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Christian

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Posts posted by Christian

  1. 33 minutes ago, Jumbletuff said:

    Thanks for the responses Endarire, Christian. You both are right. Doing it via the install log via the bottom-right is the easiest way to do this. I had no issues installing on BGEE (small list), and shortly I'll be doing the big EET install. 

    Seems like I didn't really need to post to figure some of this out, but it helps to get extra eyes. Probably going to update my main post here in a bit with the results of what I've found. 

     

    Asking is alright. It is really not that obvious, when starting with the tool. I also noticed that scanning the mod folder is very wonky and yields different results on different occasions. A reinstall via imported file will only work if the current mod scan found all the mods and components you listed in the import file. So don´t wonder when it sopmetimes refuses to cooperate.

  2. 40 minutes ago, Jumbletuff said:

    Thanks for the reply Christian.

    I would probably be doing the same thing if it weren't for issue #2. Whenever I update/change mods a good portion of my mods get de-selected on the left panel. So I end up having to check them multiple times if I do any changes. 

    This is a misunderstanding I think. I edit the exported installation order manually. If I want to remove a component I delete the line in the export file. When I add mod I select only that one in PI, press Set Install Order and then copy paste it into the export file. When I actually want to run the install I only import the install order and press install. When pressing Start-Install it is irrelevant which mods are checked on the left. All that matters is the Install-Order file in the right window below the button Start-Installation.

    edit: So regarding 1), no you don´t have to check them again, when importing a Sort Order!

    20 minutes ago, Jumbletuff said:

    On this note, there appears to be a way to disable this feature by disabling Experimental Features in the ini (read here). Essentially you change the following settings to "false":

    ExpDisablePauseOnWarning = true
    ExpDisablePauseOnError = true

    Hope this helps.

    Thanks a million! I will report back if they are working once I get to use it.

  3. By far no expert in modding I just happened to go through the same struggles while setting my game up with Project infinity.

    In my understanding some of PIs features rely heavily on the mods having appropriate metadata. For example @4 (install order of mods) PI is checking your install against specific files in the mods you are installing, which the mod authors deliberately put there. Not all mod authors support this feature and some mods simply are too old. For popular mods without this support this meta info may be pulled from an outside repository but this is guesswork on my part. Long story short, the install order rules checked by PI were derived by people with considerately more insight into modding and the mods in question than myself. And in my book this beats general guidelines which might conflict with this.

    For automating installs I use the feature of export and import install order. Sadly when importing an install order the checks on the left side don't get set (correctly). My very unintelligent solution to this is editing the import file manually once I do only small adjustments on an already large setup. If you add a mod for example you check its components in PI, press set Install order and then copy the strings out of the window and paste them directly into your CSV file using a text editor.

    One annoying part of PI for me is that I have not found a way yet to make it run through with the installation when a component returns an error. Some mod components do this on very minor things and PI then pauses the installation and you have to manually unpause it for PI to continue the installation. Since those errors are logged separately by PI I would much prefer PI continuing the installation and give me a warning afterwards to look at the logs. If I want to observe problems in the meantime I can still check the log folder for error logs and abort the installation manually.

  4. Weidu Log attached. Not that many mods and nothing exotic as far as I can tell.

    Problem is basically when the game starts and I cast Armor on Imoen, her Armor class does not get adjusted but remains at 6 (4 bonus through her dexterity). When using Radar Overlay the spell is not listed on her as active buff. Her portrait icon shows the symbol for the spell. For testing I created a Sorcerer with Armor spell. On the player character the spell works normally.

    I tested on the same EE without mods and then the spell works fine on her. So this is not (solely) a base game issue of the current EE version

     

     

    WeiDU.log

  5. 12 minutes ago, Azoth said:

    I was using it with BG2EE2.5 and ~EEEX/EEEX.TP2~ #0 #0 // EEex: 0.8.6.
    You need to activate the feature via EEex_INI.lua (["B3_EfMen"] = true,) in your override folder. Hover over an enemy and press left shift, iirc.

    I made it work but the filenames have changed. Is there some documentation of this feature anywhere?

  6. 3 hours ago, Jarno Mikkola said:

    here;

    doubleclickthis-MF.png

    It's kinda hard to do these things with say 2 arcane casters, plus meatshields.

    Is this mod available somewhere to show active buffs on enemies? I do get rather often the impression that the combat log is missing some precast spells and such a mod would help immensely with that.

  7. Don't know if the fixpack should address this but Beamdog introduced a fireshield loop exploit in 2.6. It basically makes fireshield damage trigger on any attack (like an opponents fireshield). So if the enemy has an aura effect and isn't immune to cold or fire, you can kill it with an ever repeating loop of the two auras triggering each other. You basically have to avoid using these spells if you don't want to trivialize some encounters (with Demogorgon being a prominent victim with his aura of flaming death).

  8. Ok, I am trying to understand how it works. Right now the only way to protect against it seems to be PFMW. Is this correct?

    In my installation BG2EE with SCS 34.3 the on-hit-dispel bypasses SI:Abjuration and vorpal effect on hit triggers after the dispel on the same hit. So, main character goes from fully protected to death in one hit. Is there a saving throw against the on hit dispel? Carsomyr allows one, so it would only be fair.

     

    edit: If there is a saving throw it seems not to be affected by a potion of magic shielding. So I guess the dispelling chance is determined by the level mechanic.

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