Dan_P Posted August 18 Share Posted August 18 (edited) Just a few thing noticed. This is with a near-full install of ToF (all spell/class/kit and all major tweaks). I'm mainly posting this for the IWD poison weapon (because it affects compat with other mods that use the same resource). The other stuff isn't really that serious (for me), but might as well note it since I'm posting this anyways. -- for iwdee revised Assassin poison weapon has wrong string for name and description. with sphere system, Goodberry spell gets assigned to "Nature" sphere, instead of plant. Note that IWDEE has 2 goodberry spells, SPPR207 (CLERIC_GOOD_BERRIES) and SPPR215 (CLERIC_GOODBERRY). SPPR215 is the IWD spell (the one that heals 5 hp at once). "choose minor new abilities": for IWDEE, mod-added multiclass kits don't get abilities from each class. They just get a small generic list (Iron Will, Dodge, etc.). In BG2EE, these kits do get abilities from each class, so seems like an error with IWDEE, specifically. This was tested with my own kits, but would presumably affect any multiclass kit installed with ADD_KIT_EX. I'm mainly mentioning this because it works in BG2, so the basis for it to work for IWDEE seems to already be there. for bg2ee revised Enrage (Berserker): this gives a "cannot cast" until it runs out message on the initial casting because the op206 isn't the last effect in the order. I'm assuming it's the HLA component adding effects under it. I'd suggest bumping the HLA stuff to a separate subspell that's cast higher up than the op206. for bg2ee/iwdee with my install setup, Blackguard doesn't appear as a separate class (it does appear as a kit under Paladin). If you install just the paladin/blackguard revision, blackguard does appear as a class, so something else changes it back to being a kit. with proficiency revision, multiclass f/t, f/m/t, and barbarian/thief don't start with a point in katana or sling. They start with 1 in other thief weapons, so I'm assuming an oversight. thief skill points by 5: I noticed this component edits thiefskl.2da (rounds numbers to the nearest 5). At least with the EEs, there's no reason to do so (possibly classic as well, but untested). You won't end up with more or less skill points than you should, even if increasing/decreasing by 5. I think it would be better if this was changed to not edit the table (readme says this is "purely a convenience tweak", which isn't true if it's changing stats). This applies to the SCS version as well. race portrait icons: gnomes get 2 Small Size" portrait icons IWD: elf/halfling/gnomes have an icon with invalid name, possibly others, didn't check every race EDIT: added more info on the "minor abilities" issue at this post: https://www.gibberlings3.net/forums/topic/38591-beta13-iwd-poison-weap-text-multiclass-featsprofs-other-notes/?do=findComment&comment=340991 Edited August 23 by Dan_P Quote Link to comment
DiesIrae Posted August 18 Share Posted August 18 18 minutes ago, Dan_P said: with proficiency revision, multiclass f/t, f/m/t, and barbarian/thief don't start with a point in katana or sling. They start with 1 in other thief weapons, so I'm assuming an oversight. This seems to be a thing with all multi class thieves, as I have noticed it in other combinations (Magetracker and fighter assassin) Quote Link to comment
Brogan Posted August 19 Share Posted August 19 (edited) Are either of you able to install beta 13? Mine errors out on both minor and HLA components and won't install either, which kind of borks the whole thing. I'm about to start a BG2EE playthru using beta12. Should I wait? Edited August 19 by Brogan Quote Link to comment
Trouveur80 Posted August 19 Share Posted August 19 2 hours ago, Brogan said: Are either of you able to install beta 13? Mine errors out on both minor and HLA components and won't install either, which kind of borks the whole thing. I'm about to start a BG2EE playthru using beta12. Should I wait? Try without UI mod. Quote Link to comment
Connelly Posted August 19 Share Posted August 19 16 hours ago, Dan_P said: choose minor new abilities It may not be related, but something I'm only seeing in IWD is a DW_DUMMY_0X4080 being added to kitlist.2da, and it's erroring things like the multi/dual classes and the feats/HLAs. Maybe the IWD installation is using old code and resources? Quote Link to comment
Dan_P Posted August 19 Author Share Posted August 19 11 hours ago, Brogan said: Are either of you able to install beta 13? Mine errors out on both minor and HLA components and won't install either, which kind of borks the whole thing. I'm about to start a BG2EE playthru using beta12. Should I wait? Probably a UI mod as mentioned above. The install setups for the op were with beta 13, including both hotfix patches. The installs were made on both BG2EE and IWDEE. Everything installed fine, with no warnings. Note that this wasn't a "real" install with a bunch of mods, etc. It's the same test setup I use for working on my own stuff, which is pretty minimal. It's basically just soundsets, EEex, Bubb's menu, my own mods, and a few convenience tweaks (autosaves, faster movement, etc.). Quote Link to comment
Brogan Posted August 19 Share Posted August 19 1 hour ago, Dan_P said: Probably a UI mod as mentioned above. The install setups for the op were with beta 13, including both hotfix patches. The installs were made on both BG2EE and IWDEE. Everything installed fine, with no warnings. Note that this wasn't a "real" install with a bunch of mods, etc. It's the same test setup I use for working on my own stuff, which is pretty minimal. It's basically just soundsets, EEex, Bubb's menu, my own mods, and a few convenience tweaks (autosaves, faster movement, etc.). Well, I kinda want to use LeUI, so if that's the cause for the issue with beta13 then I guess I'm fine running beta12. I've looked at the 13 change-log posted on Jul 22. It seems like other than a few documentation issues and some minor inconsistent features not much affects the characters and mods I'll be using. Sucks that Force Mage doesn't get the %'s in beta 12, but I can always use that kit in a future playthru. There is more than enough I'm excited about using in ToF. I'm just worried about any undiagnosed major bugs that could pop up in my build with so many older mods (I made sure to check every readme, forum, etc - for example I'm only using the ATweak components listed by @Trouveur80 here.) I know the author knows what he's doing, considering his modlist. What I don't know is how ToF has fared in large builds with expansive tweaks alongside it. I guess considering the circumstances (and the fact that this is a literal beta, hah), I will wittingly be one of the many beta testers. Which I'm 100% fine with. Quote Link to comment
Brogan Posted August 21 Share Posted August 21 Wanted to confirm that yes, Lefreut's was the cause of the minimal and HLA components not installing with beta 13 for me. And to add to this, another UI bug I found in a Lefreut's and ToF only build (with beta 12): mod-added races (Planetouched at least - did not test any of the new shorter subraces) do not get their ability bonuses if you set them to 19 in char creation and start a game. I.e. tieflings with 19 DEX and 19 INT only get 18's, earth genasi with 19 STR and 19 CON only get 18's, etc. This is not just superficial as the actual bonuses are not listed either (only +4 AC bonus, +4 HP bonus, etc) Remove Lefreut's and this works as it should in the vanilla UI. Quote Link to comment
Dan_P Posted August 23 Author Share Posted August 23 Kind of see what's happening with the ability/HLA tables, at least with my test installs. I don't use custom hla tables for most kits, so they use the same table as the base class. In BG2EE, the HLA tables for my kits are unchanged by ToF, according to the luabbr.2da. This results in them getting the same abilities as the base class after ToF install. In IWDEE, ToF is giving these same kits a unique resource name for the table, but only putting a generic list of abilities there for multiclass kits. Based on what's happening here, I'm guessing the kits are supposed to get a unique table, and it's supposed to be populated with the correct abilities for their class (possibly other factors for what gets added, but I don't know how it works). So this seems like an issue with both games, though the BG2EE issue is preferable in this case. I'm assuming this is set up to eventually allow customizing the ability tables (otherwise, no reason to change the resource if same as base class). Simple fix from the player end for now would just be to open luabbr.2da in a text editor or Near Infinity and copy paste the entries from the base classes for whichever kits are having issues. NOTE: there are issues with custom HLA tables too, so changing to that isn't a fix. I didn't look too deep into it but some involve the UI/menu, so might be related to the problems with UI mods. Quote Link to comment
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