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Blandings1

Member Since 23 Jan 2017
Offline Last Active Feb 24 2017 04:03 AM

Posts I've Made

In Topic: Sandrah Saga for EET (Bug and Support Forum)

25 January 2017 - 03:42 AM

By setting the damage percent to 49 for not normal difficulty, it works for both hard and insane difficulty levels.

Just a hint - there are scripts in the vanilla game that may provide you with the similar issue.

E.g.        ActionOverride("hexxat",ApplyDamagePercent(Myself,70,FIRE))   for Hexxat

or           ApplyDamagePercent(Myself,60,FIRE)  for the creature in the beholder quest temple

 

The difficulty setting is supposed to only effect enemy damage and not all damage. I think perhaps the way those lines are written may be considered self damage and so could be fine. I have never had any issues dying unexpectedly during game scripted events in the vanilla game. But I haven't played vanilla in a very very long time so I don't remember if I played on increased difficulty.


In Topic: Sandrah Saga for EET (Bug and Support Forum)

24 January 2017 - 04:31 AM

In this case - is this a bug or something to be expected?

I mean, you want it hard and you get it hard. Hard means that your party members can die permanently and be lost forever. Under normal or core you get a penalty but can recover, hard or insane removes the parachute.

Reducing the damage in the mod itself would mean that the penalty under *normal* conditions would be too small...

 

There is maybe a method to evaluate difficulty from Difflev.ids and script different reactions for different levels. I have seen it in the old game but I am not sure if it still works in EET (a few scripts like Melissan in ToB have it) or if it just inherited code. And...even if it works, should it be done?

 

Food for thought...

 

 

That new script block works. By setting the damage percent to 49 for not normal difficulty, it works for both hard and insane difficulty levels. Whether this should be done is another question. I kind of like the idea that at harder levels Sandrah is not able to resurrect. However, for the healing quest, having her die breaks the quest and that may not be such a good thing.

 

You could just add a disclaimer in the readme stating that some quests and actions will be too difficult for Sandrah to perform above Core difficulty levels!


In Topic: Sandrah Saga for EET (Bug and Support Forum)

24 January 2017 - 02:23 AM

Did you apply a higher difficulty level to your game, e.g. setting the slider to "insanity mode" or similar?

Not sure how that works in this case but it may increase the damage applied beyond what is wanted.

 

I have not tested Scales of Balance but my understanding is that among other things it *balances* HPs in some way - but still 70% of whatever modified value should still be 70% and not killing the cre?

 

I was playing on Hard (one level higher than Core). I just did a quick test with difficult settings and it does affect the damage Sandrah receives after resurrecting. At Hard, 50% more damage is received. 


In Topic: Sandrah Saga for EET (Bug and Support Forum)

23 January 2017 - 03:20 PM

Here is my wediu log.


In Topic: Sandrah Saga for EET (Bug and Support Forum)

23 January 2017 - 12:09 PM

I'm just commenting because you mention using SR. The quoted text is the petrification effect, protecting yourself from petrification would help.

I've done the healing quest you mention but not had deaths result from it (or ressurections). You might want to post your weidu.log (paste to pastebin or register & attach).

 

I think SR v4 removes protection from petrification from the game. The level 1 spell is gone and there are no scrolls either. I tested the cleric_hold_person in another location and it does wear off eventually. When I go to sleep I wake up without the effect. I probably just need to wait a lot longer in the festhall for it to wear off. I still don't understand why SR's Remove Paralysis spell doesn't work on cleric_hold_person - but at least the effect wears off by itself.

 

 

 

It looks like some mod you have installed changes the effects of

CLERIC_HOLD_PERSON

WIZARD_FLESH_TO_STONE

and CRUSHING as in

 

If necessary also delete the Hold Person line, but I would first try to maintain this.

 

PS - Did you use BWS for install? (There may be compatibility issues that new BWS is not yet aware of...)

 

My concern is, that these issues point to a bigger problem in the installation and are not related to Sandrah directly. Rules, scripts and spells work differently and this may show throughout the whole game - Sandrah's quests are just by chance the earliest occasions to indicate the problem (most other mods or original plots do not use some resources until the BG2 part of the game.)

 

I did use BWS for the install and I may have found the mod conflict here. I edited the percentage down in the applypercentage line and everything works as it should as long as damage percentage is below a certain level (<65%). Looks like what was happening previously was that 70 percent damage was actually higher than the max health. I'm using the Scales of Balance mod component 200 (Stat Bonus Overhaul (SBO)and that mod may be adjusting hit point value (based on constitution) using some override script. I'm making some assumptions here but the ApplyDamagePercent line is not accounting for what Scales of Balance mod is doing to hitpoint max.

 

I hope this is a the issue here and there isn't anything more fundamentally wrong with my install. I'll continue playing and see if I run into more spell related issues. The only spell mod I'm using is Spell Revisions.

 

It may be good to point out the potential conflict between Sandrah and Scales of Balance component 200.

 

Thanks for your help.