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Bartimaeus

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  1. Yes. When you "install"/extract the distributed .exe to your game directory, it'll create a "setup-spell_rev.exe" and "spell_rev" folder in your game directory. The idea with SRR is to overwrite that .exe and folder with SRR's own (keeping whatever files SRR hasn't modified but overwriting the ones that it has modified), which yes, should theoretically also allow you to use an automated installer to install the same components as you would for an SR install. The version of SR used as the base does not matter, as all relevant files are overwritten anyways (assuming that it's beta 18 or later).
  2. Yes. ToBEx fixes those problems on an engine level (i.e. it should catch every source), whereas SR just applies a global patch to petrification that should catch all vanilla-game but not necessarily all mod-added sources of petrification added after SR is installed (and it doesn't try to fix the disintegration and freezing issues - well, it changes the Disintegration spell to not actually use the disintegration effect, but any other source of disintegration that does use the disintegration effect would still destroy all items without the ToBEx fix). There's not really too much reason to not use those ToBEx fixes...not unless you want items to be destroyed, anyways. No idea about the "compatibility issue", but I've used the latest version of ToBEx as well as ToBExAl and can't say I've ever noticed any glaring issue. I wonder if maybe there's an issue of those ToBEx components force-dropping creatures' inventories in a misapplied/inappropriate situation or something, but I'm really not sure, it'd be better to ask the mod author Insomniator...but I think they haven't logged back in since SHS went down for a number of months.
  3. I don't know about IWDification, but SRR should be fully compatible with 1pp (no matter whatever components you use - assuming you install 1pp before SRR, as suggested in SRR's readme). The impact of 1pp on SR/R is not nearly as great as that on IR/R, but SRR should take advantage of 1pp's visual changes/additions.
  4. Circumventing the start of BG2 taking away all of your items is going to present many more duplicates (e.g. The Helm of Balduran), if that's what you mean. Don't think that's really something IR can control.
  5. The player can find but cannot have two copies of the item: as mentioned in MikeX's post above, one HAMM04.itm is in BG1 (Ulgoth's Beard), and one HAMM04.itm is in BG2 (de'Arnise Keep...in the golem room, I think). With the very few amount of enemies set as "Giant Humanoid" in BG1, I'm afraid that's not really the case. The complete list: HACK, OOPAH, PLYOGRE, OGRECO, ARGHAI, OOPAH2, OGRE, GOLEMF, GOLEMF2, OGRE02, GORF. And it's only obtainable in Ulgoth's Beard...after you've cleared Durlag's Tower. I've checked all of these, and it pretty much leaves just Gorf as a potentially valid target to use its unique ability upon - contrast that with BG2, which has over 200 different creatures set to "Giant Humanoid". There's another factor I'm not super fond of: Dwarven Thrower already pretty much has this item's property, with its +5 damage to ogres and giants, which means two hammers with close to the same unique property... I suppose one will never intersect the other, since Dwarven Thrower is in BG2 and the Knee-Capper will be in BG1, but it's still less than ideal. Hammer of Corrosion, on the other hand, still potentially has value even that late into the game, as its properties are decently attractive in BG1 even only at +1 enchantment. But additional critical hit chance, I think that'd be just about alright to add given the item's description, and the vs. giant humanoids property can just be flavor more or less. Additional critical hit chance is a little overused for BG2, but I think it's just Backbiter, Long Bow of Marksmanship, and Heavy Crossbow of Accuracy that have it in BG1, so... Though in IR's property system, I don't think it'd be called "Massive". Actually, the Martial Staff is the only crushing weapon that has additional critical hit chance in IR/R, and that property is called "Impactful", which I always thought lacked a certain...well, it's not "Keen". Never could think of anything I liked better though, so it's tough to criticize.
  6. @MikeX @Salk 1. I don't think its original stats make a compelling case for a restoration given its weakness and location. At the point where you obtain it, it is effectively just a War Hammer +1 as you have already fought almost all the giant humanoids that you'd face in the game, with maybe just a couple of exceptions (e.g. Gorf in the Undercity). 2. It would require writing a new description for The Hammer of Corrosion, which has stolen and mangled The Knee-Capper's. I'm not against the idea (I've done similar such things for other items which had straight replacements by IR), but given the two issues here, I think it would need to be properly workshopped to make it worthwhile.
  7. They're not SR/R spells, no, but there are other spells in IWD that are also not touched by SR/R either, and more what I question is whether SRR can safely overwrite those summoning spells without issue. Polymorph Other was added to druid spellbooks by SR, but I believe SR actually has it as a 5th level spell, whereas I moved it down to 4th level for SRR because I felt it didn't adequately compete at 5th level. Though given the dearth of offensive spells at 5th level for druids, maybe it would've just been better to just fiddle with the numbers instead. From what I could tell, yes. I installed only that NPC mod, and Holvir came with two different versions of Protection from Evil.
  8. I installed the NPC mod you linked: are you seeing it on that mod's Holvir NPC? Because I installed that mod without SR at all and that's what his innate abilities look like to start with, whereas the Undead Hunter that the game starts you with and a self-made paladin that I created both looked right when SRR is installed. Druids are supposed to have Polymorph Other at 4th level, yeah. The double Resist Element, not so much. The question with the summoning spells is whether or not SR's Animal Summoning spells should overwrite them or if they should just co-exist to make sure there aren't any issues.
  9. Thanks for the report: Bhaalspawn ability resources will no longer be installed on IWDEE games. These didn't look to be resources occupied by anything on a vanilla IWDEE install anyways, but if the game is inexplicably adding them to your characters when they do exist, then I might as well just make sure they're not installed. SPCL212 is supposed to be Protection from Evil in IWD, not Detect Evil. It will no longer be installed for IWDEE games. A note here about SRR's innate abilities: these are not always given full descriptions, as descriptions were not ever visible for innate abilities pre-EEs. In the case of base class abilities, I should probably make an effort at some point to include them. I've looked for other similar erroneous overwrites, and I have identified a few BG1 NPC abilities that are problematic (e.g. Safana's Charm Person ability will overwrite IWDEE's Eye of the Sword). Like the previous Bhaalspawn abilities, these all have now been disabled from being installed wholesale for IWDEE games. I don't see any other problematic innate/class abilities, but I could be wrong. Couldn't confirm the "Mage Armor causes Stoneskin visual" bug, I'm afraid: the normal graphic seemed to play just fine for me. I'm not familiar with the NPC mod, but with the way that the spellbook-fixing component is coded, I don't really see any reason that the component shouldn't work for IWDEE. Although just because I don't currently see why it wouldn't, doesn't mean I'm right. I tested its installation on a vanilla IWDEE game and it essentially did nothing, but that's because on a vanilla IWDEE game, there aren't any party members for it to edit. I've opened it up to IWDEE games in the very latest repository version for the time being - if you ever test it and it's horribly broken, be sure to let me know, but I think it should be perfectly fine. Again, thank you for the testing and detailed feedback!
  10. I think the last time I played Werewolf Island, I slew the Loup Garou or whatever it was called, went back to the town, and talked to Kaishas, which turned the whole town hostile. I still had that lady's baby, who turned into a werewolf before I could hand him over to her, but I was able to talk to Farthing and give her the doll...right before she transformed into a werewolf and I had to kill her. The whole island is probably some of the shabbiest content in the entire BG series, and it's setup very badly in terms of mechanics, writing, and outcomes. I guess I at least got an adopted son and doll out of it.
  11. According to GitHub, I replaced SW1H54.itm (The Equalizer) with a new version that was...exactly the same size, which it should not have been if I had uploaded the correct version with those opcodes removed. ... So I previously mentioned that my normal program for managing and updating my repositories wasn't working anymore due to licensing changes with that program, but I'm happy to report that I found a workaround a while back that will hopefully prevent something silly like this from happening again, though obviously I didn't notice this specific issue with The Equalizer here. Thanks for staying vigilant, and presumably you know how to remove those 319s yourself.
  12. Depends on how familiar you are with making changes to mods, I suppose. Here is the relevant section for Vitriolic Sphere from SR's spell_rev\components\main_component.tpa: Here it is for SRR: Here is how you would want it to look: You'd want to include all relevant and modified files here from SRR are in the right place within your SR installation folder (i.e. SRR modifies spwi427.spl, dvvtrsph.pro, and dvvtrsph.spl, so make sure you retrieve those from the SRR package and overwrite their SR counterparts). Next, you'd want the description of the spell from SRR to replace the normal SR description in spell_rev\languages\arcane.tra: Doing all that, I think it'd be good to go to install SR's main component and get SRR's Vitriolic Sphere. No guarantees, though. I suppose you should also change the description to say "20" feet instead of "10" feet, as that would be the doubled notation for SR (SRR's Vitriolic Sphere explosion is the same size as a Skull Trap, whereas SR's is half that size).
  13. The low hum sound effect? That's tied to the pink cylinder graphic. Removing the pink cylinder effect (opcode 156) from the spell would work...or replacing whatever is the sound file with a blank .wav would as well.
  14. I've confirmed the issue with Baresh, the lackey. His script says that once Mendas is dead (i.e. transformed into a werewolf), cast OHWI924.spl on himself, which is a transformation spell that replaces himself with the werewolf. If you enter the room and CTRL+Y (kill) Mendas, Baresh's transformation goes off normally with no issue. Resources with the "OH" prefix (e.g. OHWI924.spl) are Beamdog-made resources - the original spell used for BG1 is actually SPWI924.spl (the same resource name as BG2's Fallen Planetar spell!), which Beamdog presumably changed in order to avoid something like this from happening. The issue is that if you instead talk to Mendas first (which is what will happen in probably 999/1000 cases because he automatically talks to you when you enter his house) Mendas' end dialogue where he turns hostile also calls to instantly cast SPWI924.spl on Baresh, which is what's creating the Fallen Planetar. So they tried to fix the possible issue, but they unfortunately missed that part...and it's probably a good thing that Mendas' dialogue casts this spell while Mendas is still momentarily neutral to the party, because I think otherwise that Fallen Planetar would probably massacre you instead of them. This is an issue that will apply to both SR and SRR. For the time being, I'm just going to edit that second transformation spell out of Mendas' dialogue, which seems to solve the issue while still letting Baresh transform as per normal. There are a few mages in oBG1 (and BG1EE) that are scripted to cast Dimension Door/Jump without any help from SR/R, and both Davaeorn and Andris are two of them, so I think they're probably working as intended. Thanks again. As an added bonus, when the Fallen Planetar was summoned, it immediately auto-cast Blade Barrier and I noticed that it sounded like it kept creating a noisy projectile every few seconds that would play for only a fraction of a second before cutting off - lo and behold, the projectile used for Blade Barrier/Globe of Blades had a generic magic spell sound effect attached, which as an invisible aura projectile casting every few seconds, it most definitely should not - noise begone! So that was incidentally fixed as well, .
  15. Um...huh. You don't have any other mods installed? SRR doesn't touch the non-summoned creature/dialogue/quest scripts of basically anything (certainly nothing in BG1), so I'm unsure of what mechanism could cause this. But I'll run through Werewolf Island in BG1EE later today or tomorrow with SRR installed and see if it happens for me as well.
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