LordofBones Posted October 27, 2017 Share Posted October 27, 2017 Oh wow, I thought I'd installed the component already. Thanks Mike, you saved me the trouble of combing through all my mods. Link to comment
Mike1072 Posted October 27, 2017 Share Posted October 27, 2017 I'm glad that was it and not some new mod compatibility issue. Link to comment
Blackthorne Posted November 15, 2017 Share Posted November 15, 2017 In my game Dynaheir just got access to her level 3 spells. I was stunned to realize that Lightning Bolt does 1d6 damage per level to a single target (up to 10d6) [which differs from the 1d8 outlined in the - probably dated - spell description pinned in the forum] while Fireball does 1d6 multi-target (up to 10d6). Casting time and casting range are identical. The only difference is that saves for half damage are made at -4, while in the case of Fireball they are done with merely -2. Does this work as intended? Why was the 1d8 damage reversed? I feel like Lighting Bolt is really underpowered now, as I do not think that the danger of hitting allies really compensates for the overall lower damage output. As you can see this irked me enough to actually log in and post, which I do not do often. [still great and absolutely vital mod for this amazing game 17 years down the line]. Link to comment
subtledoctor Posted November 16, 2017 Share Posted November 16, 2017 Vanilla Lightning Bolt is d6 per level, just like Fireball. Differences are: - You can hit multiple targets if they are lined up - You can bounce it off walls - More enemies are resistant to fire damage than electric damage Link to comment
Salk Posted November 19, 2017 Share Posted November 19, 2017 Near Infinity reports a corrupted CDDETECT.SPL (invalid signature) after installing SR. Looking at the debug file I see this: Copying 1 file ...[./override/misc01.itm] loaded, 114 bytesCopied [misc01.itm] to [override/cddetect.spl] What's SR trying to do there? Link to comment
Roxanne Posted November 19, 2017 Share Posted November 19, 2017 (edited) Near Infinity reports a corrupted CDDETECT.SPL (invalid signature) after installing SR. Looking at the debug file I see this: Copying 1 file ... [./override/misc01.itm] loaded, 114 bytes Copied [misc01.itm] to [override/cddetect.spl] What's SR trying to do there? Is this not just setting a marker in override for other mod to see that SR is installed? This is not s spell supposed to be used in game. Just guessing, though... Edited November 19, 2017 by Roxanne Link to comment
Salk Posted November 19, 2017 Share Posted November 19, 2017 Near Infinity reports a corrupted CDDETECT.SPL (invalid signature) after installing SR. Looking at the debug file I see this: Copying 1 file ... [./override/misc01.itm] loaded, 114 bytes Copied [misc01.itm] to [override/cddetect.spl] What's SR trying to do there? Is this not just setting a marker in override for other mod to see that SR is installed? This is not s spell supposed to be used in game. Just guessing, though... It seems it is already reported by Wisp in 2014 (!) and has to do with detectable spells. Here: http://www.shsforums.net/topic/53579-detectable-spells/?p=568139 Link to comment
Jarno Mikkola Posted November 19, 2017 Share Posted November 19, 2017 Well, onew should use an empty .spl file as the marker, instead of an .itm ! Dum ******. Link to comment
subtledoctor Posted November 20, 2017 Share Posted November 20, 2017 What is the effect of this? I have a current install of v4b15 on BGEE, and have seen no problems (including installing SCS AI afterward, which is what usually turns up errors). Link to comment
Jarno Mikkola Posted November 20, 2017 Share Posted November 20, 2017 What is the effect of this? I have a current install of v4b15 on BGEE, and have seen no problems (including installing SCS AI afterward, which is what usually turns up errors). This is because SCS itself uses the detectable spells AI enhancing things. Don't think it would be innocent .... Link to comment
subtledoctor Posted November 20, 2017 Share Posted November 20, 2017 My point is, if it doesn't stop other mods being installed, and it doesn't stop me editing things in Near Infinity, and it doesn't cause any problems in-game... If a bug knocks over a tree in the woods and no one is there to hear it, does it make a sound? Link to comment
Salk Posted November 21, 2017 Share Posted November 21, 2017 If a bug knocks over a tree in the woods and no one is there to hear it, does it make a sound? It must be quite a big bug to knock over a tree... Link to comment
Jarno Mikkola Posted November 21, 2017 Share Posted November 21, 2017 My point is, if it doesn't stop other mods being installed, and it doesn't stop me editing things in Near Infinity, and it doesn't cause any problems in-game... If a bug knocks over a tree in the woods and no one is there to hear it, does it make a sound? It does... as my point stands... try to run this and you'll be CHEESED: COPY_EXISTING_REGEXP GLOB ~.*\.spl$~ ~override~ PATCH_IF (SOURCE_SIZE > 0x113) THEN BEGIN // protects against invalid files READ_BYTE 0x1c ~spelltype~ PATCH_IF (spelltype = 0) BEGIN //aka is it the 'special' type READ_ ... plah plah plah... END BUT_ONLYAs unfortunately, the source_size doesn't protect from invalid file types. Link to comment
Luke Posted November 21, 2017 Share Posted November 21, 2017 (edited) Some spell descriptions (i.e., the textual parts) are corrupted (I'm using v4 beta 15) -> it seems this mod is not UTF-8 compatible.... Do you know how to fix? Edited February 3, 2018 by Luke Link to comment
Arctodus Posted January 13, 2018 Share Posted January 13, 2018 I might have found a bug with the Protection from Magic Weapons spell. SPWI611 is coded to protect against enchantment levels from 0 to 6 instead of protecting against weapons flagged as magical. My test was with v4 beta15, with nothing but IR and SR installed. PfMW indeed protects against even non-magical weapons. There's another PfMW spell in my override folder, SPIN686, which is coded correctly. However, when a sorcerer choose a level 6 spell (which was the case in my test), he has access to the SPWI611 spell, which protects against everything. Is it the intended behavior ? Link to comment
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