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Magus

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Posts posted by Magus

  1. You can see both new strings and strings requiring revision (with highlighted differences, which I find very convenient).

     

    I tend to works on mods while playing, and I don't think I'll have time for EET soon. Also, I'm not sure if anyone's actually using UA or WMA 2, so it's low on my priority list.

    However, you can open issues on github for that. Pull requests are welcome too, of course.

  2. Here's a translation service which allow to crowdsource translations for mods. The purpose it to take out all the hassle with charsets, code updates, glossary maintenance, malformed strings, etc, and let the translators just translate. Plus, it provides a nice overview of current project state.

    It requires the mod to be hosted on github (or other VCS). Takes some work to hook it up, but after that the workflow is pretty much seamless.

    It's open to new projects. If you're interested and want to add your mod, start a new topic on the forum.

  3. I don't know that much about IWD, since I don't play it (which will maybe change once EET is in full power), but I would not like it to intrude upon BG loot system. Other than that, I don't care.

    Anyway, that's just my view, so maybe the devs will consider it, or maybe not.

  4. this loot table system is just so good...it creates a lot of unpredictability but doesn't create nonsensical placements and keeps everything under control. i think it should be extended to bg1&2. i'd just divide most iwd random containers across bg areas and move context-independent bg items to the tables as well (for example stupefier and a ton of sod items...sod is so loot heavy). this would make for a coherent system.

    This leads to "oh, didn't drop that item, let's reload" mindset. I prefer Randomiser's approach, where everything's set in stone at the start of the game, but you don't know what and where.

  5. It's a minor point about web, anyway, so whatever you prefer.

     

    I did some tests with poison res/damage, and it's indeed doesn't reduce below one. Huge spider ticks in 1, phase spider in 2. With 95% res, both tick 1. I think the latest when the player has to fight a considerable amount of spiders is bg2 chapter 2, in graveyard.

    In contrast to that, magic or fire resistances stay useful throughout the saga, and don't have the tick problem.

    Well, anyway, I believe I got that point across, so it's your call.

     

    As for the animation, yes, it's the same on my machine. I think it's way off. Maybe because it's centered like a full height sprite? See phase spider pic for example. Notice that the legs start almost from the center of the circle, because spider's body nearly touches ground. On your pic, legs start from outside the circle, that's what gives wrong impression to me.

    post-8065-0-32939300-1485336891_thumb.png

  6. 1. Cast web, walk into it, see "save vs spell" in combat log. Looks like antiweb grants immunity to opcode, but not to the specific spell.

     

    2. Just to be clear, I mean single target web in addition to normal one. (but anyhow, that's a minor point)

     

    3. The reason I mention poison resistance is that most of its sources are applied in ticks. Poisoned arrows, spider bites, etc. I'm not sure how the engine does the rounding, but I suspect that it won't round to 0, and the least possible damage is 1. In that case, having 0% resistance and 95% are exactly the same - useless. Off the top of my head, I can think of only one instance where it could help - walking in cloudkill.

    So I think it could use some tweak to be actually useful in a real playthrough, rather than "my cool spider is resistant to poison". Maybe reach immunity earlier or something.

     

    4. Are you saying that the spider is normally in the circle in your game? Care to share a screenshot?

  7. Some feedback on spider:

    1. Squishy. Even at level 7 it barely survives against BG1 cannon foddler.

    2. The spell that is supposed to increase poison resistance by 2 instead sets it to 2. So all the time I walk around with a familiar with 2% poison res.

    Anyway, poison resistance that isn't 100% is going to get him killed quick on any level. I'd just go for 100% from start. It's not fire or magic.

    3. Casts web like a mage... I think more fitting would be like an innate ability (cast time 1, or instant). And more useful would be to have (in addition) a targeted, single-person web (scs-like).

    Also, has "save vs spell" when walking in its own web.

    3. HP sharing seems to be a bit overpowered, maybe I'd tone it down.

    4. "Paralyzed" string seems to be delayed. Many enemies have it appear after their death. Also, many enemies shouldn't have it appeared in the first place (skeletons, etc).

    5. Body placement is a off in some positions - see attach. Off the circle completely.

     

    Also, sometimes after summoning the familiar gets stuck in "dialog" mode and green circle. Cannot order, but can be talked to. Not sure if that's due to the fact that I have my own familiar AI installed on top.

     

    Overall, I like it, but I think it could use some variety. Plain + this, + that from level 1 to 50 is a bit boring. Maybe choose paths - grow it into a phase or sword or wraith spider.

    Maybe add bond feedback - as you influence the familiar, the familiar also influences you, so you share not only hp, but also other abilities/resistances, to a degree.

    Maybe some HLAs for familiars - could be put to use in ToB.

    post-8065-0-96135400-1485189140_thumb.png

  8. I've explored reducing the mod list even more, but even then the game hangs with the SCS Initialize component installed. Below is a minimal mod list under which it still fails.

    My money's on tobex. Try without it.

    (I vaguely recall a similar issue. I think it went away when I used SCS bundled Tobex).

  9. qwerty1234567: This would be bgqe, not bg1npc project, and is fixed for v12 that is currently only available at Kerzenburgforum since G3 download center upload function is not working. (I'll go and deactivate the current download, now.) EDIT: Thank you very much for reporting! I didn't mean to sound snappy, in case I did.

    I see, sorry.

     

    Upon returning to Candlekeep, there's an option to thank Hull for "taking care" of Gorion's remains, although he supposedly was buried by PC.

  10. Spell descriptions have a lot of PnP fluff that isn't actually implemented. There are plenty of undead in the game that are vulnerable to acid and death fog. Kangaxx's lich form certainly is. But perhaps those weren't the best examples. I don't see any reason why demiliches should be immune to horrid wilting from a wish but not regular horrid wilting.

    It should be both... wilting sucks out water, which they don't have. Actually, it's a good idea for a tweak.
  11. The "Spellcasting Demiliches" component says that demiliches should be vulnerable to spells level 6 or higher. However, demilich.itm grants them immunity to to a number of high level spells like death fog and globe of blades. Is this intentional?

    From death fog description, "...All animal life not immune to acid...". Surely that doesn't include undead. It's just acid.

    Globe of blades is open to interpretation, I guess. That would mean "globe of +4 blades", at least.

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