Bugs for v1.x
#201
Posted 29 April 2004 - 04:35 AM
Also, post in the readme that the revised HLAs conflict with the Druidic Sorceror kit. (reason: you begin as a specific druid kit, then it auto - changes to Sorc, with added spells, so the new DS' HLA table is the same of the S. The S's spells are disjunted from the DS's ones with some creative use of EXCLUDED_BY).
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#202
Posted 29 April 2004 - 06:20 AM
Right here. I had to take a break and concentrate on a few personal issues in the last 3 days.TGM (where is he??)
1.: About the Werewolf forms and immunities:
I appreciate the idea to continue this dicussion on the new thread - please people, try to stick to the topics, or simply start a new thread if you need .
2.: Energy Storm
This problem has nothing to do with Refinements, it happens with other spells/innates as well, and only on the "Glade" area, where you battle Illasera & Friends. I'm not sure what causes this, but it happened to me with different characters too - the first spell/innate cast by the character fails, as if affected by a Spell Failure effect. After a more serious thought, I think it might be connected with Illasera's weapon, and its instant killing (summons) and Spell Failure effects.1. Energy Storm doesn't always kick off when selected. For testing I have auto pause when spell cast on. Two or three times I cast a spell, the game paused, I selected ES, & unpaused the game ... and nothing happened. When I looked at my innates the ES was gone, indicating that it had been used. This happened once when I was just in the glade messing around & twice in the fights.
Again, this is not caused by ES. This happens with many spells if cast during Time Stop. Simply cast a few of them, walk away, and they will fire from/on their casting position, not from/on the caster.Inside Timestop, if the caster moves, the Energy Storm intial animation appears where the sorcerer first stood, not where he was when the ability was used
Not really, only in Time Stop. Normally, if a target gets hit by the Wing Buffet effect, the knockback distance ends before the target would leave the AoE of ES. Yet if you cast this during TS, the blowbacks are stacking, and the result will be as you described.The 'blowback' effect is too strong. When used outside of Timestop most foes are knocked outside the damage area.
Because most of the Raiders have heavy elemental resistances. Remember, if you negate that 3x1D10 elemental damage, only 5D10 magic damage remains, which can be heavy (50), but very weak (5) too. Depends on your luck, and the resistances of opponents. Horrid Wilting does pure (and quite heavy) magical damage. What makes ES much more useful is the fact that it's damage ignores Magic Resistance, just like Dragon's Breath.I seem to be doing a *lot* more damage with Abi's than I do with Energy Storm to all the raiders
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#203
Posted 29 April 2004 - 06:34 AM
Le me be clear.Again, this is not caused by ES. This happens with many spells if cast during Time Stop. Simply cast a few of them, walk away, and they will fire from/on their casting position, not from/on the caster.Inside Timestop, if the caster moves, the Energy Storm intial animation appears where the sorcerer first stood, not where he was when the ability was used
1. Cast Timestop.
2. Move.
3. Cast new spell.
When I do this with Magic Missile it looks like the missile starts at the caster's new position.
When I do this with ES it looks like the ES starts where the Timestop was first cast. I haven't seen that with any other spells yet.
Not really, only in Time Stop. Normally, if a target gets hit by the Wing Buffet effect, the knockback distance ends before the target would leave the AoE of ES. Yet if you cast this during TS, the blowbacks are stacking, and the result will be as you described.The 'blowback' effect is too strong. When used outside of Timestop most foes are knocked outside the damage area.
I was looking at the spell last night in DLTCEP. I didn't have a lot of time but at first glance it looked like the radius was 30.
TG I tested several times inside & outside a Timestop. Even outside of it most of the Raders got blown out of the damage radius every time.
PS. LOL at you being back. I was beginning to think that your post-birthday party hangover had finally gotten to you.
#204
Posted 29 April 2004 - 06:57 AM
Hmm, I'll take a look at the positioning of those visuals...When I do this with ES it looks like the ES starts where the Timestop was first cast. I haven't seen that with any other spells yet.
Again, I'll handle this, the knockback distance will be reduced to 20.TG I tested several times inside & outside a Timestop. Even outside of it most of the Raders got blown out of the damage radius every time
Heh, and it was only a 3-day abscence!PS. LOL at you being back. I was beginning to think that your post-birthday party hangover had finally gotten to you.
Again, sorry for leaving without notice, but I had to leave fast.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#205
Posted 29 April 2004 - 09:14 AM
Sorry for those problem.I have (again) a problem with the SA falling. This time this triggers in one of Minsc's "Hey! We are great heroes!" dialogues. I have attached two saves which cause the SA to fall. (either free the drow's slaves or talk to the illithid ones). I've included my weidu.log so that you can reproduce my gaming platform and/or load correctly. (in particular, as I've heard that the order of kits is important, I have 4 custom kits installed before the SA)
Can you please be more specific about the happenings?
I'll have a look at the saves, but I'm not sure I'll be able to backtrack things from there.
Oh wait, they're saves before the falling? I'll try them!
Frankly, I gave incompatibility with that mod for grantedAlso, post in the readme that the revised HLAs conflict with the Druidic Sorceror kit. (reason: you begin as a specific druid kit, then it auto - changes to Sorc, with added spells, so the new DS' HLA table is the same of the S. The S's spells are disjunted from the DS's ones with some creative use of EXCLUDED_BY).
TGM: nice points about ES, I'll wait for your checks/edits!
Ever forward, my darling wind...
#206
Posted 30 April 2004 - 05:01 AM
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#207
Posted 30 April 2004 - 07:16 AM
I tried with Virtue, and even without it.
Things seem to work here
I don't know what your problem might be. Maybe something I can't reproduce here?
Maybe again it could be still related to the other bug you reported, since you still have the first build?
Ever forward, my darling wind...
#208
Posted 01 May 2004 - 02:50 AM
Sorry, but you are wrong here. I double-checked these problems, and they are completely the fault of Time Stop. Many "static" visuals seem to stuck at the place where you stood while casting TS, and won't move with the caster during the 24 seconds. Simply try have a Fire Shield on the character before casting TS...or try to cast Protection from Evil during a Time Stop.. I wonder how you never noticed other visuals acting like this.Le me be clear.
1. Cast Timestop.
2. Move.
3. Cast new spell.
When I do this with Magic Missile it looks like the missile starts at the caster's new position.
When I do this with ES it looks like the ES starts where the Timestop was first cast. I haven't seen that with any other spells yet.
Really Rathwellin, what file are you talking about?? That effect had a knockback distance of 12 ... anyway, I changed it to 10. But if you are talking about the RADIUS of the knockback effect, that is a different story - while the damaging effects of ES have a 40' radius projectile, the knockback effect uses a 30' .pro file. That 10' difference with a knockback radius of 10 should be ok.I was looking at the spell last night in DLTCEP. I didn't have a lot of time but at first glance it looked like the radius was 30.
The corrected/modified files were sent to you this morning, including the ES modifications, the Volcano animation fixes and the extended Skald specialization HLAs.TGM: nice points about ES, I'll wait for your checks/edits!
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#209
Posted 01 May 2004 - 07:54 PM
If it makes any difference I had the quest spell triggered by chain contingency. It was actually quite interesting. Aerie -> Divine Shell + Regeneration + Heal on self at 25% HP....
Oh, and a single Dispel Magic took it out too. Seemed a bit cheap as far as ways to take out quest spells go.
#210
Posted 02 May 2004 - 12:03 AM
I'm going to check this, thanks for the report!Divine Shell does not appear to be absorbing any spells per it's description
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#211
Posted 02 May 2004 - 12:50 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#212
Posted 02 May 2004 - 06:08 AM
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#213
Posted 02 May 2004 - 02:45 PM
I'll check when possible...
What about your other report? As I said, it seems to work here. Have you passed that point?
Ever forward, my darling wind...
#214 -Caveman-
Posted 02 May 2004 - 08:44 PM
I didn't realize there was supposed to be any, this being the first time I've played using Tactics.
I have noticed that the SA has been falling during some fights, at random times, for no particular reason it seemed. As far as I can tell, the Sword Angel will fall when a summoned or charmed creature is killed by an enemy by melee or magic damage.
I'm now almost certain that this was the case concerning my post on falling during the Slave Lord fight. IIRC: a (friendly) fire elemental was killed while the PC was trading hits with one of the 'bosses'.
#215
Posted 02 May 2004 - 11:06 PM
This encounter is part of the aPACK (Rogue Rebalancing) mod, not Tactics .My SA never morphed into the Slayer during that encounter... I never entered into any dialogue either... strange...
I didn't realize there was supposed to be any, this being the first time I've played using Tactics.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#216
Posted 03 May 2004 - 04:38 AM
I have noticed that the SA has been falling during some fights, at random times, for no particular reason it seemed. As far as I can tell, the Sword Angel will fall when a summoned or charmed creature is killed by an enemy by melee or magic damage.
I suspect this is still tied to the (big) bug I already fixed in my local build.
The scripts of various neutral creatures should now be patched properly (I hope)
Ever forward, my darling wind...
#217
Posted 03 May 2004 - 07:51 PM
Right! You'll have to excuse me, I wasn't very coherent when I read the post and made the reply! I was thinking about the Priest of Cyric(?) encounter in the North Forest.This encounter is part of the aPACK
@Littiz: CLUAConsoleCreateCreature("CYTEST") will spawn the encounter.
Something minor- On the Inquisitor's HLA selection screen Righteous Magic reads as Holy Purge when the courser is placed over the icon and left over it or 'Tab' is pressed. Everything is fine when R.M. is selected and used. I don't think it warrants a bugfix, maybe just a warning, though.
Everything seems to be fine with the neutrals, it is when a friendly(green) summoned/charmed creature is killed by an enemy that will cause the S.A. to fall. I see that we can attach files to the posts now. If you want, I will isolate an example and post it. Hopefully more people will use the kit and someone can double check me on this.I suspect this is still tied to the (big) bug I already fixed in my local build.
The scripts of various neutral creatures should now be patched properly (I hope)
#218
Posted 03 May 2004 - 11:38 PM
Thanks for the report, I'll check it out.Something minor- On the Inquisitor's HLA selection screen Righteous Magic reads as Holy Purge when the courser is placed over the icon and left over it or 'Tab' is pressed. Everything is fine when R.M. is selected and used.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#219
Posted 04 May 2004 - 11:31 AM
I couldn't imagine the source of the problem otherwise...
Ever forward, my darling wind...
#220
Posted 06 May 2004 - 09:53 AM
Yet I have something that would discuss before I'd make any changes:
The Improved Merciful Fighting HLA for this kit has the following effects:
- it lasts 1 round;
- every blow knocks the target uncounscious for 5 rounds (no save) if under 20 HPs;
- every blow knocks the target uncounscious for 5 rounds (save vs. death at -2);
- reduces damage dealt by the user by 6.
Now, after a few tests this one seems to be overpowered to me. True, the damage reduction is fine, and I have no problems with that 20HP-effect, but the general uncounsciousness effect on opponents is crazy. 5 rounds is much, and I managed to knock 3 of Illasera's goons senseless with this ability (using Boots of Speed) in the first round of the battle. They were dead meat, since my other party members eagerly butchered them on the spot (5 rounds is much if you consider a helpless state, surrounded by NPCs like Minsc, Sarevok, etc.).
I'd either suggest lowering the save to "save vs. death at 0", or reducing the duration of the knockdown effect to 3 rounds.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.