Dan_P
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v5.9 update This is a smaller update. Mainly wanted to get out the display fix for Bubb's menu (for Medic kit). Github: https://github.com/D2-mods/The-Workshop-Kitpack Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases -- Fixes: Bubb's Spell Menu note: Fixed display issues in Overlay mode with Ki Energy (Medic kit). It should now always display the correct amount of Ki Energy after using an ability. (This was just a display issue. The actual Ki Energy amount was always correct.) Multiclass kits should no longer randomly regain all daily uses of abilities. This only happened rarely. It was a side effect of a workaround for a possible export/import issue (still implemented, but improved effects structure). Fixed patching issue when installed after EE Fixpack (only affected Medic's Spiritual Clarity). Changes: Starjammer: Now briefly invisible when using Riftstep (cancels spells against, unless caster sees through invisibility). Powder Keg songs will now break invisibility. If Improved Invisible, will still keep the other effects. Previously you could just stand around invisible until enemies were dead, unless they could see through invisibility. Moonlight Knight: Moonlight Vortex has a bigger beam visual and hits in a wider area (kind of). The actual beam itself is still a narrow line, but it does some stuff to approximate a wider area. Warhound explosions and Powder Keg's fiery explosions now dispel effects of webs, grease, and entangle on allies in the area (even if they don't take damage). Also protected for 5 seconds (enough time to leave the area). A couple kit abilities may do something similar. Other minor changes (sound effects, BAM images, text colors, etc.).
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Move EEex components to a separate "EEex" Group?
Dan_P replied to Dan_P's topic in Tweaks Anthology Forum
Yeah, I was referring to the component names themselves, just for the reasons stated in the op. This isn't super important or anything. I just prefer more descriptive names, especially for components that tweak/rebalance stuff. I think it's better from the end user perspective, instead of needing to keep a readme open. -
It's not a specific item or items (and I haven't even tested with mod items). Talking just the base game items, this component doesn't differentiate between mace and morning star for the 0x22 appearance. If it did in the past it no longer does. All morning stars in all games that this component installs on are affected (classic BG1 through EEs). This includes IWD2, though that game doesn't have a paperdoll, so there's no actual difference in appearance.
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Might be a better way to do it. These are different in that they require another mod to function. If you want to expand it, you could make a "System/EEex tweaks" section, and include stuff like Interval Saves or Personalized autosaves. A couple others (more user friendly install): - I'd suggest adding a note to each EEex component that it requires EEex. This is useful with a mod manager like Project Infinity. You can look at a component and see right away that it's an EEex component. It's also useful if looking through a weidu.log if you need to check quickly what EEex components you had installed. - The nerfs (ranger dual wield and NWNish-armor) should probably say exactly what they do, or at least add "Nerf" or a "see readme" note to the name. You will 100% have people who install these and complain (on here or at other places), if not clearly stated.
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Just checking through this. These ones are also in IWDEE: DKERISH - missing journal entry for some dialogue paths (just a lore entry, but no reason not to have it). Tracking.2DA - AR7005 missing Tracking text (Wyrm's Tooth outside area) DDENAINI - Quest reward issue. (note: you need to say "You're asking me to kill the priests?" to accept the quest.) DVALESTI - Not necessarily a bug, but tweaking would be a QoL improvement (less clicks to hand in items if you didn't offer to help on initial talk). DOSWALD - girdle duping DORRICK - multiple cloak/armor exploit DKUTOWNG - trigger for goblin story set wrong (uses Easthaven variable). It's still technically possible to see this line, so likely an oversight (as opposed to being cut dialogue). DPLANAR - Contact Other Plane spell (missing options/lines). May be better for UB mod. DOGRE - Possibly cut dialogue. May be better for UB mod. -- These ones look intentional to me (also still in IWDEE): DSAABLIC.dlg (umber hulk guy) Saablic Tan reappears in IWD2. The skipped dialogue suggests that he dies (and that you see him die). Possibly an early version of the game used that line before they decided to bring him back. DLARREL.dlg (Larrel) The different dialogue trigger is just moving the response option from being with the main responses to being after clicking "I wish to know more...". The reply he gives to this is just a nothing line telling you to talk to other NPCs. DCAPVIL.dlg (captured villagers) If the 2 dialogues weighted under the True() dialogue are moved above, then the True() dialogue (the "mountain" line) becomes the one that never gets shown. Changing this would be a tweak, not a fix. -- The others are fixed in IWDEE. The ones not fixed may be relevant for EE Fixpack as well.
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Tested this out and it works pretty good. These are just a few suggestions: - Add option for this naming scheme: modname-version-OS-extra - Add option to make the filenames entirely lower case. - Add option to replace colons (:) with nothing, instead of an underscore. (so BG:EE in the modname in ini file becomes "bgee" instead of "BG_EE")
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v5.8 update Updated french translation + minor changes. Github: https://github.com/D2-mods/The-Workshop-Kitpack Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases -- Updated French translation from JohnBob. Fixed issue where poison cures were also removing the assassin Poison Weapon buff. Medic: Dragonrot damage should no longer cause frozen death (or at least super low chance). Damage is now split between cold and acid, instead of all cold. (note: this ignores damage resistance, cold is used because I like the visual/sound) Blood Minister: Lead Elixir now increments resists, instead of setting them. Powder Keg: Fire resist now starts at 10% and scales with level up to 50%. Compat update (Talents of Faerun): For IWDEE, all healing spells from this mod can now heal any of the new PC races added by ToF. Restrictions for other races may still apply (depends on spell). These restrictions should normally only apply to summons. Changes to BAM images for item descriptions. Should look better with UI overhaul mods (ex. Infinity UI++).
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Did a quick check of possible components that could affect this. It's the "Better racial enemies for rangers" component that changes the race to Orc. This looks like it's intentional. In the install file for the compatibility patch, it says "turn constructs into orcs" in the part where it edits CRE files to match that component. It's just a different way of grouping races together, but it can mess with scripts that check race if not updated.
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That's probably a mod doing that. Unmodded GOG version, all golems are set to Golem race.
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Could recreate this consistently. This was tested in IWDEE. NOTE: other than this bug, the patch DavidW posted seems to be working. Haven't had issues with the abilities screen since the patch. Steps to recreate: - create 2+ PCs and give them enough experience to level - click on any PC other than the party leader - click Select All or drag box around all PCs - press R to open status screen - click Level Up for party leader - the Proficiency screen will be based on the class of whichever PC was selected before clicking Select All. additional notes: - Proficiencies already allocated are correct, but any new points you add are restricted by the other PC's class. - The name and class at the top of the screen will actually refer to the other character. - This doesn't seem to affect the abilities screen. - I used party leader in the above steps, but this affects the slot that's highest in the order of the selected PCs. To avoid this bug, only have 1 PC selected when you enter the screen to Level Up. Doesn't matter which PC is selected. As long as it's not multiple PCs, I haven't noticed the bug.
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This is only relevant if the race component is installed. In IWDEE, spells like Heal, Restoration, Cure/Cause Wounds, paladin Lay On Hands, etc. don't work on nonliving or "extraplanar" creatures. (note: there's no level drain without mods in IWD, unless you summon the vampires with Limited Wish) I'm just noting that Aasimar is currently not on the list of restricted races for this. Tiefling and Genasi (as "Genie") are restricted as part of the unmodded game. For fairness, they should all be restricted together, or none restricted. -- Also, an oversight. If "minor abilities" is installed, the subspells for paladin Lay On Hands have the effects for racial restrictions. However, the resource field for those effects still point to the main spell (SPCL211.SPL), so they don't do anything. Note that fixing this may cause some potential weirdness, with some races not being able to heal themselves with Lay On Hands. For comparison, monk Lay On Hands does not have racial restrictions. However, that's only castable on self.
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From a quick search, I can see that RoyalProtector mentioned this was fixed at some point. If it was fixed, then it's been unfixed. This is an extension of the issue I brought up in this post: https://www.gibberlings3.net/forums/topic/38591-beta13-iwd-poison-weap-text-multiclass-featsprofs-other-notes/ In that post, I mentioned the feedback string, which apparently is only with EEex, which fixes the bug where op206 doesn't display the string message. The real issue is that the HLA effects are below the op206. Even though op318 or op324 are usually used to block effects below, op206 will also block effects below. I think keeping the HLAs in the same SPL file can work, so you don't need a subspell. The op206 needs to go last in the order. The HLA stuff right above it, then the op318 with the spellstate check above those. Both the op206 and the op318 should be set to duration of 60. This way, whether or not you have the HLA, you'll be prevented from using Enrage again for 1 turn.
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With Imoen (no race/class restrictions): - if Mage/Thief is selected as class, the kit list gives a list of single class mage kits. - if Fighter/Thief is selected as class, the kit list gives a list of single class fighter kits. - if Cleric/Thief is selected as class, the kit list gives a list of single class cleric kits. - Other multiclasses, including F/M/T, do give a list of multiclass kits. Does not affect Minsc or Jaheira. This was tested at the start of SoA.
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I'm seeing this as well (tested on BG2EE, with and without EEex). When you make a new game, it's always fine, as long as you don't close the game. You can quit and reload, etc. After you close and reopen the game (as in quit out completely to windows), it can mess up when loading existing saves. Either the proficiency screen, or the HLA screen, or both won't be right. Usually, the HLA screen either has no options or all options are grayed out. It's not every time, but it does happen pretty often. If it does work, then it's usually fine until the next time you close the game. Easiest way to check this quickly is with kensai. If you have this issue, then after closing and restarting the game, it will almost definitely have ranged options, and be restricted to specialization. The abilities screen sometimes works, but probably won't work 100% correctly. NOTE: for other mods other than EEex, the only UI mod is a portrait selector. No mods that edit proficiencies or HLAs.