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Sep 21 2013, 02:31 PM
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#1
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Forum Member Posts: 7 Joined: 21-September 13 |
From the Readme:
'... changing the Spell Deflection, Turning, and Trap spells so their visual effects do not turn off when they have absorbed or turned their spell levels. You will still know when they are expended by looking at your PC's state icons. The spells listed will still function the exact same way; they are simply patched to use a different animation.The reason for this change is due to a hardcoded feature of the engine to play those animations if creatures carry certain effects that SpellPack patches to items and spells' I'm quite interested in installing just a few of the spells (mainly Otiluke's sphere, the fact that casting on a friendly bypasses save/MR is a terrific feature), but really would rather not change spell deflection/turning the way it's described above. I'm considering comment out the relevant lines in the core.tph file, but wanted to confirm that would not cause serious problems as long as I don't install components that have these animations. Or perhaps it would be better to simply copy your version of Otiluke's (with all the accompanying spl, 2da, bam, vcc, eff files copied as well) over to my install? Would simply copying these files into the override folder work or would I need to copy them to different folders, or are there scripts that need to be run/compiled for the spell to work properly? Again, would really prefer to install a handful of spells and just not have the spell deflection/turning change be forced on me, but if that's not possible I'll settle for the option of 'manually' installing a couple of spells. thanks [edit] It seems being under the effect of the new Otilukes allows the PC to physically attack certain types of targets; I observed this behavior specifically when dealing with Ascension Illesara, PC was able to attack her (with difficulty, she is hasted with boots of speed after all) while under the effects of the new Otilukes. This post has been edited by Ithildur: Sep 21 2013, 03:18 PM |
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Dec 3 2013, 04:42 AM
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#2
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Forum Member Posts: 7 Joined: 21-September 13 |
QUOTE Otiluke's Resilient Sphere is meant to completely disable but permit the character to so to speak "roll the sphere" at a snail's pace (note the spell description!). I've set the number of attacks to zero, so if you were able to attack, that is a bug. I cannot promise to test this right now, but will add to the list of things to do. Are you able to attach a savegame, or better yet the .cre file of your character? I think it could be done with DLTCEP. Figured this one out at least; it's due to a TBTweaks Pack component adding 1/2 attack bonus at lvl 7 for warrior classes. The extra 1/2 attack gets applied as an effect to the cre file; not much that can be done to address this so I simply added the Hold effect from vanilla Otiluke's to completely disable all attacking and moving. The slow movement is an interesting feature but not critically important imo; what I was looking for was the ability to ignore saves/MR for casting on allies/self while having them apply for enemies so otilukes can be put into contingency: disabled (can be a life saver) without being cheesy auto success vs enemies. |
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Ithildur Any way to disable core component for deflection/turning? Sep 21 2013, 02:31 PM
Ithildur I'm guessing the author isn't actively mod... Sep 22 2013, 12:02 AM
Ithildur Removing the version of SPTURNI2 bam and vcc files... Sep 23 2013, 04:50 PM
Galactygon Hello Ithildur! I am at a difficult point in m... Sep 25 2013, 09:09 PM
Ithildur Sorry to hear about the difficult time in life; ho... Sep 28 2013, 06:22 PM
Galactygon One other issue; it seems your version of Silence ... Sep 28 2013, 08:20 PM
Ithildur It seems like it may have something to do with the... Sep 28 2013, 09:19 PM
Galactygon Thanks for the catch, the LCDSELF spells are used ... Sep 28 2013, 10:09 PM
Ithildur Sleep spell tries to use a resource named SLEEP.SP... Sep 29 2013, 01:48 AM
Galactygon I will take a look at that one as well, thanks.
-... Sep 29 2013, 09:39 AM![]() ![]() |
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