subtledoctor Posted August 17, 2018 Share Posted August 17, 2018 enemies don't make use of the new spells (as expected.....) You and I have different ideas about what "incompatible" means... Link to comment
Luke Posted August 17, 2018 Share Posted August 17, 2018 (edited) enemies don't make use of the new spells (as expected.....) You and I have different ideas about what "incompatible" means... Yeah, I should have clarified better : the mod itself installs correctly, but the enemies don't make use of the new spells, which is bad for obvious reasons...... This is something that will hopefully be addressed in the (near?) future...... The same holds for IWDification........ Edited August 17, 2018 by Luke Link to comment
subtledoctor Posted August 17, 2018 Share Posted August 17, 2018 That requires AI modification... neither SR nor IWDification attempts that. I honestly don't think it's a big deal. Every caster knows 10 or 15 spells and only puts 5 or so into memorization slots. So if none of the enemy casters happen to memorize Sunscorch, it's not unrealistic. Yes, it would be better if they could use more spells against you, but the fact that they don't isn't a problem. Note aldo that SR doesn't just add spells; it improves many existing spells (so that does help the AI) and it adds some new spells by overwriting vanilla spells. Often that overwriting is done so as to work with existing AI scripts. So SoD gets 2 of the 3 major benefits of SR. And as a wise man sang, "2 out of 3 ain't bad." Link to comment
Luke Posted August 18, 2018 Share Posted August 18, 2018 (edited) That requires AI modification... neither SR nor IWDification attempts that. Yes, true, but only for SoD..... For BG(2)EE we have Revised SCS Having said that, you're probably right, I was too pessimistic: as you pointed out, SR improves many existing spells (especially Summoning Spells IMHO), so I do think I'll install it on SoD and see what happens..... The AI* will never cast Sunscorch -----> I'll deal with it...... One question though: what about Detectable Spells? Does it need to be updated before playing on v2.5? *Often that overwriting is done so as to work with existing AI scripts: I do hope you're right about this...... Edited August 18, 2018 by Luke Link to comment
Relay Posted August 22, 2018 Share Posted August 22, 2018 (edited) Hey Kreso, quick bug I noticed (regarding your insect changes haha) spell_rev\lib\insects.tph, line 40 and 49 COPY_EXISTING ~sppr218.spl~ ~override~LPF ADD_SPELL_EFFECTINT_VARopcode = 146target = 1 // selfparameter1 = 0parameter2 = 1power = 0STR_VARresource = k1#insectEND should be COPY_EXISTING ~sppr318.spl~ ~override~LPF ADD_SPELL_EFFECTINT_VARopcode = 146target = 1 // selfparameter1 = 0parameter2 = 1power = 0STR_VARresource = k1#inseEND cleric gust of wind spell was not given the ability to clear insects. Edit- thanks bartimaeus! Edited August 22, 2018 by Relay Link to comment
Bartimaeus Posted August 22, 2018 Share Posted August 22, 2018 I think you'd actually need to correct line 49 to specify the correct resource, too - it points to k1#insect (9 characters!), when it should be k1#inse (the insect secondary removal spell that it creates above). Link to comment
HuoYuhao Posted August 26, 2018 Share Posted August 26, 2018 I'm not sure if this is a problem specific to v4b15 but tenser's transformation is setting apr to 3/2 regardless of what the caster's original apr was. Link to comment
AL|EN Posted August 26, 2018 Share Posted August 26, 2018 @HuoYuhao If you want to get any answer for such question, please post weidu.log Link to comment
HuoYuhao Posted August 26, 2018 Share Posted August 26, 2018 (edited) My WeiDU.log is attached. I've temporarily fixed the issue by removing spwi603a.eff from the override folder. This seems to set APR to 2, which makes the spell work properly if you originally had 1 apr. WeiDU.log Edited August 26, 2018 by HuoYuhao Link to comment
Bartimaeus Posted August 26, 2018 Share Posted August 26, 2018 Can you give a rundown of the exact situation where you feel there is an error? SPWI603A.eff, which sets the caster's ApR to 1.5, and SPWI603B.eff, which sets your APR to 2.0, only come into effect if you are a non-fighter arcane caster - where your base ApR would only always be 1 anyways. Link to comment
Jarno Mikkola Posted August 26, 2018 Share Posted August 26, 2018 if you are a non-fighter arcane caster - where your base ApR would only always be 1 anyways.This is a horrible assumption, especially in the current EE games. Link to comment
Bartimaeus Posted August 26, 2018 Share Posted August 26, 2018 (edited) How so? Are there weird arcane classes/kits that have been added that change that? Edited August 26, 2018 by Bartimaeus Link to comment
Jarno Mikkola Posted August 26, 2018 Share Posted August 26, 2018 (edited) How so? Are... No. Just a whole rule system... read the "Everyone Gets Bonus APR from Specialization (subtledoctor)" components description in the Tweaks An...'s readme. Edited August 26, 2018 by Jarno Mikkola Link to comment
kjeron Posted August 26, 2018 Share Posted August 26, 2018 How so? Are there weird arcane classes/kits that have been added that change that?There are also Bows, Daggers, and Darts, which naturally grant 2-3 APR, but would be overridden by the spell. Link to comment
HuoYuhao Posted August 26, 2018 Share Posted August 26, 2018 How so? Are there weird arcane classes/kits that have been added that change that?There are also Bows, Daggers, and Darts, which naturally grant 2-3 APR, but would be overridden by the spell. This is the main issue. Shapechange and Polymorph Self APR is also overriden. Another issue is that the mod doesn't seem to switch from spwi603a.eff to spwi603b.eff when the caster's level reaches 13, so you're always stuck with 3/2 apr instead of 2 apr. I'm playing with a sorcerer btw. Link to comment
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