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Mordekaie

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Everything posted by Mordekaie

  1. @jastey I did some testing before reinstalling the whole sequence. I get the same weird debug file for bg1npc component 22 with the following sequence using PI : EET:0;Baldur's Gate: Enhanced Edition Trilogy (EET) - EET core (resource importation) ajantisbg2:0;Sir Ajantis NPC for BGII - Sir Ajantis NPC for BGII ajantisbg2:1;Sir Ajantis NPC for BGII - Install the unique BG(II):EE BAM for Ajantis' Family Shield ajantisbg2:3;Sir Ajantis NPC for BGII - Installation of adult romance content ajantisbg2:42;Sir Ajantis NPC for BGII - Speed: 30 minutes real time minimum between Dialogues ajantisbg2:5;Sir Ajantis NPC for BGII - Ajantis kit choice: make Ajantis Cavalier bg1npc:0;The BG1NPC Project - The BG1 NPC Project: Required Modifications bg1npc:10;The BG1NPC Project - The BG1 NPC Project: Banters, Quests, and Interjections bg1npc:22;The BG1NPC Project - Speed: 30 minutes real time minimum between LoveTalks bg1npc:33;The BG1NPC Project - Speed: 15 minutes real time minimum between LoveTalks EET-core and "Sir Ajantis NPC for BGII" mod (probably ajantisbg2:42;Sir Ajantis NPC for BGII - Speed: 30 minutes ...") installed before BG1npc Project are responsible for the weird debug file. Even if bg1npc component 22 is considered to be successfully installed, playing the game would probably show some issue ? Test_weird_bg1npc22.7z
  2. @jastey It appears that when you install a mod with PI, the setup-debug file from the game folder will only show the installation of the last component. What i understand is that PI proceeds by steps when installing each mod and PI creates its own set of debug and debug-error files. As PI does one batch per component then it can generate one setup-debug file per component.. So even if you install your mods in one step with PI, it seems that PI will install components one by one as separate batchs (just my opinion). Below are the BG1npc debug files from PI... They show the full installation of bg1npc. Fortunately we have a full view of the installation of BG1npc Project. Anyway i will still redownload and reinstall the whole install-sequence probably tonight to check if i can reproduce the situation. bg1npc-PI_debug_files.7z
  3. Still working on my EET install and giving a new try with your mod. The first component is not installed (probably a conflict with an another mod) : [override/YYCut2a.baf] PARSE ERROR at line 12 column 1-21 Near Text: %YOSHIMO_RACE_WRAITH% syntax error [override/YYCut2a.baf] ERROR at line 12 column 1-21 Near Text: %YOSHIMO_RACE_WRAITH% Parsing.Parse_error ERROR: parsing [override/YYCut2a.baf]: Parsing.Parse_error ERROR: error compiling [override/YYCut2a.baf]: Parsing.Parse_error ERROR: compiling [override/YYCut2a.baf]! Stopping installation because of error. Stopping installation because of error. ERROR Installing [SoD to BG2:EE Item upgrade by Daeros_Trollkiller], rolling back to previous state Will uninstall 1011 files for [sod2bg2_iu\sod2bg2_iu.tp2] component 0. Uninstalled 1011 files for [sod2bg2_iu\sod2bg2_iu.tp2] component 0. ERROR: Parsing.Parse_error Please make a backup of the file: Setup-sod2bg2_iu.debug and look for support at: https://www.gibberlings3.net/forums/forum/214-sod-to-bg2ee-item-upgrade/ Automatically Skipping [SoD to BG2:EE Item upgrade by Daeros_Trollkiller] because of error. Using Language [English] [.\lang\en_us\dialog.tlk] created, 566014 string entries NOT INSTALLED DUE TO ERRORS SoD to BG2:EE Item upgrade by Daeros_Trollkiller Any idea ? ProjectInfinity-WeiDU-Error-sod2bg2_iu-0.log Setup-sod2bg2_iu.7z
  4. @Austin Your mod is part of my EET install with Project Infinity. The debug files confirm that the installation was successful for each component. But PI also creates an error file with the indication " La syntaxe de la commande n’est pas correcte." for the first 3 components of the mod. @ALien Maybe PI related ? ProjectInfinity-WeiDU-Debug-HerThiMoney-0.log ProjectInfinity-WeiDU-Error-HerThiMoney-0.log
  5. I can post anything that would help to understand the situation : PI debug files (for each installed component), weidu.log... I just know that i am using the latest versions, that this installation went without any warning, ... I went manually through each PI debug file (even if every mod was successfully installed), and this component 20 from BG1npc project was looking weird compared to what i am used to watch. I am thinking to redownload BG1npc project (in case of a corrupted file ?) and redo a complete reinstall with the same install sequence to check if we get to the same result ? What is precisely bothering you with this debug file (b/c for me it is just looking weird) ? For me the BGII:EE.log looks fine... WeiDU.log
  6. The EET installation has been done in only one instance with PI (i used one install-sequence.csv from the start to the end, one step installation from dlc-merger to eet-end). Here is a copy of the weidu-bgee.log part of my EET install. What is your opinion ? WeiDU-BGEE.log
  7. @jastey @ALien Thanks for your help and time. I wonder if Sir Ajantis NPC for BG2 and EET are not messing up with the component 22 (involving Ajantis BG1) ? Setup-bg1npc.debug
  8. Is there anything weird with this debug file of BG1 npc component : Ajantis Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks. Just to check because the structure of this file with those parse warning lines is something i have never seen in a debug file. ProjectInfinity-WeiDU-Debug-bg1npc-22.log
  9. I am preparing an EET install with Deities of Faerun (without the sphere system). In that case is it compatible with Spell Revision ?
  10. Here is the BG2EE EET weidu log... It is a work on preparation with too many mods already. I don't know which one may conflict with WoP. I am way too much ambitious ! I also found a bug : the conversation with Imoen after Gorion's death doesn't trigger and she can't join the team ? WeiDU.log
  11. Wheels of Prohecy v8.5 is installed with warnings (on EET) with Project Infinity : ... //WARNING: cannot find block matching [wheels/misc/cmage_old.baf] //WARNING: cannot find block matching [wheels/amkethran/ampeas_old.baf] //INSTALLED WITH WARNINGS The Wheels of Prophecy // //WARNING: wheels : 0 has encounter errors durring installation, exited with ExitCode = 3 //INSTALLATION FINISHED. Anyone knows what those warnings mean ?
  12. Hi Jastey, going back to work on my EET install I read somewhere that the Hidden Adventures mod "should" be installed (or just some components) after Item Revisions (probably just the Store Revisions from IR?) because IR reshuffles items. I really like what you are doing in Hdden Adventures. At the moment it is installed at the end of the quest mod section, after "Jasteys Ajantis for BG2" and "NPC Tweak; but prior to Item Revisions. Should i move all the item related components from Hidden Adventures after IR (and more precisely after the Store Revision component from IR if i decide to install that one) ?
  13. @Aerothorn Just finding out about your post; i was away for a while and i am going back to my EET install order. Why PPE before The Picture Standard (or the opposite) ? I guess it is about The Picture Standard. I am quite lost. What do you exactly do ? (an example?)
  14. cdtweaks:10;cdtweaks - Remove Helmet Animations I like very much this component for my character and his companions; But it was very weird to see the guards (from Candlekeep for example) being in full plate armor without a helmet. It was like something was missing. I would consider a remove helmet animations for PC/NPCs.
  15. I understand your point of view and your argument is solid: what the point to have a fighter if Paladins and Rangers come with GM ? My perspective is biaised and directly related to my extended P&P experience with Role Playing games, especcialy AD&D where : Paladins and Rangers were very demanding and almost exceptionnal kits, in P&P the lack of GM was in practical very tiny and almost unoticeable limitations to those kits... Now when i play BGEE/BG2EE i feel that some of the special abilities of Paladins for example (like Detect evil or Protection From Evil, ...) still give flavour to the kit but became very limited in practice; and in the other hand, lacking GM becomes a huge "drawback" for me (in my very personal opinion) and the main reason to avoid playing a Paladin or a Ranger. For me GM for Paladins and Rangers feels more right than GM for multi fighter/something for one particular reason : the multi has decided to spend half of his energy developping in an another class, where Paladins and rangers are focused and part of the fighter class (AD&D comes with 4 archetypal classes : Fighters, Priets, Thiefs and Mages). On the other hand, "pure" fighters should probably get some very particularities coming from their experience of battle field and having to be operational in any circonstance. Pure fighters should probably get more versatility with weapon proficiency...
  16. Is there any issue (technically or conceptually) with Eilistrae's Song as they both deal with Solaufein rescue ? Do they fit well together ?
  17. I am working on an EET install. I am planning to install Rogue Rebalancing with Song and Silence and Refinements (along with other mods). My main interrogation concerns compatibility between the main components of RR and S&S as they both play with thief and bard kits. I did some tests and it looks ok, but to be sure i prefers to ask to the community. Basically can i put together RR "0- Proper dual-wielding implementation for Thieves and Bards" / "1 - Thief kit revisions" AND "0 - Changes to trueclass bards and thieves, and unmodded game kits" from Song & Silence ? My install order between those mods is at the moment : Rogue Rebalancing 0- Proper dual-wielding implementation for Thieves and Bards 1 - Thief kit revisions - I like the version of the swashbuckler 2 - Thief High Level Ability revisions 3 - Proper racial adjustments for thieving skills 4 - Bard kit revisions - (If compatible with other Bard kits like Bardic Wonder) 5 - Bard High Level Ability revisions - Or HLAs from Refinements 6 - Proper spell progression for Bards - Or from TA, F&P… and moved elsewhere 9 - Revised Thievery : Retain default thievery potions and prevent their effects from stacking 11 - Chosen of Cyric encounter 12 - Shadow Thief Improvements 99 - BG2-style icons for RR content Song and Silence 0 - Changes to trueclass bards and thieves, and unmodded game kits (required for other components) 1 - Add new bardic store and thief items - Should i move this earlier in the Item section ? Few kits Refinements All HLAs except "110 - Thief HLAs"
  18. "Mages cast Gate far from themselves" is aimed at vanilla. Is it also recommended with Spell Revisions ?
  19. Doing some testing related to Rangers on a v2.6.6 BG2EE. With F&P i have noticed : - The Elven Archer kit appears twice in the ranger kit selection window. - If you choose a stalker or an elvenarcher/archer you don't get to choose any racial ennemy during character creation; you only get the possibility to check "according to geography". But i don't know if those kit get any racial ennemy (or a group of racial ennemies like with the forest ranger for example) I tried to install F&P along with Revised Archery from M&G (or the mod Improved Archer) : - Installing Revised archery after F&P doesn't implement the revised archery modifications. - I get the same results with the mod Improved Archery whether it is installed before or after F&P I guess i have to choose between F&P ranger component or one of those two archer overhaul kits ?
  20. I have been investigating a little ; i didn't find any more info about this mod beside the link from Beamdog. I know that "D2" has other interesting mods that i may include in my EET list. It is probably a list of personal fixes that the author has been sharing with the community. I apologize for my post if it brings any tension between modders. Ayway and just for infos, you will find below what is written in the readme concerning M&G: ================================================== Might and Guile - multiclass kits by subtledoctor ================================================== - fixed some errors and added missing info to kit descriptions - Tomb Runner: removes extra +1 backstab and Set Snares (will have normal amounts now) - Ranger/Thief: fixed the Nature Magic spells and added spell lists to descriptions - Ranger/Mage: added missing apr bonuses at levels 7 and 13 - Spellfilcher: lowered starting skill points from 50 to 40 (same as regular Thief) Proficiencies: Ranger/Thief - standard Fighter multi Tomb Runner - 2 slots in Thief weapons, 2 slots in single weapon Thug - standard Fighter multi Spellfilcher - standard Thief profs Loremaster - 1 slot in all weapons, no weapon styles Ranger/Mage - 2 slots in Thief weapons, none in weapon styles (gained automatically) - not working: add proper Sneak Attack progression. This doesn't seem to do anything currently. The multiclass kits just use the regular Thief progression. But in the event that the kits are updated to use their own lines in the 2das, this patch will give the proper progression (based on kit description).
  21. I found a D2 modfix that includes some fixes to different mods including a component/fixes for M&G. Would you recommend those M&G fixes ? D2 mod fix
  22. You can give a look at the 3 following links to have an overview about all those mods : https://forums.beamdog.com/discussion/comment/1158216/#Comment_1158216 https://forums.beamdog.com/discussion/75951/mod-impressions-bg2-ee-quest-mods/p1
  23. I haven't been playing both of them so i have no personal opinion about those two. I went into the forums to look for feedbacks... Dark Horizon is a megamod from the old schooll. I was quite tempted by T'was a Slow Boat from Kara-Tur but maybe lacks some "polish"...
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