Guest morpheus562 Posted January 30, 2022 Share Posted January 30, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Elder Enigma Posted February 2, 2022 Share Posted February 2, 2022 •I read some pages back about the MO-Core script not working correctly on the Main Character, not casting spells after resting, have you found a fix for it? I tried to relearn Stoneskin in case that somehow could have worked but it didn't. •The Scripts do not check for Ability Score Drain to use Restoration don't they? (A component from SCS) If not that's another improvement you can add. •I also noticed that sometimes characters stop moving randomly when moving on the map (in my case it's Edwin on MO-Core), doesn't happen often, like they try to cast something but then they do nothing, not sure if it's a bug or a conflict of some sort in my game. •Then the Planetar problem that's already been mentioned. That's all the feedback I have for now on the 6.3 version. Awesome mod, keep it up! Link to comment
Guest morpheus562 Posted February 2, 2022 Share Posted February 2, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Elder Enigma Posted February 2, 2022 Share Posted February 2, 2022 I'm playing on GOG 2.6.6.0 imported from BGEE to BGIIEE no EET. As for the movement I just now found out it's True Sight that make movement stop: when the text 'Edwin: True Sight' comes up it makes him stop, I think that's in vanilla too? WeiDU.log BG1 log WeiDU.log BG2 log and yeah in BG2 i installed SCS before anything else which can cause problems. Link to comment
Endarire Posted February 8, 2022 Share Posted February 8, 2022 Is this script mod compatible with 5E casting? If not, what would be involved to add compatibility, @subtledoctor Link to comment
Guest morpheus562 Posted February 8, 2022 Share Posted February 8, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Endarire Posted February 8, 2022 Share Posted February 8, 2022 Thankee! My family and I are definitely looking forward to this compatibility fix! Link to comment
Guest morpheus562 Posted February 8, 2022 Share Posted February 8, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted February 9, 2022 Share Posted February 9, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Endarire Posted February 9, 2022 Share Posted February 9, 2022 Thankee for the promising updates! Link to comment
Fishmalk Posted February 9, 2022 Share Posted February 9, 2022 Will install order matter between this and your mods that give other classes thieving skills/detect illusions? Link to comment
Guest morpheus562 Posted February 9, 2022 Share Posted February 9, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted February 10, 2022 Share Posted February 10, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted February 10, 2022 Share Posted February 10, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
subtledoctor Posted February 10, 2022 Share Posted February 10, 2022 (edited) It could be different for every player. That’s why I keep the d5zclons.2da which is an index of every spell in the system, from which you can derive the name of the 5E variant associated with that each spell. See the code example one page back. Edited February 10, 2022 by subtledoctor Link to comment
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