Not sure it's a good idea to add a request, but I am posting in case of further development:
Could it be possible to enlarge the icons of spell effects in the right corner?
Their size is 16x16 only, very small on large screen, and they are too small to have any meaning or give any useful info, excepted their colour... If they could use the same size as regular spell icon (used on the left corner, when selecting and casting, which are 32x32), they would be more meaningful and visible, and it would be possible to customize them (graphic mod), so their meaning would be much clearer.
It's a good idea, but their UI system is always painful to work with, it might not happen.
Something that should work, but doesn't, is using the Equip function to make NPCs drink potions.
Is it possible to change this? To make NPCs/creatures drink potions using the Equip function?
It may be possible, but it seems to be a particularly niche effect which wouldn't get used much. Making a mod require MCP also is something I try to avoid.
It appears to be the "bump/reflect map local lighting" patch that causes enchanted items to display only the "magicitems" (which are totally black with a pluginless no-glow) textures when menus are toggled.
Hmm.. it must render things with a different renderstate when menus are disabled. Another one of those things that just happen for an unrelated reason.
Greetings Hrnchamd, I'd like to report a source of crashes that I think is very significant and would be really super if it could be fixed. Not sure if this has been reported before, but I do have a test case that exhibits the problem 100% of the time, so I do think it is worth bringing up.
The problem occurs when a spell is cast from a script attached to an object that is non-persistant, and the player leaves the cell while the spell is still active. 72 game hours later, the game will crash. Any savegame will be be polluted and will crash.
Here's a http://www.gamesas.com/bgsforums/index.php?showtopic=1055604 about this in the Construction Set forum. And a http://sites.google.com/site/johnmoonsugar/downloads/cast_test.7z?attredirects=0&d=1 that illustrates the problem.
The way I've found to work around it is to make the object (NPCs in the cases I've seen) that has the spell casting script on it to be persistent (for NPCs this is to set the "corpses persist" flag). Or you can go to your savegame and remove those object from their cells. Or you can attempt to find and remove the SPLM.SPDT (spell data) record in the savegame that records the active spell originated from this non-persistent object.
I suspect that this is also related to crashes that come from leaving cells where creatures have been summoned under certain circumstances. In the cases I've seen, if you equip a piece of clothing that's been enchanted with a CE spell to summon a critter, then equip it, summon the critter leave the critter in a cell while still wearing the item, then 72 hours later, perhaps depending on circumstances, if you unequip the enchanted item, the game crashes.
So, sorry to make yet another request, but I do believe that this is an important stability issue, and at least it's good to have it noted here.
I love test cases. Thanks very much. Usually the game only processes spells for the cell you're currently in, so I have to investigate more.
Here's a question...
Do any of the lighting fixes have any effect on quadratic lighting? From my experience, they don't seem to.
I just recently updated my mod list to describe what all of the fixes in version 1.6 do, and the lighting fixes are one of the few that have me totally stumped as to what they actually do.
It really depends on how dark you make the lighting more than anything else. At the edge of the light range, the light effect switches off, so if it's still appreciably bright there you will see a seam, if you're moving you'll see lighting pop-in. "Double light falloff range" increases the range, but you probably won't need it with quadratic lights.
The other lighting fix, is to avoid seams on ground tiles and bugs with player light sources. The bounding box check for lighting ground tiles was screwy. First person and third person have torches in different locations because of the different animations, but both lights were always on in each view leading to over-brightness. Finally ground meshes for lights didn't always receive lighting from other lights.