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Alonso

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Posts posted by Alonso

  1. In my installation Remove effects by resource appears in NI as the penultimate effect in the list. The only effect that comes later is THAC0 bonus. So following this idea it looks like only THAC0 bonus should apply, the other effects should be removed. But I believe that's not what actually happens.

  2. I was looking for a general description of parameters of effects in the IESDP and couldn't find anything. The description of each effect mentions the main parameters the effect uses, but that's all I've seen about this. Some parameters seem to work in a complex way and a full description would be quite useful. An example would be the Dispel/Resistance parameter. I learned all of this about it in a recent discussion. Is this information in the IESDP? If not, should it be added?

     

  3. I'm in the process of creating my first mod, Corrected spell descriptions, and it looks like the IESDP can be very handy to find useful information. It looks like many of the original spell descriptions miss information about whether each spell is dispellable and whether it bypasses magic resistance, so I'm using NI and IESDP to find this information. With some spells a quick look at NI is enough, but sometimes it's trickier.

    Right now I'm checking Aura of Despair (SPCL103). Most of its effects are Dispel/Not bypass resistance, so that's easy. However, the effect "Remove effects by resource" is Natural/Nonmagical. The funny thing is that it looks like this effect would cancel the whole spell, because it removes Aura of Despair itself, but that doesn't seem to make sense. So what does this effect do? And does it affect the "dispellability" and the MR bypassing of the spell?

  4. I have a suggestion to include in this compilation two mods that have already been published: Blazing Inferno and Ammoless. I believe the first one is a must-have for everybody: it prevents spell casters from having their spells disrupted when they receive zero damage (for instance, when they're attacked with a fireball but they're immune to fire). The second one fixes an issue with some magical ranged weapons. Maybe not as essential as the first one, but still nice to have. I have asked both authors whether they'd like their mods to be in Tweaks Anthology. The author of Ammoless has agreed, the author of Blazing Inferno hasn't answered yet.

  5. 5 hours ago, Mike1072 said:

    You should have seen the attachment listed below the textbox with an ability to delete it there

    I don't see that. This is what I see in my posts with attachments:

    g3.thumb.png.b74e5ebccf3094dd3127fe15d979407a.png

     

    5 hours ago, Mike1072 said:

    Tell that to our host....

    May I ask how much they charge per GB?

  6. The combat log feedback for Breach seems a bit inconsistent. I'm fighting a group of drow, including a priestess protected by Blade Barrier, Armor of Faith, DUHM, Pf Fire, Free Action and Chaotic Commands. As you can see, she doesn't have specific protections against spells. I breach her and the combat log displays three messages: "Specific Protections Dispelled", "Spell Protections Removed", and "Combat Protections Dispelled". Message 1 and 3 are fine. Spell Protections Removed, though, seems wrong. First because there were no spell protections to remove at all. Second, because SCS Breach doesn't even remove spell protections anyway.

  7. Some minor issues:

    1. The description of Masterwork arrows says they do 1d6+1 damage, but according to NI they only do 1d6.
    2. The text displayed by default when in the Scripts screen seems wrong for some scripts. For example, I use the Bard Controlled script for Haer'Dalis, and when I open his Script screen there is a long text that starts "Out of combat, the character will cast..." Then I click the Bard Controlled script (which was already selected) and the right description is displayed. This also happens with other scripts, like Cleric Controlled, but not with the ease of use script.
    3. The quivers of plenty in Watcher’s Keep provide unlimited +1 arrows and bolts. For consistency, the component that removes +1 ammunition from the game should also probably modify these quivers so that they provide unlimited masterwork arrows instead. Same for the Bag of Plenty +1.
    4. The burning men in the Marching Mountains cast Keening (which seems to induce fear) on a magic sword.

    5. After resting, when the sequence of automatic casting starts, icons of items are displayed on the portraits of characters that don’t seem to make sense. It looks like this is related to the Ease of use AI, but the items don’t have any usable abilities. Example: The Metaspell Influence Amulet. This amulet doesn’t have any charge abilities.

    6. Characters with the Ease of use AI cast healing spells on party members that cannot benefit from them because they have a spell protection, like Globe of Invulnerability.

  8. The new Make spell sequencers and contingencies into innate abilities works very inconsistently in my game. My protagonist only has access to Chain Contingency, but not to Contingency, Spell Trigger or sequencers. Jan can cast three spell sequencers in a row, but the last two have no effect. And so on, there are many other inconsistencies. This might be related to the fact that I updated from v31 to v31RC10, then to v32, and then to v32.2 all within the same game.

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