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  1. Seems like they do more than just add an item. Here's Edvin's response to my bug report in their mod thread: https://forums.beamdog.com/discussion/comment/1169418/#Comment_1169418
  2. Hey subtledoctor. Just finished a trilogy playthrough using your mods (F&P, M&G, T&B, SoB, Random Tweaks, and NPC_EE). A lot of fun. I love the freshness of it. Have some comments / bug reports. None that are super-urgent but just wanted to let you know, as someone who's spent a lot of hours with your mods. When characters who've learned feats leave the party and rejoin it, the feat selection screen no longer tracks the feats they've learned. The feats' effects are still present, but the feats themselves can be re-selected with the next feat ability. Had some issues with the innate Contingencies and Spell Triggers, using Innate Metamagic. The biggest one was that if I use the Contingency/Trigger ability, but then cancel it or fail to set it somehow, the ability disappears permanently and I have to edit it back on. Most Mage NPCs still know the Contingency spell. Among them are Tyris, Minyae, rescued Imoen, ToB Jan, etc. Some issues with syncing Contingencies/Triggers in the spellbook with the innate abilities. (This probably isn't going to be very helpful.) Sometimes, I'll have a Contingency in my spellbook but the Contingency ability will still be in my innate abilities. Sometimes I'll have a Spell Trigger NOT in my spellbook, but the USE Spell Trigger ability (the one with the blue icon) is in my innate abilities. Sometimes I'll have both the white ability (setup trigger) along with the blue ability (use trigger) in my innate abilities at the same time. I haven't been able to determine why these desyncs occur, but they're mostly just cosmetic/UI issues. I think some of the proficiencies in the Readme are incorrect. It might be due to using different versions of the mod or because I'm also using Scales of Balance, but in mine, the Hand of Torm can get 2 pips in most things, not 1. Maybe this information should just be included in the kit descriptions at character generation? Or maybe you can write out the general rules and then the additions to those rules? (I.e. Clerics of Helm can put an extra pip in Longsword.) This seems like it'll be a real pain for you to write and keep updated, especially if the FC/CM/CT versions are included as well, so I don't really know what a good solution would be, but there were definitely times in the game I was really puzzled as to what proficiencies a priest could learn and what weapons they could use (I.e. Getting Spear/Halberd proficiency, but then not being able to use Halberds), or not knowing what armor type each cleric kit can use, and there were occasionally mismatches between dialogue-based proficiency learning and level-up proficiency learning. The Weapon Focus feat doesn't seem to be working. I might not be understanding it properly, but I thought it would allow me to put an extra pip in a proficiency over the normal maximum for that class, but that extra pip option never seemed to come up. (I'd just EEKeeper it instead.) Sometimes the NPC_EE remove-proficiencies-and-relearn-them option wouldn't work and would fail to remove proficiencies from an NPC. Sometimes whatever it is you do with hidden proficiencies causes weird visual bugs in-game and in EEKeeper. They don't necessarily occur at the same time either, which I find weird, but I've never been able to figure out what causes it. (See screenshots below.) In d5_ckit.bcs, I had to add SetGlobal("D5KITTLK","GLOBAL",0) to the last block. I'm trying to remember why right now, and I think it was if I used Choose a Kit, but then chose not to change the kit and just reset my proficiencies, the global would never be reset and then the invisible monster would never engage in dialogue. I think. I made this change months ago so I do not exactly recall. I think, for some reason, Faith and Powers changed the category of all the bastard swords in the game to Morning Star (22). I am basing this on the backup files I have, where the FnP backup of SW1H01.ITM is a Large Sword (20), but the MnG, which installed immediately after, backup of the item is a Morning Star (22). I'm not really sure why FnP would change it like this, so if I'm mistaken about that I apologize, but then Item Revisions used that category and assigned all the Bastard Swords in the game to Mace proficiency and Mace appearance, and then Scales of Balance changed them to Club proficiency. The modified version of Barkskin that renews a skin every round makes an incredibly annoying sound every round too. Personally, I modded multiclasses to learn feats as well and have the full set of HLAs available to their base classes. That's just what I'm looking for when I play a dual-class or multi-class. Maybe it's a little overpowered, but I'm playing the trilogy for the umpteenth time now so I want my shiny toys (also I have SCS and Ascension, so...). Wouldn't mind if those became base components, but if not, I can continue doing the editing myself. Is it intended for feats to stop being earned at around level 20? I noticed you have more feat abilities created but that they're not all used in the clab files. Anyways, sorry if any of these issues aren't actually coming from your mods or if the descriptions aren't particularly helpful. I've been playing this playthrough for months now and most of these issues I fixed myself so I could just keep playing, and so I don't have total recall of everything I messed with, especially since I was mega-modding. If you need any help testing or isolating anything, I can help with that, though I imagine you're pretty busy with 2.6 compatibility issues right now. I really do want to emphasize how much I enjoy playing with your mods. They change up a game that I've been playing for years now and introduce some fresh new mechanical elements to it. They really make playing again a lot less repetitive and a lot more fun!
  3. Hmmm. Okay, I dug deeper, and it wasn't SCS, I apologize. It was the BGII:EE Unofficial Item Pack mod - https://forums.beamdog.com/discussion/56567/mod-bgii-ee-unofficial-item-pack/p1 It seems to overwrite mage18z.cre for the purposes of adding the Hourglass of Gond item, which reverts Zallanora's override script to GPSHOUT.bcs instead of DX#ZALLO.bcs. The mod no longer seems to be in development; the creator is still active on the Beamdog forums but hasn't posted anything in their mod thread for years now. Not sure how you can resolve this conflict....
  4. Installing this mod before SCS bugs out the mod. Zallanora's mage18z.bcs is overwritten by SCS, so the encounter doesn't work as expected. Would suggest you all not use an existing creature (mage18) and instead just create your own, distinct creature with distinct scripts.
  5. Yeah, Cleric Contingency used to work on older versions, so that's why I also thought something 2.5 did break it. I did chase down the problem as possibly being related to the UI and BGEE.lua and UI.menu, but I got stuck at that point and couldn't figure out any more, especially since feat selection and your custom sorcerer spell selection - which look just to be repurposing the contingency UI too - seemed to work. Can confirm installing that fix did work for me. I can now cast Cleric contingencies.
  6. Hi SubtleDoctor, Having a bug with Priest Contingency causing a CTD. Ran into it in my BGEET mega-mod installation, but I've just tested it out on a fresh BG2 install - only FnP installed - and still had the same problem. Using FnP BG2 Gonna try downloading 0.80.3 and seeing if the same issue occurs. Edit: Nope. Still CTD in 0.80.3. All options installed. Using a fresh ToB Weavekeeper of Mystra.
  7. So I installed EET Tweaks after SR. I'm not sure if that's the correct order. It is the order suggested by Roxanne's EET install tool. (This is my first ever playthrough of EET.) I know BWS is dead, but even in BWS's install order, EET Tweaks installs after SR. Looking closer at this, I'm seeing that in EET_Tweaks\lib\xp_quests.tph, it copies out the spells from override, makes changes to them, then puts them back. So in theory, these should be the SR versions of the spells, since SR installed first. But the versions I have in that directory are the OG versions (i.e. Spell Deflection lasts 3 round/level) and not the SR versions (i.e. Spell Deflection lasts 5 turns). My EET_Tweaks\backup\2062 folder has the SR spell versions in there though. (A few minutes later) Wait, now I'm really confused. I redownloaded EET Tweaks, to make sure Roxanne's download tool wasn't having me download some unofficial version, and xp_quests.tph inside of it doesn't have the spell copying code at the top. BUT the EET_Tweaks-master.zip I used in my install was the same version, with the same hash, and it ALSO didn't have the spell copying code at the top of xp_quests.tph. So now I don't know where that spell-copying code at the top of xp_quests.tph came from at all. I'm so confused now. I'll attach my weidu.log and the xp_quests.tph with the spell-copying code at the top. This is the extra code at the top, which I can't figure out its origin, and it also seemed to not work properly since it grabbed the original .spls and not the SR-modified ones, which I also can't explain (since COPY_EXISTING should grab the version in the override folder, right?) COPY_EXISTING ~SPIN710.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPIN920.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPPR701.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPRA302.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPWI318.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPWI519.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPWI522.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPWI618.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPWI701.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPWI802.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~SPWI902.SPL~ ~EET_Tweaks/eespells~ ACTION_IF GAME_IS ~eet bg2ee~ BEGIN COPY_EXISTING ~staf11.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~BTEST1.ITM~ ~EET_Tweaks/eespells~ COPY_EXISTING ~DGARCHON.SPL~ ~EET_Tweaks/eespells~ COPY_EXISTING ~Rods01.itm~ ~EET_Tweaks/eespells~ END COPY ~EET_Tweaks/eedummy~ ~override~ WeiDU.log xp_quests.tph
  8. Except that I didn't know that EETweaks would do that, since it doesn't seem to be documented, so I'm still not sure why it's being done nor do I know what the difference is between the EETweaks spell versions and the base game spells versions (if any).
  9. Finding that the Medallion of the Arctic is a little buggy. Even though it only casts MH#AMUL9.SPL every 6 seconds, I'm finding that the effects are stacking up on my characters: giving them much better AC/saves than they should have. I think this may be related to zoning/loading, which resets the 6-second timer. I've seen some other mods "fix" this by using a system that involves 2 spells: 1 spell casts the 2nd spell, which applies the actual effects and also immunity to the 1st spell. This way, even if the 1st spell triggers more frequently than it should, the effect won't get stacked up. I'm not a modder though so I'm not sure this would work for this item.
  10. Hi there, What are the spells in the eespells subfolder meant to be for? I don't see any component in the Readme referencing them nor could I find any references in the mod to install them, but I have found them overwriting spells from SR. I prefer to have Spell Revisions spells rather than base-game spells, which is why I installed it, so this is pretty frustrating.
  11. Classic. It doesn't matter how many years you've been programming, you'll never really escape the good old +/-1 error.
  12. That's what I've done, but there's also a d5ctnuse and a d5bnuse by the way. They're not impacting me, but they seem to be similar spells.
  13. Ah. By default, EEKeeper does refresh spells. I disable that option myself because it has caused me problems in the past. So, for example, Fighter/Mages get effects from d5fmnuse.spl, that apply a 180 can't use item code to a whole buncha items. Mage/Thieves get d5mtnuse.spl. Clerics of Mystra get d5_u89.spl. I know how Clerics of Mystra get it applied, it's in their kitlist file (d5clmys.2da). I'm less certain where the multiclasses get it from, but you end up with something like this: And it goes on for a very long time. I do swap NPCs in and out fairly often. Since I'm playing with mods, I like to look at the new NPCs (and possibly steal their gear) and sometimes do their quests. Right now, I'm playing an EET run too, so Imoen necessarily leaves the party and rejoins it thrice (SoD, start of BG2, Spellhold). There are some other NPCs that will happen to too, like Jaheira in her BG2 romance.
  14. Why do you advise not using EEKeeper? I have noticed it borks on the ExtraProficiency1 you use for Clubs/Maces, but otherwise I think it's been okay when I've used it? Actually, I should add, I do have an actual bug report to make: there are some permanent character effects that you apply - either in this or Scales of Balance not sure - that are reapplied every time the character is removed and added back to the party. In particular, D5_WF11N, D5_WF12N, D5_WF13N, D5_WF21N, D5_WF22N, D5_WF23N, D5_WF24N, and D5_WF25N seem to fire every time and apply their corresponding effects repeatedly. Also the D5??NUSE spell applies a lot of 180 opcodes each time a party member joins. I've had to give each of my characters permanent protection from D5??NUSE spells, or their character files just get insanely bloated with effects and starts really lagging NearInfinity when I try to make edits to their character files. I haven't been able to figure out how/where the D5??NUSE spells are fired, but it seems like this could be fixed by just making sure they apply protection from themselves so the effects don't duplicate.
  15. It would seem to me the easiest way to fix that would be to just cancel out of the feat selection, then use EEKeeper to manually increase the proficiency you were going to focus in.
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