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Luke

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Everything posted by Luke

  1. As you know, the equipped appearance attribute of Ninja-tos is S1 - Long sword and the equipped appearance attribute of Wakizashis is SS - Short sword. -> What about creating a new animation for these two exotic weapons? I mean, they certainly don't look like ordinary Long swords or Short swords.......
  2. Just like that 144kb file became 5.28kb file, the further the file goes on, the better the rate in this case. I'm terribly sorry, but if I zip that 5.4 MB file, then it becomes a 418 KB file -> still too large.....
  3. It's Faiths & Powers that is causing the issue now (I didn't install all the components, just some paladin kits....). Could you do something similar to what you did for MnG so that the QD_multi functions are only invoked when needed? Anyway, why didn't SCS throw any errors at you? This is really odd.... For the record, I'm speaking of BG:EE v2.5 beta....
  4. Sorry to bother, but is the following "MnG had been INCLUDEing the QD_multi function in an ALWAYS block in the .tp2, so the functions would be available generally. This means CLABFI01.2da would get the QD_multi entries when any part of the mod is installed. I changed this, so that the QD_multi functions are only invoked when the "multiclass kits" component is installed" still valid as of MnG v3.7.1 (latest version)? Because SCS has just thrown at me those famous warnings even if I didn't install the multiclass kits component......
  5. I'm happy to help! I found another minor bug: the equipped appearance of all short bows is the same as that of long bows -> you should change that attribute from BW - bow to BS - bow?
  6. Yeah, I noticed... Anyway, thanks for the update. Let's hope the work can resume as soon as possible. This mod makes unkitted fighters more interesting and fun....
  7. Now I have the same problem with helmets -> whenever an elf/half-elf equips a helmet, this is misaligned with the body in the Inventory Screen.... To sum up: if I remove the files for the elf/half-elf paperdolls from the override folder (CE*INV.BAM and CE*INV.PLT), then weapons are displayed correctly but helmets are not; if I don't remove those files, then helmets are displayed correctly but weapons are not. EDIT: I found out that it is possible to fix this issue by choosing the first option and changing with NI the equipped appearance attribute of all the helmets from H0,....,H6 to J0,......,JC. So: H0 must be replaced with J0, H1 with J1 and so forth....
  8. Same applies to you. I've never spammed "What about now?" like Noober....
  9. If you have to ask, you should know the answer. It is that "If it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a" you are an @$$h@77 and you shouldn't be asking that. Or as, it depends on what you consider as abandoned, will there be an update today, unlikely. Will anyone ever update the mod... who knows, you won't live that long, so... stop being an @$$h@77. What the hell is wrong with you? The latest update of this mod dates back to 2013. So: either it is abandoned or the author is testing it internally. I was wondering about this..... Anyway, if you're in a bad mood and/or don't know what to say, please avoid talking nonsense...
  10. WHAT ABILITIES ? A mindflayer & vampire is not a kit even though you would like to think it as one.Aka, you do realize that you are talking about 1% of the whole enemy .cre's at most, that actually have kits ! Right ? And then the SCS that adds some kits to some .cre's, utilizes it's own AI to use their abilities, such as berserk. And this case I am talking about is about Ogre Berserkers, that are just non-kitted regular monsters, aka not even fighters, that gain a Fighter class, and Berserker kit, with ability and an AI update to use a copy of the Berserkers spell ability. First of all, chill out. I was simply saying that it'd be cool if some creatures, for example unkitted fighters like Karlat or Greywolf, could use the new abilities (Defensive Stance, Offensive Stance and so forth) that come with this mod...... Anyway, what about my question -> is this mod abandoned?
  11. Is this mod abandoned? If so, then it's a pity. I really like IR and SR. One urgent thing (in my opinion) to do is to make enemies able to use the new feats/abilities....
  12. Bug Report: it seems that a good number of opcode 139 (Display String) strrefs in spells are hardcoded to BG2EE strings and are therefore invalid in BGEE. For example, strref 44916 points to "Saving Throws Lowered" in BG2EE, but results in an invalid string in BGEE.
  13. So, up to now I've found some inconsistencies/bugs: Some shields use the BG2 icon and the BG1 equipped appearance; Some large shields cannot be used by Barbarians and Wizard Slayers for no apparent reason; some BG1 large shields are displayed as BG2 small shields -> what a mess! Everyone can use the dagger of venom; moreover, its icon is different from the vanilla one for no apparent reason..... Items that grant ​resistance to a certain type of damage (Robe of Fire Resistance and the like) have no longer the "Display Portrait Icon (142)" effect -> is this intended?
  14. Can you provide additional details about installing this mod? After extracting IR v4 beta 10, what am I supposed to do? I mean, if I overwrite the main item_rev directory with your item_rev directory, I get errors.... (I'm using BG:EE)
  15. @subtledoctor UPDATE: after updating MnG to v3.6.8, Smarter General AI installed fine. Did you do something in this regard?
  16. BUG: it seems there are 2 versions of Summon Nishruu -> one is a level 6 spell, the other one is a level 7 spell.....
  17. @subtledoctor So: 1) I am not using the autoinstall for SCS. 2) Yes, I have done uninstall/install a bunch of time. Anyway, I've just repeated the procedure with a clean install (i.e., I took Baldur's Gate 2.4.71.zip, unzipped it, installed SR, MnG and SCS) -> I get error messages; they're exactly like the one you posted, followed by (for example): Failed to apply general-AI patch to IRONGUAR (error message Failure("Unable to parse %RESREF_QD_MCF03_KIT_EFFECTS_REMOVE%")) Failed to apply general-AI patch to IRONGUAR (error message Failure("Unable to parse %RESREF_QD_MCF03_KIT_EFFECTS_REMOVE%")) [stratagems_external/workspace/sfo_warnings.txt] loaded, 99151 bytes Appending to files ... [stratagems_external/workspace/sfo_warnings.txt] loaded, 99151 bytes Appended text to [stratagems_external/workspace/sfo_warnings.txt] override/IRONGUAR.CRE copied to stratagems_external/backup/stratagems/6000/IRONGUAR.CRE, 1176 bytes Copied [IRONGUAR.CRE] to [override/IRONGUAR.CRE] [./override/IRONHO.CRE] loaded, 1116 bytes [./override/ar0125.are] loaded, 9760 bytes [./override/ar0125.are] loaded, 9760 bytes [./override/ar0125.are] loaded, 9760 bytes You can have a look at SFO_warnings.txt for further details..... To sum up: 3) Is it true those warnings are related to MnG (specifically to component 100: Multiclass Kits)? 4) you said my game doesn't have any .CRE files that have multi class kits. This is because I skipped component 100: Multiclass Kits, right? 5) If I install Revised Archers, will SCS use the revised archer kit or the vanilla one? (I do guess the same holds for Revised Kensai......) I mean, mods that modify kits that are assigned to enemies by SCS are not supposed to cause problems, are they? 6) Last but not least: can these bad warnings be safely ignored?
  18. @Jarno Mikkola, I've attached my Stratagems.debug.
  19. If you check with NI, you'll find out that Greywolf is an unkitted fighter (level 7/2/1).
  20. These are the MnG components I installed: Revised Archery: 3.6.7, Add the Corsair (fighter kit): 3.6.7, Add the Marksman (fighter kit): 3.6.7, Add the Elven Archer (ranger kit): 3.6.7, Add the Mage Hunter (ranger kit): 3.6.7, Add the Barbarian Ranger (ranger kit): 3.6.7. As I told you, when Smarter General AI installs fine, Greywolf.cre has the two effects Modify Proficiencies (233) granting him 3 pips in two-weapon fighting and 3 pips in long swords. When Smarter General AI installs with warnings, Greywolf.cre has no effects (i.e., the two Modify Proficiencies (233) are missing). These seem to be his proficiencies: Large sword proficiency, Active class 3 and Bow proficiency, Active class 4 [in the previous case (again, when SCS installs fine): Large sword proficiency, Active class 0 and Bow proficiency, Active class 0.] The other creatures differ from what is expected in a similar way, i.e., the effects Modify Proficiencies (233) are missing....
  21. Fun fact: I started a new game and rushed to the Nashkel Mines to face Greywolf -> He seems to wield two long swords, so probably also the other creatures are ok -> I can probably ignore those "bad" warnings..... Nevertheless, why you are able to install Smarter General AI without getting warnings? Who knows....
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