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NdranC

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  1. Yeah I know that now. Sorry if I sounded insensitive about it, just trying to be useful to debug it. I've tested a lot of the HLA themselves and they seem to work just fine but obviously I haven't tested them all. The main issues I've encountered have to do with the RR compatibility. HLAs either adding with incorrect prerequisites or now showing up at all. Also a lot of tooltip mistakes which I harp on a lot. Honestly I'm very new at weidu. Reading your code and using the website to reference has helped a lot but I've also been making modifications I'm not sure would be to the benefit of the mod for the public since they are tailored to my own taste. For example I saw you have a comment saying UMD doesn't work on multiclass characters so I opted to comment out the skill in it's entirety since I personally prefer a feature or skill to work everywhere or not be used at all. What I could do is compile a list of the issues I found with the name of the skills and what I think they "should be" based on the readme's of both mods. The fixes have been pretty simple just moving some lines around, commenting some stuff and changing the name of some other stuff. I had a question though. I think I've seen your install order recommendations and you suggest to do rr>refinements>tomeandblod and some of your other kit mods. I tested that a little bit and I've noticed that the kits added by your mods don't get the correct HLA tables when using that order. The one I've tried was the Fey Sorcerer which was getting mage HLAs instead of sorcerer ones. Reading some of the code it seems like refinements would only account of modded kits if installed before refinements, so shouldn't the install order be rr>tomeandblood>refinements? Am I missing something? Thanks
  2. I haven't been able to replicate this issue again after the first day of having all the time. I seem to be able to uninstall refinements just fine. Unsure of what the issue was. I have found other skill pre-requesities issues in other classes. The cleric mass ress HLA was installing with a hidden requirement that was not obtainable and therefor would make it impossible to select. I don't have almost any mods installed, in order my weidu log is eet>leui>eeex>bg1npc>endlessbg1>ub>ascension>rr>refinements. That's it. I've been able to very slowly fix the code of the mod that handles thieves and rr but I'm finding other issues somewhere else. It almost feels like I downloaded the mod from the wrong place but I've checked and I have the master github from february 2023.
  3. Hmm I swear that True Seeing had the same duration as Detect Invisibility but you are right, it's not. I must be miss remembering. I always pick it up and use it but it feels underwhelming. Let's say you are fighting mages mid/late soa. It's not rare for them to have Improved Invisibility, Non-Detection, Greater Deflection, Spell Shield and Combat Protections. So I have 2 arcane casters, a cleric and 2-3 good fighters of some kind. If I cast True Seeing my mage is now able to target the npc with spell attacks but nobody else can. Sure the fighters are able to attack but the mages will sit there unable to do anything unless they all cast True Seeing. The spell does nothing else of value because the mage is protected by Non-Detection. At that point I could achieve the same effect by casting Detect Invisibility on everybody instead. It's a lot cheaper. I guess that it last half as long so there is a minor benefit. I guess the part that I find the most underwhelming is True Seeing only allowing the person that cast it to be able to target the npc with spells and like I said before, Detect Invisibility does the same for half the duration but much cheaper spell slot. Am I missing something?
  4. I'm having a lot of issues with this mod, specifically with thieves (I haven't tested other classes thoroughly). This is EET+RR installing RR first as per the instructions. 1. The avoid death HLA is not setting up the proper requirement to the RR evasion. Reading the code it seems like it's adding GA_SPCL917 (Avoid Death) with requirement GA_TG#EVAS but that evasion is not there anymore since it's been replaced by GA_RR#THL03 (Evasion from RR). There are a lot of other messed up requirements like most of the assassin skills require alchemy put it's not referencing the correct RR alchemy hla. 2. There is an issue with D5_UMD, it not properly being setup with a name or description (the icon seems correct). I managed to fix it relatively easy but I also don't fully know what I'm doing. The skill seems to be working fine. I did notice that if I install spell revisions after the scrolls stop working but I haven't tried installing refinements after SRR. 3. The mod is not uninstalling cleanly. It's leaving a lot of crap in the HLA tables. This is an example from the thief one (LUTH01) ABILITY 1 GA_SPCL910 2 GA_SPCL911 3 GA_RR#THL04 4 GA_RR#THL02 5 GA_RR#THL03 6 AP_SPCL915 7 GA_SPCL916 8 GA_SPCL917 9 GA_RR#ALCHT 10 GA_RR#THL01 11 AP_MO#HLA01 12 AP_MO#HLA02 13 AP_MO#HLA03 14 AP_MO#HLA04 15 AP_MO#HLA05 16 AP_MO#HLA06 17 AP_MO#HLA09 18 AP_MO#HLA10 19 AP_MO#HLA11 20 AP_MO#HLA12 21 AP_MO#HLA13 22 AP_MO#HLA14 All of the AP_MO#HLA... shouldn't be there. This is the table with only RR installed. All of those ability have the same icon and have no description or name.
  5. Forgot to ask about this, would you be willing to add an optional setting to make these two and maybe blade barrier breach-able? I can't decide which one I like better but sometimes I do feel like breach does too much as it is.
  6. Honestly the one argument that I might have against Non-Detection being a spell protection is that I don't care to remove it. It still doesn't do enough for me to care on an average party, and what's even worse, it might use one of my precious turns casting a spell attack getting rid of it instead of some other stronger spell protection. The upside is that it's a level 3 spell protection so it should be the last thing to ever be picked by a spell attack except for maybe Minor Globe. If I'm at a point where the next thing I can dispel is Non-Detection then that means I should be breaching. That is a dead mage with or without Non-Detection, a couple mirror images are not saving that mage. Speaking of invisibility, I feel like True Seeing needs a little pick me up to be more useful. Either lasting a full turn instead of 5 rounds or maybe allowing all your party members to target Improved Invisibility with spells while it lasts. Because a lot of mages just randomly have non-detection on, dispelling mirror images is countered easily. I might as well cast Detect Invisibility which is a second level spell vs a 6th one. Maybe I should be trying to use 5th level anti illusions spells more but I've never been tempted to pick them, it's a very contested level with good spells.
  7. I managed to fix both of these issues from myself by borrowing some code you wrote for the Better Spell Visuals mod. /* 15) add discblue vvc aand bam (renamed) to k1#scre */ COPY ~%MOD_FOLDER%/data/bam-vvc/discblue.bam~ ~override/dkdscblu.bam~ COPY ~%MOD_FOLDER%/data/bam-vvc/discblue.vvc~ ~override/dkdscblu.vvc~ WRITE_ASCII 0x08 ~dkdscblu~ #8 COPY_EXISTING ~k1#scre.spl~ ~override~ LPF CLONE_EFFECT INT_VAR silent = 1 multi_match = 1 match_opcode = 142 opcode = 215 parameter1 = 0 parameter2 = 1 resist_dispel = 2 STR_VAR resource = ~dkdscblu~ END /* 16) overwrite minorglb vvc and bam in MGOI */ COPY ~%MOD_FOLDER%/data/bam-vvc/minorglb.bam~ ~override~ COPY ~%MOD_FOLDER%/data/bam-vvc/minorglb.vvc~ ~override~ /* 17) add myglobep vvc and bam (renamed) in GOI */ COPY ~%MOD_FOLDER%/data/bam-vvc/myglobep.bam~ ~override/dkglobep.bam~ COPY ~%MOD_FOLDER%/data/bam-vvc/myglobep.vvc~ ~override/dkglobep.vvc~ WRITE_ASCII 0x08 ~dkglobep~ #8 COPY_EXISTING ~spwi602.spl~ ~override~ ~dwsw602.spl~ ~override~ ~staf12b.spl~ ~override~ LPF CLONE_EFFECT INT_VAR silent = 1 multi_match = 1 match_opcode = 155 opcode = 215 parameter1 = 0 parameter2 = 1 resist_dispel = 2 STR_VAR resource = ~dkglobep~ END IF_EXISTS BUT_ONLY Adding this to MBR.tpa both fixed Dispelling Screen and added a different enough animation to Minor Globe of Invulnerability vs Globe of Invulnerability. It's not perfect because I find the animation too dark but might be better than nothing.
  8. I think I found the issue. // also, change spell thrust to a different level ACTION_IF (st_lvl != 3) AND (st_lvl > 0) AND (st_lvl < 10) BEGIN OUTER_SET st_known_level = (st_lvl - 1) OUTER_SPRINT stkl ~#%st_known_level%~ // this might be installed late, so need to check for L1Cantrips, and add the op261 stuff here COPY_EXISTING ~spwi321.spl~ ~override~ ADD_SPELL ~override/spwi321.spl~ 2 %st_lvl% WIZARD_SPELL_THRUST SAY NAME1 @123211 SAY UNIDENTIFIED_DESC @12321 WRITE_LONG 0x34 1 LAF RES_NUM_OF_SPELL_NAME STR_VAR spell_name = ~WIZARD_SPELL_THRUST~ RET spell_res END ACTION_IF FILE_EXISTS_IN_GAME ~scrl6j.itm~ THEN BEGIN This is part of the MBR.tpa file. The "WRITE_LONG 0x34 1" is always setting the spell to level 1 regardless of the %st_lvl% variable. Changing this to "WRITE_LONG 0x34 %st_lvl%" fixed the issue for me. This is why it was only working when set to 3 (it would skip this patch) or 1 since it was forcing the level to 1 already. Mind you, I'm not very knowledgeable with weidu so I might be missing something else.
  9. I noticed what I think might be a small omission from the spell descriptions. Pierce Shield doesn't mention that it removes Non-Detection despite this showing up on all other applicable spell attacks. @776=~Pierce Shield (Abjuration) Level: 8 Range: Long Duration: Special Casting Time: 8 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard may launch a massive attack on a target's physical and magical defenses. Pierce Shield will dispel one spell protection of any level from the target creature. This will always dispel the highest level of spell protection on the target first. If the target has two or more protections tied for the highest level, the choice will be random. After piercing through magical protections, this powerful spell will breach each and every combat protection on the target creature. Magic resistance does not affect this spell. The spell protection spells dispelled by Pierce Shield are: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Deflection, Spell Shield, Globe of Invulnerability, Greater Spell Deflection, Shield of the Archons, Mind Blank, and Spell Trap. The combat protection spells dispelled by Pierce Shield are: Mage Armor, Shield, Armor of Faith, Barkskin, Protection from Missiles, Spirit Armor, Stoneskin, Protection from Normal Weapons, Protection from Magical Weapons, Physical Mirror, Prismatic Mantle, and Absolute Immunity.~ EDIT: Actually after looking into it a little bit more. Is it intentional for Non-Detection to be tagged as a spell protection while Mind Blank is tagged as a specific protection? Because Ruby Ray, Khelben's, Pierce Magic, Pierce Shield and Spell Strike mention they will remove Mind Blank as a spell protection but it doesn't seem to be the case. As well as mentioned before, Pierce Shield doesn't mention Non-Detection as a spell protection it should dispel.
  10. @subtledoctor I've noticed two issues so far while doing a full playthrough with this mod. All characters that go through this process are being given an extra 2 HP to their maximum pool that they shouldn't be getting. It's probably the 2 HP the mod gives them when they are set to level 0. If it's anything like ee keeper you should be able to set the current HP to 2 and not their maximum HP and this will avoid the issue entire since it won't carry over once they level. The other issue is that it seems the first level of thief points is not accounted for. Changing someone into a thief will get them the 25 points but they are missing the other 15.
  11. I think I found another bug. The mod gives mages the ability to put pips in clubs/maces but neither of them are actually usable by mages. Speaking of which, for the proficiency component you talk about being compatible with the first component of tweaks anthology's alter weapon proficiency system which according to the readme does this Wakizashis move from Wakizashi/Scimitar/Ninja-to to Katana proficiency Ninja-tos move from Wakizashi/Scimitar/Ninja-to to Short Sword proficiency Morningstars move from Flail/Morningstar to Mace proficiency I guess it technically works but the proficiency descriptions, names and weapon tooltips are all over the place. The reason why i mention it it's because IRR basically does the same thing with it's weapon proficiencies as this component and unfortunately I can't avoid installing the changes to proficiencies without installing the rest of the weapon revisions. Since you seem to play with IR I was wondering if you could make it work nicer. I was also thinking of asking @Bartimaeus if it would be easy to split the weapon revisions component into weapon changes and proficiency changes at least on IRR.
  12. Understandable I actually agree with you. I would rather a description that is vague to avoid the risk of outright lying. With some many mods making so many changes it's hard to track if something is behaving correctly or it's a bug specially when the description doesn't help. I'm using the lastest EET and IRR + SRR. Checking the spell in nearinfinity it says the visual effect attached is spturni2 which when opened is really really tiny as to make it functionally invisible in game. Reading the code I think this is the fault of the "zero out hardcoded animations" but I don't see it being replaced by anything else. The previous mod you helped make https://github.com/Gibberlings3/Better-Spell-Visuals does work correctly and has the proper disk animation that is brown and faded. Looking in your data folder that animation is there as diskBlue but I guess it's not being used? I'm not sure I'm not too familiar with weidu. It's just nice for consistency sake but obviously you don't have to support it if you don't want to. I use SRR which does support it but if its a common trend among spell mods maybe I should force to use the old bg style. I meant you have the different bams from working on Better Spell Visuals. Both of which are slightly different than the default vanilla one I'm not necessarily saying you should use one or the other but I was wondering if there was a reason as to why you didn't attempt to make Minor Globe and Globe distinguishable at a glance from each other.
  13. Personally I don't like this because dispelling screen as it stands serves a couple nice design purposes: 1. It changes a really problematic spell into something less problematic. 2. It redistributes some of the power of the spell from being "casters are immune to dispel and everybody else is f..ed" to "we are all as a party semi-protected but not to the point of being immune". My only problem with the current status quo is the inconsistency on how breach and dispel magic are handled by spell protections and it feels like giving the mage an edge on protecting themselves against dispel while not making them outright immune and costing more resources might be favorable in general. Fighters have undispellable potions now so a dispel on the hurts but it usually isn't the end of the world. A dispelled mage has nothing except a defensive contingency/sequencer I guess. @Bartimaeus I might be misinterpreting the way the engine works but what if you make dispel have a power of 6? It would still be a level 3 spell but it would bypass liches/globes and it would be blocked by deflection while having the special interaction against them of consuming double the charges a spell of it's level would normally do. It could be denoted in the description as well.
  14. Yeah specially because the one character would have to be an arcane caster of some sort (which would make mages a little harder and that's a good thing imo) dispelling screen would still have 2 uses. Act as a support skill for the party members that can't cast arcane spells as well as acting as an extra layer of protection for mages. In this hypothetical scenario, if you are both protected by Spell Deflection and Dispelling Screen, which one would be affected first when casting remove magic?
  15. Ok, so I've been trying that mod for a while but I have some issues with it. Other's have reported similar issues as well but SD hasn't address them so I'm not sure I can really use it. Like you said there are other changes as well and I feel like it would be a great addition to SRR. I'm really trying to keep my mod install to a minimum. Besides, I partly feel like I'm pushing for this issue because Dispelling Screen is not enough for casters compared to Spell Immunity. I don't think SCS would be a problem, they love spamming Remove Magic or triple remove magic contingencies and sequencers anyway. Lately I've been having to make sure I only approach with one character to bait the dispels/remove spam before I can start the fight. I do think Dispelling Screen and Potions being protected against it really does help. Its why I also wondered about making Dispelling Screen increase the level of the caster for the Dispel calculation instead.
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