Jump to content

Relay

Members
  • Posts

    43
  • Joined

  • Last visited

About Relay

Recent Profile Visitors

546 profile views

Relay's Achievements

  1. Yes with eeex when opcode 193 is on you can see/attack/cast spells on any chr whether fully or semi invisible. It's even cooler because if you select one or your chrs who does not see invisibility the enemy will completely dissappear, and reappear when you select a chr that has see invisible.
  2. I've been running EEEx with Bubb's invis component, that modifies opcode 193 to allow the player chr to view invisible actors. It's disabled in the current release for some reason but if we just want parity between the player and AI this is the best I've had it so far. I've messaged him to see why its still disabled since it's been working flawlessly for me. Probably just an oversight. I think with that mod the interaction actually works quite logically, my Invisibility+ND cannot be dispelled but enemies with TS can see and target you. and the same is true for my player chr's. My druid with TS can target a thief who is in stealth, but my fighters aren't able to hack him down until he reveals himself.
  3. dvhobsha.bcs so here's my file... I just did the same test as you and the live version worked 100%, so it must be my own git desktop modifying it on my end only. I had just assumed it wasn't because no other repo's with scripts in them are doing the same. EDIT: fixed the issue on my end. Never tried deleting and recloning as I assumed git would update the files but apparently not. I don't know how we can go back without resorting to antimagic attack's bypassing invis again, which is even more janky imho. I'm much more comfortable with Non-detection being a shield for the AC from II and mirror image than being just a spell tax before breaching enemy's.
  4. Hey I'm having this same issue again with creatures scripts, not sure if your git setting got reverted sometime again, but my bcs files are not running until recompiled same as before. Also, while playing with scripts I noticed devagood.cre had it's class set to fighter at some point locking it out of spellcasting. Not sure if SR had settled on fighter/cleric or just straight cleric for these guys.
  5. I've yet to find any implementation that actually protects against thief detect illusions skill, but it's definitely not just a divination attack. Actually I don't know that I've seen any documentation on how it works but I don't think it uses an opcode at all. This could definitely be done, especially if something like mind blank could then be introduced to counter true seeing at higher levels
  6. Are you still planning to keep this mod compatible with Spell Revisions? I noticed the code to modify the visual's for dispelling screen is no longer present. I also saw the SAY NAME for most of the magic attack's were still commented out incase you forgot that This mod is criminally underrated here, I have no interest in playing without this system installed anymore.
  7. SRR recently had a bug where github was corrupting creature script files added by the revisions. Are you both using v1.3.8? @Bartimaeus is aware and recently updated his settings to try to address this issue.
  8. Sorry for bombarding you lately, I'm just really into this spell system and have alot of time recently to play around with it. I see spwi318b/522b/701b are patched manually but the copy is commented out so I just wasn't getting your updated spell into my override.
  9. I just noticed DavidNYC's nice circle effect is missing from dispelling screen on an install over Spell Revisions, did you prefer that to be invisible?
  10. So the test I ran was using dvmelee, dvranged, and dvhobsha from the monster summoning 2 spell in SRR. Before running stutterdebug all summoned monsters do nothing. after installing stutterbug the 3 scripts run flawlessly. But I was accomplishing the same thing by decompiling and recompiling the files in NI to get them running (made no changes to the script)
  11. Hey, I've been having a strange issue with summoned monster AI. Monsters will be summoned and stand still as if their script is hung. On a clean BGEE install SR v4b18 monster AI works just fine but the SRR version of the DV******.bcs files all hang. I can't see anything in the script that seems wrong, and the changes are super minor anyays. The weirdest thing I noticed is that just by recompiling the file in NI the script will start working again. So... out of my league, figured I'd pick your brain.
  12. That's what I'm saying. They're not casting detect invis they're just applying through script so they can target aoe spells at someone who's hidden, but they also get a few pot shots in during that round. I don't remember it ever being an issue before, did old scs versions have a check state for invisible in their attacknearest code?
  13. BGEE with just SRv4b18 and SCS 34.3, mages are targeting invisible chr's with AOE spells as if they are using imp. invisibility. i.e SCS mage enables dw#mgsee for 1 round 193opcode and casts sleep then proceeds to chuck a few MMM's at a thief sitting still hiding in shadows. Eg. of this guys script -
  14. Ah thanks for pointing me in the right direction. It looks like its a bug with SCS and maybe the NWN Deflection option in SR. my spwi318b was never patched by SCS to include dwsw318.
  15. Do you have the spellshield portrait icon always on while the haste/slow effects persist? I cant seem to find the section of that opcode that is causing it to show the spellshield, unless its hardcoded into opcode 226?
×
×
  • Create New...