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Dan_P

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Everything posted by Dan_P

  1. I'm pretty sure this is a bug. Noticed this when implementing an ability pool for a kit. With the ability pool function, you can't currently have a kit gain abilities at varying levels (without a workaround). Specifically, the SPLs that block gaining abilities until the required level ("b" suffix) aren't given to the character when the points pool is initialized. This can be tested quickly with the skald kit example, included with the functions. You can work around it by applying the "b" files from the kit clab in front of the "000" file, but it's probably best to have the function add them to the "000" files directly, or applied from a subspell.
  2. More a windows defender issue, than specifically windows 11. But yeah, I got a warning as well after uploading the file, then redownloading it. The weidu exe sometimes gets flagged as a virus. Note that the files in the .7z are identical to the zip file made by the Infinity Auto Packager. I get the virus thing from windows defender about once every few months. That said, if you are unsure or want to be absolutely safe, you can download the .iemod version, which includes the mod files without the weidu exe, then get weidu from the weidu github instead, and rename weidu.exe to setup-d2-workshopkits.exe before install (or just use Project Infinity, instead of getting weidu directly).
  3. Updated to v4.7.8 This update includes a critical compatibility fix for EEex. Github: https://github.com/D2-mods/The-Workshop-Kitpack Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases -- Compatibility fix for EEex (v0.10.0-alpha and later): Some kits had broken effects due to a change in recent EEex versions. All kit abilities are fixed now. The affected kits were the ones with special amulet effects (i.e. Beast Hunter and hunter badges). as a side effect: these item effects will now work even with custom multiclass kits. To be clear, this mod does not require EEex (everything works with or without). Crow Hunter updates: Damage bonus vs. humans/humanoids now starts at +1, increases to +2 at level 5, and +3 at level 10. For multiclasses, it upgrades with thief level only (not average level of classes). Multiclass variants will now gain Visceral attack at the correct levels (9, 13, and 18). Visceral Attack is now more likely to roll in the upper range of the damage roll. This makes it a little better for mage/thief or single class. Can now use any mod-added traps (i.e. Talents of Faerun HLAs), even if installed after this mod. Must be Thief level 14 or higher. Bonus effect from the Crowfeather Cloak item will now work with custom multiclass kits. Other: Beast Hunter: Added an extra effect for the Old Hunter Badge amulet. When using Hunter Tools, the character will never roll a critical miss (with melee attacks). Jade Feather: This now gives a +8 bonus to max HP (basically an extra roll of HP for monks). This replaces the +3 bonus to Save vs. Spell.
  4. Some scripts are switched position from unmodded (on "Eldathyn Healer" in ar4004). I haven't tested in-game, but this is probably the cause. In unmodded, D4YUNINF.bcs is the 'race script' (higher priority), while D4HEAL.bcs is the 'general script'. With SCS, it's the other way around, so D4HEAL is higher priority. D4YUNINF is the one that can turn the healer hostile without being directly attacked. D4HEAL (with SCS) has a couple blocks that can prevent the above from happening. Example block from d4heal (with SCS edits, this isn't in the unmodded script): IF !Allegiance(Myself,ENEMY) THEN RESPONSE #100 NoAction() END
  5. I've never used 340, but 341 can definitely stack. I already knew this, but re-checked anyways using crit effects from a couple of my mods (they are already installed so it was quick). With 100% critical chance, all crit effects from different sources are applied every hit (tested SPL+SPL and SPL+ITM). The IESDP page reads like it uses only one resource, but it can have multiple.
  6. This is for the innate cantrips component (minor install issue). In cantrips.tpa, you have this part: ACTION_FOR_EACH spl_def IN ~sppr701~ ~spwi318~ ~spwi406~ ~spwi519~ ~spwi522~ ~spwi602~ ~spwi701~ ~spwi902~ BEGIN COPY_EXISTING ~%spl_def%.spl~ ~override~ LPF CLONE_EFFECT INT_VAR multi_match = 1 match_opcode = 206 STR_VAR resource = ~d5ctpmb1~ END IF_EXISTS BUT_ONLY END Not all of these include opcode 206 unmodded.
  7. In my install, some of the enemies have scripts with this script block: IF True() THEN RESPONSE #100 Kill(Player4) END Player4 is the 4th character created (or 4th who joined the party). Specifically, these scripts include it:
  8. Updated to v4.7.5. This is a cumulative post for the last few updates (v4.7.1 - 4.7.5). Github: https://github.com/D2-mods/The-Workshop-Kitpack Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases -- Powder Keg changes: Reduced delay between each use of a song from 10 rounds to 8 rounds. Blasting Song: Main blast now delayed 1 second (damage unchanged). A new lead-in projectile does an extra 2 fire damage to enemies in a 12-ft. radius. It's visually more interesting now, and the initial projectile lets you know when the main blast is coming. Booming Song: Damage increased from 2d4 to 3d8. Tweaked explosion visual/sound. Dust Explosion: Damage of initial blast increased from 5d6 to 8d6. Creatures immune to blind no longer suffer reduced visual range. Enemies now move at half speed in the cloud. Frenzying Flame: Damage per round increased from 2d4 to 2d12. Medic changes: at level 10, Slow Poison is now upgraded to Neutralize Poison. at level 14, Cure Disease is now upgraded to Heal (essentially, the medic's version of "Lay on Hands"). at level 18, can now use Lesser Restoration 3 times per day (no fatigue). All medic cures are touch range, applied instantly, have no vocal component, and are not considered spells for wild/dead magic. The spells are otherwise identical to the existing priest spell at the time of install (i.e. in IWDEE, you can't cast Heal on an undead or elemental). Adjusted visuals for all abilities + fixed color fade effect on White Remedy (was allowing a save). Medic: Remedy abilities will no longer affect undead or golems. Healing Rain will still heal any creature, including in IWD (similar to Mist of Eldath). IWD Evasion notes: These abilities previously allowed Evasion, and no longer do: Shockwave, Moonlight Vortex, Booming Song. These abilities can (still) be evaded: Incinerate, Electrocannon, Steady Current (secondary targets only), Blasting Song, Dust Explosion (initial blast only), Ether Explosion. BGEE/BG2EE: If Evasion from IWDification or Talents of Faerun is installed before this mod, then the above abilities will also give a check for Evasion in the BGEE games. (components from ToF that just modify kit ability tables are fine to install before this mod) All "Evades effects from..." messages should now say the name of the spell/ability being evaded. -- Fixes/Maintenance: Blood Minister: if using Spell Revisions, Madman's Blood no longer causes SR fatigue effects. Fixed a mod conflict (with IWDEE Polymorph fixes mod) that would cause characters to learn Psionic Blast permanently, when using the Milkweed rune. Aesthetic fix with Bubb's Spell Menu: The Denial and Moonlight Vortex abilities will now appear as level 1 spells in the special abilities menu (same as all other abilities from this mod). Blood Minister: Right-clicking the Blood abilities in the submenu will now show the description for Blood Transfusion. Previously, only the main Blood Transfusion spell would show the description. Golem Ring: Delayed sound effect on item ability was incorrectly set as undispellable. Moonlight Knight: Fixed an inconsistency in the effects of Moonlight Vortex + added lighting effect on allies (only enemies take damage still). IWDEE: Grave Warden's Skull Trap was giving Evasion check against the wrong spell resource. Other updates: New icon for Hunter Tools, recolored icons for Starjammer spells, changed icons for a few other abilities. Switched some item locations around in BG2EE/IWDEE (main change is making Hunter Bone obtainable earlier). Added more shaman bone blades in each game (higher quantities and/or obtainable in more locations). IWDEE: Grave Warden's Denial ability will now follow IWD cleric rules for the healing effect. The main spell can still be cast on any creature. For creatures immune to healing spells in IWD, Denial will last the full 3 turns, unless dispelled or the creature is killed/unsummoned. Shaman Bone Blade: Improved effects structure. Will now always play an audio/visual effect, even for immune creatures. Will now display a string that ability was used. Increased cast range from 1 to 3. Elves and half-elves that fail the save against charm, but make the racial check for charm resistance, will now avoid all effects, instead of being berserked. Starjammer: Riftgate balor now has a screen shake effect if summoned. Other adjustments to golem and balor (faster movement, golem has stun on hit, etc.) Temple Knight: Slightly reduced knockback strength of Force + added color fade to affected creatures. Stun duration increased internally (it's still roughly 4 seconds, but after the knockback ends). SCS/ToF notes: Fixed a few wrong ability icons when this mod was installed after SCS/ToF spell tweaks. Fixed an issue with haste effects if this mod was installed after SCS/ToF spell tweaks. This affected the Moonlight Knight kit and the Hunter Bone item. Milkweed (rune): Fixed an issue that would occur if this mod was installed before SCS/ToF spell tweaks. The CON/WIS drain wasn't being removed right away after battle (it wears off itself eventually). I personally install this mod after SCS spell tweaks (I don't use ToF yet), but in case the opposite order is used, all items/abilities will probably work fine either way.
  9. jmerry's first guess was correct for this. The ICEGLYP projectile in IWDEE has the "enemies only" flag, as well as larger area (symbols in IWD have a 15-ft. radius). The hopelessness projectile (idpro277) is similar, but plays a different animation. One of the SCS spell tweaks already changes the stun/fear/death symbols to use OHSYMBOL.pro. Could probably just use that (assuming it gets added for games that don't have it, by default). OHSYMBOL is nearly identical to ICEGLYP (same animation/sounds), but it's party friendly in both BG2EE and IWDEE. They already have the same explosion size in each game as well (12-ft. for BG2EE, 15-ft. for IWDEE).
  10. The issue is with cdmindfl.itm (mind flayer weapon). When the shapeshift happens, the game crashes, due to bad opcodes on the ITM file. Specifically, instead of the Str and Dex bonuses (op44/op15), it sets those opcodes both to 700, which doesn't exist and crashes the game. Note that this only happens when choosing "Install all spell tweaks". When installing all components separately, the opcodes are correctly set to op44/op15. Screen showing in Near Infinity:
  11. v4.7 - maintenance update Maintenance: Fixed Denial/Revitalizer abilities if installed after SCS/ToF revisions to 'cure wounds' spells. IWDEE: item files no longer have description images (fixes visual glitch with Infinity UI++). Standardized and reworked internally how armor restrictions are handled for kits. Improved installer speed. Updated ADD_KIT_EX to v0.6.2. Updated description for Drifter kit to note support for ToF Evasion. Spell selection fix (compatibility section) now links to 'Subtled Spell Tweaks'. Adjustments: Starjammer: Riftgate golem is now immune to spells that instakill summons. Starjammer: Riftgate balor will now leave after reloading the area, instead of staying forever. Medic: Healing Rain now heals 3d8+2 per round (increased from 13.5 to 15.5 average). -- Download on Github: https://github.com/D2-mods/The-Workshop-Kitpack/releases
  12. Small IWDEE bug caused by the current EE Fixpack from the repo. Chromatic Orb is missing the 2d8 magic damage on the level 7 effects.
  13. Tested with BG2EE and IWDEE - No spell icon for Polymorph Self and Shapechange when clicking to cast them -- - 'Hellhound' description says, "+50% cold damage". One of these would work better: - "Cold Resistance: -50%" - "All cold damage received is increased by 50%" -- - 'Hill Giant' description says Rage once per day, but it gets it every time polymorphing into the giant. - The rage effects also persist when polymorphing again, so you can get the bonuses in another form, or change into the giant again and stack 2 rages together. A Fighter/Mage can use rage, then change to human form, rage again when it wears off, etc. -- IWDEE: If this component is installed by itself, with no other components, these forms will disappear from the special abilities after clicking any of the available forms: - Shapechange: Troll, Mind Flayer, Iron Golem - Polymorph Self: Spider, Mustard Jelly - Basically, the forms that aren't new ones added by this mod will disappear. -- Conflict with EE Fixpack (current files from repo) - This applies to same forms as the above issue. - They will fail if EEFixpack is installed (meaning you stay in human form). - I'm posting this because the shapeshift changes in EE Fixpack look like they're pretty much done. More info - EEFixpack changes how the effects in shapeshift spells are applied. - SCS makes its own changes, but keeps the top effect from EE Fixpack (the one that casts spinhumr.spl). - Removing the spinhumr effect will fix the SCS versions.
  14. Post title. This is just filler. Update: not an issue, see reply by DavidW. This component is working as intended. Update 2: Side effect (or intended?). This component makes sequencers/contingencies unobtainable by sorcerer kits. First mentioned in this post by jmerry. I confirmed it in-game myself as well. -- After some quick testing, regular sorcerers can gain sequencers/contingencies, as they use the same table as mages. The effects use EFFs targeted at MAGE (class.ids), but that includes sorcerers. Sorcerer kits, including dragon disciple, won't get them, however, because the abilities from this component aren't added to their tables, by design. There's some bugginess in BG2EE as well. If starting a new game in SoA with a single class mage or sorcerer, you won't get minor sequencer. If starting a new game in ToB, you get only Contingency and Chain Contingency (once you get level 9 spells).
  15. It's another mod that's doing that. This mod doesn't touch weapon types. Also, by weapon type, do you mean proficiency type? Some of the weapon tweaks or proficiency tweaks will change the proficiency type in the weapon file. EDIT: Okay, you're probably talking about the weapon category, not proficiency. Are you using one of subtledoctor's tweaks. The Faiths and Powers usability tweak makes those exact changes (scimitar to 'spear', and katana to 'halberd'). I don't know if he has similar tweaks in his other mods. It's just the internal name, though. The weapons still work properly in-game.
  16. Thanks for the update, though the v0.6.1 seems to have a different issue (though only affecting players who go above level 40). Tested with a BG2EE with only Workshop Kitpack + the updated ADD_KIT_EX. For this mod, only the fighter and thief tables gain effects that go above 40 for multiclasses, so it only affects those tables. These are the tables after install: As you can see, it pads out the tables, but for entries above 40, it also adds effects that were added to QD_MC files. Specifically, it adds all effects given for the first multiclass kit installed before the table was extended. Edit: Just thinking about it, I could probably cap effects on my multiclass kits to 40, since realistically, no one would ever reach that high level. They only extend to 50 currently because I build the tables at install time, and copy pasted stuff from the install of the single class versions of the kits (which extend to 50).
  17. I had to google repro case (lol). I'm not a programmer. Do you just mean mods installed? If so, I tested with clean BG2EE v2.6.6 (Steam version) with The Workshop Kitpack and Thief Evasion from beta 3 of ToF. This is the weidu log: // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~D2-WORKSHOPKITS/D2-WORKSHOPKITS.TP2~ #0 #9999 // The Workshop Kitpack -> Base kits + multiclass variants: 4.7 ~D2-WORKSHOPKITS/D2-WORKSHOPKITS.TP2~ #0 #10 // Misc item pack: 4.7 ~DW_TALENTS/DW_TALENTS.TP2~ #0 #40450 // Thieves gain the Evasion ability (on a successful save for half damage against abilities that require you to dodge, take no damage): Beta 3 No files in override before install.
  18. Re-checked this one on BG2EE. Still getting it on a clean install, with just a kit mod and innate sequencers. CLABMA01 (before innate sequencers) 2DA V1.0 **** 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 ABILITY1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY2 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY3 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY4 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY5 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY6 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** QD_MULTI AP_QD_MCM01 AP_QD_MCM02 AP_QD_MCM03 AP_QD_MCM04 AP_QD_MCM05 AP_QD_MCM06 AP_QD_MCM07 AP_QD_MCM08 AP_QD_MCM09 AP_QD_MCM10 AP_QD_MCM11 AP_QD_MCM12 AP_QD_MCM13 AP_QD_MCM14 AP_QD_MCM15 AP_QD_MCM16 AP_QD_MCM17 AP_QD_MCM18 AP_QD_MCM19 AP_QD_MCM20 AP_QD_MCM21 AP_QD_MCM22 AP_QD_MCM23 AP_QD_MCM24 AP_QD_MCM25 AP_QD_MCM26 AP_QD_MCM27 AP_QD_MCM28 AP_QD_MCM29 AP_QD_MCM30 AP_QD_MCM31 AP_QD_MCM32 AP_QD_MCM33 AP_QD_MCM34 AP_QD_MCM35 AP_QD_MCM36 AP_QD_MCM37 AP_QD_MCM38 AP_QD_MCM39 AP_QD_MCM40 AP_QD_MCM41 AP_QD_MCM42 AP_QD_MCM43 AP_QD_MCM44 AP_QD_MCM45 AP_QD_MCM46 AP_QD_MCM47 AP_QD_MCM48 AP_QD_MCM49 AP_QD_MCM50 CLABMA01 (after innate sequencers) 2DA V1.0 **** 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 ABILITY1 **** **** **** **** **** **** AP_DWSQWR3 **** **** **** **** AP_DWSQWR1 **** AP_DWSQWR4 **** AP_DWSQWR5 **** AP_DWSQWR2 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
  19. I haven't checked one-by-one for each component. I do know that all the QD_MC lines are removed if you install all the class components. Just checking one right now, one that does affect it is Thief Evasion. This was tested with just a kit mod and ToF on an otherwise clean install of BG2EE. -- CLABTH01 (before thief evasion): 2DA V1.0 **** 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 ABILITY1 GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** ABILITY2 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY3 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY4 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY5 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ABILITY6 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** QD_MULTI AP_QD_MCT01 AP_QD_MCT02 AP_QD_MCT03 AP_QD_MCT04 AP_QD_MCT05 AP_QD_MCT06 AP_QD_MCT07 AP_QD_MCT08 AP_QD_MCT09 AP_QD_MCT10 AP_QD_MCT11 AP_QD_MCT12 AP_QD_MCT13 AP_QD_MCT14 AP_QD_MCT15 AP_QD_MCT16 AP_QD_MCT17 AP_QD_MCT18 AP_QD_MCT19 AP_QD_MCT20 AP_QD_MCT21 AP_QD_MCT22 AP_QD_MCT23 AP_QD_MCT24 AP_QD_MCT25 AP_QD_MCT26 AP_QD_MCT27 AP_QD_MCT28 AP_QD_MCT29 AP_QD_MCT30 AP_QD_MCT31 AP_QD_MCT32 AP_QD_MCT33 AP_QD_MCT34 AP_QD_MCT35 AP_QD_MCT36 AP_QD_MCT37 AP_QD_MCT38 AP_QD_MCT39 AP_QD_MCT40 AP_QD_MCT41 AP_QD_MCT42 AP_QD_MCT43 AP_QD_MCT44 AP_QD_MCT45 AP_QD_MCT46 AP_QD_MCT47 AP_QD_MCT48 AP_QD_MCT49 AP_QD_MCT50 CLABTH01 (after thief evasion): 2DA V1.0 **** 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 ABILITY1 GA_SPCL412 **** **** **** **** GA_SPCL412 AP_#EVASION **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** GA_SPCL412 **** **** **** **** **** **** **** **** **** **** **** **** **** ****
  20. Some things noticed when putting together an IWDEE install. -- 'Make sequencers into innate' component removes QD_MULTI line from mage clab (clabma01) - This breaks compatibility with multiclass mage kits installed with the ADD_KIT_EX/qd_multiclass functions. This is similar to what I posted in the ToF forum. IWDEE 'Reduce the power of Inquisitors' Dispel Magic' - In IWDEE, Dispel Magic and Remove Magic (despite the description) have a 100% chance to dispel. So Inquisitor dispel is actually weaker. Currently, this component is only useful if you also nerf the wizard/cleric Dispel. Alternatively, you could add another option to give the Inquisitor Dispel 100% chance (for IWD only). -- IWDEE Install order notes (may be useful for others who see this): - Abel's 'nonrandom treasures' mod needs to be installed before SCS 'wider selection of scrolls'. Otherwise, you can get weirdness with multiple bags added for some spots (each with a separate .sto file). One spot where this occurs is the back room of Pomab's shop. - 'Shaman-specific items' (from Argent77's Improved Shamanic Dance) will cause the 'Smarter Priests' component to fail to install if the 'Smarter Mages' component is also installed. Moving 'shaman items' to after SCS seems to install fine, though I haven't tested it in-game. I posted about this in another thread as well. -- Infinity UI++ note: - I'm just posting this for reference. I know you're not dealing with compatibility for this mod yet. The following install order will cause issues in the spell selection screens: - Infinity UI - EEex - Olvynspells 'add new spells' - SCS/ToF 'new arcane/divine spells' - it will install fine, but you won't be able to choose spells in the selection screen - move SCS/ToF new spells in front of Olvynspells and no issues with selection screen
  21. Ran into this same error message when putting together an IWD install. For me, the conflict was with the 'Shaman-specific items' component of Argent77's Improved Shamanic Dance mod. Specifically, the error came up when the following components were installed: Shaman-specific items SCS Initialize AI SCS Smarter Mages SCS Smarter Priests Remove shaman items and it installs fine. Remove Smarter Mages and it installs fine. Moving the item component to after SCS also seems to install fine, though I haven't actually tested it in-game.
  22. Hi, is there a way or will you be adding a way to restrict specific proficiencies for a kit (if using the component that expands class profs). Or is that something you'd have to handle yourself on your end. Thanks.
  23. This is an issue I noticed when testing this mod with my own kits, which use ADD_KIT_EX to install. Some components of ToF are replacing the clab files for base classes, which can break multiclass kits installed before ToF. Specifically, the QD_MULTI lines are added by the ADD_KIT_EX/qd_multiclass functions, which are what most multiclass kits mods use. These are a row of QD_MC effects and are given from the base class clabs. These give the kit effects for mc kits (using kit-targeted EFFs). So obvious suggestion is to not touch these lines at all. Or if you have to overwrite the clab, please make sure to add back in the QD_MULTI lines if they were in the table to begin with, or if the relevant files are detected in the override. This will prevent breaking mc kits installed before ToF. These should have no effect on anything other than the specific kits being targeted. -- I've copied the relevant lines that would need to be added to each table: -- Also, if anyone wants a hotfix for now, just make a blank .tp2 file. Paste this in and run it with weidu: If your class clabs were missing the QD_MULTI lines, they will be added back in. The installer will be skipped if you don't have QD_MCF01.SPL file in the override.
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