishing up WK (Also I don't think Demigorgan was difficult so something was wrong there), I go to the forest and I get a CtD of ASSERTION FAILED! Return Address: 0x7F2E12 File: InfScreenWorldMap.cpp Line: 3069 Expression: FALSE Message: Bad Area file, in area "AR4000" need entry point "dw#WKin"
  8. Most likely tied in with these problems is the fact that the doors to Watchers Keep don't seem to be opening on level exit. They should be but they just aren't.
  9. So apparently this is either a WoP, SCS, or interaction BGT bug. Right now from SoA I battle Irenicus, he dies, I am resurrected and the next scene is me in the land of the many faces. I don't get access to Watchers keep. Now, in BGT I go for a new ToB game and I get sent into the land of many faces but on IMPORT game I get my main character in whatever map I importing from and the rest of my crew at Watchers Keep. Actually, and this is cool, my character ONLY shows up at watchers keep from an import of a BGT "SoA" save when my crew is saved in the pocket plane but when I import the final save in hell, the main char is still in hell and the rest of the crew is at Watcher Keep. This is also true if I continue to play ToB, save in Saradush and import that save into ToB. My main char is stuck outside the castle and the rest of the crew is outside Watchers Keep. Tied in with all of this, I can play the game from the final save on, start of ToB, save, load that save and still have the pocket plane ability but when I exit and load that save, the ability is missing. Apart from that there are issues with Mellisan not showing up after Gromnier, triggers not firing correctly when I MoveToArea(pocket plane) after Creating melisan and basically just being unable to leave or get to the pocket plane. Oh also, on import from wherever I import from (Final save or a save after the start of ToB) I seem to have the pocket plane ability but not when loading the save from the BGT SoA load screen. What do I need to uninstall to make my install work? Will the import just magically fix a lot of these errors? I can do Watchers Keep. I didn't touch it during SoA. I am really stuck and I have no idea what to do. I suppose I can uninstall the mods but I really don't want to mess up my saved game, again. Any help is appreciated. Thanks, ~Ben
  10. I installed the component where you go from SoA to Watchers Keep and it didn't actually happen. Also, I don't think the Irenicus battle was correct. I installed that thing where you kill him once and then the dragon etc will show up. That did not happen either. I could post the WeiDu log but I don't know if it would help. Anyway, if you need anything, PM me. Actually, I still have an intact final save with my setup. I don't know if it would help though as my game has a fair amount of modding.
  11. It appears that the Black Wyrm link is dead and has been for some time. Anyone know where the modern day prefix registration is happening? I really don't want to step on toes.
  12. That is quite the feat! Thanks everyone! BTW, I just created the first baby mod with english translation. Thanks to you all for the massive assist. It was actually quite easy once well... I went here. Now for something a bit more... challenging.
  13. Oh thank you so much for all your help! I can't believe that I missed that with all the constants. Very interesting about the structures. I am guessing regarding the NAME and NAME1 that WeiDU puts another alias where NAME=NAME1=0x08 or something like that. I have seen a ton of tp2 files which just have the name as the example. Also yes, I gathered that there is some real power behind the tp2 but I am so not even close to getting there yet. Actually, with all of this really really useful info, it seems like this would be ripe for a tutorial about basic item creation and then assign that item to a store. See... this is why this modding is difficult. Everything is connected and you can't just unravel a tiny piece of it. The biff is connected to the itm files which are all connected to the tlk file and the tp2 files. That means to do something very trivial, you need to know about hex offsets, strings, how strings work in memory space, why references are used in the tlk file, what your override file actually does, how to create items in NI, what various flags do, why offsets exist, how offsets work within the context of the different files, and lastly how to use weidu to automate the install. This "simple" process requires quite a lot of ramping up but once understood, is sort of flexible for many purposes. Thanks for the heads up that I am in 32bit space and that int = 4bytes, short = 2bytes and byte = 1. Typically int and long are the same but that comes from wayyyyy back. I will say this about the easy vs. simple. Putting all of your strings into a single file is very simple. You have an array, each element has a pointer to a string which is most likely defined as a global constant or even worse, the array is an array of constant string literals. That is very easy to setup but extremely complex to maintain. A much harder but much more robust way would be to encapsulate each string either within the object which says the string (like an NPC), the item, or the area. Each object would have its own set of strings with various properties like (said to) or the like. This is actually much simpler to setup (or at least as difficult) but has the added bonus that you don't need to worry about managing a giant array of strings. This giant array of strings (I assume) has a ton of duplicates just from modders and the devs being unsure which reference of the string they were suppose to use and better safe than sorry so new string with a new reference it goes. Encapsulation has the huge benefit though of one object or install or override not totally destroying your single giant array of strings. Order becomes a lot less important. Of course, that sort of change to a system would basically break everything but man, that is a shame because now we need special tools to handle a single giant (essentially db table) for us. I am really quite happy the tools exist but damn if this is not all a mess to figure out.
  14. Hi Wisp, thanks for that really useful link. I am going to read it more in depth in a bit. What I think I am after is a list of the WeiDU offset aliases. The SAY command apparently takes an offset and a string so when you do something like SAY NAME ~This is the name~ NAME in this case is an alias for what I assume to be hex code 0x0C for the identified name. It also appears (using NI) that there are a whole lot of these things, which I know from reading about modding on other resources and particularly item creation, which all have the same offset for every item. It makes sense if the items are basically a struct with a bunch of pointers or int's for flags. I also assume that WeiDU takes these offsets and somewhere creates aliases or constant names for them so that NAME is actually going to be put into the .itm file. Typically these would be either #DEFINE or some set of global constants or an ENUM or a struct someplace. I am just wondering if there a comprehensive list of the aliases for the hex addresses that WeiDU uses. I ask this because in the example on WeiDU there is something called NAME2 which I would never have guessed existed unless someone told me and I am guessing that there are a lot more like this. Things like UNIDENTIFIED_DESC I would not have guessed either. Oh, in another note... I really think it is interesting how all of this fits together. I have not figured out biffs yet but other than that, this coding style is really really old and extremely outdated. It however, is really simple to write, modify, edit, pickup, and change. It is almost like BGII was not written using OO principles. For example, every single string and dialogue is in one massive file which is basically an array with each string addressed. That destroys encapsulation but makes it very easy to write. Hell, I might even put up a "My First Mod" which is basically a mess of items which I sort of feel are missing and work on getting an NPC to walk up to you and do something. It seems like that is a really decent first step.
  15. Thanks for the really straightforward answer. So then is this sort of like python? There is a COPY block and a tab or two spaces link all of the lines in the block to that specific item or it is even simpler that there are a set of commands which will not break the block and the block ends on either EOF, COPY or another top level command? Also, is there an API for the tp2 files? I realized just now on the weidu website that copy desc existed and most likely changed the description of the item. I am wondering if there is a list of the commands like COPY and set of attributes which change like NAME NAME2 (Whatever this is) DESC, etc. Edit: NM, I finally figured out what the TP2 API does... now how about an API of what I assume are item offsets.
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