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Daeros_Trollkiller

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Everything posted by Daeros_Trollkiller

  1. My mod needs to be installed first is all. Hope to address this soon.
  2. Very nice work on the icons! I may just have to create a component to modify the equipped appearances of these items to better match the new icons
  3. Thank you! At first glance, it looks like this is more for adding new spells, but I did go ahead and message OlvynChuru to see if there is a way it could be leveraged for what I am trying to accomplish.
  4. Scratch that... I didn't figure it out. Hopefully you all will have some advice for me later. Thanks!
  5. Nevermind - I figured it out. Blocking spells with a spell. Sneaky
  6. I have been working on a new kit for the ranger, and as part of it, I want to limit which of the priest spells it can access, similar to the Justifier kit, but not the exact same limitations. I've checked the install files for the Justifier kit in UB, but I'm not seeing how this is being done. I figure I must be overlooking something, but my brain is fried at the moment, and I am just not seeing it. Would appreciate any advice here!
  7. Install order with other mods depends on the mods, as mine doesn't currently play well when installed after things like thrown hammers. Generally speaking I recommend installing my mod first, unless you installing on EET, then it should be installed after EET setup is done.
  8. Thank you very much for the compliment! With all the criticism I've received recently, I was beginning to wonder if I had gone off the rails somewhere along the way . Your response was what I was going for when I created this mod, something new and fresh.
  9. Curious as to which spells you consider to be OP and in which ways? Some tuning my be in order. And I really appreciate the compliment on the animations, that's precisely the response I was hoping for when putting them together. I am currently making a new mod - a new Kit for the Ranger which will have some awesome, unique new abilities, and animations to go along with them.
  10. Thank you for the input, and I can certainly see about peppering in the new spells around for NPC use. I will consider making both the new spells and item upgrades into separate, optional component. I have no plans to make the new spells themselves a separate component, as many of the upgraded items have effects from those spells and it wouldn't really make sense to reference a non-existing spell.
  11. Inter-mod compatibility has proven to be the biggest thing I run into. I might be able to work around the thrown hammers mod, but I have to admit that I am perplexed on Yoshimo's remose.
  12. Thank you for the feedback! my rebuttal: 1. Kossuth's blood - The Amulet of Power, which exists in vanilla BG2 has a -1 casting speed property. Is and additional reduction of one point really that big of a deal? 2. Kontik's ring of wizardry - That's why it's a randomized, no guarantee of getting it, unless you keep reloading saves, which defeats the purpose, since you are metagaming anyway. 3. Summoner's Staff +3 - IMO it really isn't really that big of a deal with monster summoning wands all over the place. 5. Horned Helm of Dumathoin - Could you provide an example of how a character would get to 100% resistance with this? 6. Belt of the Blademaster - noted, will take it under consideration. 7. Dagger of Elements - I will check on this one, I wasn't aware it didn't have the STR bonus applied. 8. Wicked Jester's Bracers - noted, I may restrict it further to Jesters only. 9. Sorc's cap/Chapeau - I'll have to look further into these casting time issues. This is why I really don't like the HLA's in BG2 and use mods to turn them off when I play. They just break the game and gear progression in my opinion. 10. Aster's Edge +4 - Maybe so, but it's pretty easy to get to 100% fire, cold, etc... too. But not all of them at the same time. 11. See #7.
  13. Do you have thrown hammers or something else similar to it installed, that's what causing the incompatibility.
  14. Which enemies would you suggest use which spells? I could add them to their scripts.
  15. Sorry you don't like the mod, not every mod will be everyone's cup of tea. How do you mean the spell import doesn't check for anything? What specifically does it break for megamods? I can't fix something if I don't know what's broken, and I never claimed to be the best modder, but I do try my best with the knowledge that I have.
  16. Please post in this thread to report any issues, bugs, and/or comments for the 2.0.3 release, thank you!
  17. Thanks for providing the detail, that's what I was referring to, but couldn't put it as eloquently No missing strings that I am aware of. I can't replicate his issue on a clean install.
  18. I've had other reports of this from folks, but I cant reliably re-create it. Did you import a character or a saved game from SoD when you started your new game? For what it's worth, all this component does is set the flag for each item to "true" - the rest relies on the already existing code from Beamdog to place the items. After a long and much needed break from working on this mod, I am planning to do another update to fix a few things that bug me about it (no major changes planned). The way BD went about importing items from SoD has never been very reliable at all, in my experience with it, and from reports from others. I think I will re-do this component altogether to not rely on the BD code at all and just place the items. I just have to be careful how I go about it so I don't end up spawning duplicates, which is why I did it the way I did in the first place. I am also contemplating trying my hand at making some custom avatars for half elves, if I can figure out how to actually add the new animations to the game. It's always bugged me that elves and half elves share the same avatar animation.
  19. Thanks for this, I will check to see why that might be happening. Definitely shouldn't be silver scales/blood from that one.
  20. Interesting that you are having issues with the Avatar Morphing script. I relied on it a lot when making the mod to test appearances of the new items I created. Never ran into the issue you mention. Usually that type of thing happens when the dialogue file gets messed up. I'm not saying it couldn't be my mod, but I would wager its another mod that's the source of the issue. As far as OP items go, I specifically set out to *not* create those, and thus far, you are the only person to comment that anything was OP. I'd like to hear exactly what about these items/effects is OP in your opinion. Lastly, not everyone likes everything, there are plenty of mods I don't care for out there too
  21. I apologize for having to ask, but what is the actual question regarding SoD 2 BG2?
  22. Hello all! Please use this thread to report any bugs/issues you encounter in 2.0.2 Alternatively, you can report them in the mod thread over in the Beamdog forum as well: https://forums.beamdog.com/discussion/76631/mod-siege-of-dragonspear-2-baldurs-gate2-ee-item-upgrade-v2-0-2-released/p1?new=1 Thank you in advance for the feedback!
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