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NdranC

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Posts posted by NdranC

  1. [.\lang\en_us\dialog.tlk] created, 301555 string entries
    
    NOT INSTALLED DUE TO ERRORS Spell Revisions
    
    SUCCESSFULLY INSTALLED      Deva and Planetar Animations
    
    NOT INSTALLED DUE TO ERRORS Mirror Image Fix
    
    SUCCESSFULLY INSTALLED      Dispel Magic Fix
    
    INSTALLED WITH WARNINGS     Spell Deflection blocks AoE spells
    
    SUCCESSFULLY INSTALLED      Revised Warrior HLAs
    
    D:\Games\steamapps\common\Baldur's Gate II Enhanced Edition>
    
    ERROR: error loading [spell_rev\spwi1##\dvscrl03.itm]
    ERROR: Unix.Unix_error(20, "stat", "spell_rev\\spwi1##\\dvscrl03.itm")
    Spell Revisions (Spell Revisions v4 b18) was not installed due to errors.

    I'm getting this error now when I try to install SRR, anything you did or is it not your fault?

  2. Just now, Bartimaeus said:

    Yeah, I think I see the problem - it's EET-specific. Basically, the section used to update it checks if the game is tutu, bgee, or bgt, but doesn't include eet. However, there's a part later down that specifically includes EET as an option, but because it already failed the first check, never executes, ;). Fixed!

    NOOO.

    After careful consideration I have decided that my head cannon is that magic missile wands only come in one version that shoots 3 missiles and no other versions are found anywhere else. Including imoen's inventory, she probably stole it from some mage's room at candlekeep anyway.

    And there is nothing you can do to stop it.

  3. 6 minutes ago, Bartimaeus said:

    I think ideally, I'd like to have 3-5 non-store locations for each of these, as they're all level 1 spells and they're all pretty basic spells. If there are any oddball useless scroll placements (e.g. Identify) that could be harmlessly replaced, could also do that as well - I just haven't been able to play through BG1 and identify good spots.

    @Imoen's wand: I believe so. IR handles the wands. There's actually a section in IR specifically for handling Imoen's wand (wand12_ in EET) - I'm surprised its description isn't getting updated, as it should be AFAIK.

    Well look at the description of Imoen's Wand

    When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes its target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. The missile will inflict 1d4+1 points of damage.
    
    STATISTICS:
    
    Charge abilities:
    – 1 magic missile will strike the target
      Damage: 1d4+1 magic
      Range: 100 ft.
      Area of Effect: 1 creature
    
    Requires:
     9 Intelligence
    
    Weight: 1

    as opposed to WAND03

    When activated, this wand will eject three missiles of magical energy that dart forth and unerringly strike its target, which must be visible to be hit. Each missile will deal 1D4 + 1 magic damage. Almost anyone of moderate intelligence can learn how to use this wand.
    
    Like all wands, the Wand of Magic Missiles can only be used a limited number of times before it is expended. Once these have been used, it shatters.
    
    STATISTICS:
    
    Special Abilities (consumes charges):
     Magic Missile: 3 missiles
    
    Requires:  10 Intelligence

    Seems different to me.

    Also that description style of Imoen's Wand is what I wish it could be done with the IR items that apply a spell effect on you. It's a nice breakdown.

  4. 17 minutes ago, Bartimaeus said:

    SR/R doesn't touch those abilities, so not it. ...Also, I've never actually used Faldorn before, so I didn't even know she had a "Summon Dread Wolf" ability: what the flip is that? haha. I'd probably do a changelog on them.

    Yeah, I'm currently working on editing companion .cre files to "update them" a little more to the new modded standards they live in and adding a little more flavor to them. Eldoth's ability strikes me as super weird because he starts with One-Handed Style and Scimitar Proficiency yet he has a special ability to create poisoned arrows? I normally add the blade kit to him and change that ability to Poison Weapon from assassins.

    BTW is Imoen's wand the only instance of it in the entire game? I noticed it's description doesn't seem to be updated to be SR/IR (don't know which mod handles the wands). So I normally "fix" it by changing it to the 3 missile version. I don't want imoen to be pulling wands out of her ass that don't exist anywhere else. I know it makes the early game a little bit easier but honestly not by much with SCS mages precasting shield all over plus how heavy rng early game is with single digits HP values and minimizing early game xp cheese strats. Although if you tell me that wand is legit in lore then I will no longer hold the moral ground to not claim it's cheating a little.

  5. Regarding some actual places for the scrolls. Hmmm. Of the top of my head and depending on how many non store related places you want, I could think of some locked chests in an Inn somewhere, the Nashkel's Inn doesn't really have anything going on for it besides some gold pieces behind some locked chests. When I play again I'll try to keep an eye out for any flavorful spots I can spot for either of those.

  6. 3 minutes ago, Bartimaeus said:

    Yes, b17 (released pretty recently) did just restore Protection from Petrification, but it did so at a cost: now Expeditious Retreat is gone. So now the situation is swapped for SRR.

    Ideally, there would be a few actual location or creature placements as well, but I guess something is better than nothing!

    Hmmm I'm also certain Expeditious Retreat is part of my sorcerer's spell picks so I know it was there a week ago. Maybe something else is adding it? I only have SCS, Tweaks, IR and SR and no I'm not using the components that add IWD spells since I figured SR should handle that.

    Also read my edit on the previous post.

  7. 1 hour ago, Bartimaeus said:

    It's my understanding the b17 was specifically for maximum compatibility with SCS, but I have no idea if SCS has been updated to actually take use of the new compatibility (or if it needs to). I haven't had a lot of time to play around with BG in a while now, so I'm sadly not 100% sure, :(. From what I've tested, it seems like everything works, but...

    There is one "moderate" outstanding issue with SRR and BGT/EET that I have wanted to solve for a while but have been unable to: spell scroll placement. In particular, I need to identify a few places to place Friends, Protection from Petrification, and Detect Alignment. SR stole the scrolls of these spells for new spells to use, but as I have restored these spells and created new scrolls for them, I need placement locations for them. I have placed some scrolls of them in BG2 via Item Revisions, but I have nothing for BG1 - and BG1 is the one that benefits most from Friends and Protection from Petrification, so that's kind of an issue.

    IRR should be pretty to go as-is right now, though specifically for EET I do want to fix some variants of its unenchanted shields not being properly handled.

    Protection from Petrification? I was able to use that spell when I was testing things in SR a week ago. Are you sure SR still has it removed? I'm also pretty certain I saw the scroll for this spell being sold by Thalantyr.

    Regarding the other two, I would say add them to Thalantyr and Sorcerour Sundries. I know thalanthyr used to have Friends Scroll in vanilla. Probably should add them to random mob drops as well. Although I was never really happy with how it seems gnolls favorite hobbies involve carrying random amounts of gold, gems and scrolls they can't seem to use.

    EDIT: Actually I've noticed another issue. I'm pretty sure is not related to SRR but I'm not sure it's SR's fault. I've been noticing some Innate spells have the wrong descriptions attached to them. The two I can remember right now are Eldoth's Create Poisoned Arrows and Faldorn Summon Dread Wolf. Instead these spells are pointing to the Barkskin spell description. Do you think this is something related to SR?

  8. Ahh I see thanks for the explanation. I'm currently prepping for a big play through of EET (hopefully this time to the end, I always start but never finish) and I was wondering when do you think would be a good time to use the last update of both SR/IR and SRR/IRR. Basically since currently those are the only mods with recent updates (especially yours) are the any long standing issue or bad issues with SCS or something like that. Should I wait a little while longer before committing to a version number?

  9. I have a request. If it's too annoying or cumbersome then probably just ignore it but I figured no harm asking.

    I noticed you added more options to the component that "removes weapon restrictions from multi-classed divine spellcasters", specifically "Druids Only" and "Druids Only with Halved Specialization". This is great and I would have used it a long time ago but for now my preferred option is "Both with Halved". My request radicates in the fact that I use EET automated installer and I just manually patch your mod inside IR and SR before I let the installer do it's thing. Normally IR has those components as 1090 to 1093 (the last one being the one I use) but your mod changes this to be 1090 to 1095 with a different order. In your mod 1093 is "Clerics Only, With Halved Specialization" while I told EET to install "Clerics and Druids, With Halved Specialization" causing the installer to use the wrong component.

    The way I have been fixing this is manually editing the item_rev.tp2 file and swapping around the designated numbers. Just figured I would bring this up since this is the only time your components don't match perfectly to IR ones.

    Like I said, no biggie if it's not worth changing.

  10. 9 hours ago, Bartimaeus said:

    No, they are not. Fixed and thank you! I tried to investigate how this might've happened, but the issue apparently predates github. Feel a little gross that I didn't notice it before! I've tweaked the scaling on this spell a bit over the years, I imagine it must've accidentally occurred at some point.

    We are all human after all, it happens all the time. I'm glad I could help.

    I noticed an optional component in the settings.ini that talks about making AI mages not having access to Spell Immunity (even though I though it should be that way since SR changes/eliminates that spell). Is there a good reason why I should let mages cheat with spell I don't have access to? I normally like DnD because enemies and players are in the same playing field, if I see a mage casting a spell I like knowing that I could get that under the right conditions.

    And now that I got you to talk about the settings.ini, what does this do exactly:

    Quote

    (enchanted_weapon                = 1 // set to 0 if you prefer EE's implementation of Enchanted Weapon (no new item, just sets current weapons to +3 enchantment level - EE only)

     

  11. Hi Bartimaeus, I'm glad you are back. I really missed your modifications (specially SRR since it needed to update).

    I have a suggestion. Is it possible to add the spell descriptions to items that cause you to be affected by a spell? For example that amulet that gives you the shield effect while you wear it. If you are not supper familiar with the spell effects then it's a little bit hard to find it since your mod might or might have not changed default SR behavior.

    Also, is it default behavior for these items to give you a portrait buff with the spell effect? I can't remember if I last i installed that component from tweaks that disables items giving portrait buff icons.

  12. The druid spell "Regenerate Light Wounds" doesn't auto cast on rest or heals while you travel for hours or rest if you cast it manually before hand. If you rest or travel the buff runs out and no extra healing happens.

  13. Has it been considered before to change the armor's dexterity penalty from percentage to flat negatives? Right now I'm finding a little annoying to basically hot swap armors between the characters to see who gets the lesser penalty between the different percentages and levels of dexterity plus having to cross reference that with the dexterity table in the wiki so I can make sure this ranger with heavy armor is not loosing much thac0. I'm not saying it's horrible but seems unnecessarily cumbersome.

    My suggestion would be subtle -1 to -3 flat bonuses if at all. After watching enough videos of people running and demonstrating flexibility in heavy plate armor I'm not convinced by the fantasy "armor makes you slower and clumsy" stereotype.

  14. For some reason the icons for Scrolls of Obscuring Mist and Monster Summoning I were pointing to invalid files and missing. I fixed it with NearInfinity on my game and it works now. This is on a EET install with SCS, IR and SR. You can quickly check thalantyr's shop and see if the scrolls are there with the correct icons.

    I also noticed that the Obscuring Mist icon in the spell selection during character creation had a green square border around it. Seems like a bug.

  15. 10 hours ago, Alonso said:

    Would there be any way of doing this in v32, then? I don't even need to reassign they hotkeys, actually, because I don't even use them, it would be enough to just deactivate them.

    I was able to do this myself. It's been a while since I tried because I don't really like playing with scrips that do more than autoattack/hide/detect traps but if you download nearinfinity you can find the script inside the script folder after installing it and change the keybinds there.

  16. 19 minutes ago, Alonso said:

    I'm finally installing v32. The first component that shows up is not described in the readme: Slightly adjust the power or location of some too-powerful items. What does it do?

    I think is this, you just missed it in the readme:

    Quote

    Move or modify some overpowered magic items (BG2,BG2EE,EET)

    This component affects a handful of (in my judgement) overpowered magic items in BG2. Some are intrinsically a bit broken, others are just available much too early. The component moves some items into treasure hordes found later in the game, and slightly decreases the power of others.

    Items affected are: the Helm of Vhailor (moved), the Robe of Vecna (moved), the Cloak of Mirroring (moved), the Rod of Resurrection (modified so as to resurrect creatures with 1 hit point rather than at full health), the Staff of the Magi (modified so that its invisibility power needs to be actively cast, not just activated by equipping it), and Carsomyr (modified to grant a saving throw to its dispelling power).

    See here for where items have been moved to. Advanced users can disable any particular item's movement or modification via the ini file.

     

  17. 13 hours ago, DavidW said:

    The customizer doesn't enforce class/race restrictions and similar. Beyond that, it's fairly sensitive to the environment you installed it in, though of course it can't know about changes made by mods installed after SCS

    I'm surprised about the 2-weapon-style points- are you sure you don't get them? Check when you've finished levelling up. (There is specific code to handle it.) There's not much I can do about racial enemies, though.

    Welp, I can't seem to be able to install the NPC customization after I've installed Tweaks Anthology. It errors out like this:

    Copied [dw#aulev.spl] to [override/dwaucl38.spl]
    Copying and patching 1 file ...
    [./override/dw#aulev.spl] loaded, 154 bytes
    Copied [dw#aulev.spl] to [override/dwaucl39.spl]
    Copying and patching 1 file ...
    [./override/dw#aulev.spl] loaded, 154 bytes
    Copied [dw#aulev.spl] to [override/dwaucl40.spl]
    Copying and patching 1 file ...
    [./override/kitlist.2da] loaded, 8447 bytes
    Copying and patching 1 file ...
    [./override/kitlist.2da] loaded, 8447 bytes
    
    editing CLABPR01 for cleric
    Copying and patching 1 file ...
    [./override/CLABPR01.2da] loaded, 4034 bytes
    Copying 1 file ...
    override/CLABPR01.2da copied to weidu_external/backup/stratagems/4100/CLABPR01.2da, 4034 bytes
    Copied [.../stratagems-inline/clab_template.2da] to [override/CLABPR01.2da]
    Appending to files ...
    [./override/CLABPR01.2DA] loaded, 14 bytes
    Appended text to [CLABPR01.2da]
    ERROR: illegal 22-byte write (AP_D5_DUAFCAP_D5_DUAFC) offset 0 of 11-byte file INNER_PATCH_SAVE "           "
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    
    ERROR Installing [Improved NPC customisation and management], rolling back to previous state
    Unable to Unlink [weidu_external/backup/stratagems/4100/OTHER.4100]: Unix.Unix_error(1, "unlink", "weidu_external/backup/stratagems/4100/OTHER.4100")
    [weidu_external/backup/stratagems/4100/UNSETSTR.4100] SET_STRING uninstall info not found
    Will uninstall 589 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 4100.

     

    12 hours ago, Arthas said:

    Hello,

    1) Which mod did you use to change Khalid's class, @NdranC


     

    The NPC customization component in SCS. The one I'm discussing right now.

  18. 2 hours ago, DavidW said:

    EET says that, but afaict it's only necessary if you've got a mod that's not already written with EET in mind. And my testing is all after EET_end is installed, because it's not realistic to keep uninstalling and reinstalling EET_end when testing something as complicated as SCS.

    Ok, that seems to have fixed it. I'll now install Tweak Anthology and aTweaks after SCS and hope EET doesn't mind they are also after EET_end.

    Does the NPC customization work with rule changes like the ones in Tweak Anthology? Like allowing more class/race combinations or proficiency changes?

    I just made Khalid into an ranger and noticed that it doesn't seem to take into account that rangers should get 2 levels in Two-Weapon Style for free or the ability to pick a racial enemy. That's unfortunate I really hate having to use eekeeper every time I start a new playthough.

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