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Jarinex

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Posts posted by Jarinex

  1. 2 hours ago, DavidW said:

    Neither are applied, no - feats seem low-key enough (most apply passive bonuses) that the effort of writing an installer for them seemed more trouble than it was worth given that the player mostly won't see anything, though I'm open to reconsidering.

    That's how I felt as well. They mostly seem minor in the swing of things.

    2 hours ago, DavidW said:

    That was certainly the goal. Also worth saying that I'm not much of a min-maxer myself and tend to choose options on flavor grounds, and my own playstyle is probably tacitly present in all my mods. (In SCS, my preferred playstyle is Hard but not Insane, and with extra damage turned off.)
     

    That's my playstyle as well. Personally I feel that after a certain point you just know the game well enough and the game is easy even with difficulty mods. I plan on doing insane (no double damage) with ascension, scs and maybe some minor adjustments tto enemy hit points and saves once your next beta drops for ToF.

    2 hours ago, DavidW said:

    You can do this yourself if you like - it's controlled in dw_talents.ini. hla_level_min is the level you first get feats, hla_level_step is the subsequent interval. Don't set hla_level_min to 1 or you'll confuse the engine.

    I figured, since you tend to make your mods very customizable. I'll take a look at that, thanks!

  2. Unfortunately, that's often what happens with these kind of mods. I find ToF to be (at least on paper) relatively tame and vanilla compared to other mods that make major changes.

    There are many ways of making things more challenging for yourself, such as using tweaks anthology to delay HLAs and having a max level cap. There is also other mods to make further changes like adding more hit points, saves and ac to enemies to balance things out. Maybe there could be an install feature to make it so feats happen every four levels instead of every three

    Until (or if) David gets around to add more of the new hlas to enemies, those are gonna be your best bets for challenge.

    (Im assuming we are talking about additions like ascension along with scs when we are talking about diffculty.)

  3. Hey Davidw,

    Glad to see another beta for ToF! I tried a new install with spell revisions 4.18, and it looks like the HLA component is giving me a bit of trouble again. The good news is its a different error. Here is what I saw in the debug:

    ERROR: illegal 2-byte read from offset 116 of 114-byte file DW-HLPLA.spl
    ERROR: [DW-HLPLA.spl] -> [nowhere] Patching Failed (COPY) (Failure("DW-HLPLA.spl: read out of bounds"))
    Stopping installation because of error.
    ERROR: [weidu_external/data/dw_shared/dw_feat_data.2da] -> [weidu_external/data/dw_shared/dw_feat_data.2da] Patching Failed (COPY) (Failure("DW-HLPLA.spl: read out of bounds"))

     

    WeiDU.log

  4. Messing around the holiday weekend, I looked and saw that the error seems to stem from the following interaction:

    ERROR: No translation provided for @32102
    ERROR: [SPWI807.spl] -> [override/dw#sumfi.spl] Patching Failed (COPY) (Not_found)

    Not sure if this is what it is (not too familiar with weidu), but it seemed to cause the issue.

  5. Since this is "somewhat" relevant, I was doing an install with spell revisions by itself along with SCS and noticed I got "installed with errors" for priests. Is this anything to be concerned about? I know you mentioned on the discord that might mean a priest didn't get patched. I was also using Spell Revisions v4.19 rc4. I uploaded the debug in a zip file since it's pretty large.

    SETUP-STRATAGEMS.zip

  6. Let’s say I were to install the iwdification and spell revision, then choose to have the spell list of spell revisions installed. If beforehand, I were to add a spell that is in iwdification only (such as divine protection) in the spellchoices, it should be added and then useable by the enemies since a script already exists for it?

    Sorry if these questions are convoluted. What was asked earlier regarding selecting spells made me think of the possibility of giving clerics a bit more defense power and still mainly use spell revision spells.

  7. I usually don’t install the iwdification spells, but I do agree that giving clerics more survivability is good and I don’t mind the defensive spells.
     

    Would one be able to go in the “spellchoices” files and remove certain spells so enemies didn’t get them? It’s a bit more work, but it sounds like that’s one way to customize. Also, if SR is installed along with iwdification, they would still use those versions of the spells versus the vanilla versions?

  8. I'm glad I'm not the only one that feels this way. I find the use of generated images and voices to be awful. It was fun for shitposting at first, but now it's become something that entertainment companies are trying to save a buck at the cost of peoples jobs. The fact that there is legit concern for someones livelihood is enough for me to be totally against the use of AI generation in this manner. Even if it's just "for fun", the machine is being fed and people are being affected by it. Hence, why some of us want nothing to do with it.

  9.  

    1 hour ago, jmerry said:

    The SCS AI improvements rely on detecting and replacing specific combat scripts. The project this is using as a base copies IWD resources, which means it's using copies of that game's scripts. Those probably aren't on the list of things to be replaced, so installing SCS on top of this wouldn't do much of anything. You'd need an explicit compatibility patch for the two to work together properly.

    Yeah, it’s usually why I don’t install extra content mods for bg. Just wishful thinking is all lol.

  10. 2 hours ago, Jarno Mikkola said:

    Are you actually sure any of this is relevant in the Icewind Dale stories we are talking here about aka the EE stuff ? Cause it might have been so in non-EE IWD, but we are talking about a modified BG2EE engine after all...
    And there is no IWD2 that has any compatiblity with any of the other games or the EE engine, so the last part is trash. As in, you would need to import the data from that game to BG2EE engine compatible system, and that conversion should take this into a notion, if it's needed, but leave no bad cases behind. Ouh, there's already such conversions... ones that K4thos was reportedly using and Sarevok57's mod was the other, if memory serves. 

    Right, there are two I’m aware of. Only one works with 2.6 at the moment though (Sarevoks57 mod doesn’t)

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