DavidW
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Posts posted by DavidW
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I can reproduce the multi-class problem (it happens on low-level characters, I guess I was testing with rather more XP) and have fixed it locally. To hotfix, drop the attached file into the dw_talents/leveller folder.
I can't reproduce the other two, but I suspect that's because they had the same cause and so got fixed en passant.
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Not tested, but dropping the attached into stratagems/sfo2e will probably fix it.
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It looks as if you have some component that's setting Dorn's level to zero, and that's confusing the component. In the short run setting his level to 1 in Near Infinity will probably solve the problem, though I should probably do something my end too.
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Something subtler than that, I think; can you post your weidu.log?
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Will you settle for an ini option?
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I think that’s just a bug in batch mode; will chase.
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On 2/13/2024 at 5:57 AM, suy said:
I've found another incompatibility with Talents of Faerun, though. With the "Characters choose minor new abilities every three levels", the abilities screen gets "dead locked" on level up. I tried to press any of the buttons, but it only highlights the ability, and it never increases, so you can't go back or forward.
It is probably easier to address these issues my side than Lefreut's, so do report them on ToF's site. It would also be good to confirm which game this is and exactly which version of the UI (the weidu.log doesn't seem to be attached to your post).
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This is another case where I don't really need a regexp, it's just for my convenience (and outweighed by its translation issues). As of v35.11, string @3 in spell.tra should just be the complete description of Protection from Fire (i.e. duration 1 turn per level), and strings @4 and @5 won't be used.
(I should warn in advance that if and when you look at translating ToF, it does a lot of string substitution, and it's not as easy to eliminate it!)
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That is pretty funny, yes. Will check it out, though I have no ideas just yet!
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No, they’re both baatezu (=devils). Sound like a bug; can you post your weidu.log?
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The reason they fight separately is largely technical: they're not immune to each other's breath weapons and it's too fiddly to script them to avoid each other.
(The secondary reason is that 'extended sequence of dragon fights' is new in ToB, whereas there's already a 2-dragon fight (the Ascension version of Abazigal).)
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Honestly, not really. I guess if you want a number, I’d probably go for 75 or 80 in IWD and a little higher for CHARNAME in BG. But I’m not confident of that.
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Good catch, thanks. It's supposed to accept either version but that was only working for the 'new_school' variable. Fixed locally, will be in SCS v35.11 and ToF beta 8.
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4 hours ago, Mera said:
With the tweak "Icewind Dale-inspired tweaks to Baldur's Gate/Baldur's Gate II spells", Defensive Harmony is supposed to give +4AC instead of +2 (which works well ingame) but there doesn't seem to exist any tra entry to update the description which still says +2.
This gets done by a straight substitution, swapping the string '+2' for '+4'. It sounds like I'm being too casual assuming that regexp works on other languages. This is a good example of what we were talking about previously - in this case I don't need to do it that way, I was just saving time. As of v35.11, string @40900 in stratagems/lang_som/spell.tra will be the complete description of Defensive Harmony (i.e. the original one with +2 swapped for +4).
4 hours ago, Mera said:Same tweak and the spell Sol's Searing Orb. Documentation says it does 6d6 damage now but the only relevant bit we could find in the tra files is this:
This is an error in the mod documentation. It actually does 6d12 damage (same as IWDEE). Thanks for catching it; fixed for v35.11.
4 hours ago, Mera said:As part of our "fix the french translation" mod (https://github.com/r-e-d/correctfrBG2EE), we did an update on the description of Abi-Dalzim's Horrid Wilting to specify that it does deal damage to all creatures, eg undead. Since that's the vanilla behavior.
With the tweak "Rebalancings of slightly-too-powerful spells", Abi-Dalzim no longer hits undead and the vanilla description becomes correct which is why I assume you did not extract it to a tra file.
But then, our updated description stays the same and becomes misleading
Any idea how we can solve this issue? Would providing a tra entry for the spell be an option?As of v35.11, string @40800 will be used as the description for ADHW, unless it's set to 'NO_CHANGE'.
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There’s a bug introduced in v6 that messes with kit display and that I’ve only just caught. It’s cosmetic, should be fixed when beta 8 drops (probably late this week).
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He keeps his other HLAs?
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I see it, yes. Still puzzled why it didn't come up in an install check - I thought I checked SoD. Thanks in any case, fixed locally; will be in beta 8.
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19 hours ago, Guest some dude said:
Has the reason for this bug been found yet
No.
19 hours ago, Guest some dude said:if yes will it be fixed in the next version?
Either 'yes, vacuously' or 'presupposition failure' depending on how you do the semantics of conditionals with false antecedents.
19 hours ago, Guest some dude said:Also will my v35.9 saves work in the new version, or must I start a new game?
They should basically be fine. You might find slightly odd behavior from monsters (especially spellcasters) in areas you've been to already where you haven't already killed them.
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Odd, it passed a clean install check on my system. Will take a look. If you want to bypass it, you can probably edit dw_talents/hla_feat/start_at_level_one.tpa and delete this line (around line 22):
LAF start_at_level_one_pregens END
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Haven’t got to this one yet, sorry.
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Just now, Delior said:
I don't know why the odd entries still appear in that component while they are fixed in the enhanced UI mod.
Probably because I have to explicitly detect LEUI in order to patch the UI differently. This would require a bespoke detection of that specific menu and then a bespoke patch. Doable; might not get to it for a while though.
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1 hour ago, dispenseri said:
Thanks if you can look into it, I was under the impression you personally wouldn't try to support the mod.
ToF and SCS are in slightly different positions here. ToF is centrally built around UI edits, and I'm only willing to support stable, officially-released UIs, and then only if they don't themselves have lua bugs. In SCS, UI edits are a side dish rather than a main course, and I try to be a little more accommodating.
I'm actually hoping I can get rid of the {K=n,C=p} stuff entirely on an SCS install, it's a by-product of ToF rather than something inherent to the mod.
1 hour ago, dispenseri said:(and character levels are also visually incorrect)
Can you say more about this?
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2 hours ago, rpmaster said:
Meanwhile, are there any plans to unbundle revised vanilla kits component and to allow the selection of individual tweaks for them?
You can do this via dw_talents.ini. Just find the rebalanced_kits section and set the variable for any kit you don't want rebalanced to zero.
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14 hours ago, dispenseri said:
It works perfectly fine with SCS, just this little issue is there. I'm not using ToF personally though I look forward to trying it sometime
Apologies, I'm mixing up report threads. (The underlying issue here is caused by a library that is common between the two games.) If you can give me a link to the official current version of dragonspear UI++ and a description of exactly where the issue occurs, I'll have a look when I get a chance. (I've had some trouble working out which version of dragonspear UI++ is official - there seem to be a bunch of forks.)
Really HATE this mod. Possible to remove it in the middle of the game?
in Sword Coast Stratagems
Posted
In the absence of a weidu.log with the SCS components in, I can't tell which version you are playing. The initial release of v35 had some problems with the logic of scroll drops, that led to them being too stingy. That got addressed in 35.10 but I can't tell if that's the version you have installed. I have the sense that if anything 35.10 is a little overgenerous with scrolls, so I suspect you're on 35.9 or earlier.
I'm puzzled by this. If we're talking about the scroll component again, then (leaving aside the value of distinguishing "it's sneaky and dishonest, the mod author must take malevolent delight in ruining my game" from "it's bugged, the mod author ought to improve their QA"), then SCS's documentation is pretty explicit about what the components do, and lots of them, including that one, make no claim to have anything (directly) to do with improving AI.
I'll reply to the winter wolf pelt on the other thread (once I've reminded myself what's actually happening there).