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PnP Fiends [IMPLEMENTED]


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#161 Demivrgvs

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Posted 06 August 2012 - 03:43 AM

If it can be of any help, SR's ProEvil spells don't grant "non-detection against demons". It was done for consistency with SCS demons (they ignore party's ProEvil) but I don't know if aTweaks takes such change into account probably not.

#162 Tonton Fred

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Posted 06 August 2012 - 09:50 AM

Hi Demi,

from SCSII's readme : "the only demons in the game now kept at bay by a Pro/Evil are the ones that your party summons". Are you saying that SR's ProEvil spells do not even protect from party-summoned fiends ? If that is the case, how can one be protected from them ?

#163 Demivrgvs

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Posted 06 August 2012 - 11:38 AM

Hi Demi,

from SCSII's readme : "the only demons in the game now kept at bay by a Pro/Evil are the ones that your party summons". Are you saying that SR's ProEvil spells do not even protect from party-summoned fiends ? If that is the case, how can one be protected from them ?

Binding demons within SR works as conjuring elementals did within vanilla. When you summon the fiend the caster has a 85% chance to control/bribe/convince the summoned demon to follow him, but there's a 15% chance the fiend will turn hostile.

There's no cheap way to grant "immunity from summoned demons" anymore, but now you have a very high chance (85%) of having the fiend fully on your side as a semi trusty ally ("semi" because unlike other SR summons fiends still get hostile if you harm them even accidentally).

#164 Wisp

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Posted 06 August 2012 - 12:32 PM

If it can be of any help, SR's ProEvil spells don't grant "non-detection against demons". It was done for consistency with SCS demons (they ignore party's ProEvil) but I don't know if aTweaks takes such change into account probably not.

There's code that's supposed to account for this, by reinstating the protection from creature opcode. I guess either it is no longer working, or something else is interferring.

#165 Tonton Fred

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Posted 06 August 2012 - 03:05 PM

Mmm, ok ; aTweaks did replace the summoning spells correctly, since there is no wrestling for control and the fiends directly appear as green-circled but not controllable. However, as Wisp said, something appears to be interferring with the ProEvil effect afterwards.

#166 -Fraladu-

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Posted 07 August 2012 - 12:19 AM

You probably installed the mods in the wrong order. I had a similar problem a while ago when i manually installed the mods but when using the big world setup to install the mods everything works exactly as it should with SR+SCS+aTweaks (demons work like in vanilla except a bit better). Only issue with the aTweaks demons (that i cant remember if it was the same in vanilla) is that when they get a vorpal hit on a party member (maybe only when said member is not full on hp?) there seems to be a really high chance of getting chunked.

Even with this (big!) problem atweak demons are my favorite summons (outside of removing the summon limit but thats really cheesy with more than 2 spellcasters). I wish there was a way to enforce separate summon limits since 5 demons is super fun even late game but 5 of most other summons isnt so hot in scs/tactics.

#167 Wisp

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Posted 08 August 2012 - 11:37 AM

Hi,

I have a problem with aTweaks summoned fiends ; while enemy-summoned fiends behave fine, I just tried a Gate with my cleric ; got to choose between the various demons allowed (neutral caster) and chose a Balor. Whole party was protected by Magic Circle against Evil (SR's version of ProtEvil 10'). The Balor was gated as allied but uncontrollable, then after a couple seconds it became hostile and attacked me instead of the enemies. After another few seconds, it became green again and attacked the enemies ; and finally hostile again until I had to kill it. It seems something is interfering with its script, or SR's magic circle fails to prevent the fiend from attacking the party, or is there something more to do to avoid being attacked by your summoned fiends ?

This is a SR/SCS/aTweaks install, with PnP Fiends set to take over the other 2 (set all abilites+stats to aTweaks standard). I guess the affected creature in this case is FL#BALSU.cre. Changelog indicates only aTweaks modified this file. Thanks for any help you can give me,

Fred

I am unable to reproduce this with just Spell Revisions installed, so maybe a third mod is involved.
Can you get change-logs of the files SPPR408.SPL, RR#SBALR.CRE, RR#SBALR.EFF and RR#SBALR.BCS, please?

Edited by Wisp, 08 August 2012 - 11:38 AM.


#168 Tonton Fred

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Posted 09 August 2012 - 02:31 AM

Sure, here you go :

Mods affecting SPPR408.SPL:
00000: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 101 // Improved Spell Animations: v9.03
00001: ~BG1NPC.TP2~ 0 1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
00002: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisions: v3.1 (Hotfix 01)
00003: ~SETUP-D0QUESTPACK.TP2~ 0 1 // Creature & Area Improvements -> All Creature & Area Improvements: v2.3 (Feb 14, 2010) BWP Fix
00004: ~SETUP-SCS.TP2~ 0 10 // Initialise (required by almost all other mod components): v21
00005: ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 152 // PnP Fiends -> Mod-added fiends are also affected: v3.90
00006: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00007: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2

Mods affecting RR#SBALR.CRE:
00000: /* from game biffs */ ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 152 // PnP Fiends -> Mod-added fiends are also affected: v3.90
00001: ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ 0 0 // Infinity Animations: v5
00002: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00003: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2

Mods affecting RR#SBALR.EFF:
00000: /* from game biffs */ ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 152 // PnP Fiends -> Mod-added fiends are also affected: v3.90
00001: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00002: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2

Mods affecting RR#SBALR.BCS:
00000: /* from game biffs */ ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 152 // PnP Fiends -> Mod-added fiends are also affected: v3.90
00001: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00002: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2

EDIT : I have attached SPPR408, since it's the only file that appears to have been modified by another mod (d0questpack).

Attached Files


Edited by Tonton Fred, 09 August 2012 - 03:56 AM.


#169 Wisp

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Posted 09 August 2012 - 06:32 AM

Thanks.
Are you able to open rr#sbalr.cre in NI and check what gender is assigned? It'll be visible in the View pane and it should be SUMMONED_DEMON - 9. However, if it is MALE - 1, that would explain your problem.

Otherwise, I would be highly appreciative if you could upload the creature file so I can check.

Edited by Wisp, 09 August 2012 - 06:32 AM.


#170 Tonton Fred

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Posted 09 August 2012 - 07:47 AM

Ok, I think I found the issue ; I just tried gating a few fiends again, and this time, no problem. I went back to the area where I had the issue, the Grove of the Ancients, and it went like this :

1) I buff the party, including Magic Circle, and gate in a fiend, green but not controllable.
2) Cutscene, Illasera and her party appear, the fiend starts attacking them.
3) Here is the key : invariably, as an opener, Ilasera shoots an arrow of dispelling at my mage, which, of course dispels the ProEvil along with the rest.
4) The fiend instantly stops attacking, becomes hostile, turns around and makes a beeline towards the unprotected party member.
5) If the dispelled character gets killed, or invisible, or otherwise out of sight of the fiend, it turns green again and resumes attacking the enemy, which is why I witnessed the fiend switching from green to red to green... There were so many lines scrolling on the console that I did not link the initial arrow with the fiend's multiple allegiance switches.

So first, sorry for troubling you for what is after all the intended behaviour ! I would suggest however, a slight change to the fiend's reaction to a character becoming 'unprotected' ; maybe it could wait for something like 1 round/finish melee/finish casting before turning on the party instead of an instant switch. Also, the fiend changing allegiance could be accompanied by a display string along the lines of "Now I will crush you !" or "You can't hide from me, mortal!", to make it clear what just happened.

Thanks again for your patience, and sorry for the trouble !

Fred

EDIT : after further testing, it seems the fiend does display a string from time to time ; perhaps it could be systematized ?

Edited by Tonton Fred, 09 August 2012 - 08:12 AM.


#171 Wisp

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Posted 09 August 2012 - 09:12 AM

Np. It's nice it wasn't a bug.
I'll see what I can do about the message when the fiend turns hostile and otherwise making the goings-on more understandable.

Edited by Wisp, 09 August 2012 - 09:18 AM.


#172 -Linalyr-

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Posted 27 December 2012 - 02:43 PM

This is great mod i really like it! I have a question tho -

Does anyone think Lea'liyl fight in planar sphere is a bit over the top? There is a Nabassu and Lea'liyl in the area to start with, then when the summoning comes into play it's a total mayhem - a couple of nabassus join the fight, or 3 hasted and mirror imaged cambions + maurezhi so there is at least 5-6 powerful demons to fight with their new and awesome abilities like cloudkill etherealness and whatnot...

#173 aVENGER

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Posted 27 December 2012 - 10:49 PM

Hi, I'm glad you are enjoying the mod. :)

In the original game, the battle that you mentioned was fairly easy for an encounter that supposedly takes place on a part of the Abyssal plane. aTweaks' fiends are a bit tougher due to their restored PnP abilities and enhanced AI, but the real difficulty of that fight depends on how (un)lucky you get with Fiendish Gating, provided that the respective component is installed of course.

For example, the three Cambions and the extra Nabassus that you mentioned were all gated in. Note that gating is not always successful (it fails about half of the time for most fiends) and remember that you can temporary turn it off via CLUAConsole:SetGlobal("RR#FNOGT","GLOBAL",1) To turn it back on, just set that variable back to 0. You can also opt out of Fiendish Gating at install time by simply skipping the relevant component.

Edited by aVENGER, 27 December 2012 - 10:54 PM.


#174 Nocturne

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Posted 10 January 2013 - 01:51 PM

This looks like an awesome mod, one I'm really looking forward to trying out!

I have a question, though, one I can't seem to find a definate answer to:

I really like the PnP Fiends component, and I want to use this component to govern ALL the fiends in my game, including mod-added fiends which brings me to: Will it be compatible with the Improved Fiends component of SCSII? I dug up some older threads where this was discussed, and I'm unsure of how to proceed. I want enemy mages using Fiends in SCSII, but I want them to use THESE fiends. ;) Should I just leave the Fiend component(s) of SCSII alone, should I install both, or what? Additionally, should I install "Give Fiends more staying power"-component, or will that make them hideously overpowered in combination with aTweaks?

Thanks, N

#175 Wisp

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Posted 10 January 2013 - 02:45 PM

The installation order would be SCSII's fiend component and smarter AI, followed by aTweaks' fiend component(s).



#176 Nocturne

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Posted 11 January 2013 - 06:19 AM

The installation order would be SCSII's fiend component and smarter AI, followed by aTweaks' fiend component(s).

Aye, I see, I'm using BWS and I think that is the install order I got. They are compatible then? Good, thanks. :)

EDIT - Hmm... It actually looks like BWS wants to install the AI components of SCSII (Including the Smarter mages/improved fiends components) AFTER aTweaks... This is abit wierd, as the readmes of both mods states aTweaks should be installed last. Should I just leave the SCSII-component alone?

Furthermore, and I know this is slightly offtopic, but as I'm already discussing SCS: Why is the "Move Watcher's Keep"-components marked as red(expert)? Are they tricky to install right? I really liked the idea of not been able to do WK until ToB, but I might just skip it anyway... Any advice on if I should install this or not?

Finally, should I beef up the HP of Demons (SCSII component) togheter with aTweaks? Will they be incredibly tough? Many thanks, N /EDIT

Edited by Nocturne, 11 January 2013 - 09:25 AM.