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NdranC

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Everything posted by NdranC

  1. Has anybody tested it recently? I just did an almost "barebones" install of EET with IR, SR, Ascension and Lefreut's UI and I still have the same problem. Out all the few NPCs I tried, only Imoen, Jaheira and Neera worked while Montaron, Xzar, Khalid and Kivan didn't.
  2. I've been having a lot of issues with the NPC customization as well. I haven't 100% figured it out yet but for some reason it only happens to certain NPCs and not on others. From my little testing Imoen and Jahera go down to level 0 but mortaron, xzar and kalid seem unaffected by the mod component. Haven't tried anyone else. I get the feeling is related to another mod that messes with the characters but I already did an install without Atweaks and Tweaks Anthology and it hasn't fixed the problem. Is there anything I can do to "track" the problem more efficiently besides removing mods one by one?
  3. Ok I got bored and decided to start a new test playthrough with the latest commits from your github repo. Everything really good so far (Whistling Sword was fixed btw) but I just encountered an issue that I'm not sure is caused by SR but I don't know where else to ask tbh and it's close enough. I was doing the basilisk area and I think my main character got hit and very slowly started to "petrify". Instead of looking all gray like the other statues (honestly I have never been petrified before so I don't even know what it looks like) my character turned brown and had the "held" debuff. I was expecting the game to be over but it never happened. I remained "held" but I couldn't leave the map with my other companions and I had no more stone to flesh scrolls left on me, so effectively I soft locked the game... I think. It's possible this is caused by some weird interaction between other mods but I though I would check over here anyway.
  4. Awesome. I'll be busy with heavy work stuff this week but maybe next weekend I'll be able to test out some of this stuff assuming you already have a new version out. Thanks!
  5. Oh my bad. I could swear the EET installer was warning about a conflict between SR and that component but maybe I just assumed. I'll pay more careful attention next time I run an install. I might wait a little longer for some of the fixes you are planning to implement so I can test them out as well.
  6. I have a request if it wouldn't be too much trouble. I normally use a component from Atweaks to change the dimension door animation to the one from IWD (and speed it up a little). I can't use that component anymore with SR because it's a conflict. Would you be able to maybe add an .ini setting that replicates this behavior in SR?
  7. 1. I'll edit this when I find out. Maybe after the next install. 2. I was just looking at the damage breakdown in the inventory screen. My thaco goes down but my damage doesn't change. It's weird because with the Gloves or Archery that do the same thing but for Missile Weapons it does reflect properly on the inventory screen. Regardless I did test it and you are right it does seem to work despite of what the inventory screen says. I had the same problem with the Luck Spell except that it doesn't reflect at all on my stats but after some testing I did see my Thaco change in the combat log. Is there anything that can be done to force all of these spell and items to properly update the inventory stats? 3. Sendai only drops one armor. The swords have a slightly different icon and one of the requires 4 strength while the other one requires 5. 4. I was confused because I didn't read the description. I assumed it worked like before where it was basically a fireball spell effect. It was changed by IR so my bad.
  8. Ok I found some more bugs. The scroll of Ray of Enfeeblement has the vanilla description but once you learn it it displays with the proper IRR description. The Gauntlets of Weapon Expertise that you can get from Firewine Bridge say they boost thaco and damage for melee weapons by +2 each but only the thaco bonus gets applied. I'm still getting 2 Whistling Swords from the hobgoblin. I'm sure I have the latest IRR version. When I try to use Oil of Fiery Burning as an AoE potion instead my character drinks it and nothing happens. If I make it to Baldur's Gate City I'll try to read all scrolls carefully to make sure they all match the spell description they should have.
  9. Awesome, thank you. Now that I'm here, did you remove the level 1 blind spell? I can't pick it as a sorcerer or on character creation as a mage. Haven't seen a scroll for it either.
  10. Ok now I get to talk to you here. I have been getting this error for a while and after finally asking around It was pointed out to me that this could be caused by Spell Revisions messing with this file: Input file is stratagems/genie/ssl/dvefreet.ssl Output file is weidu_external\workspace\ssl_out/dvefreet.baf Copying and patching 1 file ... Compiling 1 script ... SFO: Applying patch(es) to CRE file(s) dvefreet=>dw#dvefr... ERROR Installing [Smarter genies], rolling back to previous state Will uninstall 44 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 6520. Uninstalled 44 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 6520. ERROR: Failure("You are trying to edit dvefreet=>dw#dvefr.CRE, which does not exist in the game") Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at forums.gibberlings3.net. Automatically Skipping [Smarter genies] because of error. Using Language [English] Do you agree? and If so, is there anything you can do on your end to fix it?
  11. It might be another mod and not EET but I have been playing EET for a year now and they have always looked like this. Thanks for working on it. BTW didn't you say you fixed the double whistling sword bug for 1.2.5? I think I'm using the first 1.2.5 version you put out and I still got two swords last night. I might make a new install to make sure and I'll let you know.
  12. I don't mind at all. It feels like I'm the one pestering you. I still have the install but I'm not sure how to find the information that you want. Just let me know if you need anything else. Candle Keep Inn Shields on a BGEE unmodded game: EET Shields on my current modded game: How the shields actually look ingame on both BGEE (Unmodded) and EET: WeiDU logs for my EET install: https://cdn.discordapp.com/attachments/206930057040625664/564980749057392650/WeiDU-BGEE.log https://cdn.discordapp.com/attachments/206930057040625664/564980784671358976/WeiDU.log If you need help with something else let me know.
  13. I just launched my version of BGEE unmodded and all the shields including the 3 bucklers at the canddle keep inn have this description: So it seems that yes, its using the "A" version one for all the shields. I guess IR changes most of the shields except the bucklers from 1pp? Regardless, it's just a minor cosmetic issue, I just though I should point it out.
  14. Ok, so I'm assuming the IR type descriptions are the ones were it lists Requires: 4 Strength It seems like all the non-enchanted Bucklers have a different type of description. Yesterday I noticed with EE Keeper (Shadow Keeper) that those bucklers have an "A" at the end of their name. So in my example you can see SHLD08 is the non-enchanted buckler that I imagine should be showing up but SHLD08A is the actual one at the stores with a different description. You can find 3 bucklers in canddle keep for example and they all have a different type of description compared to other shields. I wonder if another mod is messing with them. Now that I think about it I do have a component from Anthology Tweaks that allows mages to use Bucklers and thiefs to use small shields. Ok so it seems that all shields of any type have a "normal" version and one that ends with "A" like for example "SHLD08" and "SHLD08A". The problem seems to be that the in game stores sometimes use shields that end with "A" and sometimes uses the non-"A" version. This is always consistent and not random because it has always been like this since I started using IR so maybe it's another mod that's messing with it.
  15. I don't know if this matters but I noticed there are Buckers called SHLD08 and SHLD08A.
  16. As far as I can tell from the beginning areas all the Small Shields and normal Bucklers follow the format: Equipped abilities: - Armor Class: +2 - No Missile/Piercing Attack Protection Requires: 4 Strength Arcane Casting Time Penalty: +1 Stealth Penalty: -10% Weight: 3 Medium and Large Shields: Equipped abilities: - Armor Class Bonus: 3 THACO: -1 Penalty Requires: 12 Strength Arcane Casting Time Penalty: +2 Stealth Penalty: -30% Weight: 6 Special Bucklers like Buckler+1 or Buckley's Buckler: Armor Class Bonus: 2 Special: No Missile/Piercing Attack Protection Weight: 2 Requires: 4 Strength They all are inconsistent between each other... Mostly the Special Bucklers with the rest, although maybe the "THACO" part should be " - THACO" to match the other equipped abilities formating. Just a minor issue for sure but I though I would point it out anyway. I don't think they should be added by any other mods since IR conflicts with almost any mod that tries to change shops and I have IR priority over any other component.
  17. https://imgur.com/a/TGbPEWj Buckley's Buckler and the Buckler+1 seem to be more consistent with each other than any other normal Buckler or even other Small, Medium or Large Shields.
  18. I'm glad I was able to help you out. I'm looking forward to starting a new playthrough with 1.2.5 and see how it goes. I really like the changes you have made to IR and SR in general and particularly the item descriptions. I though it was going to be harder for you to deal with that EE problem. I hope you saw my comment on the Wand of Lightning. Didn't see any mention of it in your change log. I have been reading in the item descriptions that potions buffs can't be dispelled but I seem to remember reading that the original IR changes that back without updating the item description. Can I assume that since you left that line in then that means then remain undispellable? EDIT: I noticed this before but I forgot to bring it up. Buckley's Buckler seems to have an inconsistent type of description compared to other Bucklers or Shields for that matter. It says "Equipped Abilities: Constitution: +1 bonus" then it has the rest of it's ability text down at the bottom while other shields say "-Armor Class: +1" under equipped abilities using a different description format.
  19. Thanks for the effort. I discovered something else but I don't know if you would be willing to fix it since you don't play with the EE versions. I didn't notice before because I was speeding through the content and I know what all the items do but reading more carefully I noticed most (if not all) of the EE added items have the wrong names and description entries (usually potion names and descriptions). So for example the belt that Gorion wears it's called "Potion of Giant Strength" or something similar. Same for Neera's Staff or the Mace of Stunning. I also noticed a typo in the Wand of Lightning you can get from that house in the north part of Beregoth. The description claims that they have to make a save with a -2 vs wands but the actual item "properties" at the bottom of the description claims that it's a -4 vs wands.
  20. Honestly... It's your mod so it's up to you if you think its worth to maintain this change. BG1NPC Project is really popular and I'm surprised you haven't used it since it actually gives personalities to all the BG1 companions. If you think it wouldn't bother you or wouldn't be a problem for you later I would say, why not? Besides it seems that IR already takes that ring into account so you will just be feature matching in a way. I haven't been able to play much today but I was able to corroborate that you indeed fixed the Bastard Swords around the Friendly Arm Inn at least.
  21. No thank you for putting some effort and free time on making something the rest of us can have fun with. Once you update to 1.2.5 with some of the fixes you managed I'll try a new install and see how it goes. Technically the Ring and the Sword problem can be easily fixed by just ignoring the ring and the second sword. It's inelegant but that's how it is. If 1.2.5 will take a while I might re-install with 1.2.4 and do a quick playthrough to see if I can spot anything else. BG1NPC Project is installed pretty early I believe. At least the way it works in EET this mod needs to be installed first in your BGEE folder and then EET "imports" all the BGEE modded content into BG2EE and then you mod BG2EE with IR. I would imagine IR would be one of the last normal mods before SCS atweaks and Tweaks Anthology.
  22. Just quickly launched a completely unmodded version of BGEE to test it for you and the goblins around the Friendly Arm Inn have the Bastard Swords animations.
  23. According to EE Keeper the resource name for the Sword that needs 4 Strength is (SW1H09_) while the one that needs 5 strength is (SW1H09). I haven't tested a manual BGEE only install of your modded IR yet but I'm almost certain the missing animations for non-player races for Bastard Sword and Long Bows (Compounds are fine) are related to your 1pp components. I'll try some more to be sure but 6 months ago I played with default IR and those animations were fine. I'll try to do the same setup but with default IR and see if I get the same problem. Thanks for your time. Edit: Made the same install but changed IRR and SRR back to IR and SR. The animations were fixed. I noticed some items had different icons (darts, the belt of sex change). The Whistling Sword was fixed, only one dropped and it was the 5 strength version and lastly the Lord Foreshadow's Ring of Human Influence (that's the in game name) remained the same giving 18 char so IR is not particularly taking care of it either. Never seen this ring before and apparently he doesn't give it to all my characters. Not sure what's the condition to trigger the gift.
  24. I'm pretty sure the Ring of Human Influence that Lord Foreshadow gives you it's it's own version since it has a specific description alluding to the fact that he gave it to you. I already deleted the install to check the sword. Tonight I'll try to do some test on both modded and unmodded BGEE and maybe another EET install with the automatic tool to see if I notice any differences.
  25. I don't know if this issue is under your purview but after running an EET install last night I noticed Lord Foreshadow gave me a Ring of Human Influence that sets my Charisma to 18 and 1 charm per day. This ring doesn't seem to be affected by the changes on IRR. I found out BG1NPC project seems to be the mod that added that specific item and interaction but under their changelog it claims that they added compatibility with IR back in 2009? Wondering if your changes to IR could be undoing the compatibility. I also noticed the goblin that drops The Whistling Sword dropped 2 of them instead. The only difference was that one required 4 strength while the other one required 5 strength. And lastly I noticed most goblins and kobolds were not displaying any weapons on their hands even though they kept using them and dropping them like normal. Particularly bows and bastard swords? Maybe more, once in a while some of them would be holding a weapon like normal but didn't pay attention at the time which ones were being displayed and which ones were not. I'll try to do a manual install of just bgee tonight and see if the issues persist.
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