DavidW Posted September 20, 2021 Author Share Posted September 20, 2021 It means you can select all the components at once, then go and have a coffee while they all install. You dont, e.g., have to select to install Smarter Mages, wait 10 minutes, then select to install Smarter Priests. (It isn't recommended for tweaking your install later, because it will uninstall and reinstall the whole mod.) Link to comment
redwood Posted September 20, 2021 Share Posted September 20, 2021 (edited) DavidW Hello! First of all thanks for your mod! [update] problem solved with 34.2 release I have problem while SCS 34.1 installation. Druids in "Smarter Priests" component ruin current EET install (13.4 / 2.6.6.0). I've attached weidu.log but nothing special there - no tweaks or revisions, quest mods only.. Exactly the same warnings on all druids, but not clerics: Copying and patching 1 file ... [./override/DRUID8A.CRE] loaded, 1572 bytes Determining spells and script for DRUID8A loading 2 tra files [weidu_external/lang/STRATAGEMS/english/priest.tra] has 11 translation strings [weidu_external/lang/STRATAGEMS/RUSSIAN/priest.tra] has 11 translation strings Copying and patching 1 file ... Copied [temp_file] to [weidu_external/workspace/temp_file2] (NO BACKUP MADE!) Including file(s) spellchoices_defensive/vanilla/druid.tph Copying and patching 1 file ... [STRATAGEMS/priest/spellchoices_defensive/vanilla/druid.tph] loaded, 4841 bytes Copied [STRATAGEMS/priest/spellchoices_defensive/vanilla/druid.tph] to [weidu_external/workspace/spellchoices_defensive/vanilla/druid.tph] [weidu_external/workspace/spellchoices_defensive/vanilla/druid.tph] PARSE ERROR at line 49 column 1-70 Near Text: BARKSKIN GLR parse error [weidu_external/workspace/spellchoices_defensive/vanilla/druid.tph] ERROR at line 49 column 1-70 Near Text: BARKSKIN Parsing.Parse_error ERROR: parsing [weidu_external/workspace/spellchoices_defensive/vanilla/druid.tph]: Parsing.Parse_error Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR: [DRUID8A.CRE] -> [override/DRUID8A.CRE] Patching Failed (COPY) (Parsing.Parse_error) Stopping installation because of error. Failed to patch DRUID8A.CRE; error message was Parsing.Parse_error Failed to patch DRUID8A.CRE; error message was Parsing.Parse_error [weidu_external/data/STRATAGEMS/sfo_warnings.txt] loaded, 6428 bytes Appending to files ... [weidu_external/data/STRATAGEMS/sfo_warnings.txt] loaded, 6428 bytes Appended text to [weidu_external/data/STRATAGEMS/sfo_warnings.txt] [weidu_external/workspace/spellchoices_defensive/vanilla/druid.tph] PARSE ERROR at line 49 column 1-70 Near Text: BARKSKIN GLR parse error ^ this one while trying patching all druid *.CREs [update] i've checked that sppr202.spl (barkskin spell) appeared in override folder after Ascension 2.0.20 install (may be this info can help to solve the problem..) WeiDU.log WeiDU-BGEE.log Edited September 20, 2021 by redwood Link to comment
improb@bile Posted September 20, 2021 Share Posted September 20, 2021 @DavidW Hi I have updated the italian translation. italian.rar Link to comment
Luke Posted September 20, 2021 Share Posted September 20, 2021 (edited) 17 hours ago, subtledoctor said: I have this recollection that stat 109 wasn't even used anymore...? Maybe my memory is wrong. Hm... why did I think that? Correct, at least on EE games, where you might want to use script triggers "WeaponEffectiveVs()" and "WeaponCanDamage()" to detect if you can hit a creature with your currently equipped weapon / ammo... Edited September 20, 2021 by Luke Link to comment
Guest Velehal Posted September 20, 2021 Share Posted September 20, 2021 Spell Alicron´s Lance is bugged in the latest version (34.2). When it is cast, it repeats itself until the target is dead. Now it is the strongest spell in the game, it kills anybody (maybe magic resistatnce can stop it). The animation of the spell is also different than in previous versions. It resembles Implosion, druid HLA ability/spell. Link to comment
DavidW Posted September 20, 2021 Author Share Posted September 20, 2021 16 minutes ago, Guest Velehal said: Spell Alicron´s Lance is bugged in the latest version (34.2). When it is cast, it repeats itself until the target is dead. Now it is the strongest spell in the game, it kills anybody (maybe magic resistatnce can stop it). The animation of the spell is also different than in previous versions. It resembles Implosion, druid HLA ability/spell. Which version of the game are you using, and do you have Spell Revisions installed? Link to comment
Guest Velehal Posted September 20, 2021 Share Posted September 20, 2021 The latest 2.6. It is without Spell Revision. In addition the spell has now area effect. Link to comment
DavidW Posted September 20, 2021 Author Share Posted September 20, 2021 OK; can reproduce. I'll have a look; thanks. Link to comment
DavidW Posted September 20, 2021 Author Share Posted September 20, 2021 OK, issue with Alicorn Lance (actually a more widespread, if sporadic, issue with spell projectiles) now fixed locally; new release shortly. Link to comment
OrlonKronsteen Posted September 20, 2021 Share Posted September 20, 2021 Hi David - thanks as always for your hard work. There should be a statue of you around the Trademeet fountain. I have a feature request/idea: more realistic bears. For the same reason you find killing wolves to be unpleasant, I suspect many players find killing bears to be a downer. And, like wolves, they rarely attack in the wild. Just a thought... Sorry if this wasn't the time or place to post such a request. Link to comment
DavidW Posted September 20, 2021 Author Share Posted September 20, 2021 21 minutes ago, OrlonKronsteen said: Hi David - thanks as always for your hard work. There should be a statue of you around the Trademeet fountain. As Easter Eggs go, that might be on the egotistical side! 21 minutes ago, OrlonKronsteen said: I have a feature request/idea: more realistic bears. For the same reason you find killing wolves to be unpleasant, I suspect many players find killing bears to be a downer. And, like wolves, they rarely attack in the wild. Just a thought... Sorry if this wasn't the time or place to post such a request. Perfectly good place to post it. That said, I'm not immediately sure what it would involve. The default bear script has them mind their own business unless you get within quite short range, whereupon they attack. I guess I could randomize it so they sometimes ignore you or back away - was that what you had in mind? (I think bears ought to attack at least some of the time if you get close to them.) Link to comment
subtledoctor Posted September 20, 2021 Share Posted September 20, 2021 24 minutes ago, OrlonKronsteen said: more realistic bears I'm 99% sure there is already a mod that does this... or maybe a mod that makes bears neutral if there is a druid in your party? Or maybe both. Link to comment
DavidW Posted September 20, 2021 Author Share Posted September 20, 2021 3 minutes ago, subtledoctor said: maybe a mod that makes bears neutral if there is a druid in your party? It's already true in the unmodded game (EE or BG2, though not TUTU) that bears don't go hostile if druids or rangers approach them. They'll go hostile if a non-ranger non-druid approaches them even if there's one in your party, though. Link to comment
OrlonKronsteen Posted September 20, 2021 Share Posted September 20, 2021 15 minutes ago, DavidW said: I guess I could randomize it so they sometimes ignore you or back away - was that what you had in mind? (I think bears ought to attack at least some of the time if you get close to them.) That is exactly what I had in mind, especially with the large brown bears (and/or cave bears?) that are quite aggressive - as soon as you are in their range of sight they attack. I agree that bears should attack sometimes, maybe if you get too close. Poking the bear, so to speak. 16 minutes ago, subtledoctor said: I'm 99% sure there is already a mod that does this... or maybe a mod that makes bears neutral if there is a druid in your party? Or maybe both. I had no idea there was such a mod. Nor did I know, as David points out, that druids and rangers can approach bears in the unmodded game without making them hostile. Very cool. Link to comment
Guest Jesse Posted September 20, 2021 Share Posted September 20, 2021 Quote If IWD spells and Spell Revisions spells are both installed, we now use the IWD spell lists, not the SR ones. (You can reverse this in stratagems.ini.) What does 'we now use' imply here? Does this mean that NPC magic users will default to IWD spells in their rollout, but SR spells continue to co-exist for player use? Link to comment
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