DavidW
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Posts posted by DavidW
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4 hours ago, Trouveur80 said:
For drow, the readme states than it's because of BG2 chapter 5. You're suppose to not be a drow during this part, all the dialogs clearly state you're disguised as one and could be find out.
It’s this. The plot of chapter 5 of BG2 revolves around the fact that you are not drow but need to infiltrate their city. Having a drow PC breaks that plot hard. Of course you could change the plot, but that’s way out of scope for ToF.
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I think there’s a bug in the batch mode system here.
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Aha, that’s interesting. I couldn’t reproduce this as a ToF only bug - looks like it might be about interaction with other mods.
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Ok, will check.
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Just checking: you did reinstall after changing the ini?
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oK, let me know if you do work out how to reproduce it.
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OK, cool: it must be internal to ToF (and yes, almost certainly an issue in the ranger enemy component). I'll check it out when I have a chance; thanks for flagging it.
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Remind me if you're using a UI mod.
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I think that was my logic, once I looked at how minimal the component's footprint was in BG2.
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It's difficult to give stable recommendations when this is still so much a use-at-own-risk mod! It will be safer to skip other UI mods, to be sure.
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My guess is it's a compatibility issues with LeUI, but I'll check it out.
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On 2/26/2024 at 12:04 PM, Morgoth said:
I'm playing with SCS and beholders keep casting imprisonment on my ranger/cleric. I have 0 clue on how to counter it. Suggestions?
Remove your eyes? Only then can you remove the veil of lies and deceit clouding your lives. After that, you can joyfully serve the Elder Orb, and it won't need to imprison you.
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Yes. I don't actually remember if that was intentional! Still, people seem to like them so I'll look at restoring them.
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Just checking: this is advice to people, not a bug report? If so I might edit the title, it reads as if there's a bug.
(I don't think I agree with the advice, but that's a different matter. Maybe for solo play, I guess.)
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Can you post a weidu.log?
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Don't worry, I've worked it out - I'm misreading my own code. Removing the Baervan kit from Quayle is already implemented as of beta 7, the documentation just hasn't caught up. So this is intended behavior.
& yes, in principle a Baravar kit would be nice.
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No problem, thanks for the report.
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Assuming you've got the relevant other bits of ToF installed, could you have a look at the others? Yeslick should be an Axe of Clangeddin, Tiax should be an Assassin of Cyric, Viconia should be a priest of Shar.
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Got it. There's a glitch in the class/kit detection system that doesn't correctly get the class of cleric/specialists. Hotfix: either (i) drop ui_detect_class_kit.tph into dw_talents/sfo/lua before installing, or (ii) drop m_dw_dkf.lua into override after installing.
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I can reproduce this with just the 'enforce specialist requirements' component present, so it's clearly a bug in that code. Will investigate.
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That might be a display issue - there's a glitch in beta 7 that messes up kit display. What do you get if you click 'kit description'?
(In any case, this is actually going to be deprecated in beta 8, as people have pointed out to me that Quayle worships Baravar.)
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I can't reproduce this, though I haven't tried to reproduce your full install. On SCS's side the only plausible components that could be causing trouble (unless I'm missing something) are 2500 and 2510, and the crash doesn't occur with those components, with or without LeUI 4.8. I have had reports of issues from EEUITweaks so I guess that's possible.
Two suggestions to pin it down further:
(1) open a console, navigate to the BG2 directory, and do
copy setup-stratagems.exe weidu.exe weidu --change-log ui.menu
and tell me what you get
(2) Still from the console, type 'baldur' to run the game, reproduce the crash, and copy the error text displayed in the console when the crash occurs.
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Huh, interesting. There should be separate block/allow lists for priest and mage spells. I'll see if I can reproduce.
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Got it (I think already fixed locally). Thanks.
Lore justification in Bhaalspawn saga for not allowing Aasimar/Drow charnames
in Talents of Faerûn
Posted
I'm fairly relaxed about aasimar bhaalspawn if people think it's sensible.
Drow is another matter: as various people have pointed out, it's deeply woven into the plot. (Of course it's a one-character ini edit to enable them if you want them; just don't blame me for story incongruities.)