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Bartimaeus

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  1. 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, .
  2. 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.
  3. I have to be honest, I have never installed SRR even once on an IWDEE game, and I am not very knowledgeable about IWD. I know there is some IWDEE compatibility code included in SR, but like, I don't know if SR's IWDEE compatibility was ever actually finished. If it was, I should probably update the readme to mention it. Let's see if installing SRR on IWDEE blows up...no, it seems to install okay. Look at that, apparently I haven't accidentally broken anything...well, for the installation anyways. I quite like SCS, but it's not for everyone, especially some of its (optional) content changes. Yeah, recent versions of SCS support IWDEE, and installing SRR and SCS together on it seems to work (except for a harmless warning about how Horrid Wilting wasn't modified). If there are any issues in-game, no-one's ever told me, but I'm not sure how many people have ever tested it in the first place.
  4. Feel free to try out component #6, Disable Protection Against +x Magical Weapons. I didn't test this at all. Well, O.K., I did make sure that the standard monster-only immunity items (i.e. IMMUNE1.itm, IMMUNE2.itm et al.) and Absolute Immunity/Protection from Magical Weapons all looked correct with the global item/spell patch I did, but nothing beyond that. Fortunately, there has never even once been any issues with previous global patches I've made. Nope. Without rings/amulets, Wizard Slayers are pretty gimped compared to other options until they hit epic levels, which does seem backwards. I don't know what the numbers add up to oBG2, but I think it's about 75-85% for IRR with most non-Wizard Slayer classes. Kaligun's Amulet of Magic Resistance/Amulet of the Seldarine: +10% Robe of the Weave/Human Flesh/Big Metal Unit: +20% Plate of Balduran: +10% Helm of Balduran/Bronze Ioun Stone/Circlet of the Netheril: +10% Ring of Spell Turning: +10% Holy Symbol: +5% Staff of the Magi/Carsomyr: +20% Purifier/Hindo's Doom: +15% Runehammer/Sword of Balduran: +10% Shield of Balduran: +10% ...and +40% from Cleric's Magic Resistance (or +20% from Kaligun's Magic Resistance ability for non-Wizard Slayers), though that can be dispelled. Potion of Magic Resistance (+20%), on the other hand, cannot be...but also not usable by a Wizard Slayer. So Wizard Slayer can get about 50%, give or take 5% depending on alignment (also not counting Big Metal Unit), from equipment, and I guess a Wizard Slayer/Cleric could use two Holy Symbols for an additional 10% (yes, Wizard Slayers can use Holy Symbols, as it would otherwise be ridiculous to be granted holy symbols from their god that they cannot use), but eh, then you'd lose 10% from not being able to use either Purifier or Hindo's Doom, so it's a wash. I don't think either the base game or IR are really balanced around the rather notorious Wizard Slayer kit, and I'm not really sure what, if anything, I'd really like to do about it. It's honestly probably a better idea to revise the benefits/drawbacks of the Wizard Slayer itself. Like, why is it only 1% magic resistance per level until level 20 anyways? I think it could be pretty easily upped to 2% per level instead, and now your base MR % is starting to look decently chunky by the end of SoA. Hmm, it probably wouldn't be too hard to expand the settings.ini "item_reallocation" switch to account for this...
  5. Tenser's: Thanks for reminding me, someone alerted me to this sometime ago and I forgot about it. Now that I've finally remembered to take a look at it, it looks like a pretty easy fix. And done. Comet: Looks like an error carried over from SR that I never noticed, as its casting time is also 3 but the official description says "1 round" as well. Fixed the text, pretty sure it's supposed to be 3 and not a full round. Mordenkainen's Sword: You're not kidding, there are like three different grammatical errors here...though funnily, the official description has a couple of of its own distinct errors as well. Fixed! Sol's Searing Orb: I'm not sure if that's fixable, as the entry for damage on the orb (sorb.itm) is blank as it should be, but the first special effect it does is 5D6 fire damage, which is presumably what the inventory readout is showing. Might be just one of those things. Thank you, the fixes have been committed to the latest repository version.
  6. The Tear of Fear grants the Bhaalspawn protection to +1 magical weapons. I believe it is the only source of such granular protection. The Amulet of Energy Shielding in IR grants 10% to the different energy types (50% total); it was increased to a much more powerful 25% (125% total), though I stripped the amulet of its +1 bonus to saving throws as a consequence (which is already well-covered by Amulet of Protection and Amulet of Spell Warding anyways). I really just can't see myself increasing it any further, I already feel it's arguably too strong (albeit not very exciting). As to the Ring of Energy (which was increased from IR's 20% to 25% for IRR), IR seems to consider magic damage resistance to be a more valuable type of damage resistance compared to the other four elemental types. We've got the Cause Wounds spells, Spiritual Hammer, Holy Smite/Unholy Blight, Slay Living, Harm, Finger of Death, Magic Missile, Chromatic Orb, Larloch's Minor Drain, Ghoul Touch, Skull Trap, Phantom Blade, Disintegrate, Horrid Wilting, and Blade Blade of Disaster as major magical sources of magic damage. In comparison, I would think fire is the next most common, and it has Burning Hands, Agannazar's Scorcher, Flame Arrow, Fireball, Melf's Minute Meteors, Fire Shield, Fireburst, Delayed Blast Fireball, Incendiary Cloud, Meteor Swarm, Sunscorch, Flame Blade, Fire Trap, Flame Strike, Fire Seeds, False Dawn, Sol's Searing Orb, Sunray, and Aura of Flaming Death as major magical sources of fire damage. I think I'd give magic damage the advantage, but fire isn't too terribly behind...but there's also the fact that the original game and SR seem to intrinsically view magic damage as being more valuable, if Protection from Magic Energy being at 6th level is any indication, never mind the general rarity of the effect on items. There are a few items like Lilarcor that make others of the same type feel a bit like an afterthought. I don't think Flame of the North Flame of the North, with its current location at Tazok (instead of Spellhold as per the original game), is even one of the worst examples, but you're right, it could use some improvement. I think I'm going to take a look at two-handed weapons as a whole and consider some systematic changes to extra damage types and percentile effects, maybe look at some original IR stats and see if some reversions are in order. Ring of Djinni Summoning: Honestly, I'm more inclined to just make this a quick use item instead of a ring. I like this ring concept, but like Ras the Dancing Sword, forcing the player to put it into their normal equipment slot can be annoying. I think I'll make that a tweak for Bart_Tweaks like I did for Ras. Magic Resistance: There's an insane amount of magic resistance in IR, I think it's the most painfully overused stat for BG2/ToB items, and though I've reduced (and even eliminated it on a couple of items) in favor of alternatives, I don't feel it's nearly enough. I am pretty loathe to increase its presence in either strength or proliferation to be worse than it already is. Gauntlets of Healing: I've never really known what to do with these, and I've waffled between a few different implementations. Heal is probably too powerful, I would agree with that...I think the reason I went with it is that I felt it would both be useful in comparison to other possible options while also not inundating the player with a bunch of abilities - splitting what can just be one Heal spell into multiple spells like a Slow Poison, Cure Disease, and/or Cure Wounds spell gets to be a bit obnoxious. So I never really found an ideal with what I might want to do with these. Thanks for the feedback!
  7. For SRR, I put them into their own settings.ini option that is enabled by default, but the opportunity to disable it before installation is there for people who want to (and to no-one's surprise, I am one of those people). I'm pretty sure I also tied a few different creatures' saving throws to that setting as well for both IRR and SRR, since there are a number of included creatures in both mods who assume that those saving tables are installed - though that's obviously less important than the playable characters, which is the main issue. I personally like the "enabled by default but users can disable it when they really desire to" approach for things that have been standard/expected behavior since forever and/or for when it maintains the author's creative vision, especially because I think even if you specifically go out and solicit for feedback on something, it can be very difficult to determine within the community what is actually the preferred behavior of something that has stood for many years in stable/long-time mods like SR...until, I think, you actually go and change it, and then people might turn up to tell you that it was a bad idea and they're mad about it, which is not really ideal either. So I kind of tend to believe there's a lot of value in making "default but optional" settings for stuff like this - where it's realistic and wanted, anyways.
  8. It's not something really particularly suited to the domain of IR, but I could see throwing a tweak like that into my bart_tweaks. I don't think the player is ever given any options for immunity to magical weapons of a certain enchantment level - there's immunity to non-magical weapons aplenty, but your only options for immunity to magical weapons come in blanket varieties a la PfMW and Absolute Immunity. Making enemies have to abide by the same limitations is not a bad one, and I don't believe it'd be too difficult to code. (e): Oh, except for the Tear of Fear? Hmm...
  9. The original weight of the throwing dagger is 1...but Beamdog changed it to 0 for the EEs. IR (and IRR) changes it back to 1. I can see the argument - if you really want to encourage throwing daggers to actually be used, then you should not actively make it a huge pain in the butt for the characters that might use them to have them on hand. It's not like they're throwing axes, where fighters with high strength values are the ones that are going to have and use them. But if another mod already fixes the issue, then...well, if enough people wanted it changed, I'd probably change it, but otherwise, I'll probably just let it be. Thanks for the feedback, and glad that the majority of changes are welcomed! And I'm pretty persnickety about these kinds of "little" issues myself, which helps motivate me into trying to solve issues for others where possible, . It's mostly my fault for not having already made a new official release (i.e. going to V1.4). People like to download the latest official release and not the latest repository, and I've let it languish with both SRR and IRR for far too long. https://dl.dropboxusercontent.com/scl/fi/zaaukaownhb2yu72zf6v9/scrlpet.itm?rlkey=hs40ej30ax25wd9jxxnut9fvy&dl=0 This should fix the issue if you drop it into your override. I didn't think there was anything wrong with your SCRLPET.itm, but looking at your SPWI604D.spl showed that for some reason, SCRLPET.itm is trying to dispel sectype 18 (unknown) instead of 17 (petrification). I'm not certain what the cause would be there, so I kind of just have to hope that the changes I've made to the petrification code since .900 will incidentally prevent it from happening again.
  10. Thank you: this is most likely SRR's fault, but it's difficult to investigate because there have been some fixes to petrification since the version of SRR that you're using (V1.3.900) compared to the latest (V1.3.954 - i.e. there have been 54 commits/changes to the latest repository version since .900), which I should've spotted when I glanced at the weidu.log you included earlier. One of those fixes touches upon specifically basilisks and the way their gaze attacks are handled, and I think this problem was already fixed. From what I can tell, there is nothing wrong with your SCRLPET.itm, and I'm unfortunately not certain that I can fix the problem in your current game. But if you could attach SPWI604D.spl from your override, perhaps I'll be able to discern the root of the issue and fix it. Using v4.19 rc4 should be perfectly OK. I should probably do some compatibility testing with SCS's spell components as well then, thank you for the heads-up!
  11. I've just tested the issue on a BG1EE game with the setting set to both 1 and 2, and the green Stone to Flesh scroll does cure basilisk petrification; the item is correctly updated to account for the "new" style of petrification. Can you give me your SCRLPET.itm from your override and do a changelog on it, if you know how? Your weidu.log is pretty short and I don't see anything obvious that would have overwritten SR's changes, but a changelog would confirm (or deny) it - and if you give me SCRLPET.itm, I can just manually fix the scroll for your game...hopefully. (Also: 4th level arcane/3rd level divine Break Enchantment spell will cure petrification as well, just so you know.)
  12. I very much suspect that is the case, possibly along with the different people(?) not having the difference made clear to them as they were writing descriptions. If you take a look at the original game text for a lot of area of effect spells in BG1, sometimes a "radius" is mentioned, sometimes a "diameter" is mentioned, and sometimes neither are mentioned...and by the time you get to BG2 which inherited a lot of BG1's text for spells, who knows whether the person(s) who was writing descriptions for the new BG2 spells had any clue how the heck the AoE sizes should be notated for consistency (or rather the lack thereof). Yep, the spwi116d.spl warning is the warning I fixed for Sleep in the latest repository version. The "no weidu.log" error is...curious - the weidu.log is what keeps track of which mods you have installed and in what order, and it's usually generated upon the first run of weidu, if I'm not mistaken, so I'm not sure why it would be missing entirely unless you manually deleted it after starting the SR installer (or unless there's some kind of OS-specific, perhaps OSX, issue that I've not hitherto been made aware of). It is much appreciated, I've been fixing these little BG1 issues for a number of years, but it's been dependent upon a relatively small set of players who have played BG1EE-only games to tell me about them, and they don't necessarily use every spell, so invariably some have slipped through the cracks. I went with "permanently dissipate" instead, but done, thanks. Yeah, the original post's abbreviated "list of changes" is pretty much always sliding into being out-of-date. But I do occasional maintenance on it when I notice egregious omissions, so thank you. I've always used an old mod called The Bigg Tweak Pack for it. Yep, thanks for playing with it, and feel free to continue reporting any other problems!
  13. Installation warning fixed (harmless: it was just a notice saying that Sleep wasn't patched because of the intended patch accidentally being applied to one of its subspells). Enchanted Weapon spell names & item names/descriptions also fixed - instead of using generic strings from from BG2, I decided to manually name and re-descript all of them, including proper statistics for the weapons themselves. Thank you!
  14. Let's take, for example, a Fireball: a Fireball has always been the exact same size throughout all the games and throughout the history of SR, but...is it a 30 foot radius, or is it a 15 foot radius? The original games and SR say 30 foot radius, but the EEs and SRR call it a 15 foot radius. The same goes for Grease: what SR called a 10' radius would only be called a 5' radius in SRR. My brain was also used to a Fireball being 30', but after taking a long look into the incredibly inconsistent size of AoE projectiles in oBG1/2 and how they're stated, I began to understand why Beamdog decided to say that a Fireball was 15' and not 30', so I changed SRR accordingly. Especially because range values also happen (or perhaps were deliberately designed) to be the same: for a spell with a range of 10 feet ("short range") that has an AoE size of a 10' radius in the EE notation, the AoE will just about exactly reach the caster when cast at maximum range...whereas a 10' radius in the old notation will only reach halfway (i.e. 5 feet), which doesn't make sense. SR (and thus SRR) were designed for BG2, not BG1, so there are still some rather annoying "wrong strings" oversights like this that would be correct if installed onto a BG2/BG2EE/BGT/EET game, but need manual correction for BG1EE-only games. I've never played a non-EET BG1EE game myself, so it's never something I've personally bug-tested; fixing those does unfortunately rely on people submitting bug reports for them. I guess I should probably install SRR on a BG1EE-only game sometime soon to see and fix whatever warning (likely harmless, as warnings typically are) that you saw. It should not matter what base version of SR you use: anywhere between the officially listed latest version (i.e. b18) and the latest pre-release version will work fine. When I wrote that in the original post, the pre-release and release candidates et al. versions did not exist, so I did not really foresee it as being necessary to state but I guess it is now. I recommend the latest repository version, but people download the latest full "releases" (i.e. V1.3.900 right now), which isn't the end of the world, but it means whatever are the latest fixes I've made are not included in their versions. Something has gone very wrong in your install if that is truly the case, as it's not possible for SR/R to name it "Sunburst": that text is simply not included at all in the mod outside of the description of Sunray ("[...] undead creatures caught within the sunburst instead suffer 1D6 fire damage [...]"), which I just confirmed with a complete textual search of the entire mod directory. And never mind using the SR and not SRR text of the spell. Hm, I just tested this one on BG2EE and it displays as "Magical Stone +1: 1d4 + 2" in the inventory screen. Not sure why BG1EE would be any different...I'll have to install BG1EE and see. Yeah, as mentioned above, I unfortunately rely on people submitting "wrong text/string" issues for BG1EE; a number of them have actually already been fixed, but there are clearly more to go around. I'll fix these Enchanted Weapon items. No, I would not recommend trying to do that - trying to transplant these mid-installation is very likely to cause more issues and inconsistencies that you would not like. Thank you for the feedback! There are certainly some things that are less than ideal...and BG1EE-only games have been a major source of these kinds of inconsistencies. SR just wasn't ever intended to be installed on a BG1-only game, so there have been historical difficulties as a result.
  15. "AI" might be useful for coding one day, but it'll be through models trained specifically for and ONLY on whatever language you're trying to get it to do something for - not ChatGPT, which is just a language model that has no fundamental understanding of any of the code that it reads or writes, so of course it just spits out vaguely similar-looking pseudo-code. Garbage input leads to garbage output, and generalized models like ChatGPT are 100% pure unadulterated garbage input.
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