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DavidW

Gibberlings
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Everything posted by DavidW

  1. That error message has nothing to do with sfo: something is broken in your main tp2 file, probably a stray character.
  2. Dear, thought I’d caught that one. Hotfix: drop a copy of it into override.
  3. This should all be fixed in beta 5 (No NPC will lose hit points as a consequence of this component, and the hit point penalty from Con is capped at -3 to avoid the tragedy of a stillborn CHARNAME.)
  4. I've just uploaded beta 5. The main reason for this release is to fix some serious instabilities (mostly on levelling) caused by bad interactions between some components. I hope this fixes the most serious remaining architecture bugs but I suspect there are still a few residual instabilities - we're still very much in Install At Own Risk territory, though I should say that I am very grateful for all the people who have installed at own risk and given me invaluable playtest data. I've also fixed a bunch of other more specific things, but they're mostly the things I had got to already when I noticed this latest group of instabilities - I still have a long list of specific bugs to work through. Full changelog: Class detection should no longer cause install-time failures on IWDEE. Fixed a bunch of interaction issues between NPC Customization and Management and the Subrace and Proficiency components; hopefully you shouldn't find yourself being offered 33 proficiencies any more! Fixed some cosmetic issues where odd symbols were sometimes displayed next to class names. Fixed a library issue that in certain circumstances would cause install failures on sorcerer kits. Creatures with non-core races (e.g. genasi, svirfneblin) should have their race displayed correctly on Siege of Dragonspear and other campaigns using a variant racetext.2da. Ability score modifiers should work on Siege of Dragonspear and throughout EET. Ability-score component no longer mixes up weight and open-locks data. Help text for spell memorization notes that Favored Souls do not need to memorize spells. Poison selection should now work properly. Removed an unnecessary line break from the bloodrager disadvantages list. The winter wolf breath weapon now has its projectile set correctly. Blackguards no longer get the Extra Lay On Hands feat, but get the Extra Absorb Health feat instead.
  5. Yes, ToF is trying to fix #bonecir by de-corrupting its signature, and it gets confused because it's not there in the first place. I think it is probably more sensible to fix the resource instead of deleting it, just because there really isn't much precedent for disabling objects entirely. But equally it would be sensible for my code to check if it's there in the first place.
  6. Oh, ok. That’s fixed locally but I haven’t had a chance to release.
  7. A lot of this should have been addressed in the last version. Can you give me your exact class description and confirm you’re on beta 4?
  8. It’s not technically possible to give feats at 1st level. The extra proficiency humans get at 1st level is my version of this.
  9. Ah, that makes a lot more sense!
  10. Not quite, it's failing to set a variable to match the IWDification version of a resource. There is code to do that specifically but obviously it's not working. I'll check it out.
  11. Can reproduce, and in fact it's nothing to do with LeUI, the same case appears on the unmodded UI. Fixed locally; thanks for the report.
  12. That’s pretty funny, though I’ve no idea what could cause it. I’ll take a look.
  13. This is giving you an install failure? If so can you give exact details? (I checked ToF installed cleanly on all systems when I released beta 1 but I don’t always check everything on subsequent releases.)
  14. You’re on your own with Dragonspear++. If you can reproduce with 35.9 on Lefreut’s UI then I’d appreciate the exact details.
  15. Er… me. I don’t have a screenwriting team!
  16. That’s hilarious. (But possibly a reason to consider truncating the Con penalty.)
  17. By the time you acquire strongholds, 20gp for rest is negligible. And I think the idea of a stronghold is very much something you can use as a home base.
  18. Well, to be clear: these are just *my* conventions when I set up weidu_external as a shared resource. The other method is Cam's: just create a weidu_external/%MOD_FOLDER% directory, and do what you like in it. & yes, exactly as regards passing information between components. In fact, ideally you should actively avoid information leaking between components by wrapping each in a function or a WITH_SCOPE, because that's the only way to guarantee consistent behavior.
  19. I like the stronghold approach. It's not complicated to implement, and it makes sense in-game.
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