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SR + IWDEE


subtledoctor

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I got SR installed on IWDEE earlier this week, I thought you might like to see:

 

SR_IWDEE.jpg

 

Oh yeah, it's also on an iPad. :)

 

I also got Full Plate & Packing Steel installed on IWDEE, and got it playing nicely with IR (by editing IR's amor_penalty_table.txt and FPPS's thebiglist.txt, you can completely control how you want armor to work), and got them onto the iPad as well. I have ~20 mods working together, on a device that has an 8" touchscreen and weighs ~12 oz. Being able to pull out it out of a pocket and casually play a couple hours of fully-modded BG or IWD on a plane... this is pretty close to Infinity Engine Nirvana.

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Yeah I just had 3 bats help me fight the first ogre, they seem to work fine.

Cool.

 

BUT they did get caught in my Entangle spell... as flying creatures they should probably be immune to Entangle and Web.

Thanks for pointing it out. SR's Entangle doesn't affect flying creatures but I wasn't expecting bats back then thus they are not listed. I'll make bats immune to entangle, grease, web, etc.

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I'll make bats immune to entangle, grease, web, etc.

Erhm, I understand grease, as the bats don't stand... but web and entangle...

The bats are not big enough to resist the webs entangling effect of a normal web, so think on it again ! As we have a massive webs and giant spiders ! :devlook: Nope. No wyvern should be immune to it either ... it's saving grace should be the wyverns good save vs this type of an attack, duh.

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One issue: after three castings (admittedly against goblins and orcs, which are weak) I haven't had a single bat die. The spell might be a little overpowered.

 

What's their hp and AC? For a 1st level spell I would expect no more than ~4-5 hp and ~7-8 AC. And maybe it should only summon 2 at 1st level, and scale up from there.

 

As I continue playing I'll report anything of note relating to SR. Fog Cloud seems to be working great, though it might be OP as well. Maybe it should also scale a bit, from small penalties at 1st level to bigger ones at 7th or 9th level...

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I think bats should be immune to web and entangle. They are agile in the air.

Yeah, they might as well be, but they have to make the dive* move to not get caught, don't they ? Look at the linked video above. Immunity is for not needing to make it. *or whatever.

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One issue: after three castings (admittedly against goblins and orcs, which are weak) I haven't had a single bat die. The spell might be a little overpowered.

What's their hp and AC? For a 1st level spell I would expect no more than ~4-5 hp and ~7-8 AC. And maybe it should only summon 2 at 1st level, and scale up from there.

 

Bats have 4 hit points and AC 8. Orcs should indeed kill a bat in a single hit, odd to find them OP. o.O

 

As I continue playing I'll report anything of note relating to SR. Fog Cloud seems to be working great, though it might be OP as well. Maybe it should also scale a bit, from small penalties at 1st level to bigger ones at 7th or 9th level...

I was thinking to slightly tweak Obscuring Mist for the next build:

* make its AoE not friendly (it also makes more sense in terms of concept)

* add -2 penalty to AC

 

Ideally, the end result is that melee isn't truly affected anymore (ally suffer -2 penalty to thac0 but target has -2 penalty to AC) but creatures immune to the spell gets a net +2 thac0/AC (e.g. the above bats, KR's Barbarian with Feral Senses, creatures under True Seeing?, etc.). Line of sight and missile penalty is still useful by itself for every other use outside those "combos" imo.

 

I think bats should be immune to web and entangle. They are agile in the air.

Yeah, they might as well be, but they have to make the dive* move to not get caught, don't they ? Look at the linked video above. Immunity is for not needing to make it. *or whatever.

Entangle doesn't reach out to air targets imo. If it did we should implement a "grounded" animation for them, but it doesn't make much sense anyway imo.

 

I'm indeed more sympathetic to web working on bats, but BG web is just on the ground imo, at least with the current animation.

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Bats have 4 hit points and AC 8. Orcs should indeed kill a bat in a single hit, odd to find them OP. o.O

Do they have resistances? Maybe leftover from rats? I saw messages like "bat takes 1 damage (1 damage resisted)"

 

As for Obscuring Mist, I could live with it being party-friendly (it's magic after all) as long as the effect is only about as useful as a Bless spell - at least at 1st level. Maybe minor automatic penalties, with a save against greater penalties and/or reduced LoS range and/or panic.

 

Non-party-friendly application would be great - use it from far away to hinder enemy archers, etc., and anyone with True Seeing or similar ability (maybe even infravision - finally, a use for infravision!!) could wade into the Mist and fight effectively. Automatic reduction of sight range would be cool here, especially if it doesn't count as a hostile action. You could use it as a way to sneak by enemies, etc.

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ASI

Do they have resistances? Maybe leftover from rats? I saw messages like "bat takes 1 damage (1 damage resisted)"

Ehm...guilty as charged. Fixed for the next build.

Obscuring Mist

Non-party-friendly application would be great - use it from far away to hinder enemy archers, etc., and anyone with True Seeing or similar ability (maybe even infravision - finally, a use for infravision!!) could wade into the Mist and fight effectively. Automatic reduction of sight range would be cool here, especially if it doesn't count as a hostile action. You could use it as a way to sneak by enemies, etc.

Line of sight reduction is there already and does not allow a save. That's actually supposed to be the defining feature of this spell imo, or at least it was the main reason I decided to implement it. Thanks for reminding me to make it not-hostile.

 

Infravision shouldn't work again this magical fog. Not to mention it would make really too many races immune to it by default (e.g. elves, half-elf, dwarves, etc.). Infravision would have a purpose only if the game had real "dark areas penalties", and without messing with main script or something like that it's simply not possible to implement.

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ASI

Do they have resistances? Maybe leftover from rats? I saw messages like "bat takes 1 damage (1 damage resisted)"

Ehm...guilty as charged. Fixed for the next build.

Good thing for the improved feedback in the EEs making that apparent.

 

Hey, I think that might be the first time I said something nice about the EEs! :p

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Poop: just found some unkillable trolls in Dragon's Eye. I guess this run is over.

 

Was it ever determined what caused this? Gotta be something with SR, it's the only thing I've added since I played through this area last week. Is there something I can comment out? Or add? (I vaguely recall some .CRE files needing to be specified, presumably IWD has different .CREs.)

 

Here's the weidu.log, in case it matters:

 


// 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]
~MINORNPCPORTRAITSFORIWDEE/SETUP-MINORNPCPORTRAITSFORIWDEE.TP2~ #0 #0 // Minor NPC Portraits for IWDEE: 1.03
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #0 // Icewind Dale NPCs: v5
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #11 // Alternate class for Holvir, IWD-in-BG2 -> Holvir, undead hunter: v5
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #15 // Alternate class for Korin, IWD-in-BG2 -> Korin, multiclass cleric/ranger: v5
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #20 // Alternate class for Nella, IWD-in-BG2 -> Nella, multiclass fighter/druid: v5
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #24 // Alternate class for Severn, IWD-in-BG2 -> Severn, skald: v5
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #34 // Alternate class for Teri, IWD-in-BG2 -> Teri, multiclass thief/mage: v5
~MSFM/MSFM.TP2~ #0 #14 // Add Staff of Wizardry: v1.41
~MSFM/MSFM.TP2~ #0 #15 // Add custom inventory animation to the Staff of Wizardry: v1.41
~MSFM/MSFM.TP2~ #0 #16 // Add circlets: v1.41
~MSFM/MSFM.TP2~ #0 #17 // Add robe tweaks -> Add robes with original colorsets: v1.41
~MSFM/MSFM.TP2~ #0 #19 // Add Robes of Archimagi with colorsets from Mr. Pennyway's Cosmetic Changes mod: v1.41
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 7
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.2
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.2
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.2
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.2
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.2
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.2
~K9IWDEEKIT/SETUP-K9IWDEEKIT.TP2~ #0 #0 // Install IWD Enhanced Edition Kitpack Special Feature: v 2.1
~K9IWDEEKIT/SETUP-K9IWDEEKIT.TP2~ #0 #1 // Install Breachgnome: v 2.1
~K9IWDEEKIT/SETUP-K9IWDEEKIT.TP2~ #0 #3 // Install Myrmidon: v 2.1
~K9IWDEEKIT/SETUP-K9IWDEEKIT.TP2~ #0 #6 // Install Divinate of Mystra kit: v 2.1
~K9IWDEEKIT/SETUP-K9IWDEEKIT.TP2~ #0 #8 // Install Divinate of Ilmater kit: v 2.1
~K9IWDEEKIT/SETUP-K9IWDEEKIT.TP2~ #0 #28 // Install Earthwalker of Grumbar kit: v 2.1
~K9IWDEEKIT/SETUP-K9IWDEEKIT.TP2~ #0 #29 // Install Iceguardian of Ulutiu kit: v 2.1
~K9IWDEEKIT/SETUP-K9IWDEEKIT.TP2~ #0 #32 // Install Leaftender kit: v 2.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #10 // Install new spells -> Overwrite spells from other mods: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Core Revisions: 0.4
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Arcane Crafting (by Grammarsalad): 0.4
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Bloodline Sorcerer Kits: 0.4
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #9 // Specialist Mages Kitpack: 0.4
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.80b3
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80b3
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80b3
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #20 // Reveal City Maps -> Reveal Kuldahar, Easthaven & Lonleywood: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #30 // Pomab & Conlan sell Convenient Ammunition: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #32 // Emmerich sells +1 Convenient Ammunition: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #61 // Conlan sells Magic Clubs: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #35 // Orrick Sells All His Items: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #36 // No Save for Fire Arrows: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #70 // Jiedra and Doluv Bonus Merchants: 1.1
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Allow Spellcasting in Armor -> With Casting Speed Penalties for Arcane Casters: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #1101 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor and Shields: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Spell Deflection blocks AoE spells: v4 Beta 9
~SOB/SOB.TP2~ #0 #100 // 1: Item Tweaks
~SOB/SOB.TP2~ #0 #200 // 2: Stat & Saving Throw Tweaks
~SOB/SOB.TP2~ #0 #210 // 3: Modified Hit Point Tables
~SOB/SOB.TP2~ #0 #220 // 4: Standardized XP Tables
~SOB/SOB.TP2~ #0 #230 // 5: Modified Spellcasting Tables
~SOB/SOB.TP2~ #0 #240 // 6: APR on Spec
~SOB/SOB.TP2~ #0 #250 // 7: Weapon Proficiency Overhaul
~SOB/SOB.TP2~ #0 #300 // 8: Warrior Class Tweaks
~SOB/SOB.TP2~ #0 #310 // 9: Kensai Weapon Focus
~SOB/SOB.TP2~ #0 #320 // 10: Add the Corsair fighter kit
~SOB/SOB.TP2~ #0 #350 // 11: Add the Harrier ranger kit
~SOB/SOB.TP2~ #0 #355 // 12: Add the Barbarian Ranger kit
~SOB/SOB.TP2~ #0 #400 // 13: Rogue Class Tweaks
~SOB/SOB.TP2~ #0 #410 // 14: Add the Sniper thief kit
~SOB/SOB.TP2~ #0 #450 // 15: Add the Gallant bard kit
~SOB/SOB.TP2~ #0 #455 // 16: Add the Loremaster bard kit
~SOB/SOB.TP2~ #0 #460 // 17: Add the Meistersinger bard kit
~SOB/SOB.TP2~ #0 #465 // 18: Add the Loresinger of Milil divine bard kit
~SOB/SOB.TP2~ #0 #500 // 19: Divine Class Tweaks
~SOB/SOB.TP2~ #0 #510 // 20: Add the Moon Knight of Selune cleric kit
~SOB/SOB.TP2~ #0 #520 // 22: Add the Monitor of Mystra cleric kit
~SOB/SOB.TP2~ #0 #526 // 23: Add the Mistwalker of Leira cleric kit
~SOB/SOB.TP2~ #0 #530 // 24: Add the Darkcloak of Shar cleric kit
~SOB/SOB.TP2~ #0 #532 // 25: Add the Beastheart of Malar cleric kit
~SOB/SOB.TP2~ #0 #540 // 26: Add the Fastpaws of Baervan Wildwanderer cleric kit
~SOB/SOB.TP2~ #0 #580 // 27: Druid Class Tweaks
~SOB/SOB.TP2~ #0 #586 // 28: Add the Purifier druid kit
~SOB/SOB.TP2~ #0 #600 // 29: Wizard Class Changes
~SOB/SOB.TP2~ #0 #601 // 29a: Choose spell protection type: -> SR-style (AoE Spell Deflection)
~SOB/SOB.TP2~ #0 #652 // 30: Wizard Spell School Changes (with TnB) -> Use Scales of Balance spell school assignments
~SOB/SOB.TP2~ #0 #700 // 31: Multiclass Changes
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.40b3
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.40b3
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.40b3
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.40b3
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.40b3
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.40b3
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.40b3
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.40b3
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.40b3
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.40b3
~FULLPLATE/SETUP-FULLPLATE.TP2~ #0 #1 // Full Plate And Packing Steel: Between You And Harm (alternate armour system): v2

 

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Was it ever determined what caused this? Gotta be something with SR, it's the only thing I've added since I played through this area last week. Is there something I can comment out?

It was caused by EE which changed how troll scripts handle their wonky death mechanic. That change combined with SR's Dispel Magic Fix could cause your issue (albeit many other sources of unkillable trolls existed during these yeras thus I cannot guarantee). Try removing Dispel Magic Fix component.

 

Or add? (I vaguely recall some .CRE files needing to be specified, presumably IWD has different .CREs.)

We fixed it for BG2 but yeah, the fix was cre sensitive. I don't know the required changes to make it work on IWDEE sorry.

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