Why is Cloak of Non-Detection detectable?
#1
Posted 16 June 2006 - 05:56 AM
Yet when duergar priests/mages (I'm in the last quest of DSotSC) cast Detect Inv, True Sight and Detect Illusion (even the thieves' version), it's punching thru the cloaking.
I look at CLCK06.ITM in both MegaInstall and a regular ToB game and they both have the same effect of Non-detection assigned. So I'm guessing that BP scripting is overriding this Non-detection effect. If I'm wrong, please move to proper forum.
Also, I searched the site for any reports of this "feature"; did not find any hits.
Possible related item: when duergar thieves do a successful Detect Illusion, it is clearing the entire map. I don't like this, don't want it, but am curious to know if my party's thieves ability will be just as overpowered?
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Community Contributions
* Level 1 NPCs * gMinion: expanded TP2 for MegaInstalls * PSM (PSQM): expanded scripts for Melanthium * Shar Nadal (DSotSC-BGT) revision * non-detectable Cloak of Non-Detection ?? * Weimer's-Tactics: revised TP2 for MegaInstalls * a directory of Mega-Installation Guides *
#2
Posted 16 June 2006 - 07:54 AM
Unless I'm mistaken, CoND wasn't working in regular game as well in regard of staying non-detected. Ideally, it should to 2 things: not trigger casting of True Seeing and the like by enemy scripts and not reveal it's wearer if such spell was cast anyway. IIRC, none of this was implemented in vanilla BG2.I look at CLCK06.ITM in both MegaInstall and a regular ToB game and they both have the same effect of Non-detection assigned. So I'm guessing that BP scripting is overriding this Non-detection effect.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
#3
Posted 16 June 2006 - 01:04 PM
Still interested in the thieves' super Detect Illusion powers...
Edited by Azazello, 16 June 2006 - 02:53 PM.
#4
Posted 16 June 2006 - 08:48 PM
#5
Posted 16 June 2006 - 09:59 PM
Nice. Could you attach it somewhere please, for I don't know (yet) how to work with items myself?I was afraid of that. I'm gonna try somethin'. In the Ruad mod there's a Ring of Divination that gives Spell Immunity: Divination; gonna apply the effects that are in that item to make CoND a "Cloak of Non-Divination". I'll report on the results. edit: works like a charm!
EDIT: Hmm, what this thing needs to fully become what it was intended to be is "!HasItemEquiped(LastSeenBy(),Clck06)" restraining trigger added to mob's TrueSeeing snippets of scripts (though it will require some more research if this won't break cre's ability to detect other, just invisible, PCs)
Edited by Creepin, 16 June 2006 - 10:10 PM.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
#6
Posted 17 June 2006 - 01:50 AM
Nah, it's not broken. That item is, ya know, a joke!what abou the "faded cloak"? the one that's supposed to give 75% invisibility? I think it's broken too.
Creepin, here's the "Cloak of Non-Divination". Of course, just drop it into override folder. I hope the changes carry over into the file; you should see some glowy animation around the character, or maybe not.
Is Non-Detection different from Non-Divination? I can't think of any scenarios that says they are, so I guess this makes the cloak the way it was originally intended.
CLCK06.ITM 306bytes 593 downloads
Edited by Azazello, 11 September 2008 - 09:21 PM.
#7
Posted 17 June 2006 - 02:11 AM
If I understand right, your version of Clck16 will prevent you from falling from invis in case some enemy utters TrueSeeing and the like, BUT it will not prevent enemies from wasting time and memorized spells in repeating attempts to dispel invisibility, which is both illogical (hey, not only they don't see you, they are also couldn't detect you, remember?) and unfair - round wasted at better. Hence my ideaIs Non-Detection different from Non-Divination? I can't think of any scenarios that says they are, so I guess this makes the cloak the way it was originally intended.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
#8
Posted 17 June 2006 - 07:57 AM
could you please attach your modified cond? i cant open ruad's ring of divination in dltcep. says "cant load item". or maybe you could tell what effects to apply to cond.I was afraid of that. I'm gonna try somethin'. In the Ruad mod there's a Ring of Divination that gives Spell Immunity: Divination; gonna apply the effects that are in that item to make CoND a "Cloak of Non-Divination". I'll report on the results. edit: works like a charm!
EDIT: please ignore the post.. i didnt notice the already attached item.
Edited by amitlath, 17 June 2006 - 07:58 AM.
#9
Posted 17 June 2006 - 08:03 AM
#10
Posted 17 June 2006 - 12:33 PM
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
#11
Posted 17 June 2006 - 02:58 PM
Well, hey, if those enemies are so stupid as to keep trying to find me......it will not prevent enemies from wasting time and memorized spells in repeating attempts to dispel invisibility, which is both illogical (hey, not only they don't see you, they are also couldn't detect you, remember?) and unfair - round wasted at better. Hence my idea
Your idea would actually make them smart. I wonder if BP or other AI scripting do this.
amitlath, I used NI. What I did was remove the useless Non-detection Effect and added 'Protection from spell school', within which chose school 'Divination'.
Also added another Effect - which is not necessary - 'Modify script state', within which chose state WIZARD_SPELL_IMMUNITY. I think all this effect does is add a glowy thing around the character wearing the cloak.
Reminder: all credit goes to Moonfruit who created the Ruad mod.
#12
Posted 21 June 2006 - 09:53 AM
#13
Posted 21 June 2006 - 08:33 PM
#14
Posted 23 June 2006 - 04:13 AM
ModifyScriptState: WIZARD_SPELL_IMMUNITY All this does is make the Spell Immunity state detectable by a script; nothing more. (This "could" be used to help shut down your repeated Divination spell casting, if 1) you knew of a specific creature that would actually cast this sooo many times it would be worthwhile 2) it was scriptedproperly).
NearestEnemyOf: This IS a sight-dependent check. No reliable way to check this against "those kuo-toa guys...you know, the ones in the underdark" Specifics specifics specifics...these can yield results.
#15
Posted 23 June 2006 - 04:33 AM
Seriously? You mean that things likeNearestEnemyOf: This IS a sight-dependent check.
IF Detect(NearestEnemyOf()) THEN RESPONSE #100 DisplayStringHead(LastSeenBy(Myself),99999) ENDshouldn't work?
//I'm speaking about situation when this NearestEnemyOf is invisible, of course.
Edited by Creepin, 23 June 2006 - 04:42 AM.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
#16
Posted 23 June 2006 - 10:04 AM
In the SharNadal script, he casts spells against a character that had the cloak on; and on characters that are not within sight. Here's a sample command:
ForceSpell(NearestEnemyOf(Myself),WIZARD_whatever)
Is it the ForceSpell component that overrides the sight dependency?
And could you answer the question about the thieves' superDetectIllusionpower...
Edited by Azazello, 23 June 2006 - 12:01 PM.
#17
Posted 24 June 2006 - 05:50 AM
horred, no way I gonna debate you on scripting!
In the SharNadal script, he casts spells against a character that had the cloak on; and on characters that are not within sight. Here's a sample command:
ForceSpell(NearestEnemyOf(Myself),WIZARD_whatever)
Is it the ForceSpell component that overrides the sight dependency?
And could you answer the question about the thieves' superDetectIllusionpower...
Here is the research I did on Objects.IDS in script blocks, so many long years ago. For those who never perused this. IGI promised me to get this into IEDSP years ago, but never did. Anyways....
Perhaps it is the "Force" (use it well, young padawan ) that causes this to bypass sight checks. Perhaps the improperly-working cloak is failing to some Detect Invisibility by Script effect. I'm not sure, I don't have the specific data...
And what exactly do you mean by "clear the whole screen"? Okay....I see a problem with the spell; it wasn't set up properly for weidu (appending the projectile). (A few minutes later...) okay, I just added it, let me run the installer. (A few more minutes later...) Yup, worked fine.
I'll keep combing the forums for unresolved bugs that are BP's fault, and then get this new edition uploaded.