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guyudennis

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Everything posted by guyudennis

  1. I want to build a half-orc barbarian dual-wielding axes (mainhand battleaxe & offhand handaxe [melee-only]). With IR, penalty for wielding a battleaxe in offhand is too much.
  2. Hi community, Quick question: is there a way to mod handaxes (only relevant to their melee versions) to be place-able in the off-hand slot? Did not see a flag that seem to forbid off-hand usage in the handaxe item files, so it’s an engine thing?
  3. I noticed in my current run that the Elven Chain found in SoD random encounter map does not really provide IR Elven Chain benefits. I believe this can be fixed by changing line 612 in lib/armor_list.tpa from "bdchanel => 4" to "bdchanel => 36".
  4. Now if you would enable race/sub-race changes… one can only dream…
  5. Ideas (3e) you might want to consider, if they are even possible in the first place: * make detect traps/illusions, hide in shadows and tracking not disabling each other; make them slow your movement rate instead. The slowing effects are cumulative with each other, meaning if you want to both hide and detect, you move even slower than when you perform only one of them * you can now give elves keen senses and they suffer less movement rate penalties when detecting/hiding/tracking * give rangers swift tracker and hide in plain sight abilities and make them useable only in natural terrains. This shall offset the limitations that they can only hide/detect in natural terrains. At the moment, without these skills, it’s pure nerf for rangers
  6. Installs fine for me with latest Master (Dec 11) & WeiDu 249 on Linux.
  7. Ran into the same issue on Linux. Looking at the code, MacOS should have the same problem.
  8. @CamDawg, @DavidW, I'm I correct in understanding that OVERWRITE_SR.2DA and SKIP_SR.2DA controls which SR spells get overwritten and which get skipped respectively if IWDification/SCS were to be installed after SR, and that I can amend the contains within before installation to tailor them to my liking? Follow-up question: The number of spells both IWDification and SR alter/add is much greater than that being listed in SKIP_SR.2DA. Any particular reason to omit the others not listed in this file? Take Icelance for example, SR adds both a wizard version and a cleric version, while IWDification/SCS only adds the wizard version. If a player installs SR first then IWDification/SCS later, by current logic, he would end up with a IWDification version of Icelance for wizards, while still having a SR version of Icelance for clerics/druids.
  9. Upon closer inspection of relevant code (kreso_hla.tph), Kreso modified WWA&G.WWA's duration from 6 to 12; he also reduced hardiness' resistance from 40 to 20 while expending the resistance to be more than physical. For the former (WWA&G.WWA), I checked relevant discussions in the KR thread, and the longer duration for both is in line with what Demi was suggesting for KR. For the latter, the resistance expansion is once again in line with Demi, and I seem to remember the reduction of the amount actually has to do with SCS' enemy targeting prioritization, for which resistance over certain percentage (30%?) might cause enemies to completely "ignore" the PC, so this reduction is actually needed for better integration with SCS. With all this, I now believe they can indeed remain with SR (already a separate component that the user can decide for himself to install or not).
  10. Let's say we have now made Cone of Cold SPDR502.SPL, and have also replaced GA_SPDR501 with GA_SPDR502 in CLABDR04.2DA. To enable SCS Avengers to properly learn Cone of Cold and later to *know* he's indeed casting Cone of Cold, are the previous actions all that's needed, or should I additionally append the new spell as for example 45XX AVENGER_CONE_OF_COLD into SPELL.IDS? In case it's the latter, should I use AddSpell for the task? Can AddSpell specify spell type rather than 1 (Cleric) or 2 (Wizard)? If AddSpell can only add it as a Cleric spell (SPPRXXX), is there an opcode that can tailor the spell to be available only to specific kits? I guess it's easy to tell that (A) I'm still learning to mod and (B) I don't have a clear clue of how SCS casters "learn" their spells. So once again, apologies for these semi-unrelated questions, and feel free to split and move them into another place.
  11. SR also makes changes to warrior HLAs, which looks to be added by Kreso when he took charge in Demi’s absence. IMHO, I think while it’s the correct call for SR to modify arcane and divine HLA spells, it’s probably “out of place” for SR to modify warrior HLA abilities. So if we’re going to revert the Avenger spell change, maybe we should also disable the warrior HLA component?
  12. Please pardon my ignorance if this is obvious or has nothing to do with SCS but with DS in general instead, but I would like to know how SCS handles the avenger versions of wizard spells, since they're not listed in SPELL.IDS. This is further complicated by mods that changer/add spells for the avenger kit. For example, Spell Revisions has this block of code for avenger spells: /* ----Avenger Abilities---- */ COPY ~spell_rev\shared\spdr101.spl~ ~override~ // Chromatic Orb SAY NAME1 @433 SAY UNIDENTIFIED_DESC @434 COPY ~spell_rev\shared\spdr201.spl~ ~override~ // Web SAY NAME1 @477 SAY UNIDENTIFIED_DESC @478 COPY ~spell_rev\shared\spdr301.spl~ ~override~ // Lightning Bolt SAY NAME1 @515 SAY UNIDENTIFIED_DESC @516 COPY ~spell_rev\shared\spdr401.spl~ ~override~ // Improved Invisibility SAY NAME1 @569 SAY UNIDENTIFIED_DESC @570 COPY ~spell_rev\shared\spdr501.spl~ ~override~ // Cone of Cold (replaces Chaos) SAY NAME1 @615 SAY UNIDENTIFIED_DESC @616 COPY ~spell_rev\shared\spdr601.spl~ ~override~ // Chain Lightning SAY NAME1 @687 SAY UNIDENTIFIED_DESC @688 And in there the original avenger 5th level spell Chaos was replaced by Cone of Cold. So now for example, when an avenger casts SPDR501, does the (SCS)AI know Cone of Cold was cast, or the AI thinks Chaos was cast, or the AI does not know what was just cast at all?
  13. The current Master branch has two compatibility issues with SoD: SoD lacks AP_SPCL924/925/926/927 in CLABDR01/04, which means the condition to set druid_abils = 1 in druid_poly.tpa never triggers on SoD SoD does not contain SPCL924.SPL at all, so a copy of this spell should be shipped with the mod to account for such a case
  14. Just tried. It could indeed install in such an order without any warnings, and SR actually overwrote Iwdification (so your previous think that any duplicate spells are kept from the 1st mod installed turned out to not be the case ). However, when I look at Iwdification's tp2, it contains code to check for SR, thus it gives me the impression that the intention from Iwdification was to be installed after SR? Actually both ways make some sense: Installing after SR seems to me to be the most "logical" way, because SR's pool of spells is static, so it makes sense for any spell-adding mods to want to be installed "on top of" SR. In case of duplicate spells, it might be preferred to keep the SR versions intact, to preserve the balance and "cohesion" of SR's core pool. Installing before SR achieves just that currently, but an admittedly far-fetched ideal state would be to update SR to "recognize" Iwdification, in which case SR would cease to overwrite duplicate Iwdification spells with SR's own copies, but rather patch (parameter 1, duration, saving throw, etc) Iwdification's version with code to SR's "systematic rebalancing". This way, SR's core pool is still "sane", while we get to enjoy all the state-of-the-art spell resources (projectiles, opcodes, etc) plus a few goodies SR always wanted to include but could not back in the day (whirlwind and wall of moonlight comes to mind). I'm not demanding anything to happen; just sharing some thoughts.
  15. druid_poly.tpa only alters clabdr01 (true class), but none of the kits. Is this intentional, or an oversight?
  16. I just tested this (twice) on a fresh 2.6 English version go BG2EE with only Spell Revisions (v4b18) and Iwdification (RC1). Arcane Spell Pack errors out with consistent error message. Debug file attached. Edit: uninstalling SR made it possible for Iwdification to install without any trouble. So it definitely looks like there's a incompatibility between SR (v4b18) and Iwdification (RC1) at the moment. iwdification.debug
  17. Apologies if this has been discussed before; did a simple search for "Spell Revisions" in this forum but could not find answer from the 3 search results... What would happen if Iwdification was to be installed after Spell Revisions? Both include Icelance, for example. Would Iwdification always overwrite SR, or would it skip its own spell leaving SR's version untouched (ala SCS method) instead?
  18. Finally got the array to work. Thanks once again, @Magus and @subtledoctor. Here's the final code just in case anyone is interested:
  19. Thanks. I could not for the life of mine get that array going. For the FnP macro, I went as far as getting your SPELL_CLONE_EFFECTS to properly clone the effect, but the new resource could not be inserted, and I ended up with two identical effects. In the end, I went with the most basic solution with the standard Weidu CLONE_EFFECT, but painfully slow as you said.
  20. Switching to LPF and taking out a couple of erroneously placed extra % around the variables did the trick. Thank you! Now onto figuring out code to loop through the generated druid spells and change all immunity to resource targets from old wizard spells to new druid spells…
  21. First I have a 2da file set up as this: Then I have the following code in my tp2: But when executing the code Weidu spits out a parsing error: Can anyone help me find out what I'm missing here? Must be something obvious? Thanks in advance!
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