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Daeros_Trollkiller

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Everything posted by Daeros_Trollkiller

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Do you have thrown hammers or something else similar to it installed, that's what causing the incompatibility.
  6. Which enemies would you suggest use which spells? I could add them to their scripts.
  7. 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.
  8. Please post in this thread to report any issues, bugs, and/or comments for the 2.0.3 release, thank you!
  9. 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.
  10. 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.
  11. Thanks for this, I will check to see why that might be happening. Definitely shouldn't be silver scales/blood from that one.
  12. 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
  13. I apologize for having to ask, but what is the actual question regarding SoD 2 BG2?
  14. 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!
  15. A big thank you to everyone who provided feedback on the 2.0.0 and 2.0.1 releases. 2.0.2 contains a ton of fixes for the things brought to my attention:
  16. Did you start a new game after installing the mod? This is necessary for everything to be where it's supposed to.
  17. My apologies for not giving this thread the attention it deserves! I appreciate the feedback from all of you. TBH, after working on this mod nearly every single day for almost a year, I needed a bit of a break @morpheus562 Thank you very much for the detail on that error! I've had several folks report that error to me in older versions, but I've never been able to replicate it, and they failed to mention anything about thrown hammers being installed. Would you mind sharing a link to the version of thrown hammers you are using? I would think I can put together a simple fix for this for the next update. @everyon_else : thank you! many of the issues you reported here were also reported in the BD forum thread and I've implemented fixes for those as well for the next update
  18. It's only his starting equipment for SoA, this is to prevent duplicates. Are you running an older version of my mod? I fixed that in 2.0. It is on all versions of keldor, except keldor14
  19. I hope you all are enjoying the 2.0.0 update to my mod. Please post any 2.0.0 specific feedback, issues, or bugs in this thread, and thank you!
  20. Do you have any other mods installed that change Taerom's dialogue in any way? If so there may be a conflict. I just did a test install on a clean BG1EE 2.6 install and didn't run into any issues.
  21. After months of hard work, I have finally completed the v2.0.0 update to SoD2BG2EE Item Upgrade! Spoiler documentation is still in progress, but the mod is fully playable, Check it out here:
  22. The wait is over and Version 2.0.0 has been released! Tons of new stuff added and revisions to lots of the existing items and spells as well! Head on over to the mod page and check it out!
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