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Ahrimal

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  1. Pierce Magic and Pierce Shield don't really 'pierce' anything. Both Pierce Shield and Pierce Magic seem to have most effects set to 0 power, and they return a "spell ineffective" string if used against someone protected by Spell Shield or Dispelling Screen, for instance. Also, the Pierce Magic in the Wand of Spell Striking doesn't remove Spell Shield. edit2: it seems that spwi805b isn't flagged as secondary type MAGICATTACK, which meand it's absorbed by GSD/Spell Trap if cast by anyone else than the character protected.
  2. Protection from Magical Weapons seems to be broken in V4b12. It currently protects from non-magical weapons also; this seems to have been caused by "PfMW tweaked to allow "weapons with +7 enchantment" to bypass it", as the version of the spell found in V3 doesn't do this. PfMW currently has one instance of opcode 120 for each enchantment level it's supposed to protect against, but that's apparently redundant because, if used to protect against weapons of a certain enchantment level, the opcode protects from weapons up to and including that enchantment level. Oddly enough, this seems to include non-magical weapons. Prismatic Mantle also protects from +3 weapons, when it's supposed to stop only up to +2 weapons, per the description. This is on BG2EE v2.0. (what weapons have a +7 enchantment anyway?)
  3. I don't know if this is intended, and if it's not, whether it has been acknowledged as an issue, but Protection from Missiles isn't blocking a bunch of projectiles it should probably protect from, judging from the description. While it does protect from basic missiles, stuff like magic bullets, poison daggers and bolts of lightning will get through. It seems that while a few of entries 1-35 in PROJECTL.IDS are accounted for in the effects of the spell, entries 283-318, which seem to be used by missiles as of BGEE/BG2EE 2.0 are ignored. The unmodified version of the spell does provide protection from some of these entries, so I'm guessing they are a recent addition that slipped under the radar. The description doesn't make it clear to what extent it should protect from enchanted ammunition, either. I can live with +2 bolts getting through, but if it doesn't protect from darts of stunning and poison daggers, it's basically worthless. A bigger question is should it protect from arrows of dispelling?
  4. Sorry, I didn't make it clear in the previous post. The Loren part of the stronghold quest (with Jaheira taking over) went off without a hitch. Whenever Loren is actually present and can participate in the conversation, the quest proceeds normally. I actually completed the whole quest chain before going to Spellhold. It's just that stronghold-related dialogue is firing when it's not supposed to. Very weird. Fun fact: I went back to Trademeet to do some shopping in chapter 6, and for some reason, Loren reappeared, complete with quest XP and all. I'm attaching the log; I ran a changelog and apparently there are a bunch of mods affecting jaheiraj.dlg (assuming this is the file that's causing the issue). Also, I'm not sure if it's relevant. I changed Jaheira from a fighter/druid to a Shapeshifter (Cernd blows, yo). I had to give her a ton of XP to force the final part of the quest to fire, because the script assumes she'll be multiclass and the XP trigger is what it would be needed for her to be a multiclass level 14 druid. I removed the XP after the duel (I hadn't actually leveled her up). I'll also check the variables and report back. Thanks! WeiDU.log
  5. Another bug, this one concerning Jaheira. When confronting Dermin for the last time, Jaheira should initiate conversation with "Stop!". Instead, she says "You, boy. Are you Loren?". Loren is nowhere to be found so obviously the only option is <end dialogue>, but Jaheira keeps repeating this line. The same thing happens after Phaere drags you to her quarters while in a romance with Jaheira, regardless of what you choose to do, after Phaere leaves, she will again ask repeatedly if you are Loren. I'm getting jealous now. Uninstalling the mod allows the game to proceed normally, but I'd rather not have to do this. edit: I'm just remembering now that if, for some reason, you force-talk with Jaheira while she's in the party, she will also ask about Loren. Talk about obsessive!
  6. I'm sorry, maybe I wasn't clear what I was exactly referring to. I don't mean the actual casting of spell trigger/sequencer which you do to prepare and then you rest. I mean the activation of the innate to release the stored spells. The former have long casting times, with good reason. The latter all have a casting time of 1, which makes sense as they are clearly meant to be used in battle. However a casting time of 1 as opposed to 0 still means that the spell will fail if you try to fire it after you have been hit with, for example, a Cornugon's bleed effect, which completely defeats its purpose. It makes very little difference tactically to reduce it from 1 to 0 speed, it simply makes it uninterruptable. edit: yes, that's exactly what I mean, Fiann.
  7. Hi, Is it intended behaviour that the activation of spell triggers and sequencers is interruptable? A casting time of 1 makes them fizzle way too often if the character is, say, poisoned or being attacked by an enemy with 4+ apr. It's bad enough that AI script-based sequencers aren't subject to apr constraints while the player's are, but having them be prone to failure too is gratuitously aggravating. Fixing this is trivial (speed 0 for SPWI420D, SPWI710D and SPWI809D) so I'm guessing this is by design for some reason? The change wouldn't affect combat balance much as activating a trigger still seems to take up your action for the round even if it's instant, and again, it's an advantage the AI already has. Cheers!
  8. Hi, I've also encountered the same problem with Anomen, but I think I've found the problem: there seem to be missing files. The scripts governing the cuckold cutscene are KSAHx81a.BCS, where x is Anomen's Player# in the party. In my case, Anomen was Player3, so HELMBYR.DLG was firing KSAH381a.BCS which isn't included in the mod (v4). I used KSAH481a.BCS as a basis to build KSAH381a.BCS: IF True() THEN RESPONSE #100 CutSceneId(Player3) SetGlobalTimer("HelmbyrReturn","GLOBAL",THREE_DAYS) FadeToColor([20.0],0) Wait(1) ActionOverride("Helmbyr",DestroySelf()) JumpToPoint([1021.808]) ActionOverride(Player1,JumpToPoint([876.622])) ActionOverride(Player2,JumpToPoint([926.623])) ActionOverride(Player4,JumpToPoint([928.565])) ActionOverride(Player5,JumpToPoint([880.562])) ActionOverride(Player6,JumpToPoint([902.517])) CreateCreature("CLGLIN01",[978.745],SE) // Glinden Face(NW) ActionOverride(Player1,Face(S)) ActionOverride(Player2,Face(S)) ActionOverride(Player4,Face(S)) ActionOverride(Player5,Face(S)) ActionOverride(Player6,Face(S)) FadeFromColor([20.0],0) Wait(1) ActionOverride("clglin01",Dialogue(Player3)) END Now, I'll freely admit that I can't script worth a damn. However dropping that file in override allows the cutscene to trigger ok. (awesome mod concept btw, love stuff that fleshes out NPCs)
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