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DavidW

Gibberlings
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About DavidW

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  • Gender
    Male
  • Mods Worked On
    Sword Coast Stratagems
    Wheels of Prophecy
    Icewind Dale in BG2 (now incorporated into Icewind Dale: Enhanced Edition)
    Talents of Faerun
    Ascension v2.0
    IWDification
    BG2 Fixpack
    Unfinished Business

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  1. Which is why mods come in components. Most of ToF doesn't assume its ability score system. (The origin of that system was actually thinking about how much of IWD2 could be done in the EE engine.)
  2. I think you're misunderstanding how that system has evolved. The odd numbers aren't useless in 3e/3.5e - feat qualification requirements are usually odd-numbered, and it functions as a mechanic to ration ability score boosts - but they're certainly much less significant. But the logical conclusion isn't 'we need to invent something for odd-numbered values to do': it's 'we need to drop odd-numbered ability scores entirely'. You see this most clearly in recent versions of Pathfinder - what matters are the bonuses, with the base scores kept around only for nostalgia value, and indeed dropped entirely in the most recent version (one just talks about having Strength +4 or Intelligence -1). Of course, there's a gap between abstract RPG design and what makes sense internal to the IE and its modding community. (It would be technically feasible to move to a pure + system, given UI editing, but it feels like a bridge too far. Though it might be interesting to code, just as an exercise.)
  3. However, ToF should not be that fragile - something isn’t being wrapped in quotes, probably. Could you post m_dw_ssd.lua?
  4. Probably next weekend. (The critical bugs in beta 8 have brought my schedule forward a bit, hotfixes or no.)
  5. OK, I think this is fixed now - a bug that crept into disjunctive_substitution, and also an error in its application. Putting the attached versions of disjunctive_substitution.tph and druid_multiclass.tpa into dw_talents/sfo/lua and dw_talents/kit respectively should hotfix it. Thanks for spotting the problem. I'm pleased someone spotted that! druid_multiclass.tpa disjunctive_substitution.tph
  6. Fixed locally, will be in beta 9. You can hotfix by dropping the attached file into dw_talents/sfo/lua. ui_spell_system.tph
  7. OK, all this should be fixed as of beta 9. Probably a bit complicated to try to hotfix though, sorry.
  8. None taken, but I'd list the common ability-score modifiers as one of the 'good things' in 3e - note that it's stuck around through all subsequent editions, as well as in Pathfinder. Ironically, same XP table for all classes is a 3rd-edition feature I'm much less keen on - at least in a single-player game - and have no interest in bringing into IE.
  9. It's trivial enough to add variant formulas so I might add more, or at least explain to people how to customize it.
  10. Mostly this is SCS, not the unmodded game. The Durlag's Tower encounter, Irenicus-in-Spellhold encounter, and pocket-plane challenge three, all use a fixed CRE file that's cosmetically disguised as the party, using PolymorphCopy or CreateCreatureObjectCopy. (In vanilla BG there's not even a disguise; that's added by BGEE). SCS replaces the first two with actual copies of the PC using a Simulacrum copy. The Spirit Temple witch battle copying is added by SCS, it's not in the vanilla game at all. (I ration myself to one use of this trick per game.)
  11. Just to clarify: it’s not currently a goal of mine to support aTweaks with SCS. Compatibility with mods that install after SCS is very complicated and usually requires active maintenance of the post-SCS mod to allow for SCS’s own evolution. Many years ago I was persuaded to work actively with aTweak’s author to facilitate mutual compatibilty, but that lapsed long ago. My official advice now is that people should either use SCS or aTweaks.
  12. Sorry not to have noticed this before. The change to c#5minhp.spl is harmless (it's riffing of the 101 immunity to petrification and adding additional immunity to petrification via spellstates - that's unnecessary, since c#5minhp.spl is never going to be used on Player1, but SCS can't know that, and it won't do Grey any harm having the effect). The culprit is c#7rest.spl, which contains the Raise Dead opcode (32) and which (I assume) is cast on Grey on party-join. The Raise Dead opcode has a little-used setting to restore the animation of the creature it's used on, and this component of SCS uses that setting to restore the animation of disintegrated or otherwise obliterated characters. It's getting the answer wrong for Grey, because the engine doesn't know about races other than the standard ones and so defaults to human... but in any case SCS doesn't need to patch this spell, because it only needs to use that opcode setting for Resurrection and it's being applied more broadly just because of code carelessness on my part. Fixed locally, will be in SCS v35.11. In the meantime, it can be hotfixed by just dropping the original version of c#7rest.spl (attached here, or else from c#greythedog/7thpmm/spells) into the override after installing SCS. c#7rest.spl
  13. OK, the saving throws are a bug, not a balance issue. (More accurately, they're a bug, or rather two bugs, in my code that attempts to address the balance issue.) All saving throws are supposed to be increased by 1-3 points (depending on class and save type) to allow for the effects of ability score bonuses. In addition, paladins are supposed to lose their hardcoded +2 to all saves (CHA bonuses are supposed to not to supplement it, but to replace it.) Neither was working correctly. Fixed locally, will be in beta 9.
  14. SCS does it using the Simulacrum effects, but that's probably overkill if you just want an appearence clone.
  15. I think it's doable, actually, but it's slightly fiddly (requires script->UI communications, which is doable but delicate). I might see if I can rough something up if I have a chance.
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