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Serg BlackStrider

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Everything posted by Serg BlackStrider

  1. I believe, in this case Aura of flaming death is not a spell to be cast, previously as a pre-buff or during a combat, but a special ability or special permanent feature of Balor as a creature. It's granted to them not by spell but rather by special item.
  2. There are none - replaced with Expeditious Retreat. Your only anti-pertification defences in SR are green scroll and potions of mirrored eyes.
  3. I don't know 'why' in your case but even though the latest version is @Kreso's beta 15, I still use beta 14 and within it there are '-4 save and Slow for three rounds beforehand'.
  4. Which ones? Spell Thrust now has quite an AoE so you do not need to target creature directly (though in my experience it's better to do so nonetheless, as otherwise sometimes it doesn't work even if the target is caught in AoE). You can't target invisible creature directly with Secret Word, but as I've discovered searching this forum, this is intended behaviour (you need to cast Invisibility Purge/Detect Illusion/True Sight and then Secret Word).
  5. Thanks! I'll try this. Actually, I didn't search for this spell with 'Find' but just opened Kayardi's or Lavok's CRE files and opened the spell from their memorized list. Edit: Well, I've checked those DW# spells and, I think, I like the SCS' alignment based variety of summoned fiends more, so I'll stick with them. There is a remaining 'issue' that while summoned they shouldn't attack their summoners (from SCS readme: "This component also makes a substantial change to the way fiend-summoning magic works (this is one of the few places where SCS II breaks the rule that players and NPCs should be treated equally). I assume that enemy spellcasters (who, after all, have been learning high-level magic far longer than the party) summon demons with whom they have a pre-existing pact. These demons won't attack their summoner - and, crucially, will attack the party even if they are protected by Protection from Evil.") but in my case they actually attack their summoners if out of party visual range. But that's another story and, I presume, for different topic.
  6. Yes, I guessed so, but this time I have not aTweaks' demons installed and while I do have SCS' Improved Fiends, after searching this forum I found Demi's note: Not entirely true. The AI summoned fiends won't attack the AI even if SR is installed after SCS (which is highly against well established install recommendations). What would change is that if SR is installed later the AI will summon vanilla's Nabassus instead of Death Knights, as well as vanilla's Glabrezus and Pit Fiends (though SCS's scripts gives them most of their PnP special abilities). So since I have a BWS setup and thus SR being installed -before- SCS, there should be Death Knights, not Nabassu... And according to NearInfinity the creature summoned should be Death Knight but actually it doesn't work for some reason.
  7. I have a small "issue" with my current setup. I'm in the middle of BWS/BGT no-reload run, and even though it's BWS setup (so mods install order is 'proper'), both Kayardi and Lavok in the Planar Sphere summoned Nabassu instead of Death Knight with Summon Death Knight spell. Is there some easy way to fix this without reinstalling everything? Another thing I've encountered - when I cast Banishment on Ogre Berserkers, summoned by Mage Thrall in the Planar Prison, it doesn't worked. Not a single creature was 'banished'. Not sure if that was an accident but still... WeiDU.
  8. So, as I understand it, Nature's Ward should be a Medium Shield and thus shouldn't imply a -3 penalty vs Missiles Weapons, right? That's my main concern in the matter.
  9. I have a question about the Nature's Ward +2 shield (V4 Beta 9): - It's appearance is of a Small Shields (which I actually like) and it has -3 AC penalty vs Missile weapons (like no missile weapon protection of Bucklers, which is a huge difference). On the other side it has general name (in NearInfinity), -1 THAC0 penalty, Arcane Casting Time Penalty +2, HiS/MS -30% and base AC +2 of Medium Shields. Is it supposed to be so - a kind of mix of Bucklers/Small/Medium Shields properties? Or it's just an inheritage of multiple tweaks over the time? WeiDU:
  10. @Blackthorne: I had this bug too in my current no-reload run (BWS/BGT, IR/SR, SCS v.30) - after transformation Selaad was immune to Silver Dagger and he was also immune to Wand of Paralyzation charges I'm used to use against Greater Wolfweres and Loup Garou. But to my surprise, simple Gnoll Elites from Wand of Monster Summoning were able to hit him with their plain Halberds just fine and actually have brought me his hide.
  11. I think this is intended - one is for use by players, and another to be available for AI scripts. (Possibly specifically for SCS.) I think. Make sense, but even then Nalia shouldn't know lvl4 variant. I'm not sure if she has specific SCS scripts to use outside the party (even though she joined my fight with street thugs when I dragged them into the Copper Coronet) to justify this behaviour.
  12. Another weird thing(?): There are two instances of Mestil's Acid Sheath in my BGT Setup. One (proper) level 5 spell (SPWI526.SPL) from the scroll, being found/learned in BG1 and another one (already known by Nalia at the very moment she joined the party) - level 4 spell (SPWI403SPL). Both have the same description with different symbolic names (link to the image).
  13. Current ? Cause the V4 Beta 9 is NOT the current, the Revision version 1.09c is. Well, Demi didn't work on it, but it's still the community one that you might want to check out. Or just the Mike's v4.10. Not that I know any of this is altered there, but still. Thanks. I've got my version with BWS a while ago and didn't know about Mike's v4.10 while I do know about 1.09c. I'll check them out.
  14. Agree. And I have no complains here. The thing is that in current IR state Potions of Heroism & Toughness do -not- increase current hp. Drinking them drop current hp even lower than naked unbuffed. That's what bother me. I think, in potions' case modes (types) 0 or 2 are better suited. But again in my current state Potion of Heroism with mode 2 (% modifier, affect both current and max hp) does -not- increase current hp. It -lower- them. edit: OK, got it - Potions use the base max hp. But still, I don't understand why if naked unbuffed Xan equip robe and amulet he end with 36/56 (all work fine, opcodes of those items in mode 3 apply correctly) while if naked unbuffed Xan drink a potion (end with 39/39) and -then- equip robe or amulet or both, nothing change - their effects (3) don't apply at all. He still has 39/39
  15. Understand. I play vanilla BGT (non EE). You mean that all those items with type (3) defined in current IR version I'm using now aren't work properly in my setup as it still doesn't have 3,4,5 types? And I should tweak them in the way - replace all type (3) with opcode 17 (-10) + opcode 18 (+10) for them to work properly in my setup? edit: well, I just checked the Helm of Balduran in clean vanilla EasyTUTU and clean BG2 SoA/ToB and opcode 18 there has all 6 types defined and the Helm has *Modifier type Increment, don't update current HP (3)* set for it, so your last statement (While the non-EE game still doesn't have them) seems not true.
  16. @Jarno Mikkola: Thanks for the input! I've checked in NearInfinity all those items. Potion of Heroism cast *Aid*-like spell setting max hp to 110%. So drinking it naked Xan has his max/current hp = 39 (36+10%). Robe of Battlemage has opcode 18 type 0 (0 Cumulative Modifier -> HP = HP + 'Statistic Modifier' value (affects current and max HP)). But if I equip Xan this Robe after drinking Potion of Heroism his hp drop to 29... And moreover, unlike Amulet of Health or Helm of Balduran, the target for the Robe is set to None(0) instead of Self(1). Looks like it's a bug. And alone with opcode 18 Robe has opcode 17 (Current HP) with Type Increment (0) and Value (-10). I don't quite understand the reason of applying opcode 17 Increment (0) Value (-10) and then opcode 18 type (0) Value (+10) instead of just applying opcode 18 Increment (3) Value (+10)... All in all, as I understand, there is a point to use % potions (heroism or toughness) alone with "+ max hp" items only for characters with very high base hp. Even Khalid with capped and maximized 104 hp doesn't get any bonus of using a Potion of Heroism (+10%) alone with Amulet of Health (+10hp). edit: And still further inspection of Potion of Heroism in NI reveals that it doesn't work properly, imo. It cast spell with opcode 18 type Set % of (2) Value 110 i.e. should increase both current and max hp on 10% but it just drop Xan's max/current hp to 39 from max/current 56. The only explanation I have here is that if 56hp Xan, with both Robe and Amulet equipped, drink a Potion of Heroism then first the effect of Potion applied on his naked state to get 39hp and then both Robe's and Amulet's effects reapplied in mode 3 (without affecting his current hp). Pretty weird if you ask me.
  17. I have a question on how multiple items with bonus max hp work in conjunction with each other? (Item Revisions by Demivrgvs: V4 Beta 9) I have lvl 9 Xan with normal 36 hp. Equipping Robe of Battlemage (+10 max hp) bring him to 46 max hp. And adding Amulet of Health (+10 max hp) - to 56 max total. Now I unequip both Robe of Battlemage and Amulet of Health and have him sip Potion of Toughness (+20%) or Potion of Heroism (+10%) to end with 43 or 39 max hp. And if after that I equip either Robe or Amulet or even both at the same time Xan's max hp drop -10 to 33 or 29 respectively. From now on that number doesn't change anymore no matter how many times I equip/unequip Robe and Amulet or both. So I end even with less than his normal naked max hp. If I have him equipped both Robe and Amulet for 56 hp then sipping Potion of Heroism I end with 39 (naked +10%). Unequipping and then equipping either Robe or Amulet or both drop his hp by -10 to 29 total with no further changes... Looks pretty weird to me... And one more thing. Helm of Balduran has +5 max hp applied on equip just like Robe and Amulet. Viconia wear it and when I load/reload a save game her hp are 69/69 i.e. full health while Xan on load/reload always has 46/56 i.e. 10hp less then full health. AFAIK all those three items apply bonus hp on equip. Why they work differently on load/reload a save game? WeiDU :
  18. Great job, thanks for sharing! I'll definitely use this with my next run/setup as now I'm in the middle of the BWS/BGT no-reload run.
  19. @kreso: I've done the testing and indeed - while both Mage's and Priest's versions have exactly the same description, Mage's version (1st screenshot) IS party-friendly and Priest's (2nd screenshot) - is NOT: I don't know if this is intended or not, maybe Demi could clarify it someday.
  20. @kreso: thanks for the input, I'll check it out further. Maybe me (with Kysus) and Imoen (with Ramazith) were both just lucky ones. And (as I understand that) within SR it's party friendly just like Remove Magic.
  21. Seems, Dispel Magic (atm experienced with Mage's version) doesn't fully work as intended. I'm running v4 Beta 13 and earlier in the run my main character (Illusionist/Cleric) being buffed and protected with Minor Spell Deflection was hit with Dispel Magic by Kysus. And even though the combat log indicated "Grim Face - Dispel Effects" all my buffs remained intact. Back then I've thought that maybe a combination DM-MSD is a culprit but today fighting Ramazith I was buffed the very same way but now Ramazith cast Dispel Magic on Imoen catching me and Viconia in AOE. And as you can see in the screenshot, both me and Viconia were debuffed while Imoen (initial target of Dispel Magic) stayed intact: So, I think, something wrong is with applying Dispel Magic effect on initial target of the spell.
  22. @kreso: Thank you, my friend! You are most helpful! Indeed, I've used a Wand to cast a Fireball but sadly I'm not that skilled in modding to make it cast a real spell. If you'll have a spare time to make this mini-mod, I'll be most grateful. For some reason there are both Tutu and BG2 versions of wands in my current Tutu game (I've found wand07.itm (BG2 wand of lightning) on some xvart in Gnolls Stronghold while all others I have are tutu wands - _wand**.itm). And about (M)GoI, Free Action etc. yes, I'm already aware of their behaviour in conjunction with Spell Deflections after reading this topic (NWN-style Spell Deflection). I just don't have those spells in my current run (Randomizer is pretty stingy ... ) so MSD is my only tool for now.
  23. I don't know if that was already reported but seems (at least in my setup) that Minor Spell Deflection is somewhat weird. I have ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 13 installed. According to ingame spell description MSD still shouldn't protect against AOE spells that are not centered directly upon the wizard (such as Fireball), or vs stationary area effect spells (such as Cloudkill and Stinking Cloud) but in my case it protects vs Stinking Cloud and is drained by the Cloud in 3 rounds (6 spell levels) but not protect against Fireball: WeiDU:
  24. AFAIK you need to use a modmerge for steam of gog versions to be able to use any WeiDU based mod for BG1(2)EE. Look here.
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