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EET playthrough with 200+ mods


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1 hour ago, Quester said:

 

On a more depressing note, the stutters are back, and they're bad. I now get them in every save game, even where before everything ran smoothly. I don't understand. (Note this happened before the temple fix, so at least that doesn't have anything to do with it.)

Have you used the stuttering debug tool ?

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On 9/20/2022 at 9:06 PM, subtledoctor said:

If it is that one, I made a hotfix for it as Quester mentioned. You can install the hotfix at any time, including mid-way through your game, and temple cures will start working. (He said he applied the hotfix and still got the crash, so his issue may be different. The Hotfix is very much specific to the JMerry mod.)

I'll try that hotfix in my next install, thanks.

 

@Quester did, or does, anything seem to trigger the stuttering?

Have you got loads of containers, or one with loads of stuff in? Even with a modern PC carting loads of crap around, which builds up over time, can make the game a bit laggy.

Does dumping all your containers, if you have any, make the stutering stop?

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It's not related to containers or having many items - it sometimes happens even when starting a new game with a new character.

Yeah, the whole game freezes for a split second - every animation stops moving. Not just characters.

The funny thing is, yesterday I updated my video card drivers and after that I didn't have any stuttering. I thought the problem solved.

However, I then did a complete mod reinstall to change out a few components etc. And now I have stuttering again. 😄😭

I just do not understand what is triggering it.

On a completely different note, this time I went with your 'Lvl 1 Cantrips' component in ToB. @subtledoctor

And I'm a little confused. First off, even though I removed that previously mentioned opposition school component (The BG2 one, which in my case was actually removing opposition schools because I was playing EET which by default already has BG2 opposition schools - that's how I understood it), my new Abjurer is still able to choose Alteration spells as her known lvl 1 cantrips. Which she shouldn't, since Abjuration opposes Alteration. I haven't yet been able to test if it's just the case with the Lvl 1 cantrips, or the same with all levels of spells.

Secondly, despite having a 19 INT score, she only got to learn four spells at character creation, was only able to memorize three, and is only able to cast two. Please look at this screenshot:

Spoiler

Baldr033.jpg

Is that right?

Thirdly, I'm really mourning the loss of that Abjurer cantrip that you get with the first Cantrips version; the one that absorbs the first physical attack that hits you. Very useful to survive in the beginning of the game, where one hit will basically kill you if you're a mage.

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15 minutes ago, Quester said:

even though I removed that previously mentioned opposition school component, my new Abjurer is still able to choose Alteration spells as her known lvl 1 cantrips

Level1Cantrips straight overwrites a few spells, rather than trying to patch them, because patching could be unreliable in a few cases. These spells are: Grease, Burning Hands,  Charm Person, Blind, Monster Summoning 1, Larloch's Minor Drain, and Spook. Those might have their opposition schools not sync'd with the BG2  defaults? Maybe?

But, are any of those even Alteration spells? Can you be more specific? Which Alteration spells can you learn? Can you upload a 1st-level Alteration spell and a 2nd-level Alteration spell?

21 minutes ago, Quester said:

despite having a 19 INT score, she only got to learn four spells at character creation, was only able to memorize three, and is only able to cast two

I'm not sure what mods you have here. Are you using 5E-style spellcasting? If so did you 1) 'prepare spells,' 2) sleep, and 3) let the game clock run for ~6 seconds after waking up before looking at your available spells? I'm honestly not  sure what you should be seeing; your high INT should be giving you extra memorization slots (default is 1 at 1st level, even for specialists), or extra casting slots (default is 2 at 1st level), or both.

EDIT - glancing at your original weidu.log in this thread, it seems like you installed "INT bonuses for memorization slots only" which is bumping your spell preparation slots from 1 to 3. So this seems to be working as intended.  Your INT is giving you a much broader selection of spells you can choose from to cast. A basic 12-INT 5E caster can only memorize a single spell, and cast it twice (I think). You should be able to cast any of your three memorized spells plus any Abjuration spell.

My last playthrough of BG2 a few months ago was with a fighter->abjurer with 5E casting + no opposition schools + Magic Battles Revised... and man, it was really enjoyable. Dude was a boss.

23 minutes ago, Quester said:

Thirdly, I'm really mourning the loss of that Abjurer cantrip that you get with the first Cantrips version; the one that absorbs the first physical attack that hits you.

You have Spell Revisions installed, no? If so, Reflected Image blocks one attack per round. (Even without SR, the vanilla Reflected Image should behave basically the same as that Abjuration cantrip - blocking one attack.) And you can cast Reflected Image as often as you want since it is a level 1 cantrip. Totally superior to the other Abjuration cantrip.

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16 hours ago, subtledoctor said:

Level1Cantrips straight overwrites a few spells, rather than trying to patch them, because patching could be unreliable in a few cases. These spells are: Grease, Burning Hands,  Charm Person, Blind, Monster Summoning 1, Larloch's Minor Drain, and Spook. Those might have their opposition schools not sync'd with the BG2  defaults? Maybe?

But, are any of those even Alteration spells? Can you be more specific? Which Alteration spells can you learn? Can you upload a 1st-level Alteration spell and a 2nd-level Alteration spell?

At CC, as an Abjurer I can choose the Alteration spells Grease, Expeditious Retreat and Burning Hands. None if which should be available I guess.

Incidentally, there is only one lvl 1 Abjuration spell/cantrip: Shield. Whereas every other school has like 3 spells at least. That's another matter though.

Quote

I'm not sure what mods you have here. Are you using 5E-style spellcasting? If so did you 1) 'prepare spells,' 2) sleep, and 3) let the game clock run for ~6 seconds after waking up before looking at your available spells? I'm honestly not  sure what you should be seeing; your high INT should be giving you extra memorization slots (default is 1 at 1st level, even for specialists), or extra casting slots (default is 2 at 1st level), or both.

I'm not using 5E-style spellcasting for this install. I tried that before and I got a lot of weirdness with it, so sort of gave up on using it and settled for the traditional system.

Quote

You have Spell Revisions installed, no? If so, Reflected Image blocks one attack per round. (Even without SR, the vanilla Reflected Image should behave basically the same as that Abjuration cantrip - blocking one attack.) And you can cast Reflected Image as often as you want since it is a level 1 cantrip. Totally superior to the other Abjuration cantrip.

But the Reflected Image only has a 50/50 chance of being the one targeted, according to the spell description? Sure it's useful, but it's still a gamble compared to that cantrip you know will block the first attack.

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2 hours ago, Quester said:

Any idea what the problem could be? Why opposition schools aren't working?

My first thought is to wonder whether it is all spells,or just 1st-level spells. It's possible the Level-1 Cantrips code is not  responsive to opposition schools; it's possible I intentionally coded them to ignore opposition schools, on the theory that they are cantrips and cantrips are so simple that anyone can cast them.

If this is EET, then start a new game in the Shadows of Amn campaign and try selecting spells at higher spell levels. See if opposition schools are working for spell levels 2-9.

2 hours ago, Quester said:

Also, some spells have their namespace messed up

I have zero idea where "%dev__name__space%" comes from. Some other mod... definitely not one of mine. Maybe whatever mod adds a version of Iron Skin that has a name and " 's " after it? Is it supposed to be "Mordenkainen's Iron Skin" or "Tenser's  Iron Skin" or something? Whichever mod adds a spell with that kind of name is probably the mod that is causing this.

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1 hour ago, subtledoctor said:

I have zero idea where "%dev__name__space%" comes from. Some other mod... definitely not one of mine. Maybe whatever mod adds a version of Iron Skin that has a name and " 's " after it? Is it supposed to be "Mordenkainen's Iron Skin" or "Tenser's  Iron Skin" or something? Whichever mod adds a spell with that kind of name is probably the mod that is causing this.

I can't find any mod that has a spell like that. Very strange. It's the same with the following spells: Absolute Immunity. Moment of Prescience, Spell Trigger, Spell Sequencer.

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On 9/20/2022 at 12:51 PM, Nathan82 said:

Hello, I had the same crash with temple healing. I think it is that Jmerry component. I meant to put a post about it but haven't got round to it.

I've finally figured out what the bug is, and will have it fixed for the next version of my mod (ETA: sometime this month). This component's new version is written, but I have a lot more work to do on others.

Out of curiosity, what previous mod in your stack removed fatigue from restoration spells?

A code digression, detailing exactly what went wrong here:

Spoiler

The problem here is that I used BUT_ONLY as boilerplate closing a COPY_EXISTING to clone a spell, without realizing that the condition actually does something. If I don't change the clone to be different from the original, it doesn't create the new spell. And in the case of the two restoration spells found in temples, the change I made was to remove all instances of the fatigue opcode from the spell's effect. No fatigue in the original means no new spell means broken temples when I edit the stores.

So, what's my fix? I could just remove those offending BUT_ONLY conditions and always create the spells ... but I'd rather leave that part the same, and instead condition the store changes on the new spells existing. Because if I didn't need to remove fatigue from Lesser/Greater Restoration, then the spells in the temples are already working as my component intends and I don't need to make any changes.

 

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