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cipher

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Everything posted by cipher

  1. Because Spell Shield gives immunity to SPWI805B.spl while the altered Pierce Shield does its job with SPWI805.spl and it doesn't use the dummy-spell-that-casts-2-other-spells trick like other spell protection removal spells. Incidentally the same goes for Pierce Magic, Ruby Ray of Reversal, Khelben's Warding Whip and Spellstrike that I found out just a moment ago since I didn't even occur to me to cast them prior to removing Spell Shield In short only Spell Thrust and Secret Word are working as intended. And Breach, which I'm not sure why is consumed by Spell Shield in the first place.
  2. Breach and Pierce Shield have a (superfluous?) effect that displays the string "Combat Protections Dispelled" and the same sting is displayed by the actual removal effect too. It always displayed twice in my game (BGT). Maybe your target has protections from PS (f.e. Spell Shield) that blocks the actual spell but the string is still displayed? I've noticed it happening a few times myself.
  3. A-ha! So it isn't a local issue on my end. I can second that the scroll of MSVII (not on spellbook though) has the wrong strref. And taking a look just a moment ago it has the correct description on the "General description" field, but a random one in the "Identified description". Speaking of which on a cursory glance I saw most scrolls are using the identified as proper and have general at -1, while many summoning spells (presumably from atweaks) have both fields with the same strref. No harm done, just a heads up in case that's ever useful.
  4. Actually I was thinking more like doing the level 5 LR AoE. I find MR so grievously annoying that I wouldn't mind that change in power. Another possibility (please don't lynch me if you find this too OP ) would be to add to Sphere of Chaos 10% MR reduction per round. Both spells are used liberally from the AI and it would benefit without any script hackery. But I see your point. Maybe sometimes I get so pissed off with the game that I go a step too far. Realising I went too far though is useful in itself, so I appreciate negative replies to any suggestion I might make equally as much as a positive one. Don't hesitate to shoot it down as absurd and silly.
  5. Apart from ToBex not being v. 0026, everything else is the same in my setup (plus more options and mods of course). You could try running BiG World Fixpack in there, sometimes they have crucial fixes. In case you don't know about it, you run the batch file after you extract the mods to your BG directory but before you install them, as BWF fixes the mods themselves (ie what will be installed). Afterwards you proceed with installing the mods normally.
  6. I guess that's a given for a newly introduced spells, but what if there is a changed spell that's already used by the AI. F.e. Waves of Fatigue is new, but there's not a single fight that doesn't have the whole party hit by it.
  7. That's interesting... I was thinking of altering a few spells to lower magic resistance as a secondary effect (and making LR AoE), but didn't consider suggesting it since it would be rather big change in rules. It would be interesting to hear what others would consider as balanced on this front.
  8. I don't think Shaitan is talking about the BAM, but for the equipped appearance which is indeed set to Short Sword. I thought that was on purpose, too. Isn't it?
  9. I was thinking situations with a persistent AoE (web, chaos...) or oh-hit abilities where if you don't time the casting right you can get caught again a moment later. But viewing it from the perspective of the attacker (defenders casting Freedom) would be pretty broken having the whole enemy party pretty much immune to anything but direct damage, so you're right. Then what would be the difference from Maze? Actually, for what it's worth, I was thinking of suggesting making it stronger, but my suggestion isn't very lore friendly. Personally I never use this spell since it is only worth using it on strong enemies and such enemies tend to have good loot on them. Also RP-wise it does bother me that they could be freed at any time, unharmed and ready for more, so how can I claim I've defeated them? Sooo... how about after the victim ends up at some hole in the ground the caster has the "choice" to collapse the construction crashing the prisoner to goo? In practice Imprisonment would inflict irresistible and fatal crushing damage. Of course it does beg the question why the enemies wouldn't use that against you. Maybe they should. That would solve the problem where you have a member trapped but no Freedom available and you are stuck in a party transition area. For me it doesn't feel right to have PS be a half Breach. Maybe PS should forgo the spell removal part altogether and be a stronger Breach, removing Fire Shield, Blade Barrier et. al. and maybe lowering physical resistance a bit, like Know Opponent. BTW I would prefer Breach not removing Armor spells either. They are underutilised already, maybe it would worth a thought. Same for Ghost Armor getting removed by True Sight. While it's an rational design on theory, in practice TS is so common, GA is a waste of spell slot. That's indeed making it harder to settle somewhere, but talking about it might be of some help to make our minds. Would separating hold (countered by FA) and stun (countered by CC) affect the AI in any way or even be a good idea at all? At the moment both protect against both. Also I always thought that casting FA on an already affected character should dispel what it protects from, same for CC. I can't find any reason not to.
  10. It is more obvious in the spell book than the UI spell bar. Here's are a few screenshots of what I'm seeing. The difference is easier to notice in Acid Sheath: Mind Blank is less so: The vanilla icons have a slightly greener hue it seems. Also since Mike said that it quite probably is an 1PP issue I do have a slightly different for Spell Turning, but not the rest: Strange thing on the AI-only Greater Deflection is using the old icon, so it's not overwritten. And since we are on the issue of icons, why does SRv4 messes up with re-arranging icons so much? Why use GoI for Spell Shield and Spell Turning for GoI? It's needlessly confusing for already established icons. Unless it was some strange complication on my install.
  11. Both Magic Fang and Animal Growth icons look very nice in my case (not EE). Colour and style blend seamlessly in the spellbook. One notice, if I may, I have about some blue icons, such as Acid Sheath. The style is great, only the colour is a bit on the bright side. On each own it looks fine, but compared to the vanilla icons it's obvious that is different. I don't know if I'm very helpful, I could post some pics if it's of any use.
  12. Hmm, I admit that I wouldn't have thought it's such a good choice even for a sorcerer, but it's does make sense. Especially if the party is big on physical damage, so spells removing debuffs is a priority to damaging the enemies. It's a much harder pick to shallow for a wizard though. A memorized spell not used is a wasted slot and a very costly one at 9th level. In any case the implication of what you said is that Freedom with a duration (even a modest one such as half a turn) you'd deem as broken, correct? @Jarno: I'm talking about the modified version of FA of course. This, after all, is the SR forum.
  13. Because Free Action protects from stuff that impair movement. Teleportation is a different beast altogether. FA is plenty strong as it is, you don't want it to counter 9th level spell on top. I would even prefer if it didn't protect against stun. Stun to me sounds like an attack that sends the body or mind to a shock, so the afflicted is powerless to react until the shock subsides. Short duration but harder to resist/counter compared to hold type magic. (That some monsters abuse it doesn't help to be honest, loses its short-but-strong nature) n-ghost does have a point about Freedom. Even with the buff it got I don't think anyone will waste a 9th level spell to a one time Break Enchantment of sorts. Giving it a modest duration (5 turns might be too long) was already an idea twirling in my head. Good to hear someone else thought the same
  14. As much as I agree with you and that's exactly how I play, I'd like to point out that trying to force rest in inns only is an awful, awful solution. PoE tried doing something similar and failed spectacularly. It wasn't convincing in the least thematically, it didn't make the game more tactical, it was a mere and hamfisted annoyance and nothing more. Trying to shoehorn a solution like that without fixing the overarching issue it only making things worse. Unless you want to go in each area by hand and fix how resting should be handled (a task comparable with one of the Revisions mods on each own), I don't think it should be changed at all. At least now every player is able to play according to taste. I prepare and plan for supplies in order to take the whole dungeon in one go. I rest only if it makes sense. Someone else clears a room and clicks the button. It's their loss. Why should I care?. Removing the challenge from a game that's supposed to be challenging should bother me why exactly? Also in the cases I quote above it would be bad design to disallow rest. First Irenicus dungeon: When you start the game every spellbook is a mess, including the protagonist's. Resting to memorise proper spells is almost a fix. Firkrag doesn't give a shit about you wrecking his dungeon. He's invited you there in the first place. When you confront him he just dismisses you as a lowly pest. And the Underdark... is supposedly a vast underground area, compared to the wilderness and woods above. Why shouldn't you be able to camp everywhere, at your own peril for a random encounter of course. As far SR is regarded, I think your playstyle (the sensible one, after all ) should be the model to use to balance the power/convenience factor. Not too long (8 hours long NPP seems... excessive), not too short (5 round NPP is worthless, no wonder they have so many items providing that). Sorry for the rant, I see the topic raised now and then and, while it has merit, it is blown up to be bigger than it is.
  15. I have neither removed nor moved any of these spells. I have no idea why you don't get their full description. o.O If I remember correctly from another post toxin has aTweaks installed as well. I think that might be the culprit, since I'm experiencing the same issue. I have to say the compatibility between the 2 mods could be improved. It removes Death Knight from clerics too. BTW apart from spell descriptions do the creatures differ in any significant way? I mean stats, scripts etc...
  16. So my understanding was correct. Thanks for the confirmation.
  17. Eh I had written a whole paragraph explaining my view and then I realised it's both tiring and unnecessary. Just disregard my last sentence. It just stemmed from the current situation that SI:Abj is gone and the only way to protect against Imprisonment is through Boots of Etherealness. But that's beta for you On a different note, I was browsing stuff in NI and saw that the Drizzt version that helps you vs Bodhi has an undroppable Amulet of Power on. I think you would be safe to replace it with Periapt of Life Protection, since I doubt that its there for casting speed or vocalise.
  18. I have to say I agree on that completely. Spells should always have an edge over potions and items. Their temporary and removable nature should have some counterweight. Also since it's relevant, I believe that items should not have abilities you can't replicate with spells. With IR+SR v4 the only way to fight SCS Kangaxx is to use the boots that provide immunity to Imprisonment. Items making or breaking a character treads dangerously close to MOBA territory and, as much as I enjoy the occasional Dota, I really don't think it suits BG.
  19. Looks fine to me. Since you mentioned install order I might jump at the opportunity to clear something up. If I understood correctly the reason to break the installation in two parts is because other mods might make copies of existing items for their own use and you want to make sure they copy the changed item. In other words if, hypothetically, you are definitely sure that the mods don't use that method, you could install the entire IR after NPC and quest mods, right?
  20. Could it be a random corruption during installation then? I have a similar issue with an SR item and it seems quite unlikely it's not a local problem on my install. Maybe someone better versed in weidu witchery could shed some light if it is indeed so unreliable.
  21. You could try weidu.exe --change-log dw#shwe3.itm to see if another mod is affecting the item. On my end the description is coming up properly. The item I mention is the Greater Werewolf Token. Change the 3 to 1 or 2 to get the Lesser and normal tokens. Also I noticed that dw#shwe1.itm is a +1 weapon, that is not mentioned in the description and dw#shwe3.itm is +2, where it should be +3.
  22. Given how large the AoE of Dispel is and its frequent use to remove ailments, I wouldn't so easily end up with such absolute statements. The cost to the player is significant enough to make them consider it in respect to the benefit. Besides a suggestion above was to remove the downside completely. I doubt that would be an improvement to the gameplay. So far the suggestion that seems the best would be making RM single target. I still have reservations, but judging by Haste (from aoe to single target) the change might not be so bad in the end. Haste is not the no-brainer buff it was anymore, while it's still one of the better spells to use on strong physical combatants. It does change the pace a little, but not as much as I was suspecting when I read about it. Maybe a similar change to RM would surprise us positively.
  23. If you seriously thinking of tinkering with the dispels, I don't think Dispel Magic is a good candidate. Friendly fire is a serious downside and makes it quite balanced. Making that single target while leaving Remove Magic as is, it's not very sensible. Besides isn't such a change affect in a major way both SCS and aTweaks? I don't like how RM works, but I still prefer it to mucking up the AI of such a widely used mods.
  24. Are you sure you don't have any other mod affecting the icon? MSIV icon for me follows the same pattern with the rest. Also I don't think Dispel Magic and Remove Magic are really so similar to replace each other. Although to be honest one of my main annoyances with modded BG2 is the Remove Magic spell. It feels such a one-sided tool. The enemies use it to devastating effect, while it's royally worthless when I do. It would be quite the sight to see AI throwing Dispel Magic bombs obliterating their own buffs as well in the process. Having said that I would not consider a good idea to remove either one. Maybe merge them in one spell, as suggest above. I do think that there are other spells that are more suitable for SI-type menus, such as Protect from Fire/Ice... and Symbol of Death/Stun... That would really elevate their usefulness.
  25. The link in that page points to dragonshoard.blackwyrmlair.net/mods...oad.php?mod=388 (notice the dots) Correct link for convenience: http://dragonshoard.blackwyrmlair.net/mods_download.php?mod=388
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