Jump to content

DavidW

Gibberlings
  • Posts

    7,994
  • Joined

  • Last visited

Everything posted by DavidW

  1. A cosmetic bug on the Dragonspear UI++ UI mod crept into v35.13, and might affect other UI mods. Since I've just released anyway (so can risk updating without doing install checks) I'll bump up to 35.15. Again, you can probably skip this one if you've got a working 35.13 or 35.14 install and you're not using the Dragonspear UI++ mod (though I don't promise some cosmetic issue won't have crept into other UIs.) Changelog: Fixed a side-effect of the odd-symbol removal that was blanking some lines on the Dragonspear UI++ menu and *possibly* on other UIs too.
  2. OK, found, reproduced, fixed locally. Dropping the attached file into stratagems/sfo2e/lua will hotfix it, though since I've just done a release I might just update. ui_detect_class_kit.tph
  3. Because I don't remember offhand and don't do this for a living.
  4. That's interesting and weird. Which game are you playing, and are you using a UI mod?
  5. Reproduced and fixed in beta 10 (just released).
  6. I've expedited beta 10 because it fixes the nasty bug (which turns out to be specific to EET) whereby ability score multipliers are applied multiple times. Full changelog: Fixed a critical bug that was causing ability bonuses/penalties to be applied multiple times on EET and SoD. Various tweaks to improve compatibility with other UIs (mostly Lefreut's and Dragonspear UI++). The low-level abilities component no longer disables casting healing spells on rest (though if you have the Empowered Healing ability, unfortunately it doesn't empower your heal-on-rest castings). You can no longer remove level one proficiencies and apply them elsewhere. The HLA selection screen now displays your current HLAs (to a maximum of 5). HP table for barbarian multiclass is generated properly. Simulacra and projected images are now correctly blocked from using items if you have installed the appropriate tweak. The various cleric multiclass kits now install correctly on batch mode.
  7. Aaaand now we're at 35.14. This is minimal: just fixing two specific things, but one of them prevents a component installing on a clean install and I tend to expedite that. Check if you need to bother downloading - if you're playing on BG2EE, or on oBG2 in English, you don't. Changelog: Fixed a library bug that was messing up some non-English-language strings on non-EE installs. Provisions component now installs correctly on BGEE/SoD/EET.
  8. I think the second warning is harmless; I'll check the first.
  9. Yes, I've found that now; will be working in beta 10.
  10. Found it. You can hotfix by dropping the attached file into dw_talents. dw_talents.tp2
  11. Damn, tested on BG2EE but should also have done BGEE. To hotfix, drop the attached file into stratagems/gameplay. camping.tpa
  12. Got it. You can hotfix by dropping the attached file into stratagems/sfo2e charset_wrapper.tph
  13. OK, I don't support that UI. I'm not sure what to advise for the original UI issue (no blackguard kits) since I can't reproduce it.
  14. If it doesn't say, normally they're not supposed to be taken multiple times. I think something may generally have gone wrong with my 'how many times can this be taken' code.
  15. Defensible. Will consider. It's not immediately obvious how to implement, and I didn't bother working it out since in any case I thought there wasn't much logic to it. Also, do you get apprentices immediately, and are they guaranteed to survive? (I don't recall the mage stronghold quest well.)
  16. Just edit it in a text editor, look for the obviously-named entries (search for 'provision' if you can't find them), change them to 0.
  17. Could be - I still haven't managed to reproduce that bug. I'll try on EET, since it seems to show up there.
  18. I can reproduce this on BGT. Will investigate.
  19. You were perfectly clear; I just can't reproduce it. (You're right that the potion component isn't required, it's just the improved general AI.) On my install I have this line in dw1melas.bcs: DisplayStringHead(Myself,71888) // Schluckt einen Magiewiderstandstrank I guess it's possible it's something specific to BGT? (This is on a BGEE test run.) I'll have a look.
  20. Looks like a batch mode bug; I’ll see if I can find it.
  21. Intended: it’s extraplanar and doesn’t really have a staff.
×
×
  • Create New...