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SR V4 Open Beta (last update 25 October 2018)


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Hey guys,

 

how would I go about removing the Planetar's 15% insta-kill attack?

 

It's really cheap.

 

Encounter a challenging fight? Just summon a couple planetars and have them attack. Nothing happens? reload. But eventually if you're lucky they'll just one-shot anything in the game.

 

At first I thought it was funny but now I simply don't summon them anymore, pure cheese.

 

I think it's their weapon that insta-kills? I know my way around EEKeeper and NearInfinity a bit

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Hey guys,

 

how would I go about removing the Planetar's 15% insta-kill attack?

 

It's really cheap.

 

Encounter a challenging fight? Just summon a couple planetars and have them attack. Nothing happens? reload. But eventually if you're lucky they'll just one-shot anything in the game.

 

At first I thought it was funny but now I simply don't summon them anymore, pure cheese.

 

I think it's their weapon that insta-kills? I know my way around EEKeeper and NearInfinity a bit

Did you try to change Planetar.itm >> item ability >>>effect >>>Kill target >>>probability 25%? (This reflects the NI sequence to it)

Edited by Roxanne
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Hey guys,

 

how would I go about removing the Planetar's 15% insta-kill attack?

 

It's really cheap.

 

Encounter a challenging fight? Just summon a couple planetars and have them attack. Nothing happens? reload. But eventually if you're lucky they'll just one-shot anything in the game.

 

At first I thought it was funny but now I simply don't summon them anymore, pure cheese.

 

I think it's their weapon that insta-kills? I know my way around EEKeeper and NearInfinity a bit

Did you try to change Planetar.itm >> item ability >>>effect >>>Kill target >>>probability 25%? (This reflects the NI sequence to it)

 

 

I'm not sure this is the right item?

 

I summoned a planetar and it summons plangood.cre, which has the following item equipped:

 

planetar.jpg

 

 

But the item itself has no tooltip.

 

Or did I mess up something?

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Hey guys,

 

how would I go about removing the Planetar's 15% insta-kill attack?

 

It's really cheap.

 

Encounter a challenging fight? Just summon a couple planetars and have them attack. Nothing happens? reload. But eventually if you're lucky they'll just one-shot anything in the game.

 

At first I thought it was funny but now I simply don't summon them anymore, pure cheese.

 

I think it's their weapon that insta-kills? I know my way around EEKeeper and NearInfinity a bit

Did you try to change Planetar.itm >> item ability >>>effect >>>Kill target >>>probability 25%? (This reflects the NI sequence to it)

 

 

I'm not sure this is the right item?

 

I summoned a planetar and it summons plangood.cre, which has the following item equipped:

 

planetar.jpg

 

 

But the item itself has no tooltip.

 

Or did I mess up something?

 

I use Near Infinity. Plangood.cre (and all other planetars) have a silver sword called planetar.itm which is the one I was talking about. It is in the weapon1 slot.

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I use Near Infinity. Plangood.cre (and all other planetars) have a silver sword called planetar.itm which is the one I was talking about. It is in the weapon1 slot.

 

 

 

Not for me :(

 

planetar2.jpg

 

 

Looks like my weidu might be needed here

 

 

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
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~SETUP-BWS.TP2~ #0 #1 // Expert Component In Selection: cdtweaks(2090)
~SETUP-BWS.TP2~ #0 #2 // Expert Component In Selection: cdtweaks(3130)
~SETUP-BWS.TP2~ #0 #3 // 20161130 - Updated by agb1 (installation started Sat 12/03/2016)
~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal): v4.0.1
~DC/SETUP-DC.TP2~ #0 #0 // Dungeon Crawl: v9 BWP Fix
~STUFFOFTHEMAGI/SETUP-STUFFOFTHEMAGI.TP2~ #0 #0 // Stuff of the Magi: v4 BWP Fix
~SKIPCHATEAUIRENICUS/SETUP-SKIPCHATEAUIRENICUS.TP2~ #0 #0 // Skip Chateau Irenicus: 2.3
~SKIPCHATEAUIRENICUS/SETUP-SKIPCHATEAUIRENICUS.TP2~ #0 #101 // Deal with skipped NPCs -> Vanilla NPCs only: 2.3
~TELEPORT/TELEPORT.TP2~ #1 #0 // Teleport spell for BG2:SoA: v14 BWP Fix
~TELEPORT/TELEPORT.TP2~ #1 #1 // Teleport spell for BG2:ToB: v14 BWP Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 13
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: Beta 5
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50 BWP Fix
~KLATU/SETUP-KLATU.TP2~ #0 #1050 // Appropriate XP Rewards for Cowled Enforcers: 1.7
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible

By the way I went and opened "plangood.cre" directly from the spell revisions v4 beta 14 downloaded folder from bigworldsetup (not override one), and it's holding the same sword as I am.
So weird
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No, your case is correct, Daxtreme - they are supposed to be using the dv- weapons. The two weapons you're looking for are DVPLANGW and DVPLANEW, and you want to remove all extended effects on the item ability (as all three for both are to do with the Vorpal property). You open up the item, you go to edit (to the right of "view" at the top), then you go down to the "item ability", and then you can delete the three "Effect"s at the very bottom.

 

explorer_2018-02-12_16-24-42.png

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Thank you that worked perfectly :)

 

May I suggest adding this as an option for Spell Revisions in the future?

 

I seem to recall that quite a few people weren't fans of the Vorpal effect of Planetars a few years back, and I have to agree with them. It gets annoying after a while.

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Thank you that worked perfectly :)

 

May I suggest adding this as an option for Spell Revisions in the future?

 

I seem to recall that quite a few people weren't fans of the Vorpal effect of Planetars a few years back, and I have to agree with them. It gets annoying after a while.

 

I don't agree with the change.

 

Many high level enemies are immune to that effect. Planetars are supposed to be extremely powerful and, if I am not mistaken, the chance of the insta-kill has already been nerfed by both IR and SR (Bartimaeus can probably answer this).

Edited by Salk
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Vanilla Deva: 3D6 +3 crushing weapon with an undead-slaying that occurred 100% of the time at a -4 saving throw vs. death, along with some deafness, feeblemindedness, and stunning effects

Vanilla Fallen Deva: 2D10 + 3 slashing weapon that had a 25% chance of causing instant death to anyone at a -2 saving throw vs. death (along with the deafness and feeblemindedness effects)

SR Deva: 1D10 + 3 crushing weapon that has an undead-slaying effect that occurs 100% of the time but with a vs. spells at no penalty saving throw, and a 50% 2 round stun effect at 0 penalty vs. spell saving throw.

SR Fallen Deva: 1D8 + 3 slashing weapon that also has a 1D6 fire and 1 damage per round for 5 rounds poison effect.

 

Definitely a big nerf in terms of weaponry.

 

Vanilla Planetars: 2D10 + 3 slashing weapon that had a 25% chance of a no-save dispel effect, and a instant-slaying effect that occurs 25% at a -2 death penalty.

SR Planetars: 2D6 + 3 slashing weapon with an instant-slaying effect that occurs 15% at a -2 death penalty.

 

So also a nerf in terms of weaponry. It wouldn't be too hard to create a switch in settings.ini that has alternative weapons that swap out the vorpal effect for something else, though, for those who really hate a bunch of vorpal effects being around all of the time.

Edited by Bartimaeus
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Thank you that worked perfectly :)

 

May I suggest adding this as an option for Spell Revisions in the future?

 

I seem to recall that quite a few people weren't fans of the Vorpal effect of Planetars a few years back, and I have to agree with them. It gets annoying after a while.

 

I don't agree with the change.

 

Many high level enemies are immune to that effect. Planetars are supposed to be extremely powerful and, if I am not mistaken, the chance of the insta-kill has already been nerfed by both IR and SR (Bartimaeus can probably answer this).

 

 

If you don't like the optional component of removing vorpal, you could always, you know, not install it?

 

I fail to see how that changes your game in any way if you don't like it? That's what mods are for, installing optional components that some people like.

 

Sorry if I'm being a bit blunt here but I recall several people saying they'd like to see this optional component being made available a few years ago. It took me literally 2 minutes to remove the vorpal effect from my install once I knew how to do it (thanks Bartimaeus!)

 

That being said, it could also be switched with something else. Great idea! Maybe a stun effect? Still very strong.

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Daxtreme,

 

my bad. I misread and thought you were advocating such a change for SR, not as an option. Of course I have nothing against it.

 

Said that, I find a little odd how you think it is "really cheap" to have a 15% vorpal effect for a creature like Planetars but it is not cheesy to follow the strategy you suggested just after:

 

Encounter a challenging fight? Just summon a couple planetars and have them attack. Nothing happens? reload. But eventually if you're lucky they'll just one-shot anything in the game.

 

At first I thought it was funny but now I simply don't summon them anymore, pure cheese.

I guess tastes are tastes. Personally, I can hardly think of something cheaper than that.

Edited by Salk
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Daxtreme,

 

my bad. I misread and thought you were advocating such a change for SR, not as an option. Of course I have nothing against it.

 

Said that, I find a little odd how you think it is "really cheap" to have a 15% vorpal effect for a creature like Planetars but it is not cheesy to follow the strategy you suggested just after:

 

Encounter a challenging fight? Just summon a couple planetars and have them attack. Nothing happens? reload. But eventually if you're lucky they'll just one-shot anything in the game.

 

At first I thought it was funny but now I simply don't summon them anymore, pure cheese.

I guess tastes are tastes. Personally, I can hardly think of something cheaper than that.

 

 

That's... exactly my point!

 

I said it was extremely cheesy to summon planetars, wait for them to one-shot, then reload if it doesn't happen. It's what I don't want to happen! :p

 

In the current version with planetars having a 15% chance to one-shot things, basically most of the challenging fights, instead of banging your head against the wall and trying to find a solution, just send planetars and they'll fix the problem if you're lucky, and I hate that. Some bosses are immune, maybe, but a lot of very challenging encounters in this game aren't.

 

I'm in the middle of a nice, heated, challenging, and lovely fight when suddenly my planetar one-shots the enemy caster (through stoneskin)

 

Meh.

 

Boring conclusion.....

 

I don't want that in my game, so I removed it. And I know for a fact by reading this very forum's older threads that some other people dislike it too.

 

Stun would be better in my opinion, especially since a contingency condition is "helpless", enables more options and answers instead of outright death.

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