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SR V4 Open Beta (last update 25 October 2018)


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But this is the only thing I did to the projectile:

 

COPY_EXISTING ~spargrnp.pro~ ~override~ // Remove Magic
WRITE_SHORT 0x206 190 // Reduced AoE to 20'
BUT_ONLY_IF_IT_CHANGES

 

I didn't even touched the spl file.

 

Are you using the old Dispel Magic (the disabled one)? Even then, I only did this:

 

COPY_EXISTING ~spklargr.pro~ ~override~ // Dispel Magic
WRITE_SHORT 0x200 77 // Don't affect caster and allied creatures
WRITE_SHORT 0x206 190 // Reduced AoE to 20'
BUT_ONLY_IF_IT_CHANGES

 

Try commenting them out and this if it works.

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Demi,

 

the problem with the animation only applies to the Inquisitor Dispel Magic (spcl231.spl). I tested it with the mage version of it and it works without problem.

 

Not only that but both in the original game and with SR, the spell is missing the appropriate dispel level for level 1 to 5 so that in a BGT game, the inquisitor would at level 1 cast a level 12 Dispel Magic!!

 

Please can you take a look?

Edited by Salk
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the problem with the animation only applies to the Inquisitor Dispel Magic (spcl231.spl). I tested it with the mage version of it and it works without problem.

 

Not only that but both in the original game and with SR, the spell is missing the appropriate dispel level for level 1 to 5 so that in a BGT game, the inquisitor would at level 1 cast a level 12 Dispel Magic!!

Then it must be spklargr.pro, try commenting out this within the main component:

COPY_EXISTING ~spklargr.pro~ ~override~ // Dispel Magic

WRITE_SHORT 0x200 77 // Don't affect caster and allied creatures

WRITE_SHORT 0x206 190 // Reduced AoE to 20'

BUT_ONLY_IF_IT_CHANGES

I wasn't tweaking Inquisitor's Dispel Magic within SR, at least not directly. KR does a better job with it, but I can probably fix that within SR for those who use SR without KR.

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the problem with the animation only applies to the Inquisitor Dispel Magic (spcl231.spl). I tested it with the mage version of it and it works without problem.

 

Not only that but both in the original game and with SR, the spell is missing the appropriate dispel level for level 1 to 5 so that in a BGT game, the inquisitor would at level 1 cast a level 12 Dispel Magic!!

Then it must be spklargr.pro, try commenting out this within the main component:

COPY_EXISTING ~spklargr.pro~ ~override~ // Dispel Magic

WRITE_SHORT 0x200 77 // Don't affect caster and allied creatures

WRITE_SHORT 0x206 190 // Reduced AoE to 20'

BUT_ONLY_IF_IT_CHANGES

I wasn't tweaking Inquisitor's Dispel Magic within SR, at least not directly. KR does a better job with it, but I can probably fix that within SR for those who use SR without KR.

 

Yes, it was the new .pro file messing things up.

 

It's this:

WRITE_SHORT 0x200 77  // Don't affect caster and allied creatures
and I noticed how this line is also present for other .pro files and I suspect it's going to mess things up for those too (Symbol of Death/Stun/Weakness and Fire Trap/Glyph of Warding)

 

In the Area Effect info I see the following:

 

post-453-0-87578400-1450618706_thumb.jpg

 

I think the line of code above should be:

 

WRITE_SHORT 0x200 80 // Don't affect caster and allied creatures

About the Inquisitor's Dispel Magic, reinstating the missing levels is fixing a bug, not tweaking the spell so I think it does belong to BG2 Fixpack (for the benefit of us BGT players) and also SR, since SR would swap the fixed spell with its own version anyway.

Edited by Salk
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v4 Beta 12 has been released. Changelog:

 

 

- various fixes or minor refinements

- improved bams for many spells (by DreamSlaveOne)

- KR's Revised Saves temporary added to main component (for those without KR)

- some non-damaging spells (Entangle?, Grease, Web?, Resilient Sphere? etc.) no longer flagged as 'hostile'

- Burning Hands dmg from 1d4/lvl (max 5d4 at lvl 5) to 1d6+1d6/2 lvls (max 5d6 at lvl 9)

- Obscuring Mist tweaked to make ranged attacks from outside less effective (description needs refining)

- Shocking Grasp dissipates only on successful hit, can hit any creature and bypass PfMW

- Chill Touch's effects are applied via spl (will turn useful to make Lesser Restoration cure it)

- PfMW tweaked to allow "weapons with +7 enchantment" to bypass it

- Stone to Flesh disabled, petrification cured by Break Enchantment

- Monster Summoning VIII added to 8th lvl spells (summon umber hulks)

- Monster Summoning IX added to 9th lvl spells (summon basilisks - first draft)

 

 

The v4 beta is now open to all playtesters with the understanding that feedback is desired.

 

The latest download links can be found here. Please select the appropriate file for your operating system; if you're on Windows, choose the .exe.

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If I am not mistaken, the Inquisitor's Dispel Magic is still missing the appropriate extension for levels 1 to 5.

 

Has kreso's DS been included in this release?

 

And Demi, I was reading the TO DO list and I was positively impressed by your intention of replacing the derivative Reflected Image with Phantasmal Force. I hope it'll come soon! ;)

Edited by Salk
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If I am not mistaken, the Inquisitor's Dispel Magic is still missing the appropriate extension for levels 1 to 5.

 

Has kreso's DS been included in this release?

 

And Demi, I was reading the TO DO list and I was positively impressed by your intention of replacing the derivative Reflected Image with Phantasmal Force. I hope it'll come soon! ;)

I left Kreso's tweak out for now until he's back (just to be sure). Beta 12 isn't the build I was hoping to release, only part of it. I had to leave the city and left the dirty work to Mike who released it as part of a bigger "project": moving all our mods and betas to github. That's also why the betas are now open betas.

 

I'll be back within 2 days and Beta 13 will shortly follow. Phantasmal Force will come soon yes. ;)

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How does it work?

 

I have just cast spell deflection (level 5 one). the rakshasa cast fireballs at me which were properly ineffective because the spell deflection protects from AOE. But then he cast confusion and it worked through the deflection and my dude got confused.

 

In the end, he cast emotion: despair and it depleted the deflection but it was also ineffective like the fireball.

Edited by geg_Ma3gau
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Spell Deflection

How does it work?

 

I have just cast spell deflection (level 5 one). the rakshasa cast fireballs at me which were properly ineffective because the spell deflection protects from AOE. But then he cast confusion and it worked through the deflection and my dude got confused.

 

In the end, he cast emotion: despair and it depleted the deflection but it was also ineffective like the fireball.

I cannot replicate it. Can you give me your weidu.log or a change.log?

Can anyone confirm the issue?

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Spell Deflection

How does it work?

 

I have just cast spell deflection (level 5 one). the rakshasa cast fireballs at me which were properly ineffective because the spell deflection protects from AOE. But then he cast confusion and it worked through the deflection and my dude got confused.

 

In the end, he cast emotion: despair and it depleted the deflection but it was also ineffective like the fireball.

I cannot replicate it. Can you give me your weidu.log or a change.log?

Can anyone confirm the issue?

 

// 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]
~DDRAWFIX/DDRAWFIX.TP2~ #0 #0 // DDrawFix -> Force DirectDraw Emulation: v1.0
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v10
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #108 // Allow Equipping Armor in Combat: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.07
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #1091 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 8
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 8
// Recently Uninstalled: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 11
// Recently Uninstalled: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 11
// Recently Uninstalled: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 11
// Recently Uninstalled: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 11
// Recently Uninstalled: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 11
// Recently Uninstalled: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Spell Deflection blocks AoE spells: v4 Beta 11
// Recently Uninstalled: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #70 // Update Spellbooks of Joinable NPCs: v4 Beta 11
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 11
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 11
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 11
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 11
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 11
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Spell Deflection blocks AoE spells: v4 Beta 11
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #70 // Update Spellbooks of Joinable NPCs: v4 Beta 11
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6023 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal get HLAs; only selected casters in Shadows of Amn do: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6561 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8043 // Increase difficulty of level-dependent monster groupings -> Maximum difficulty: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #80 // Restore SoA Load Screen Logo (ToB Only): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2092 // Change Experience Point Cap -> Level 30 Experience Point Cap: 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 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2293 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With Un-Nerfed Druid Spell Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3020 // Identify All Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Are Never Angry About Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie romance from starting: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v16

~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6

 

 

 

To-do List:

- some non-damaging spells (Entangle, Grease, Web, Resilient Sphere? etc.) no longer count as hostile?
- Obscuring Mist tweaked to make ranged attacks from outside less effective WORK ON THIS, CHECK THAC0/AC MESS
- Flame Blade buff?
- Spiritual Hammer needs a small nerf
- Zone of Sweet Air as Cleric variant of Gust of Wind?
- Striking Wave added to druid's 4th lvl spells (first draft, need feedback)
- Symbol of Death causes level drain or -x to saves vs. death?
- Mist of Eldath added to druid's 7th lvl spells
- Reflected Image replaced by Phantasmal Force; CreateCreatureObjectCopy("jclone01",Player1,0,0,0)
- Shocking Grasp tweaked similarly to CW spells
- Dispel Magic single target?
- Flame Arrow allow no save?
- ProMissiles self-only
- Improved Invisibility protects from deflection/turning/etc animations (sec type for removals?)
- Polymorph Self new forms (Fire Salamander with flaming spear replaces Flind; Troll)
- Globes of Invulnerabilty duration slightly increased?
- Oracle becomes a party buff or AoE debuff?
- Protection from Normal Weapons replaced by Ghost Form (similar to vanilla's Wraithform)?
- Flesh to Stone should not be dispellable, 3rd round save vs. death or slay
- Stone to Flesh disabled?
- Finger of Death creates a zombie?
- Ghost Form replaced with Iron Body (aka improved stone/iron skin)
- Monster Summoning VIII added to 8th lvl spells (summon umber hulks)
- Monster Summoning IX added to 9th lvl spells (summon salamanders)
- Meteor Swarm changed to 4 fireballs (a la Flame Arrow)
- Wail of the Banshee causes nausea and/or deafness on successful save?
- Imprisonment slay powerful summons?, allow a save?
- Globe of Blades/Aura of Flaming Death should not have "combat protection" sectype so aren't breachable. Globe reworked similar to Blade Barrier (lower damage but no-save)
...
V4 - Beta 12 (x December 2015)
-
V4 - Beta 11 (5 December 2015)
- Improve EE support by converting text to UTF-8
- Add support for EET
- Update to WeiDU 238
- various fixes (e.g. typos, string references, bams, etc.)
- Break Enchantment casting time from 3/4 (cleric/mage respectively) to 5, range from touch to short (10')
- Dispel Magic merged with Remove Magic, party-friendly AoE reduced from 30' radius to 20'
- Haste's fatigue effect prevents further use of Haste or Improved Haste until expired
- Spell Shield no longer absorbs multiple Pierce Magic/RRoR/Pierce Shield
- Pierce Shield now removes specific protections too
V4 - Beta 10.1 (13 April 2015)
- Spell Shield fix should now work on BG1EE too
- fixed various scroll assignments for new spells
- ASII and ASIII spell levels fixed
V4 - Beta 10 (11 April 2015)
- various fixes (e.g. 100th attempt to fix Spell Shield, DD scroll using 1st lvl variant, etc.)
- Wild Mage spells no longer appear on spell selection screen (they were not selectable anyway)
- Animal Summoning spells slightly re-worked (no PC classes, fixed HP values, minor tweaks)
- ASI bats should finally work on EE too
- Magical Stone duration reduced to 2 turns (to fix a weird EE bug), casting time from 5 to 1
- Obscuring Mist no longer party friendly, added +2 AC penalty, removed hostile flag
- Magic Fang added to druid's 3rd lvl spells (+1/+2/+3 enchantment to summoned animal's weapons)
- Spike Growth added to druid's 3rd lvl spells
- Animal Growth STR/CON bonuses replaced by +2 thac0/dmg and +50% HP (still grants +2 AC/saves)
- True Seeing force visible effect triggers every 3 sec instead of 6
- Detect Alignment (mage version) moved to 1st lvl spells
- Expeditious Retreat added to 1st lvl spells ("replaces" Protection from Petrification)
- Monster Summoning I moved to 1st lvl spells (summon gibberlings, "replaces" Friends)
- Monster Summoning II moved to 2nd lvl spells (summon green slimes)
- Resist Elements added to 2nd lvl spells
- Monster Summoning III moved to 3rd lvl spells (summon hobgoblins)
- Fire Shield 50% fire res replaced with 40% resistance to both fire and cold
- Monster Summoning IV merged with Spider Spawn (summon giant spiders)
- Mestil's Acid Sheath uses a new icon
- Monster Summoning V added to 5th lvl spells (summon ogres)
- Dispelling Screen no longer stacks with itself, magic res bonus lowered to 25%
- SI:Enchantment (AI-only) replaced by a copy of Mind Blank
- Chaos merged with Sphere of Chaos (keeps Chaos name and icon with SoC effects and spell lvl)
- Waves of Fatigue added to 5th lvl spells (friendly 30' AoE, no save, fatigued for 5 rounds)
- Monster Summoning VI merged with Wyvern Call (summon wyverns)
- Summon Nishruu merged with Summon Hakeashar (few stats adjustments)
- Monster Summoning VII added to 7th lvl spells (summon otyughs)
- Khelben's Warding Whip "new animation" (stole from UD's brain's Ego Whip spell)
- Imprisonment no longer uses INT drain, removed projectile, new animation
V4 - Beta 9.1 (16 March 2015)
- various fixes
- Animal Summoning I summons large bats instead of rats (rat animation caused ctds on EE)
- Spell Shield patching code hopefully fixed by Arda
V4 - Beta 9 (10 March 2015)
- minor fixes (e.g. typos, few scroll targeting issues, Faerie Fire projectile, etc.)
- finally solved an issue with Dispel Fix component making EE trolls "immortal"
- restored a fix for Promenade cutscene (Irenicus Flame Arrow on PCs) which was not working on EE
- Animal Summoning I "moved" to druid's 1st lvl spells (summon rats)
- Obscuring Mist added to druid's 1st lvl spells, new icon
- Animal Summoning II "moved" to druid's 2nd lvl spells (summon war dogs)
- Animal Summoning III "moved" to druid's 3rd lvl spells (summon wolves)
- Animal Summoning IV added to druid's 4th lvl spells (summon leopards)
- Animal Summoning V added to druid's 5th lvl spells (summon giant snakes)
- Animal Growth (+4 STR and CON, +2 to AC and saves)
- Animal Summoning VI added to druid's 6th lvl spells (summon cave bears)
- Animal Summoning VII added to druid's 7th lvl spells (summon polar bears)
- Battering Ram now uses a new icon
- Haste (and Improved Haste) grants +8 speed instead of 200% (should give better animation)
- Dispelling Screen (player version) marked as SI:Abj
- Spell Shield fixes fully implemented
V4 - Beta 8 (9 February 2015)
- hopefully fixed an issue with Dispel Fix component making EE trolls "immortal"
- minor fixes (e.g. EE string references, GSD scroll, AoF stacking, casting animations, etc.)
- fixed an issue with Talos Priest's Storm Shield not appearing under the innate abilities
- Faerie Fire reveals invisible creatures with no save (-2 AC and full II dispel still allow a save)
- Contagion requires multiple saves over time, each fail causes -2 penalty to STR/DEX/CON/CHA
- Holy Smite affects all enemies, school changed to Evocation, save penalty removed
- Unholy Blight affects all enemies, save penalty removed
- Farsight now also reveals the whole map (pratically vanilla's Clairvoyance + Farsight)
- Negative Plane Protection duration reduced to 5 turns, restricted to clerics
- True Seeing fully counters IR's Cloak of Mirroring (the latter is "disabled" for 1 round every round)
- Blade Barrier dmg slightly raised from 1d6 to 1d8, description fixed (no save instead of breath half)
- Animate Skeleton Warrior no longer available to good aligned clerics
- False Dawn now available to good aligned clerics
- Summon Death Knight no longer available to good aligned clerics
- Sunray now available to good aligned clerics
- Holy Word affects all enemies, blindness/stun duration reduced from 10 to 5 and 1 round respectively
- Unholy Word affects all enemies, reduced disabling duration as above, stun replaced with confusion
- Dimension Door added to mage 1st lvl spells (keeps LoS limitation, may be renamed Dimension Step)
- Obscuring Mist penalties to melee/ranged attacks reduced to -2 and -6 respectively, countered by TS
- Shield protects from IR's Wand of Magic Missile
- Haste no longer affect poison/regen/repeating EFFs, thac0/AC/save bonuses raised by 1, single target
- Spirit Armor uses a unique animation (it had Armor of Faith one), grants +3 to saves vs. death
- Fire Shield (Blue) temporarily disabled
- Mestil's Acid Sheath added to mage 5th lvl spells
- Disintegrate save changed from vs. spell to vs. breath
- Improved Haste now works as a slighty improved "mass Haste" (no fatigue, cannot be countered by Slow)
- Mordenkainen's Sword physical res lowered to 95%
- Prismatic Mantle immunity lowered to +2 weapons (as per vanilla Mantle)
- Mind Blank added to mage 8th lvl spells (replaces the previously added Gr. Globe of Invulnerability)
- PW:Kill secondary effect vs creatures with 60+ HPs no longer has -4 save penalty
V4 - Beta 7 (8 October 2014)
- added dvsrv4here.mrk file for detecting the new version (SCS is already checking for it)
- minor fixes and/or changes to many spell descriptions
- charname innate Draw Upon Divine Might now matches the 2nd lvl spell
- druids no longer get Mass Cure and Heal
- AI will now use Greater Spell Deflection when casting the disabled spwi618 instead of Spell Deflection
- Armor of Faith resistance limited to physical and magic dmg (no elements), duration increased to 5 turns
- Sunscorch effects slighty altered, save changed from spell to breath
- Resist Fire/Cold "replaced" by Resist Elements (25% res vs. all elements)
- Cause Serious Wounds not properly working fixed
- Mass Regenerate Wounds does not require a target anymore
- Finger of Death no longer uses a visible projectile, doesn't affect non-living targets, save penalty from -4 to -2
- Fog Cloud "replaced" by Obscuring Mist (party-friendly for AI sake, slightly smaller AoE, shorter duration)
- Haste duration fixed, cannot be hasted while fatigued
- Melf's Minute Meteors school changed to Conjuration
- Non-Detection flagged as spell protection (as a replacement for SI:Div it needs to be countered by spell removals)
- Dispelling Screen casting time from 1 to 5, duration from 1 turn to 5, protects from Breach (temporary solution for SCS)
- Banishment no longer allows a save (as per vanilla Death Spell)
- Pierce Magic now properly works as per description
- Mantle "replaced by" Prismatic Mantle
- Bigby's Icy Grasp still does damage on a successfull save
- Improved Mantle "replaced" by Moment of Prescience
- Bigby's Crushing Hand still does damage on a successfull save
V4 - Beta 6 (21 August 2014)
- added SR's own Detectable Spells code (thanks to Arda)
- re-arranged installer (tp2 and tpa files)
- Remove Disabled Spells from Spell Selection Screens should now work fine on all platforms
- small AoEs (e.g. Faerie Fire, Gust of Wind, etc) slightly increased from 60 to 65 to hopefully make them more consistent
- invisibility spells no longer display Invisible/Mislead messages on the combat log
- Magical Stone was not working correctly
- Resist Fire/Cold casting time reduced from 5 to 2
- Mass Regenerate Wound added to druid's 5th lvl spells
- Repulsion replaces the previously disabled 5th lvl Repulse Undead (I really need feedback on this)
- Sound Burst animation had only 15% chance to trigger (ehm...sorry)
- Slow save changed from "vs. spell" to "vs. polymorph", always cancel Haste (no save)
- Melf's Minute Meteors do not consume Spell Deflection anymore, piercing dmg replaced with missile type
- Cone of Cold uses a new much cooler animation, AoE cone has slightly smaller arc but longer range, dmg capped at 15th lvl
- Wall of Dispel Magic "replaced" by Dispelling Screen
- Flesh to Stone slows for 3 rounds (no save), on 2nd round target must save at -4 penalty or be petrified (hold2 opcode)
- Improved Haste grants immunity to Slow, can "override" Haste but not vice-versa
- Pierce Magic nullifies target's magic resistance for 2 rounds
- Tenser's Transformation cuases -2 penalty to casting speed and saves vs. spell instead of blocking spellcasting
- Prismatic Spray casting time from 7 to 1 followed by 1 sec pause, save penalty from -6 to -4, fire/acid/electrical dmg changed from 20/40/80 to 10d6 for each dmg type, uses Color Spray animation (it more properly covers the effective AoE and looks slightly better imo), AoE cone has smaller arc but longer range
V4 - Beta 5 (1 August 2014)
- re-arranged sec types
- temporary manual solution for few Detectable Spells related issues (will be replaced by Arda's code)
- Cause Wound spells, Slay Living and Harm have been heavily revised (more details online)
- Cause Light Wounds and Cause Moderate Wounds added to cleric spellbook
- Fog Cloud thac0 penalties fixed
- Haste, Improved Haste and Slow now fully cancel each other thanks to a dedicated sec type
- Haste duration set to 1 turn (increased for low levels, decreased for high levels)
- Slow thac0/AC/save vs. breath penalties increased from -1 to -2 (vanilla had -4 thac0/AC)
V4 - Beta 4 (24 July 2014)
- added a new optional component: "Spell Deflection blocks AoE spells"
- minor text fixes (e.g. typos, erroneous BGEE string references, etc.)
- minor fixes to various spells (e.g. power lvl, duration of some effects, etc.)
- Spell Immunity "replaced" by Wall of Dispel Magic (immunity to dispel, dispel on attackers)
- Spell Shield restored to its classic version (SCS was overriding it anyway)
- Disintegrate automatically destroy a Mordenkainen's Sword
- WotB save penalty changed from -6 to -2
- Larloch's Energy Drain effects on the caster last 5 turns instead of 1
- Black Blade of Disaster school changed to Conjuration (minor "fixes" for BGEE)
- Absolute Immunity grants invulnerability to both physical and magical dmg
V4 - Beta 3 (22 July 2014)
- tons of small "adjustments" to make the build work fine with BGEE
- Sanctuary duration reduced to 6 rounds
- Armor of Faith grants 10% res against all dmg types, 2 turns duration
- Draw Upon Divine Might capped at +3 STR/DEX/CON at 9th level, no longer causes fatigue
- Grease save against knockdown is made at +2 bonus
- Charm Person save is made at +2 bonus (it was +3 in vanilla)
- Blindness replaced by Fog Cloud (halved line of sight, -4/-8 melee/ranged thac0 penalty)
- Haste fatigue duration reduced from 5 to 3 rounds
- Lightning Bolt dmg dice reverted from d8 to d6, save penalty increased from -2 to -4, projectile speed increased by 50%
- Skull Trap dmg dice reverted from d4 to d6 but capped at 10d6 (SCS did the same to balance its own 3x triggers)
- Dire Charm save is made with no penalty
- Hold Monsters save penalty reverted from -4 to -2
- Phantom Blade no longer deals increased dmg vs. undead
- Spell Shield now grants immunity to dispel effects (only a temporary solution - part of a bigger plan)
- Horrid Wilting save penalty reduced from -6 to -2
- Bigby's Clenched Fist "replaced" by Bigby's Icy Grasp (dmg type changed to cold, small refinements)
V4 - Beta 2 (21 July 2014)
- enabled all components for BGEE and BG2EE
- Blade Barrier no longer allows a save, dmg reduced from 3d6 every 3 sec to 1d6
- Regeneration fixed so that only clerics get the 7th lvl variant
- Non-detection tweaked to properly work against Detect Invisibility & True Seeing
- Protection from Missiles duration reduced from 2 turns to 1
- Protection from Normal Weapons can now be used with PfMW
- Cone of Cold casting time reduced from 5 to 1, added a 1 sec pause (a la Burning Hands & Agannazar's Scorcher)
- Breach no longer removes Protection from Evil, Magic Circle against Evil, Fire Shields and Blade Barrier
- Spell Deflection spells fixed and tweaked
- Ruby Ray of Reversal reverted to single target as per vanilla
- Khelben's Warding Whip school changed to Evocation (first step of a bigger plan)
V4 - Beta 1 (21 July 2014)
- first closed beta
TO DO:
- patch code for Remove Disabled Spells from Spell Selection Screens does not work with BGEE
- re-enable Gust of Wind loading screen text changes

- re-enable Flame Arrow variant for Irenicus cutscene, disabled for BGEE compatibility

 

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lol @ changelog

:rotflmao: Not really the changelog I was asking for. :D

 

 

Anyway, I don't see much stuff which could interfere with SR. Can the uninstal->reinstall process be the cause of geg strange issues? Because afaik no one else ecountered them (e.g. Confusion bypassing Spell Deflection). Mmm...

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