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Please check my install list (2.6 EET)


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MnG Revised Archery already includes the Sniper kit. I suspect the Mage Hunter is also already in by that time although I don't remember which other mod could introduce it.

Can't help you on the rest, i don't play with those. TnT is mostly classic-oriented and I'm not sure if it was tested much on EET.

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20 minutes ago, Graion Dilach said:

MnG Revised Archery already includes the Sniper kit. I suspect the Mage Hunter is also already in by that time although I don't remember which other mod could introduce it.

Can't help you on the rest, i don't play with those. TnT is mostly classic-oriented and I'm not sure if it was tested much on EET.

Yeah, that was an easy guess to make. I have 'improved rangers', that's probably where the mage hunter is included. As for TnT, fingers crossed and hope for the best 😆

Edited by Gwaihir
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Going to update the list again as I changed a few things and started another EET resintall after trying the latest versions of faiths and powers with 5 ed. casting on BG2. Right now it doesn't work just right for me (would love to play an earth mystic warrior with 5e casting); going to try if it's any different with the main EET install, then probably default back to the FnP sorcerer style casting that worked well in the previous install.

The Tweaks ans tricks Trap intuition seems to work very well. A quick trip to the Nashkel mines showed that all the characters can sense traps, display a warning message, and it even activated thieves 'detect traps' automatically. Pretty nice, although the 'increase detection range' component makes this process a little immersion breaking, but not so bad when counterbalancing that with Qol. On the other hand, the 'compliments and insults' throwed errors and it has been removed.

This time I manually installed Sod2BG2 item upgrade on BG2 before starting EET; doesn't seem like it caused any problems, even to other item mods installed later.

Similar thing goes for the Arcane Treasury mod: with Project Infinity was throwing errors, but manually it installed successfully. Order is the same as shown in the list.

Added Region of Terror. Because why not.

Changed the 'of wolves and men' component from Ascalon's questpack to use the house in Beregost, to make it compatible with Glam's NPC pack, as stated in the readme.

Removed ‘non-italicized fonts for descriptions’ component from eeuitweaks; I read on g3 discord that it might cause some issues.

Removed 'give choice to cast spells spontaneous' from Faiths and Powers and 'revised specialists' from Tome and Blood, as those are not compatible with the 5e casting mod.

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The main EET list installed pretty well. After creating an earth mystic warrior I'm encountering the same issues described before: some spells that should be granted automatically among the casting slots, just aren't. Right now, of all the Earth sphere spells, only magical stone and earthquake are available to cast after memorization and resting.

Interestingly enough, @subtledoctor, I added the spell 'crushing earth' from Sod2BG2 item upgrade to the earth sphere spells at lv 6 inside 'sphere_list_fnp.tpa' before installing FnP, and it works perfectly. After resting, that spell appears in the casting menu automatically. Maybe this little fact can help narrow down what might be the issue.

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@subtledoctor Sorry for double posting, I'm writing things as I experience them.

Adding a little bit of details to the multiclass sorcerer issue reported earlier: right now in my install, the C/M sorcerers seem to be overwritten by the 5e casting. The kits have no spell selection ability (in fact, the quick item icon is greyed out). Instead, they have the 'spell preparation' button in the abilities menu, and I can prepare spells for both arcane and divine spells. After resting, the character can spontaneously cast all the arcane spells of the same level of those prepared on top of the prepared ones. This group of spells has the same casting slots of the prepared arcane spells, and is indipendent; meaning that if I cast one, it will reduce the casting slots of the same group, but not of the prepared spells.

Example (I would love to attach pictures, but the system allows a max total size of 2.12 kb..) using a Sorcerer/Glyphscribe of Deneir 2/2:

After clicking the prepare spells button, I have 4 lv 1 divine memorization slots, and 2 lv 1 arcane. I choose Aid, Armour of faith, Bless, Camouflage for divine, and blindness and color spray for arcane.

One rest, the spells button flashes once, and if I click it I can spontaneously cast all the lv 1 arcane spells (grease, armor, burning hands and so on. There is also a copy of blindness and color spray each); scrolling to the far right I can find the six spells that I actually prepared. All arcane spells have 4 casting slots, the divine 5. If I cast for example armor, the casting slots get reduced for all the additional arcane spells, but not for the prepared blindness and color spray, and vice-versa.

One last thing: If I click the prepare spells button again, the 'additional' spells do not get removed, and I can still cast them from the spells button.

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23 hours ago, Gwaihir said:

This time I manually installed Sod2BG2 item upgrade on BG2 before starting EET; doesn't seem like it caused any problems, even to other item mods installed later.

 

I would advise installing it after EET, as it will probably not work if installed before/won't change anything in BGEE (if it should).

It installs fine after EET  if put after Transitions for instance. (it doesn't like going after Another Fine Hell for some reason, if you install that). You can check my list, if you want to.

 

Also let me know how the engine handles 5E casting for you. It ended up working in my install but causing many stutters (0.5-1sec after each spell cast) which led me to omit it for now.

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2 hours ago, Gordian said:

It installs fine after EET 

Well, during my previous EET attempt some components failed to install due to errors. I think i posted the report earlier in this thread and tagged the mod author, but haven't received an answer as of yet. Taking a peek with near infinity shows that there are a lot of new Cromwell dialogs and they seem in order, I tried some of the new spells and they work pretty well, so I'm willing to leave it where it is just to see how it'll be in a full run.

2 hours ago, Gordian said:

won't change anything in BGEE

ehrm.. it's called Sod 2 BG2.. afaik this is a BG2 mod, I'm pretty sure it doesn't add anything to the first one, if that's what you mean.

2 hours ago, Gordian said:

Also let me know how the engine handles 5E casting for you.

Very well, actually. The semi-spontaneous casting itself works, memorizing spells then resting and casting like a sorcerer is super cool. I don't know about stuttering, for me there is only  the 'loading time' of the casting button after resting or casting a spell; I've played with this system before with a Might and Guile bard, and 5e casting is slightly slower, but it doesn't bother me in the slightest, it's at the worst a second or so. You probably have installed a few more spells than me however. 

Sure, there are a few issues, like the missing focus spells, and it kind of broke the multiclass sorcerers from Tome and Blood (the two components are probably incompatible), but overall you can certainly find a kit of your liking that works perfectly and start playing. Paladins for instance are very cool in this mod, and while writing this I'm looking at a mage/feywarden of corellon that works flawlessly and it's very tempting.

I'll certainly keep following your thread, you seem a lot more thorough in your testing than I could ever be 😆

Edited by Gwaihir
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1 hour ago, Gwaihir said:

Well, during my previous EET attempt some components failed to install due to errors. I think i posted the report earlier in this thread and tagged the mod author, but haven't received an answer as of yet. Taking a peek with near infinity shows that there are a lot of new Cromwell dialogs and they seem in order, I tried some of the new spells and they work pretty well, so I'm willing to leave it where it is just to see how it'll be in a full run.

ehrm.. it's called Sod 2 BG2.. afaik this is a BG2 mod, I'm pretty sure it doesn't add anything to the first one, if that's what you mean.

Its cosmetic components might, but I haven't tested this thoroughly. I went ahead and checked how to install it after EET, which works apparently. Tested some spells ingame (not Cromwell yet) and they work fine at least.

 

1 hour ago, Gwaihir said:

Sure, there are a few issues, like the missing focus spells, and it kind of broke the multiclass sorcerers from Tome and Blood (the two components are probably incompatible), but overall you can certainly find a kit of your liking that works perfectly and start playing. Paladins for instance are very cool in this mod, and while writing this I'm looking at a mage/feywarden of corellon that works flawlessly and it's very tempting.

I'll certainly keep following your thread, you seem a lot more thorough in your testing than I could ever be 😆

Oh, thanks for the praise - I feel I'm not being nearly thorough enough, heh.

Hm... yea, this 0.5-1sec after casting each spell is what kills it for me. It takes out a lot of fluidity while adding flexibility for sure.

Ah, yes. I've been ogling an Abjurist of Mystra - here's hoping it'll work with Magic Battles Revised. : )

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12 hours ago, Gwaihir said:

After creating an earth mystic warrior I'm encountering the same issues described before: some spells that should be granted automatically among the casting slots, just aren’t

I believe I fixed that, just need to push an update of 5E casting. 

8 hours ago, Gwaihir said:

right now in my install, the C/M sorcerers seem to be overwritten by the 5e casting.

I’ve fixed this on the FnP side; just need to push a update. However, this uncovered another problem with multi sorcerers that seems unrelated to FnP. I need to nail that down. 

2 hours ago, Gordian said:

this 0.5-1sec after casting each spell is what kills it for me

I think Gwaihir meant the time it takes for your spells to kick in after resting - not after every spell. That would indeed be intolerable. That’s what I see: a 1-2 second pause after waking up from resting. What’s interesting is that the next time I wake up, as long as the app has been running, is quicker. Likewise for using psionic powers from Will to Power: the first time I use any power in a play session, it pauses combat for a second; thereafter, it is completely fluid.

It’s like my game is caching the spells in RAM when they are used, or something, so I only have to deal with the pause once. Maybe that was some kind of trick to get the game to run well on the anemic iPad hardware of ~2012? (It really was anemic back then.) Maybe your system doesn’t do that? It’s something about your platform, or your hardware, or something. Or maybe you just have a gazillion spells for the system. Like I say, I have 650, for which performance is not that different from 350. But maybe pushing that to 850 makes more of a difference? Maybe the time it takes to process spells is on a parabolic curve? 

I’m at a loss to explain it. 

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38 minutes ago, subtledoctor said:

I think Gwaihir meant the time it takes for your spells to kick in after resting - not after every spell. That would indeed be intolerable. That’s what I see: a 1-2 second pause after waking up from resting. What’s interesting is that the next time I wake up, as long as the app has been running, is quicker. Likewise for using psionic powers from Will to Power: the first time I use any power in a play session, it pauses combat for a second; thereafter, it is completely fluid.

It’s like my game is caching the spells in RAM when they are used, or something, so I only have to deal with the pause once. Maybe that was some kind of trick to get the game to run well on the anemic iPad hardware of ~2012? (It really was anemic back then.) Maybe your system doesn’t do that? It’s something about your platform, or your hardware, or something. Or maybe you just have a gazillion spells for the system. Like I say, I have 650, for which performance is not that different from 350. But maybe pushing that to 850 makes more of a difference? Maybe the time it takes to process spells is on a parabolic curve? 

I’m at a loss to explain it. 

Okay, I wasn't sure as he explicitly mentioned casting spells. I must admit that I didn't test prolonged sessions, just one fight or two fights etc. My spell.ids has 1519 lines if that's any indication - a parabolic curve would hurt there. Does WTP work similarly? I have installed it but haven't tested the powers yet. Hm... I don't think I deliberately prevented my system (Win10, 32GB RAM, quite recent hardware; it is also not tied to EEex, no idea about 2.6.6 though) from doing so. Checking WtP.

edit: WtP works as described, a few initial lock-ups and then it runs smoothly. : )

Edited by Gordian
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8 hours ago, Gordian said:

Its cosmetic components might, but I haven't tested this thoroughly. I went ahead and checked how to install it after EET, which works apparently. Tested some spells ingame (not Cromwell yet) and they work fine at least.

Very good point. The 'cosmetic enhancements' component installed fine for me after EET.. maybe I'll move just that one among the Item mods section. To be fair, I don't even know what these enhancements actually are, so it's hard to judge. Maybe @Daeros_Trollkiller can shed some light on this? 😅

 

5 hours ago, subtledoctor said:

I believe I fixed that, just need to push an update of 5E casting. 

5 hours ago, subtledoctor said:

I’ve fixed this on the FnP side; just need to push a update.

Awsome.

 

5 hours ago, subtledoctor said:

I think Gwaihir meant the time it takes for your spells to kick in after resting - not after every spell

4 hours ago, Gordian said:

Okay, I wasn't sure as he explicitly mentioned casting spells.

To clarify: right now I see the casting button going off/on after every rest and every spell cast. Obviously the slowest one is right after rest, like I said it can be around 1-2 seconds. After each cast the spells button goes off, and the time it takes for going on again can vary - sometimes it's nearly instantaneous, some other times it can take a smidge longer, but always less than a sec. I can see how this could be mildly annoying for compulsive cast the next spell immediately after autopause kicks in players, but considering casters have to wait the next round anyway, this is not really an issue unless you like to be an improved alacrity abuser. In any case, it's down to personal flavour.

My SPELL.IDS has 1216 lines total. That's probably a significant difference from your install - I feel like in my previous install, that didn't include Region of terror and SoD2BG2 (both those mods add a few spells), the 'loading times' were even slightly shorter. We're probably talking about tangible tenths of seconds less, for around maybe 40 - 50 spells less. Your install has 300 spells over mine, that could mean half a second or more.

Edited by Gwaihir
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5 hours ago, Gwaihir said:

To clarify: right now I see the casting button going off/on after every rest and every spell cast. Obviously the slowest one is right after rest, like I said it can be around 1-2 seconds. After each cast the spells button goes off, and the time it takes for going on again can vary - sometimes it's nearly instantaneous, some other times it can take a smidge longer, but always less than a sec.

This is a separate thing. The way it is coded, when you cast a spell it 1) takes away all the innate abilities representing prepared spells, then 2) gives them all back in the proper amount to represent your casting slots. You really don't want to get those mixed up, so part 2 operates on a 1-second delay (the spell for part one uses timing mode 1, the spell for part 2 uses timing mode 4). This means, in-game, that the spells button will flash off every time you cast a spell, for one second, and then come back. This is very much intentional. It means you cannot do the super spell spam with Alacrity + Robe of Vecna where you cast 40 spells in 3 seconds - this limits you to one spell per second so at most you can cast 12 spells under Alacrity. Sorry not sorry, no sympathy from me on that score.

But, importantly, while the spells button flashes off for a second, the game is still running. You can move around, your other party members can do stuff, etc. What Gordian is seeing (I think?) is that the whole game stops for half a second - actual stutter with the game engine. This is because, in my understanding, the game handles being overloaded in two different ways. If you have it run a script that is too bloated and the processor simply cannot run everything in the script, the game will keep running smoothly but some things in the script will simply be dropped and will not happen. This used to happen 15-20 years ago when computers were slow and a lot of mods made things happen via script - often by adding stuff to BALDUR.BCS which runs every second I think. On the other hand, if you have a spell or item effect that has too  many effects for the game to process, the game clock will slow down or stop while the engine processes all the effects, then keep running. Nothing is dropped or missed, but the pauses can be annoying.

If you have an install with the Mana Sorcerer, create one for a TOB start. With a full spellbook and close to max mana points (>100) you can see the stutter/pause when casting spells.

10 hours ago, Gordian said:

my system (Win10, 32GB RAM, quite recent hardware;

Well, I've got a quad-core i5 with 8GB RAM from 2017, which I think is fairly middle-of-the-road hardware, so hardware isn't the issue. Maybe it is just the sheer number of spells you are adding to the system - my SPELL.IDS, like Gwaihir's, has 1260 lines. 300 more spells must just be taxing things too much. Either it's on a parabolic curve, or there is a threshold beyond which the system causes these stutters. An early version of 5E casting separated out arcane spells from divine spells, essentially having two 5E systems running side-by-side. This would very easily solve the problem, as the engine would have to do far less work every time you cats a spell. Unfortunately, I could never get the dual system to work properly with cleric/mages.

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