JMKarlsson
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Posts posted by JMKarlsson
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Hi I was wondering about where this spell is in the revised version of the spells in this game as I can not locate it as it is vital against enemies like Kangaax.
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I would like to make three suggestions.
1. That you include the mace glimmer of hope in the game.
2. That you move the shield of the egons to be a reward from the temple of Lathander if you are a priest there.
3. That you make some items that are specific for the other kitted clerics in game for when they get their strongholds.
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Improved NPC customisation and management (BGEE,BG2EE,EET)
This component makes it much easier to customise NPCs and to make sure they keep up with your main character even if you swap them in and out of the group. When it is installed, NPCs (including mod-added NPCs) join your party at level zero. If you want, you can activate a special 'customise' power on their innate abilities to change their class and kit to whatever you like. After that, you can level the character to first level and choose their proficiencies, skills and the like. The character will continue levelling until they reach about the same level as your character. (The 'customise' power is unavailable once you increase above level zero.)
If you kick the NPC out of the party and subsequently re-recruit them, they will again start levelling until they reach about your character's level. (To be more precise: they are given that level which they would have if they had as much XP as you do; they get given exactly the right amount of XP to reach that level.)
Engine limitations lead to a few slight awkwardnesses with this component. Firstly, thieves don't gain quite the right number of skill points at level one. To fix this, thieves are given one-off innate abilities that allow you to increase your thief skills by the missing amount. Secondly, mages and bards have their spellbooks selected from a fixed list (you don't get to choose yourself). Thirdly, if you have the Party AI disabled, you may occasionally notice minor glitches in the amount of experience your characters receive (this will be most noticeable if you use the customise program to change a character's class). Turning AI back on (even if only briefly) will resolve this (though it is possible to get a slightly-too-high level character if you change from single-class to multiclass and then level without AI on.
This part of SCS is one that I like and dislike in equal measure my reasons for liking it is that it increase the XP for rejoining characters and allow you to pick better weapon proficiencies for warrior type characters (such as giving Khalid the crossbow instead of the longbow) however it comes with one big drawback especially for BGII:EE namely that mages only have spells as if they were lvl 1 characters
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1 hour ago, Nathan82 said:
@JMKarlsson that shows whats changed the file the scs component stops at so hopefully it'll help someone figure out the problem. Im far from an expert on this.
You'll need to provide a load more info too.
What game are you installing SCS on? Baldur's Gate? Baldur's Gate 2? The Enhanced editions?
What version of SCS are you using? Newest is 33.7
What order did you install mods in? Because that can play a big part too. In my current install i have some of BP really early on, then some components after SCS and then BP-Series after that. But as i said im far from the expert. Post what game and version and your WeiDU.log file (it'll be in the game folder) and hopefully someone will be able to help you out more than i can.
I am installing it on BGII:EE using the newest version of SCS all BP content was installed before SCS, the part of BP that is ruining the install is the one that is required for all BP content.
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Just to be clear, does this mod work with BGII:EE?
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1 hour ago, Nathan82 said:
Download the smaller of the 2 files in the link Jarno gave you.
Extract the the files into your game folder, ie \BGII - SOA
You'll need 7zip or WinRAR or something similar.
Once the contents of the zip file have been extracted into your game folder, right click on change-log.bat and select edit
The lines starting with :: are commented out so wont do anything, once you have edited the file the lines without :: are the ones that will run
This is the line you'll need to edit;
WeiDU.exe --log nul --change-log ########.### >change-log/change-log.txt --out change-log
change ######.### to whatever file you want to check. File names are case sensitive. From the screen shot above it looks like you need to check SPIN920.spl
ie WeiDU.exe --log nul --change-log SPIN920.spl >change-log/change-log.txt --out change-log
If you are checking multiple files make sure to change or number each change-log.txt as well
something like this;
WeiDU.exe --log nul --change-log SPIN920.spl >change-log/change-log.txt --out change-log
WeiDU.exe --log nul --change-log SPIN123.spl >change-log/change-log1.txt --out change-log
save and close the file.
then double click change-log.bat
a cmd.exe window will appear briefly then close again. This will have generated a .txt file per line. Now just check .txt file in the \game folder\change-log to see which other mods have affected the file.
Hope that makes sense.
Is this the one you asked for?
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1 hour ago, Jarno Mikkola said:
From the look of it, you have installed a mod that's breaks the spell in question, so rathert than investicate the SCS, you need to investigate what caused the file to be corrupted, and to do that, you should --change-log the file(spin920.spl), attach the made folder as a .zip archive to the thread and then we can then examine the files.
Ok so how do I use the change--log file.
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I can't install scs 31 because when I seek to initialise the core componet it fails to do so, I would there like to know if I should install scs first?
Edit: I have the siege of dragonspear expansion
Spell Immunity spell
in Spell Revisions
Posted
So I will not be able to block the imprisonment spell with that any longer, what other spells can do that in SR