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About CrevsDaak

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    imma lil orc now duh duh
  • Birthday 04/14/1999

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    Bs. As., Argentina
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  1. TuTu doesn't replace fogowar.bam (I would've noticed that), and it seems like the one in my BGT game is identical to the one in vanilla TotSC. Its probably the same one in every IE game, since TuTu disables 3D acceleration on the .ini file, making it look like in BG1 because it's being rendered differently. Pretty simple stuff but left me puzzled till I spent an hour testing today and just found out about it. And for some reason Wine hates it when I run the game on fullscreen without 3D acceleration on, but if I run it windowed it doesn't care. Emulation hijinks. Edit:
  2. I've looked high and low, went over the executable and all the files TuTu v4 touched, but I'm still unable to tell what caused the game to switch to the BG1 FoW instead of using the SoA/ToB fog of war. It's not that I want to fix it or am annoyed by (in fact, all I'm using TuTu for is to test something), but I want to know what caused this change because I'm curious about it and I might go and add it to my BGT install.
  3. Just two little things about priest/spell_swaps.tph: Magic Resistance is being swapped for Mass Cure for creatures with 40 > MR after Mass Cure is switched out for something else on Undead casters. If any there's any Undead casters with >40% MR, this will incorrectly assign them Mass Cure. This one is just a nitpick. The list of creatures with Wands of Heavens is arbitrary and doesn't even check whether the items are present (I believe the same happens with the Wand of Cold and Centeol, but I've not specifically checked that). Lack of Flamestrike is no joke for a meager BG1 Cleric, and the randomiser might happen to place one those wands on the hands different divine caster. Anyway, this is hardly convincing and finding out where the wands are would require going over all the items of all the creatures in the game and that takes a lot of time. Nevermind, all the creatures in that list seem to actually have the wand? IDK what's going on here but whatever, SCS's working perfectly fine and if there's an issue it's not here.
  4. Fighting Spirit Trolls in melee isn't exactly the best idea, unless you get yourself a weapon with low speed factor and kite them with it instead of taking the hits. You should also be using spells against them, and, yes, the Druid Grove is one of the areas that has it's difficulty increased the most out of all the tactical challenges. For the troll cove just get in and then get out as soon as you are spotted a few times so that you can fight the enemies in reduced groups instead.
  5. Impressive. You've managed to add all the strrefs for BG:EE into it, nice. If you want I, can put together a patch to quickly add the few EE characters I added into this version. I also did some work on adding the Shaman class as an option but did not finish the spell picker, and have some code checking for things that might set maximum HP (such as checking baldur.lua or for the cdtweaks component) and I think I fixed this but I've not tested it (nor anything else for that matter, but I suppose most should work. I'll test everything later this afternoon).
  6. Re: crashes on non-EE games. Since I'm still playing BGT, I put together this small tool that enumerates and then removes every single opcode that might cause the game to crash from spells (I didn't bother making it do that on one run, so it does two, which is not efficient but it does it's job so who cares). COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ override GET_OFFSET_ARRAY ab_array SPL_V10_HEADERS PHP_EACH ab_array AS int => ab_off BEGIN GET_OFFSET_ARRAY2 fx_array ab_off ITM_V10_HEAD_EFFECTS PHP_EACH fx_array AS int => fx_off BEGIN READ_SHORT fx_off fx_type PATCH_IF fx_type > 318 BEGIN PATCH_PRINT "%SOURCE_RES%.spl has invalid opcode %fx_type%" END END END BUT_ONLY COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ override LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 328 END BUT_ONLY The first part is just there to check if there's anything more that might make the game crash, the second one removes everything that actually does (at least in my install), so it can be left alone and this should still work, given your install is only using that opcode. This is what someone was reporting about four pages ago. MGoI had an 328 on it and was insta-crashing every single time, leaving no more information that saying it was related to CGEffect.cpp or some shit, which made me quickly realise it had to be this. I'd encourage whoever is currently managing SR to at least include the last action on the code I'm posting here.
  7. I have no clue which NPCs there are in SoD tbh, so it'll take some more time (not just the new ones but the returning ones from BG1 as well). The EET version should be easy, but I have to do it consciously or I'll end up breaking something. Heh. I have more than enough free time, except I plague it with other stuff. But yeah, let me look to sane code for a couple of weeks
  8. Okay, I finally put together a working BG:EE version, and a fully functional BG2:EE version (except for Hexxat... Next version, I promise!). Nothing about SoD yet, and it shouldn't be running in EET (if it does great, if it doesn't, well, I already know it doesn't). I am not sure why, but you can't choose Axe/Short Bow for Shamans. Probably because they're sharing their proficiency info with Druids when that is listed, I'll fix this for the next version as well. Shamans don't get to choose spells, they automatically get Entangle and Bless I think Next version I'll try to put together a spell picker for them. As usual, file doesn't have a .exe file, and I haven't added Wilson/Baeloth ('cause they're easter eggs far too perfect to be modified). Edit: I forgot to mention, the "None of these things interest me." reply when you're given the option to choose a kit is a BG2 string, so in BG:EE it'll show up as "Thank goodness you've returned! It's just not safe for us to travel separately. Please, can we rejoin?" Sorry for this, will fix on the next version as ewll. Edit2: I've only updated the english/spanish .tra files, since they're the only languages I know. If anyone wants to correct/update the Polish/French ones I'll be happy to include them right away.
  9. Use the Mage/Cleric spell, that one does work.
  10. Description of Deflections is wrong. I should be modified accordingly provided AoE tweak is installed. It should be protecting you from fireball. The problem is that this component works so that it modifies AoE spells, not the deflection itself. Therefore, all spells must be manually added to the code. Afaik (and I may be wrong here, and can't check right now) vanilla game Wand of Fire (I'm assuming you're using the wand to cast fireball) doesn't really cast fireball spell - it simply mimicks it's effects. Pretty much all wands work that way. On SR side best way to deal with this issue would be to make wands a part of SR rather than Item Revisions. I've included IR wands in the code (I hope I got them all); but not vanilla wands. The easiest way on your side to fix this is to make the wand cast "real" fireball spell (spwi3***). There are two alternate solutions - one is to make all wands work as wizard spells - bad thing is that using them in BG2 attracts Cowlies (frankly, I find that more of a fix than a bad thing). One more plus on this is consistency - why would a fireball cast via wand require a wand save while the one you cast from spellbook require a breath save? The other one is to change wands (at least those that cast spells like fireball/cloudkill/sleep) to something else - Wand of fire doesn't need to cast fireball for example- it can easilly be made to cast Aganazar's + Burning hands instead, or even a custom spell.This would have a neat effect of making some BG1 encounters slightly less trivial and would maybe make someone actually memorize this spell. If you need some help with tweaking the wand(s), I can make a sort of "mini mod" that would tweak them to work properly when it comes to deflections. P.S. For low-level cloud-type spells - these generally deplete any Deflection spell really quickly. What you want to use is some other means of protection, so deflection levels stay. (Minor) globe will stop Web + Stink cloud completely. Free action will also nullify Webs. Pro Fire will stop Fireballs from depleting deflection etc. What if you created copies of the Fireball spell (and modified them a bit) to be used only with the Wand and added that one as well to the code? That would fix this, and prevent changing the Wand of Fire's actual behaviour.
  11. I play the EEs in 3360x2100 and it's OK once you get used to it. Still, I prefer the 1440x900 I have on my BGT install anyway (my monitor is 13' I know, I'm sick).
  12. I'd suggest making Vithal summon something (something interesting, like some Golems or some extraplanar creature that doesn't get pwn'd by Death Spell), and give two bodyguards to Conster, I'd suggest a couple of dual-wielding Orcish Barbarians (19 STR & 19 CON), and have Conster cast Haste at some point (maximum carnage!!!!!!!!!!!!!!!!). Also while we're at this, this reminds me I was putting a mod like this one a long time ago, specially to buff Tranzig, since he's one of the easiest battles in BG1 (personally I'd give him a Cleric and a Fighter with both ranged and melee weapons, although the mod adds two fighters, a thief and a cleric averaging level 7 and makes Tranzig level 12... Which is a bit hardcore considering the player is probably under level 6). Other ideas I didn't implement were: the Zombie farm (add a Necromancer/Vampire idea isn't mine, I got it from someone on the beamdog forums), the Trademeet Crypt (even with SCS it's a bad joke), the Kozah dungeon/Doomslayer (also, make it more interesting because it's sorta boring) and the Shadow Thieves contacts (I was thinking about making another contact (F/M) that Dimension Doors in).
  13. Lavok is super easy to cheese if alone if you do it right (offscreen cast Incendiary Cloud, back off and wait till he is neutral). Add the devils near the entrance, because otherwise, cheesing him will be still as easy as it is right now. Also, when you first fight him, he's possessed, so add demons/devils according to what is possessing him in that moment (I've played this today but I'm so retardedly tired I can't even remember what they were... Anyway the game probably calls them demons anyway lmfao).
  14. That spell doesn't belong to SR for sure. Can you give me a link to that forum page please? Edit: nvm found it. I thought it did lol, sorry then.
  15. I've seen a bunch of complaints on the level 2 spell that gives no save AoE Blindness to everyone inside a given area on the Beamdog forums, about it being too strong. I was thinking if it could be made less powerful (like making infravision protect against it (I mean, to make infravision useful once and for all as well), or make it last less than a turn, idk) because it's too good, and enemies with SCS don't leave the area (like they do against Cloudkill/similar stationary spells), which makes it even more powerful... Maybe just fix how it is detected by SCS and have enemies run randomly (because running away from it directly doesn't make sense, since you can't see inside it) until they walk out of it (starts 1 round after they've been into it).
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