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david76321

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Posts posted by david76321

  1. Hi all!

    Anyone else getting get a thing where, with the 4th level wizard spell 'Protection from the Elements', where when you cast it, the menu pops up to display which element to pick but the menu is blank?

    Spoiler


    Just seen this spell for the first time - this is a fresh install of 2.6.6 with SR V4 Beta 18  only.

    (Expected is I suppose when you cast it either  'fire', 'cold', 'electricity, 'acid' are displayed on the menu bar as the description says)

    WIll continue to search what it might be with Near Infinity!

    Thanks!

    EDIT: Just saw SRR, going to play around with that too, thank you!

    EDIT2: Yep SRR fixes it, thank you!

  2. Anyone able to get this component:

    ~ITEM_REV\ITEM_REV.TP2~ #0 #20 // Revised Backstabbing -> All Melee and Ranged Weapons Usable For Backstabbing: V4 Beta 10

    -Specifically the Ranged Weapon bit- working for bgee?

    I read something about how it used Tobex in non ee bg, which doesnt install on ee.

    THanks!

     

    David

  3. On 4/5/2021 at 7:27 AM, GrimJim said:

    I think I figured out the issue with mage AI in 33.5 and up. It looks like it has to do with the file stratagems/mage/ssl/meleeblocks/standard_mage.ssl. For whatever reason, 33.5 completely deleted the contents of this file which seems to handle the usage of Melf's Meteors and other attacks. I think it can be fixed by replacing the contents of this file with the last good version. You then just need to change line 250 from

    
    INCLUDE FILE(%scsroot%/genai/ssl/shoot.ssl)

    to

    
    INCLUDE FILE(%MOD_FOLDER%/genai/ssl/shoot.ssl)

    and then reinstall the Smarter Mages component. 

    Hi GrimJim, nice work!

    Am I right in changing the line to  INCLUDE FILE(%MOD_FOLDER%/genai/ssl/shoot.ssl) or does the (%MOD_FOLDER%) part need to be changed to the name of the folder that the SCS folder is in? Say (%BGEEDOWNLOADS%)?

    I will think about it more!


    Thank you!

  4. Anacdotal: regarding dragons: when you save in an area with one, then load, was one area where the lag for the hp script was more noticable. When you load a game and rush a dragon in a split second may be an area where you might see this script not necessarily firing. As you said waiting a couple of seconds in the area gives a chance for the script to run. This is from memory. Thanks.

     

     

     

  5. Really great having all the new AI demons in the hell iranicus battle! So cool.

    I think that if you summon some summons and run south straight into the fight away from the main action all the demons will eventually fight and kill each other than eventually kill Iranicus.

    Of course it could be intended, maybe that you stand and fight roleplay wise.

    Maybe the demons summoned may be similar to if you have used the lesser grimware book or otherwise?

    I have a feeling its too much maybe but also possibly Irancus + demons maybe search for you with teleport? Thank you for such excellent demons and Iranicus when the player does stand and fight.

    Had a really great time in Sudanessellar its really fun with all AI with the enemies.

    I think the mage Suneer in the temple is not casting true sight vs sanctuary or invisibility.

    Thank you for an excellent MOD.

  6. Really enjoying the use of clerics in this MOD, so many good ideas and approaches to be played.

    I think the 7 eyes wizard spell's 'spell protection eye' is protecting vs beneficial spells, although could be intended.

    Eg. Berserk>Mage: Seven Eyes self: Enrage Innate self: Dialog 'Spell defence eye spent'.

    Really enjoying the new HP on the dragons - really makes it interesting.

    I think that the summon insects of the acid dragon Nizidramanii'yt is not protected by fireshield (blue i tried), again dont know if thats as intended.

    Thank you for an excellent MOD!

     

  7. So Good: Enemies are really fun using all sorts of approaches.

    -Lesser demon lords (Underdark) may not using all abilities (firestorm) although that maybe intended ( as solo character.)

     

    -Is this something SCS touches?: When you have 3x 'save vs' spells in a trigger or sequencer : does the same roll get give for all 3? (ie 3 polymorph other)

    https://forums.beamdog.com/discussion/66870/sequencers-vs-saving-throws 

    This thread discusses it and someone said spell revisions is a mod that does alter it but i ddidnt fully understand the conclusions drawn there.

     

    Thank you for an excellent AI MOD!

     

     

  8. Presently if a char with mirror image attacks a char with fire shield (red or blue) and hits them (presumably only the real char and not an image can attack) then it looks like a chance is made for an image to 'absorb' the fire shield.

    Expected: When char attack char with fire shield (mirror image on attacker) and 'hits' then the attacker should feel the effects of said fire shield (and not have a mirror image potentially lost absorbing it).

    (may also affecting globe of blades can maybe check)

    Thank you for the great MOD.

  9. 1.Hive mothers magic disrupting ray 'i think' 'not burning through' wizards anti-magic

    But will check out the mod more.

    2.Vitriolic sphere looks to be giving full damage dice with subsequent acid effects (if save vs spell unsuccessful).

    Current: Caster level 12 (so 'starting' damage is 12d4) vs lesser demon lord: Rounds damage: 27, 26, 25, 26, 31, (saved), 0

    Expected: 12d4, 10d4, 8d4, 6d4, 2d4 (saved), 0

    Thank you for great Mod.

  10. Otilukes resilient sphere: Doesn't give a save for friendlies: Awesome.

    However it still interacts will spell turning/deflection/trap spells such that when cast on a friendly it reduces the spell defence count and the character is unaffected.

    Expected: Bypasses spell protections, like say other helpful spells.

    Ps: Is there a quick fix I can do myself for this using near infinity? Appreciate any directions - also, thanks for the great mod!

  11. On 2/17/2019 at 6:31 PM, DavidW said:

    2) Does the spellhold item-stealing component handle item stacks correctly? 

    On 2/26/2019 at 8:25 PM, david76321 said:

    Yes. Tested: Potions, arrows, bullets in total 6 stacks found, as taken, on Irenicus' desk.

    One thing I noticed is that:

    At the time when your items are taken if you have a bag of holding on you (from console or however): certain item stacks that were in the bag will have 1 of them on the desk outside of the bag when you find them later. I do think all the items are there just that certain (most) potions, arrows, wands, scrolls: a single item of each will be found now outside to bag and on the desk.

    All is working really.

    Thanks for awesome mod!

  12. Hi: is it meant that casting 'summon fiend' lowers your alignment? Current behaviour is that each casting lowers it 1 via a good->neutral->evil path. (so a chaotic good char' will cast it 2x to become chaotic evil).

    Is it intended? I didn't see it in the readme, if it is its a really cool idea. Don't know if it does it permanently. (1 idea: Maybe reputation could be affected as an alternative)

    Love the MOD its so good! Thank you. Mages are using HLA I've seen perfectly so far.

  13. Scs 32RC10 installs well with Alien's 'Project Infinity' tool to install mods (this is with windows 7 64 bit edition operating system and installing ascension first) BG2ee Latest  patch. 

    On a side note if there are bugs with ascension's creatures/scripts with scs is it right to post them here? I just love the mods together for the final battle.

    (Below is all on insane, all fine tune difficulties to insane or if available throne of bhaal, and with no difficulty damage increase)

    It looks like sendai in the final confrontation doesn't have mage HLA's. Expected: mage HLA's.

    It looks like abazigal doesnt get anything more than spell shield, stone skins and improved haste, checking after a couple of rounds. Expected: Pre-buffing with spell tuning, or others.

    (This second sentence could be intended behaviour.)

     

    Thank you for the superb mod SCS 32RC10. Its just awesome ill continue having fun and trying out more of the above. 

    Edit (Finally just beat the final confrontation with Ascension. Such an epic battle really fun with SCS32rc10 - thank you)

  14. I think bug: Otiluke's resilient sphere: 

    New fully working mechanic: spells now bypasses saving throws when spell cast on party member. (Awesome)

    Not working: If party member has any (1-100) resistance to 'magic' the spell will always fail: giving "magic resistance" in the text box.

    Expected: If caster casts ORS on party member: Any MR is ignored.

    (Or, if MR is a factor: than the percentage should affect the situation. Ie. 50% of times cast it should work vs party member with 50% MR.)

    Working: If caster casts spell on his/herself than any magic resistance had is ignored.

     

     

  15. 4 hours ago, Notanoctopus said:

    I am using RC9 on a non-EE install and I have had a problem with the difficulty widget. 

    My first test character could access the special ability widget and change the difficulty settings. However, every character I have made after that does not have the SCS special ability. I have never turned off the widget (through the conversation or otherwise). 

    I have a few mods, SCS is the second last one installed, the only one after that is the music settings and widescreen mod. Weidu log attached. 

    I am not quite sure how I managed to break this. 

    Does anyone have any idea what could be causing this or how to get the widget back? Is there any more information I can give that would be helpful?

    Also thanks for the brilliant mod. 

    WeiDU.log

    -Just to double check as i encountered not finding it at first: the fine tuning widget is now in the game options menu under the difficulty slider (before r9 was under character innate abilities). If this doesn't apply please ignore. (This is with bg2ee).

    -----

    -Noticed  that the demi lich in watchers keep is immune to breach. Just checking it out a bit now. May be intended. (This second point is on a normal 2.5 bg2ee install with scs 32 r9 'but without the HLA as innates installed' which may mean something.

  16. On 2/17/2019 at 6:31 PM, DavidW said:

    2) Does the spellhold item-stealing component handle item stacks correctly?

    Yes. Tested: Potions, arrows, bullets in total 6 stacks found, as taken, on Irenicus' desk.

    On 2/17/2019 at 6:31 PM, DavidW said:

    3) Does the new Restoration component succeed in removing, e.g., vampire blood drain and mind flayer intelligence drain?

    Yes. Priest Lesser Restoration, Priest Greater Restoration and Restoration scrolls all work to restore vampire blood drain.

    On 2/17/2019 at 6:31 PM, DavidW said:

    4) Are vampires properly responsive to the difficulty slider?

    Yes. So good. Even changing when the slider mid battle works.

    One bug is regarding i think the "Vampires show more care in choosing their targets, actively seeking vulnerable targets;" on Improved difficulty and up.

    Works: Make character. Difficulty slider 'in game': Basic.                        MoveToArea("AR1202"), Control+J the room at far right with vampires, elder vampires and ghasts (x=3000, y=1800). Let them attack. When paralysed by ghast: vampires continue to attack.

    Not:      Make character. Difficulty slider 'in game': Improved or above. MoveToArea("AR1202"), Control+J the room at far right with vampires, elder vampires and ghasts (x=3000, y=1800). Let them attack. When paralysed by ghast: vampires will stop attacking after '~a round'.

    Thank you.

  17. On 2/24/2019 at 10:11 AM, chimaera said:

    Same for me, when my cleric casts gate, nothing appears. The only other mod I have (installed before SCS) is the Trials of the Luremaster for BG2EE.

    Found it out that The Pitt Fiends are summoned invisible.

    ((The gate spell summons either a Balor (if caster alignment:chaotic) or Pitt Fiend (if caster alignment:lawful), Random (if caster alignment:neutral).

    The Pitt Fiends are  invisible))

    I did notice from Fiends: summoned from Gate, Summon Fiend, Summon Cacofiend by Player act like this :

    If no hostiles present:They all stand still and do nothing. They will not attack caster if caster is without a Protection from evil. May be the intended..

    If hostiles are presents: Protection from evil stops Lawful alignment summoned fiends (Bone fiend, Cornigon, Pitt) from attacking caster, but not  Chaotic  (Nabassu, Glaberu, Balor) Pretty sure that is intended.

    This is all with Improved Fiends installed.

    Thanks for an excellent MOD! Fiends look good, can test more.

     

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