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TobEx AfterLife


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#161 Salk

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Posted 24 February 2025 - 05:28 AM

Great to see you here, Insomniator!  :cheers:



#162 Insomniator

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Posted 15 July 2025 - 04:36 PM

Updated to 29.14:

  1. Added: Allow summon Wish Creature even if summon limit reached
  2. Added: Simulacrum has 50% of Caster's level, must be 60%
  3. Added: Auto-Pause Spell Cast Fix
  4. Added: Visual Range on Blindness Fix
  5. Added: Sequencer Order Fix
  6. Moved: "Party Bumpable When Moving" to BG2 Improved GUI
  7. Fixed: Improved Invisibility saving throws +4 bonuses (with bg2fixpack workaround)
  8. Added: Text message "has nothing to say to you" even if DIALOG_DEFAULT exist
  9. Added: Disable existance messages for joinable NPC at sound slots [69-73] when out of party
  10. Fixed: Learn spell -15% penalty for kitted bard/dual-mage
  11. Added: Do not erase wizard spell quickslots when equipping armor


#163 WanderingScholar

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Posted 16 July 2025 - 09:22 PM

There remains a persistent and frustrating issue with the celestial summoning cap that likely requires an engine hack. 

 

Planetars and Devas will not count as having de-spawned after their timers have expired if the player has since moved to a different area. 

 

As a result, players can become locked out of using these summons (sometimes permanently) since the game will mistakenly believe they already control one. 



#164 skellytz

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Posted 19 July 2025 - 05:42 AM

Thank you for the new release!  :)

 

Looks like the updated mod metadata with the new links was accidentally overwritten with an older version. I've opened PRs to both TobEx AfterLife and BG2 Improved GUI to restore the updated versions.



#165 Salk

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Posted 23 July 2025 - 10:24 PM

Great news, Insomniator!

 

I was eagerly waiting for this update. 

 

Thanks!



#166 WanderingScholar

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Posted 20 October 2025 - 11:28 AM

Hey Insomniator,

 

Do you think this component from Tweaks Anthology could be hacked into the originals?

 

Hide Visual Effects from Invisible Enemies [Luke] link.png
EEex required; available for BGEEBG2EEIWDEEEET

This component simply makes sure that visual effects are hidden from invisible enemies. The player will no longer be able to "see" invisible mages just because they previously cast something like Fireshield or Globe of Invulnerability.



#167 Insomniator

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Posted 20 October 2025 - 10:30 PM

Hi WanderingScholar

Do you think this component from Tweaks Anthology could be hacked into the originals?

 

Hide Visual Effects from Invisible Enemies [Luke] link.png
EEex required; available for BGEEBG2EEIWDEEEET

This component simply makes sure that visual effects are hidden from invisible enemies. The player will no longer be able to "see" invisible mages just because they previously cast something like Fireshield or Globe of Invulnerability.

Good hack, it is possible to oBG2 engine too. Also creatures like Ghost has bug with Project Image or similar "clone" spells when one or two frames of original ghost is still showed periodicaly, but i'm not sure, maybe this is bug with spell or some else.
 

 

Edited by Insomniator, 21 October 2025 - 12:55 AM.


#168 WanderingScholar

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Posted 21 October 2025 - 09:18 PM

I noticed in the latest update you fixed the sequencer order bug.

 

I'm pretty sure a number of other bugs still exist with this line of spells. Sequencers and so on...

 

I can recall unexpected crashes when trying to delete sequencers/triggers...etc from the menu, and I also believe firing certain spells from sequencers/triggers can alter their properties in unexpected ways. In my last playthrough acid fogs when loaded into a trigger would bypass spell resistance, for example. 

 

Might be worth exploring deeper.



#169 Insomniator

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Posted Yesterday, 11:35 PM

Hi WanderingScholar

 

I noticed in the latest update you fixed the sequencer order bug.

Actually, I just wanted the Greater Malison to appllied always first the rest of the AoE spells in the sequence. There is no other fixes related to Sequencer stuff.

 

I can recall unexpected crashes when trying to delete sequencers/triggers...etc from the menu, and I also believe firing certain spells from sequencers/triggers can alter their properties in unexpected ways. In my last playthrough acid fogs when loaded into a trigger would bypass spell resistance, for example. 

 

Might be worth exploring deeper.

If bugs can be repeated, it is possible to fix. Spells in sequence usually work as usual, have same Saving Throw/MR/... roll dice and applied at same tick.


Edited by Insomniator, Yesterday, 11:35 PM.