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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. Ha! If working again on IWDification has taught me anything, it's that my bugfixing skills are rusty and I should be deferring to you guys. In general I like to load up the parent with the relevant checks, as long as it doesn't cause other bugs. I feel like it makes more sense for the engine to check there and skip the subspell, rather than loading up the subspell only to realize it shouldn't apply. And while it's rare, it also means you can share subspells (or EFFs) between spells which may have different power levels, saves, or MR checks. Something like cdhda60.eff is used by IIRC seven spells, at varying power and saves.
  2. You know, I blithely included the paladin tables in the paladin component and in the (planned) ranger component but didn't even think of the bard table. In the meantime, both IWD ranger and bard tables are available in Tweaks (the IWD bard tables are the same as the "un-nerfed" bard tables).
  3. Right. Magically created weapons. While we had the occasional issue that needed to be addressed by Fixpack, I never really sat down and took a systematic look at how these are handled w.r.t. power levels, MR, etc. The existing setup (see attached) doesn't really offer a lot of clear guidance. Decastave and Star Metal Cudgel's closest analog would be the first batch of items. SCM in particular matches well with Phantom Blade, though a case could be made for Shillelagh or Spiritual Hammer. Darts of Bone would be closer to the last batch of Energy Blade/MMM/Sol's Searing Orb. So there are multiple levels to be had here. First and foremost is what to do with the magically created items from IWDification, but looking at the inconsistency in the items themselves, there are probably some suggestions we can make for 2.7/Fixpack as well.
  4. TIL. Easy enough to work around, though, and fixed. Already done.
  5. This is fixed. This is also fixed. Flame Strike should be blocked by Entropy Shield, but does not use a projectile. The idea is to farm out the damage to a subspell and then have Entropy Shield block that, but the subspell was being stripped of all effects instead of leaving the damage intact. Save is fixed, projectile is correct. IDMOLD is cast by the target of Mold Touch in order to spread it, so ignore center is there to force a spread target other than the mold source, the original victim. Fixed the MR bug; this bug goes all the way back to oIWD. Not much I can do about the projectile. This is for show. Fixed, along with the redundant 318 at the end. All redundant stun icons (Whirlwind, Smashing Wave, Icelance, and Great Shout) have been removed. For MR, I'm inclined to leave it as it's consistent with its oIWD implementation but I'm willing to be convinced. The 321 is really there to prevent the speed penalties from stacking. Imagine someone triple Spike-Stoning an area--I'd be fine with them taking damage from all three but I don't think their movement speed should be cut thrice. Timing's been fixed, at least. Fixed. It's consistent with oIWD and existing immobile spells like Blade Barrier. Yes on the 176, and I'll keep the 321 (with the fix) for the same reason as Spike Stones. Fixed. Not sure I understand this one. Multiple effects that get blocked by MR only generate one line of combat feedback. E.g. for Sunscorch, if the target makes their MR check for the first MR-checking opcode (blindness) the engine will print the 'Magic Resistance' string and then proceed to ignore the rest of the MR-checking effects, including both 326s, without further feedback. Done. I'm going to save the Shroud of Flame and magical items for separate posts since they need a little more of a writeup.
  6. Unfortunately, yes. The new components at least, and maybe the smaller tra files from the new spell import process.
  7. edit: this is fixed, download away. I just realized the uploaded version has "v1" as the version number instead of "RC1". I'm re-uploading so the download links aren't working while it uploads.
  8. Release Candidate 1 for IWDification has been released! IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the discontinued IWD-in-BG2 conversion project, which later formed the backbone of IWDEE. This new version has five new components (three IWD Class Updates for Druid, Paladin, and Thieves respectively; Expanded Polymorph Self Options; and Expanded Portrait Icons), and the imported IWD spells and bard songs have been pulled from the latest IWDEE 2.6 patch. This version is designated as a Release Candidate (as opposed to the previous betas) as the mod is more or less feature-complete and now just needs some real-world testing. Learn more about the mod View the Readme Forum Download Join us on Discord
  9. Updated the original post. tl;dr: we now pull strings in every language and include them in RC1. While there's more translating to be done, it's short compared to what's being imported.
  10. Release Candidate 1 for IWDification has been released! IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the discontinued IWD-in-BG2 conversion project, which later formed the backbone of IWDEE. This new version has five new components, and the imported IWD spells and bard songs have been pulled from the latest IWDEE 2.6 patch. I'm designating this version as a Release Candidate (as opposed to the previous betas) as the mod is more or less feature-complete and now just needs some real-world testing. Learn more about the mod View the Readme Download RC1 Changelog: A major overhaul of the way the Arcane and Divine Spell Packs and bard songs for IWD Class Updates: Bard are handled. Specifically, these are now pulled from the newly updated IWDEE 2.6 release and worked from there. In the future, it should be easier to pull these resources from future IWDEE patches. While spells were sourced from the new 2.6 IWDEE patch, additional issues were addressed for the mod (and submitted to Beamdog and/or BG2 Fixpack, as appropriate): You could indefinitely delay the fatigue effects of Blood Rage by re-casting it Cloudburst now removes Fireshield and will protect from Aura of Flaming Death for its duration Wall of Moonlight could potentially interact with spell protections, unlike other area-of-effect spells Static Charge could be dispelled, but the portrait icon would persist Animal Rage could potentially have multiple checks with spell protections, instead of just the one check when it's cast Mold Touch could potentially leave its target in state 'Diseased' permanently, instead of just during the spell's duration Mass Cause Light Wounds was available to druids (and rangers and shamans) despite none of the other Cause X Wounds spells being available Beltyn's Burning Blood was bypassing magic resistance checks in nearly all situations Emotion, Fear would always remove the effects of Emotion, Courage even when the target resisted via save or magic resistance On a failed save, targets of Great Shout would receive duplicate combat feedback and other effects Lich Touch now uses paralyze, not hold, as its on-hit effect, bringing it inline with other undead attacks Darts of all types set the user's APR to 3, however, the APR boost on Darts of Bone had a save and could fail as a result One of the generic BG2 priest AI scripts (EE and original) could get stuck in a loop when it tried to cast Confusion Cause Disease is an abjuration, but its description still listed it as necromancy Fixed many graphical issues with the spells, namely, that they were too transparent on vanilla BG2 or had black fogs around the new graphics. Renamed the Bard Song component as IWD Class Updates: Bard, as it's now part of a broader series Added new components to bring in IWD class abilities under the names IWD Class Updates: Druid, IWD Class Updates: Paladin, and IWD Class Updates: Thief. A ranger update is similarly planned, but requires a bit of community help for the tracking component. The changes made to the arcane spell Polymorph Self were broken into their own component, Expanded Polymorph Self, instead of being rolled into the Arcane Spell Pack Added Additional Portrait Icons as a separate component for vanilla BG2, since it has the potential to not play nicely with other mods Shout, Great Shout, and Mordenkainen's Force Missiles have been made available in vanilla BG2 as part of the Arcane Spell Pack. IWD's version of Mordenkainern's Sword is added as Mordenkainen's Force Blade instead of replacing the existing BG2 version. Mold Touch is now available available in vanilla BG2 as part of the Divine Spell Pack Spell Revisions has a component where Spell Deflection can now protect against area-of-effect spells, and IWDification now takes this into account when installing new spells. Blood Rage was not really working on vanilla BG2; in an attempt to keep it ally-only it ended up working on pretty much no one instead. Lich Touch now has its saving throws sorted for vanilla BG2 Resolved a potential conflict with SCS (and other spell mods) by correcting the internal names of Symbol, Pain and Symbol, Hopelessness Cure Moderate Wounds is now added correctly to temples which offer healing Decastave will crash oBG2 if cast when an offhand weapon or shield is equipped. As such, it's changed to be a one-handed staff weapon, like the staff-mace.
  11. As of right now, I'm focusing on getting a new IWDification out (almost there), then a long overdue update of The Caliing, then Tweaks should be next.
  12. Yes, however, they are tied to the player AI button. If the player disables AI, the dplayer scripts don't run.
  13. This is the name of one of the horses added to the NORH (the other is Angel) and I really have no idea how you would translate it. As it's not critical, feel free to substitute an appropriate horse name.
  14. I remember it being called that when I started in the community, and I also have no idea why.
  15. Alright, these are done at least.
  16. Was the event at the Asylum truly the ending to Yoshimo's adventures with the Bhaalspawn? Is there simply no way to redeem himself? Yoshimo's Remorse is a mod for BG2:ToB that makes Yoshimo a playable character in Throne of Bhaal. However, he is not what you expect him to be... Prepare yourself for new adventures and talks with the infamous bounty hunter, a tormented soul that was left with nothing but regrets. Listen to him as this may be his last chance to find peace. v3.0 fixes a number of issues from the previous release. Mod Page Forum Download Readme
  17. One of the generic cleric scripts, pries14a.bcs, has this block IF See(NearestEnemyOf(Myself)) HaveSpell(CLERIC_CONFUSION) // SPPR709.SPL (Confusion) THEN RESPONSE #100 END This will cause one of the Jae'llats to cast a few spells, then stand around.
  18. BG1NPC updates to v27 with bugfixes. Thank you to Coland (Italian) and Arkie (Russian) for updating the language versions to the v27 changes! Version 27 also comes with a new component by @Angel ! Thank you very much to Angel for providing this component. Now the legacy spear quest reward for Kivan makes more sense if Kivan can have weapon pips in spears instead of halberd in BG:EE! Download Readme Project Page Forum G3 Discord Changelog v27: New component: "Kivan's Proficiency Tweak", by Angel Kivan should count Gerde's ankheg kills correctly. Kivan should not reference Prism in Mutamin's garden if he didn't meet Prism. Ajantis should not ask Shoal to revive the companion if they didn't die. Faldorn should correctly banter with Kagain. Halbazzer's dialogue for upgrading the armor should not block his dialogue. "Read Gorion's letter" will also trigger in Candlekeep Catacombs. "KnowBhaal" variable will only set after letter was read aloud if Gorion's letter is in party's inventory. Journal entry for Garrick's quest should close properly for all language versions. EET: Tana'ri should be copied to override. Compatibility with Shades of the Sword Coast: Bentley will only react to Eldoth if he can see him. revised Ajantis' shield colors and BAMs from Sir Kill. corrected entry for "Beregost_House08_L2" in cmpvars.tpa. Russian version now uses setup.tra out of English language folder. added check to forbid installation after EET_End. Updated bg1npc.ini with regard to install order syntax. Typo corrections.
  19. I had previously credited the new Russian translation to Austin since he was the one who sent it over to me, however, Austin has let me know that the translation was done by stn. I've updated the readme and package to reflect this.
  20. The G3 Anniversary mod was created by the resident modders on the site's first anniversary as a way to thank our wonderful community. It features one long (and admittedly somewhat silly) quest that can be initiated by speaking a Drini, a half-elf in the Copper Coronet. Version 12 adds a new Russian translation, courtesy of stn, and adds Project Infinity integration. Learn more about the mod Download View the Readme v12 changelog Added Russian translation, courtesy of stn PI integration Better area storage and decompression routine (thanks argent77)
  21. The G3 Anniversary mod was created by the resident modders on the site's first anniversary as a way to thank our wonderful community. It features one long (and admittedly somewhat silly) quest that can be initiated by speaking a Drini, a half-elf in the Copper Coronet. Version 12 adds a new Russian translation, courtesy of stn, and adds Project Infinity integration. Learn more about the mod Download View the Readme v12 changelog Added Russian translation, courtesy of stn PI integration Better area storage and decompression routine (thanks argent77)
  22. The problem is that we have a direct conflict between the bonuses and penalties. If I re-cast Blood Rage after a turn, after the second turn expires then the penalties from the first BR go into effect--and now we have a character with strength +2 but also strength set to 3. At which point we get to play the effect order dance to make sure we get to 5 (and ignore the rules lawyers who would argue for 3). I'm fine with a blunt 206 hammer here.
  23. There's no 321 to remove the strength drain. If someone wants to re-cast Blood Rage while their strength is drained from the previous casting they can have at it. It's the same way that winding from Enrage works--you can re-enter Enrage while winded, but you'll still have the penalties.
  24. No, 120 is correct. Fatigue is applied permanently at the 120 second mark and the 206 is only there to prevent stacking. If someone wants to Blood Rage (or Haste or Lesser Restoration) while fatigued, they can.
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