DavidW
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Posts posted by DavidW
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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.
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Known bug, discussed elsewhere.
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That’s pretty funny, though I’ve no idea what could cause it. I’ll take a look.
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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.)
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1 hour ago, canti said:
I tested, with those hotfixes and cloning from github, both Lefreut's UI and Dragonspear++ both are still showing the {x=y,z=a} values
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.
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1 hour ago, RoyalProtector said:
That is hilarious... whoever wrote that version, good job.
Er… me. I don’t have a screenwriting team!
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Quote
Within these hallowed halls of knowledge, your story begins.. and ends. You have spent most of your twenty years of life within this keep's austere walls, under the tutelage of the sage Gorion. Acting as your father, he has raised you on a thousand tales of heroes and monsters, lovers and infidels, battles and tragedies. But throughout your youth, you have been a sickly child, seeking solace in the study of magic from the constant and debilitating illnesses that plague you.
Lately, Gorion has been growing distant from you, as if some grave matter weighs heavily on his heart, overshadowing even his concerns about your frailty. You have asked about his concerns as gently as possible, at least when the coughing abate enough for you to speak and you are able to leave your bed for a few moments, but your queries have been in vain. Your sole comfort is the knowledge that he is a wise man, and you know he will tell you when the time is right. Nonetheless, his silence is troubling, and you cannot help but feel that something is terribly wrong...
Today, Gorion has appeared more agitated than ever, and now he has uncharacteristically interrupted your rest in the middle of the day. Imparting hurried instructions for you to equip yourself for travel. But it is too late for that. The latest bout of fever has been worse than all that come before, and as Gorion enters your bedchamber, he sees only the sorrowful face of the healer as he gently closes your eyes for the last time.
LATER:
QuoteARMORED FIGURE: You're perceptive for an old man. You know why I'm here. Hand over your ward and no one will be hurt. If you resist, it shall be a waste of your life.
GORION: You are too late. Leave me to my grief and you and your lackeys shall be unharmed.
ARMORED FIGURE: I am sorry for your loss, old man.
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That’s hilarious. (But possibly a reason to consider truncating the Con penalty.)
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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.
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I've renamed this to be a bit more informative!
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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.
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I like the stronghold approach. It's not complicated to implement, and it makes sense in-game.
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The scroll entries in the ini refer to deprecated components, I think. cd_scroll_placement.tpa is @CamDawg's code and as far as I know isn't implemented at present in the core IWDspells converter. What that converter does is assign each IWD arcane spell a BG2 arcane spell counterpart, and then put a copy of the new spell's scroll everywhere the old spell's scroll is. That seems to be working on my install.
There is also SCS's 'Wider range of random spell scrolls' component, which mixes the new spells more thoroughly into random spell drops.
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If someone can reproduce this on 35.x let me know. (I don't specifically recall addressing it but I'm not sure.)
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This is a good idea. TBH your provisions should probably reset to full when you get to Spellhold anyway - one assumes that Saemon Havarion sets a good table (even if he tends to slip spell components into the steak sauce). Probably also when you get to the elf camp in chapter 6.
If you want to fudge it for yourself, your total number of provisions lives in the variable 'dw_supplies_count'. So if you use the console to do
C:SetGlobal("dw_supplies_count","GLOBAL",5)
you'll be back to 5 provisions. (You may need to save and reload to get the UI to register it.)
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15 hours ago, jmerry said:
Or maybe you can save things as a 2DA file in "workspace".
Don't put them there: weidu_external/workspace doesn't make any guarantees about files being preserved or protected between components, it's for manipulations within a component. Put them in weidu_external/data/%MOD_FOLDER%.
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1 hour ago, RoyalProtector said:
Just out of (technical) curiosity... What sort of regex would account for NPCs that should probably be taken care of so they don't spawn dead?
At the moment I'm inclined to do something relatively sweeping, like
ACTION_DEFINE_ASSOCIATIVE_ARRAY con_3e_adjust_map BEGIN 1=>5 2=>6 3=>7 4=>8 5=>8 6=>9 7=>10 8=>10 9=>10 END COPY_EXISTING_REGEXP GLOB ".*\.cre" override PATCH_IF (BYTE_AT 0x273) <=21 BEGIN // filter for PC classes con=BYTE_AT 0x23d PATCH_IF VARIABLE_IS_SET $con_3e_adjust_map("%con%") BEGIN WRITE_BYTE 0x23d $con_3e_adjust_map("%con%") END END BUT_ONLY
That patches every PC-class creature in the game with below-average hit points so that it doesn't get fewer hit points under the new system than under the old one.
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lol.
The obvious solution is just to do a per-creature patch here (it would need to be a regexp, I think, because of mod-added creatures.)
I'm a little concerned that I should take this as a warning that the component is too overtuned, but perhaps that's for another day.
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OK, I can reproduce this on a clean install of only that component. (Not that I really need to, jmerry's research looks conclusive.) Let me investigate the best fix.
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It sounds very possible. I'll check. (Some of ToF's ability modifiers are PC-only, but Con changes affect everyone.)
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The latest release (v35.9) should avoid this problem.
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Upgraded to v35.9 largely to handle cosmetic issues with kit and class name displaying weird info (e.g., {K=0,C=29}).
Full changelog:
- Fixed some cosmetic issues where odd symbols were sometimes displayed next to class names.
- Kobold weapons now have the right poison probabilities.
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Corrected the title of the madman's book in Spellhold, and added a new tome by the same author to the Candlekeeplibrary .
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OK, I can actually reproduce this on a clean install.
It'll be solved in 35.9; in the meantime all it's doing is making kobold weapons more likely to poison their wielders.
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Good for her!
(Seriously, yes, should probably be addressed; thanks for the report.)
[v35.8] Odd Entries Appearing on Record Sheets and Item Descriptions
in Sword Coast Stratagems
Posted
Yep, can reproduce, fixed locally. Thanks.