Elder Enigma Posted August 23, 2022 Share Posted August 23, 2022 (edited) I started this topic since I didn't find one for this mod on G3. I was messing around in BGEE with the latest version of this mod and noticed that the crafted ammo don't hit an enemy with 'Protection From Normal Missiles' active. I assume it's not intended since the ammo is magical. @argent77 Edited August 24, 2022 by Elder Enigma Quote Link to comment
argent77 Posted August 24, 2022 Share Posted August 24, 2022 Good catch! Crafted and conjured ammunition is correctly enchanted but uses a projectile type that is blocked by PfNM in BGEE/BG2EE. It'll be fixed it in the next release. In the meantime you can install this fix: A7-ImprovedArcher-Ammo-Fix.zip It updates the ammo projectiles, so that they aren't blocked by PfNM anymore. Quote Link to comment
Elder Enigma Posted August 24, 2022 Author Share Posted August 24, 2022 2 hours ago, argent77 said: Good catch! Crafted and conjured ammunition is correctly enchanted but uses a projectile type that is blocked by PfNM in BGEE/BG2EE. It'll be fixed it in the next release. In the meantime you can install this fix: A7-ImprovedArcher-Ammo-Fix.zip It updates the ammo projectiles, so that they aren't blocked by PfNM anymore. Thank you. Quote Link to comment
subtledoctor Posted August 24, 2022 Share Posted August 24, 2022 4 hours ago, argent77 said: Good catch! Crafted and conjured ammunition is correctly enchanted but uses a projectile type that is blocked by PfNM in BGEE/BG2EE. It'll be fixed it in the next release. In the meantime you can install this fix: A7-ImprovedArcher-Ammo-Fix.zip It updates the ammo projectiles, so that they aren't blocked by PfNM anymore. This is a bit of an edge case, but Spell Revisions changes that spell into complete Protection from Missiles... is your mod now using a custom projectile? If so can you tell us what it is so that SR can add it to the list of blocked projectiles? Thanks! Quote Link to comment
argent77 Posted August 24, 2022 Share Posted August 24, 2022 8 minutes ago, subtledoctor said: This is a bit of an edge case, but Spell Revisions changes that spell into complete Protection from Missiles... is your mod now using a custom projectile? If so can you tell us what it is so that SR can add it to the list of blocked projectiles? No, they are using vanilla projectiles. The projectile for +4 ammo might change yet, since there is no vanilla arrow or bolt projectile for that enchantment. I'm currently using the +3 projectiles. Quote Link to comment
subtledoctor Posted August 24, 2022 Share Posted August 24, 2022 Cool, then it's already compatible! Thanks Quote Link to comment
Elder Enigma Posted August 28, 2022 Author Share Posted August 28, 2022 (edited) I spotted another problem, if a target dies from the bleeding effect the party is not awarded with experience. Also the bleeding/acid effect looks weird and is confusing, since I'm using the damage animation effects from IWDification, I hope it's possible to change it to something else in the future. Edited August 28, 2022 by Elder Enigma Quote Link to comment
argent77 Posted August 29, 2022 Share Posted August 29, 2022 23 hours ago, Elder Enigma said: Also the bleeding/acid effect looks weird and is confusing, since I'm using the damage animation effects from IWDification, I hope it's possible to change it to something else in the future. Unfortunately, the damage visual effect is linked to damage type. I'll probably have to change it from acid to something else (probably poison). Quote Link to comment
MikeX Posted April 22, 2023 Share Posted April 22, 2023 I think the section 'Innate ability description' (@2001 and on) should be copied (moved?) from kit_ee.tra to kit.tra. Otherwise in non-EE games there are random wierd descriptons of the abilities... Quote Link to comment
argent77 Posted April 22, 2023 Share Posted April 22, 2023 20 minutes ago, MikeX said: I think the section 'Innate ability description' (@2001 and on) should be copied (moved?) from kit_ee.tra to kit.tra. Otherwise in non-EE games there are random wierd descriptons of the abilities... Is that a new TobEx feature? Normally you can't open the description for innate abilities in the original games. Quote Link to comment
MikeX Posted April 22, 2023 Share Posted April 22, 2023 (edited) 14 hours ago, argent77 said: Is that a new TobEx feature? Normally you can't open the description for innate abilities in the original games Yes it is, with this: ~BG2IMPROVEDGUI\BG2IMPROVEDGUI.TP2~ #0 #3000 // Innate/Ability/Spell Description Screen on Right Click (includes Icon/Item Abilities/Tooltip fixes and Innate/Ability text update by Prozh): 5.5 But neverthless it wouldn't hurt (I think) to see the description at least in NI... Edited April 23, 2023 by MikeX typos Quote Link to comment
argent77 Posted April 23, 2023 Share Posted April 23, 2023 That's an impressive mod. Ability descriptions will be made available in the next version of the mod for all games. Quote Link to comment
MikeX Posted April 23, 2023 Share Posted April 23, 2023 1 hour ago, argent77 said: Ability descriptions will be made available in the next version of the mod for all games. Thank you very much. Could you please also include the current necessary hotfix mentioned earlier in this thread? Quote Link to comment
argent77 Posted April 23, 2023 Share Posted April 23, 2023 42 minutes ago, MikeX said: Could you please also include the current necessary hotfix mentioned earlier in this thread? That's already fixed in the devel branch of the mod and will be available in the next release. Quote Link to comment
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