morpheus562 Posted January 30, 2022 Author Share Posted January 30, 2022 I found a resolution. I will include it in v6.4 once it is released. Quote 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! Quote Link to comment
morpheus562 Posted February 2, 2022 Author Share Posted February 2, 2022 (edited) 17 minutes ago, Elder Enigma said: •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! The issue before appeared to be due to differences in installs between bgee and bg2ee and characters being imported. Did you also import characters and not use EET? I can take a look at the restorations, that would be a quick improvement if it's not already covered. For the movement you've noticed, what other mods do you have installed? Does the issue occur when my scripts are not running? If you can provide weidu logs for both bgee and bg2ee, it would be appreciated. Are you running beamdog patch v2.6.6? Edited February 2, 2022 by morpheus562 Quote 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. Quote 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 Quote Link to comment
morpheus562 Posted February 8, 2022 Author Share Posted February 8, 2022 2 minutes ago, Endarire said: Is this script mod compatible with 5E casting? If not, what would be involved to add compatibility, @subtledoctor It is not compatible simply because I have not added compatibility yet. I would need to set aside the time to see the scope and depth of changes introduced by 5e and then add it in, all while ensuring compatibility with all of the other changes introduced by all the other mods my scripts detect. Judging at face value, it is definitely doable on my end, but it will take a bit of time to build out and test. Quote 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! Quote Link to comment
morpheus562 Posted February 8, 2022 Author Share Posted February 8, 2022 (edited) Right now I'm updating the scripts to use the Detect Illusion thief skill for characters able to use it (including classes able to use it due to my skills and abilities mod). This would take priority over true sight and other detection spells, and other characters will not use their spells while a character is using this ability. This is being tested and once I'm satisfied with the results 5e will be next on my to-do list for these scripts. Edited February 8, 2022 by morpheus562 Quote Link to comment
morpheus562 Posted February 9, 2022 Author Share Posted February 9, 2022 Official release for version 6.4 which brings the following enhancements: All Games Characters, if able to, will now use the Detect Illusions thieving skill if hidden/illusioned enemies are detected and there are over 80 skill points assigned. This will coordinate to ensure it will not be used if True Sight/Seeing is in effect within the group (unless playing on SR). Additionally, no detection spells (i.e. True Sight, Detect Invisibility, Invisibility Purge, etc.) will be used if a character in the party is currently using the Detect Illusions thieving skill. This will all happen automatically without any player intervention required. BG2: EE and EET Corrected some harmless warnings if Faith & Powers and SR(R) are both installed. Optimize use of Greater Whirlwind and Critical Strike. Minor optimization of enemy dispelling scripts. Removed components from this mod regarding SR(R) and IR(R) reverting back to their vanilla version. IWD: EE Will detect if Bards can use Thieving Skills. Quote Link to comment
Endarire Posted February 9, 2022 Share Posted February 9, 2022 Thankee for the promising updates! Quote 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? Quote Link to comment
morpheus562 Posted February 9, 2022 Author Share Posted February 9, 2022 2 minutes ago, Fishmalk said: Will install order matter between this and your mods that give other classes thieving skills/detect illusions? For bard, yes. The others I don't believe it matters. I do recommend having this mod installed last. Quote Link to comment
morpheus562 Posted February 10, 2022 Author Share Posted February 10, 2022 5e spellcasting is underway and working so both mages and sorcerers can continue using their respective spells. I'm excited with this mod and looking forward to adding support to it with the scripts. Quote Link to comment
morpheus562 Posted February 10, 2022 Author Share Posted February 10, 2022 @subtledoctorHow are the new names for spells decided for 5e spellcasting? For example: will Protection from Acid always be d5z301i.spl or will the name change depending on what mods are installed? Quote 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 Quote Link to comment
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