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Enhanced Powergaming Scripts


Guest morpheus562

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Hello @morpheus562

Just wanted to thank you for this awesome mod. 

I tried installing it with SpellRevisions(with and without revised) and anything newer than version 11.1 won´t install due to parsing errors. I tested this on BGEE / BGEE 2 freshly installed via steam with nothing besides SR, mod compiler for BG1 and your mod.

11.1 works fine though.

Now my second question is, is there a way to customize your mod? I´d love to include / exclude some spells into the buffing routine. Also it would be great to have the option for a smaller buffing routine on a seperate key. Are there ways to learn this kind of customization? If so, where do I start?

Greetings, Truschka

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Here is an example of my attempt to install version 12.3.1

I also uploaded the WeiDU log. It´s a fresh Install of BG2EE with RR and Spell Revisions. I tried to single out the mistake why I couldn´t install your mod on my modded BGEE version. I tried several versions of your mod and 11.1 was the newest one that did install without errors. Another version managed to install even with error but stuff like bard song and trap detection did not work. 11.1 works both on this fresh install as well as my BGEE Install.

12.3.1 installed flawlessly on a fresh BG2EE Version so I highly suspect it´s a problem with SR. I also tried SR Revised since I run that with my BGEE setup but I had similar errors.
image.thumb.png.9070cf641d5a4b5b7d5f24cef1c11082.png

WeiDU.log

Edited by Truschka
adding text
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On 8/15/2023 at 1:29 AM, morpheus562 said:

What version of my scripts are you running?

~ENHANCED-POWERGAMING-SCRIPTS/ENHANCED-POWERGAMING-SCRIPTS.TP2~ #0 #14 // Install Enhanced Powergaming Scripts -> Normal Pre-Buffing Speed: v12.3.1

That's the only component I installed.

While I'm here  - another thing I've noticed after playing with these scripts for a while is that the automatic healing with normal casting speeds can be slightly frustrating: after a battle, a character might start healing just before I give a movement order, wasting a spell. Having a hotkey to turn this setting on and off, or a "heal now" hotkey like with the buffing, would be a nice enhancement for me.

EDIT: Also, out of curiosity, does Spell Immunity always cast SI:Abjuration when auto-buffing? I noticed this was what happened with me, and it was in fact what I wanted, but would it have, for example, cast SI:Divination if I had been invisible?

Edited by ScrierOne
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1 hour ago, morpheus562 said:

"N" key will do only long duration buffs. As for buffs to add/remove, are you referring only to SR or non-SR versions? What spells are you wanting added that are not already there and which ones do you want removed?

I don´t know yet. I´m still in SoD Portion of the game. The only things that come to mind are to include mage armor into long duration buffs and to add in spirit armor and barkskin into the buffing cycle. I´d love to be able to customize some things for myself moving along through the game. Just don´t know how to get started. 

For example: Have a buff key for full battle armament and have a seperate key where only certain lower level buffs are used, to spare some of the big ones. So I may end up giving my Team spell loadouts for one big buff round and one where they only use certain buffs.

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On 8/11/2023 at 7:00 PM, morpheus562 said:

I am testing a version of this that is not released, but even with bard song lasting only a few rounds the timing gets very hard to make this work. It becomes wonky at best and not useable at worst. Pushing song duration to one turn does provide more buffer and the changes are promising to create the desired effect.

Another way to (sort of) solve the issue would be to let the manual bard song toggle override the script, like I suggested for Detect Illusions. Currently, when I toggle it on, the AI will immediately take over, un-toggle the song and start attacking before the song effects can be applied. 

It would, of course, not be as hands-off as the script handling it completely, but it would be better than having to first turn off AI, then toggle Bard Song (or DI), then wait until it ticks, then turn on AI again.

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48 minutes ago, morpheus562 said:

Vanilla game does not play well with singing, attacking for a couple swings, then switching back to singing. I personally recommend running just "Bard Song" special action to sing and cast spells as needed, no attacking. I'm having good success and not seeing the prior issues I've encountered with my current song and attack update I'm testing; however, it is with song duration at one turn. 

Scripts don't have a good means to track when a player clicks those buttons versus when the computer does it.

Ah, that's too bad. Looking forward to the next release then.

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