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Enhanced Powergaming Scripts


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3 hours ago, morpheus562 said:

So you want it to always use skins and mind blank but never other defensive magic when conditions are met to use the other defensive magic?

Yeah, that's a good way to put it. It's for situations where I want full control over combat, but I still want the long-duration spells to be cast by the scripts.

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On 11/25/2022 at 9:26 AM, oraclex said:

seems now both my multiclass mages are not casting attack magics. for now I have magic missile active on both.

As mentioned before I did not want my cleric/mage going melee when welding a staff. with the latest release he does not do it anymore. however prior they both were using magic missile. Like as the start of the combat cast magic missile and followed by rushing to the enemy. 

EDIT:

I gave my cleric/mage a sling, did not not change any script settings and he did started to cast magic missile. so seems something with the multiclasses + melee settings within the script that holds back the casting.

Let me know if I can do some tests for you or have more questions

What did the cleric/mage cast magic missile on? Right now, it's only scripts to cast on mordenkai swords.

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Yes, intentional. I cover a good amount of disabling and cc spells, but the player will always pick better damaging spells than an AI

I do some niche damage spells like False Dawn, Sunray, my updated turn undead, etc. to blast undead, but otherwise, I focus on disabling, cc, and debuffing spells.

Edited by morpheus562
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ok good to know! since im still early on the BG playtru, the battles are not that interesting. but seeing the mage/cleric not doing much is a bit to much. for the moment I can just use another script. Or with this new info, I'll just let him memorize more disabling and debuff magics.

Edit:

Did checked some disabling and debuff magics up to tier 3, but im not seeing any casting still. I guess your script is focusing on the higher tier magics? 

Edited by oraclex
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On 11/16/2022 at 3:58 PM, morpheus562 said:

Greetings,

1. Yes, it would be possible to remove player control from celestials; however, I would need to do a lot of pathfinding and following code that is not currently present so the celestial knows to follow the player around a map when there is no combat.

2. I have not touched Solar, but that is an oversight on my part. I can look into building out Solar and Fallen Solar scripts as those could be included.

If they had your AI and would play indipendently from human input, you would have a piece of your work omni-present inside games, and that would be, actually, romantic.

Anyway, I think such a "tweak" (not having control over celestials) should be optional and if possible, activable/deactivable from the UI.

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On 11/23/2022 at 11:00 PM, morpheus562 said:

Not a bother at all, so please keep me informed how it goes. I think I do need to do some adjustments off faith and powers and will require a little bit more testing on my end in the interim, so thank you for bringing this to my attention.

Sorry, looking back I realize my reply reads a bit grim! Merely meant it as a "will get back when I got more substance". And I might do now. I tried a few things; one of them was not installing 5E Spellcasting. Even with the mega install I previously showed, the scripts install now, even if with warnings.

 

I'll show the logs, although I doubt they'll tell you what problem there might be with 5E Spellcasting. I'll try to install the two mods alone next when I get the chance.

Spoiler

//Installing [Install Enhanced Powergaming Scripts -> Accelerated Pre-Buffing Speed] [v11.0]
//Clearing the arrays.
//Clearing the variables.
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//Clearing the IDS map.
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//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 548 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 564 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1144 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1165 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1186 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1207 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1228 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1249 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1270 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1311 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1337 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1363 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1389 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1415 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1441 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1467 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1682 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1711 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1740 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1769 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1798 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1827 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1856 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 1969 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 2397 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 2792 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 2808 column 1-28
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 2822 column 1-28
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 2836 column 1-28
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 2874 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 3164 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 3390 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 3438 column 1-30
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 3566 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mocore.baf.BAF] PARSE ERROR at line 3692 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//[.\lang\en_us\dialog.tlk] created, 615005 string entries
//INSTALLED WITH WARNINGS     Install Enhanced Powergaming Scripts -> Accelerated Pre-Buffing Speed

Spoiler

//Installing [Install Enhanced Scripts for Summoned Celestials] [v11.0]
//Clearing the arrays.
//Clearing the variables.
//Clearing the inlined files.
//Clearing the macros.
//Clearing the IDS map.
//Copying and patching 1 file ...
//loading 1 tra file
//Copying 1 file ...
//Copying 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying 1 file ...
//Copying 1 file ...
//Copying 1 file ...
//Copying 1 file ...
//Copying 1 file ...
//Copying 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying 1 file ...
//Copying and patching 1 file ...
//Copying and patching 6 files ...
//SUCCESSFULLY INSTALLED      Install Enhanced Scripts for Summoned Celestials

Spoiler

//Installing [Install Enhanced Scripts for Simulacrum] [v11.0]
//Clearing the arrays.
//Clearing the variables.
//Clearing the inlined files.
//Clearing the macros.
//Clearing the IDS map.
//Copying and patching 1 file ...
//loading 1 tra file
//Copying 1 file ...
//Copying and patching 1 file ...
//Copying and patching 3 files ...
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 548 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 564 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1144 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1165 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1186 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1207 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1228 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1249 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1270 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1311 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1337 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1363 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1389 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1415 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1441 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1467 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1682 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1711 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1740 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1769 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1798 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1827 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1856 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 1969 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 2397 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 2792 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 2808 column 1-28
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 2822 column 1-28
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 2836 column 1-28
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 2874 column 16-40
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 3164 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 3390 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 3438 column 1-30
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 3566 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//[enhanced-powergaming-scripts/baf/upload/mosim02.baf.BAF] PARSE ERROR at line 3692 column 1-29
//Near Text: )
//    Not enough arguments to [RemoveSpellRES]. Recovering.
//Copying and patching 1 file ...
//SUCCESSFULLY INSTALLED      Install Enhanced Scripts for Simulacrum

Edited by Connelly
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@Connellyyou're still installing an unreleased version of my scripts which is going to fail right now as it relies on an unreleased version of EEex. Can you please provide a full weidu log of your current install? Can you also provide me the mocore.baf file found in the upload folder? That will let me see exactly which lines are failing.

Edited by morpheus562
Link to comment

Christ, this was dumb. I thought I only had the releases now, even manually downloaded some of them. But turns out I had the checkbox in PI to download prereleases turned on, so it kept updating with those instead. I never change the install paths, so I didn't thought to look in there for problems until now. >_> Let this be a lesson, children, don't trust even your shadow when modding.

Installing both EPS and 5E in isolation now, either release or pre, proceeds correctly. So yes, that's not the problem either. And I'm pretty sure the EEex version is a release. I was going to prune the mod list with a chainsaw and abandon this particular install order, so dunno how useful the log will be. If I can find the time I could try to isolate the prerelease mods and repeat the test, in case one of them were the one giving problems. That, or it's the Molotov cocktail of megainstall + prereleases, which I feel it'd be too much to ask you to look into.

 

 

 

mocore.baf WeiDU.log

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Guest snsdale1

There seems to be some kind of an issue with prebuffing. If I prebuff myself and then walk around a bit, some of the lower level protections fall off (like Blur or Mirror Image) while the higher level ones still remain, I can't reapply them the prebuff script again until I wait for the higher level protections to fall of or dispel them - I just get the message saying that I've finished prebuffing although obviously there're still some spells left to apply. I've noticed that it most often happens if Globe of Invulnerability is still active - when it fades the lower level spells can be automatically cast again.

Fire shield unavailable on the screenshot here:

Screenshot-160.png

Mirror Image faded and cant be recast:

Screenshot-161.png

Now I've just cast Spell Trap and Globe of Invulnerability. The lower level spells didnt go through the prebuffing process:Screenshot-162.png


Also Fire Shield (Blue) and Fire Shield (Red) seem to exclude each other from prebuffing (Fire shield red is applied by default, I've tired manually casting the Blue one but then the Red one didnt apply during the prebuffing). Is that supposed to happen?

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6 hours ago, Guest snsdale1 said:

There seems to be some kind of an issue with prebuffing. If I prebuff myself and then walk around a bit, some of the lower level protections fall off (like Blur or Mirror Image) while the higher level ones still remain, I can't reapply them the prebuff script again until I wait for the higher level protections to fall of or dispel them - I just get the message saying that I've finished prebuffing although obviously there're still some spells left to apply. I've noticed that it most often happens if Globe of Invulnerability is still active - when it fades the lower level spells can be automatically cast again.

Fire shield unavailable on the screenshot here:

Screenshot-160.png

Mirror Image faded and cant be recast:

Screenshot-161.png

Now I've just cast Spell Trap and Globe of Invulnerability. The lower level spells didnt go through the prebuffing process:Screenshot-162.png


Also Fire Shield (Blue) and Fire Shield (Red) seem to exclude each other from prebuffing (Fire shield red is applied by default, I've tired manually casting the Blue one but then the Red one didnt apply during the prebuffing). Is that supposed to happen?

Yes, I've been overzealous in my use of globe checks, and it includes self cast spells. This will be corrected in v11 release. 

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@morpheus562 thanks for the great work on these scripts - I've not bothered to use custom scripts before in the past but have wished I had. Like what I've read and have installed to try them out, however I do have a minor issue and a couple of questions if you can bear with me?

1. Hot Keys don't seem to work for me - I can't figure out why they aren't activating? Note a couple of other custom scripts I briefly experimented with had the same issue and I subsequently removed them. Any thoughts on what issue might be? My install details are:

BG2EE v2.6.6.0 (Steam Version)
MODS (installed in this order):

  • The Tweaks Anthology v16 (CDTweaks)
  • SoD-to-BG2EE Item Upgrade v2.0.1
  • Enhanced Powergaming Scripts v10.4
  • EEex

2. With regard to the below post about a year ago could you please clarify if:

  1. ini file still needs to be configured pre-install (or have you changed that), and
  2. the "D' Hotkey is still relevant (for Detect Illusions) - or is it redundant, as I had always assumed the Detect Illusion skill for Thieves was integral to the detect traps based on the manual workaround to activate the latter while in combat? Don't see it in the ini file defaults ?
On 10/23/2021 at 8:25 AM, morpheus562 said:

Official release for version 5.5 which brings the following enhancements:

  • All Games
    • Added options in the ini file for players to fine tune the scripts hot keys along with some settings. Note: updates to the ini file need to be made BEFORE the installation of the scripts. Any changes made after will need the scripts to be reinstalled to take effect.
    • Pre-Buffing is now hotkey "B" and constantly Detect Illusions is added as hotkey "D".

3. And lastly just a general enquiry - have you thought about adding a 'bedtime' function for casting pre-rest? You might have already included this so apologies if you have, as I haven't used scripts yet to see that, but couldn't see any reference for this in ReadMe. I'm talking about something like what was in xParty v1.4 (by Xyx at Spellhold Studios), to have party cast (presumably from memorised spell only, not from scrolls obviously) stoneskin/ironskin/armour, melf's MMs, and anything else similar prior to rest via a hotkey? I know your focus is largely combat orientated but any thoughts on this? Here's what xParty apparently did (if you aren't already familiar with it):

Quote

Bedtime (cast long duration spells before resting)

Several spells last longer than the 8 hours it takes to rest. Ideally, the party rises with all spells memorized and the maximum amount of stoneskins. Press "B" to prepare the party for Bedtime. They will cast the following spells on themselves:

  • Melf's Minute Meteors (they last until used)
  • Stoneskin (from memory or the Gargoyle Boots) or Iron Skins (lasts 12 hours)
  • Armor (lasts 9 hours)

Each of these spells will be cast once, regardless of how many meteors or skins are still left, to make sure you start the next day with the full amount. Characters will cast Wondrous Recall to get back Iron Skins if necessary.

Shapeshifters (such as Cernd) will shapeshift to their Natural Form if they can shapeshift back when done. If they would not be able to shapeshift back, they will say they're Shapechanged, and it'll be up to you. They'll start doing their thing as soon as you manually order them to shapeshift back.

If any of your characters has Minor Sequencer, Spell Sequencer or Spell Trigger memorized but does not have one active in their abilities menu, you will get a little reminder; the character will say Minor Sequencer, Spell Sequencer or Spell Trigger as appropriate.

 Anyway. many thanks and look forward to giving your power gaming scripts a good bash in BG2EE!

Edited by Mycenius
formatting
Link to comment
7 minutes ago, Mycenius said:

@morpheus562 thanks for the great work on these scripts - I've not bothered to use custom scripts before in the past but have wished I had. Like what I've read and have installed to try them out, however I do have a minor issue and a couple of questions if you can bear with me?

1. Hot Keys don't seem to work for me - I can't figure out why they aren't activating? Note a couple of other custom scripts I briefly experimented with had the same issue and I subsequently removed them. Any thoughts on what issue might be? My install details are:

BG2EE v2.6.6.0 (Steam Version)
MODS (installed in this order):

  • The Tweaks Anthology v16 (CDTweaks)
  • SoD-to-BG2EE Item Upgrade v2.0.1
  • Enhanced Powergaming Scripts v10.4
  • EEex

2. With regard to the below post about a year ago could you please clarify if:

  1. ini file still needs to be configured pre-install (or have you changed that), and
  2. the "D' Hotkey is still relevant (for Detect Illusions) - or is it redundant, as I had always assumed the Detect Illusion skill for Thieves was integral to the detect traps based on the manual workaround to activate the latter while in combat? Don't see it in the ini file defaults ?

3. And lastly just a general enquiry - have you thought about adding a 'bedtime' function for casting pre-rest? You might have already included this so apologies if you have, as I haven't used scripts yet to see that, but couldn't see any reference for this in ReadMe. I'm talking about something like what was in xParty v1.4 (by Xyx at Spellhold Studios), to have party cast (presumably from memorised spell only, not from scrolls obviously) stoneskin/ironskin/armour, melf's MMs, and anything else similar prior to rest via a hotkey? I know your focus is largely combat orientated but any thoughts on this? Here's what xParty apparently did (if you aren't already familiar with it):

 

Thank you for reaching out. Firstly, I would recommend installing EEex before installing my scripts. My scripts will detect EEex and provide additional features. 

For the hotkeys not working, there could be a number of reasons for this. Do you have ai toggled on? Do you have the ai scripts assigned to your characters. In the characters record page (not the scripts selection page), what is the name of the script assigned to your character?

Yes, the ini needs to be configured prior to install to map out the hotkeys. Pre-buffing is now "B" since people wanted access to the WASD keys.

The "V" key of now used to cycle between turn undead, use thieving skills, constant detect illusion (perfect as an override in combat to ensure detection of hidden enemies or illusions), and constant singing.

Edited by morpheus562
Link to comment
2 hours ago, morpheus562 said:

Thank you for reaching out. Firstly, I would recommend installing EEex before installing my scripts. My scripts will detect EEex and provide additional features. 

For the hotkeys not working, there could be a number of reasons for this. Do you have ai toggled on? Do you have the ai scripts assigned to your characters. In the characters record page (not the scripts selection page), what is the name of the script assigned to your character?

Yes, the ini needs to be configured prior to install to map out the hotkeys...

Thanks for the prompt response! Will do on the EEex & ini - I assume just rerunning your script installer to do 're-install' will suffice for both requirements? Or for EEex is it best to fully uninstall your package then do a clean install from scratch?

For the hotkeys I can confirm (see screenshot snips to verify):

  • AI is on
  • AI Scripts are assigned
  • Character Record Page is showing AI Assigned as NONE - so presumably the issue, any thoughts (I will start searching web for any related discussions of similar issues)?

Any initial thoughts on having a simple pre-rest script triggered by hotkey to your pack as per above (to just have spellcasters fire off 1 each of any unused memorised long-duration spells (i.e. a stoneskin/ironskin/armour and/or a MMM)?

Many Thanks

main-page-ai.jpg

script-page-1.jpg

character-page.jpg

Link to comment
4 minutes ago, Mycenius said:

Thanks for the prompt response! Will do on the EEex & ini - I assume just rerunning your script installer to do 're-install' will suffice for both requirements? Or for EEex is it best to fully uninstall your package then do a clean install from scratch?

For the hotkeys I can confirm (see screenshot snips to verify):

  • AI is on
  • AI Scripts are assigned
  • Character Record Page is showing AI Assigned as NONE - so presumably the issue, any thoughts (I will start searching web for any related discussions of similar issues)?

Any initial thoughts on having a simple pre-rest script triggered by hotkey to your pack as per above (to just have spellcasters fire off 1 each of any unused memorised long-duration spells (i.e. a stoneskin/ironskin/armour and/or a MMM)?

Many Thanks

main-page-ai.jpg

script-page-1.jpg

character-page.jpg

First, uninstall EEex then uninstall my ai. Then once both are uninstalled, install EEex then install my scripts. 

For assigning the ai, set it to "none" then click done and go to the main game screen. From there to back into the scripts and assign the enhanced powergaming scripts. The advanced ai option in the base game can be wonky for initial assignment, and I've found the steps above work to get it properly assigned.

Edited by morpheus562
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