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Gwaihir

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Everything posted by Gwaihir

  1. Well, I have this component installed: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v9 which is obviously NOT working, since I can't even see those areas, so maybe it's causing some issues. Then again, there's the matter of the rocky coast which that component has nothing to do with: I loaded an earlier save and tried again every area, but the only way is going left from the red canyons area, and it doesn't show up. Kind of concerning if I think about the future, and all the mod added areas I know nothing about. Can someone at least confirm if in EET chapter 3 ends in the cloakwood mines or in the bandit camp? If it's supposed to end after clearing the bandit camp, then it didn't trigger in my game...
  2. Not sure where to ask for help for this, so I'll write here. I'm playing EET (latest GOG versions) with BP-Bgt worlmap (also latest), and a bunch of other mods. Weidu-log is attached. Like the title says, in my game the first Cloakwood area doesn't appear on the map after the bandit camp has been cleared, and the letter from Davaeorn picked up. Also, exiting the FAI area to the left doesn't bring it up either, I tried leaving the other nearby areas from all available directions, but Cloakwood stays hidden. Right now, I'm in chapter 3 (wasn't supposed to be chapter 4 at this point?) and I have the 'a hidden base in the cloakwood' journal entry. Am I missing something, or is this a bug? The most obvious mods affecting this are BP-Bgt worldmap (I had the same issue with the rocky coast, the area with the shipwreck and the nereid that kisses you to death-I just console-traveled there) and EET, since it might be an issue with chapter-handling, therefore I'm tagging @jastey and @K4thos hoping that they might know something about this. WeiDU-BGEE.log WeiDU.log
  3. Just wanted to thank you and let you know that I would love to use this, if I hadn't already started a playthrough after delaying for a looong time Next time, it will be included for sure.
  4. It is, and on further inspection it actually works. For some reason, when traveling to an area there's a brief moment when all ST bonuses are not shown; after walking a bit, they return to normal. Also, having 9 Int with SoB means (+1) to those saves, which then the enchanter bonus nullifies, so no modifier is shown at all, and that threw me off as well. As usual I was trigger-happy with my report rifle. The only missing things then are those passive indicators. It would be cool to have them included in future updates, but right now knowing that they work is enough.
  5. It's not, at least for me. Maybe a recolored 'minor globe of invulnerability' icon?
  6. My bad The only ones I have are TnB, FnP, MnG. Basically it seems that the record screen description is for the vanilla specialists (are minimum stats requirements a vanilla thing?) Anyway, no big deal, just an inconsistency . If you say everything works, great. The poor enchanter is going to be sad because he got nothing to show off while the illusionist gets his shiny non-detection icon Seriously, sorry to be such a pain, just wanted to be sure. Thank you very much for your efforts.
  7. I come to disturb you once more to ask about Specialist Mages (EET, TnB 0.8sd45) I noticed that some passive abilities are not displayed in game in the character screen, namely the enchanter's (immunity from charm and sleep, +1 to saves vs spells for all party members) and the transmuter's (immunity from polymorph and petrification). Is this another case of 'silent working' components, or the effects are actually not there? I'm confused because the abjurist spell shield effect is being displayed correctly, with the icon and in the message box. The conjurer too gets his summon monsters I, II, III. Also, the kit descriptions from the character creation screen and the record screen differ quite a bit: which features are actually used and which aren't? From testing the kits I can tell that: miminum stats requirements yes, +1 bonus spells per level no, auto gain of all spells of a given school yes, active/passive unique abilities yes, but maybe not correctly displayed for some kits as said above, specialists can cast spells of any school yes.
  8. Here you go. I'm using EET. As for the area of effect feedback, I kind of suspected that it wouldn't be a trivial matter don't bother with it, it's not like we don't know the area of spells by heart, it was just a cool thing to have. Rings.rar
  9. So I've been experimenting a bit.. casting spells doesn't change things. Dakkon's zerth blade and the reaching ring are still giving bnouses to the memorized spells only. The visual indicator matches exactly the number of spells I can cast. Things are a bit... different with the ring of wizardry, Evermemory. I gave it to an 18 Cha fighter 9/sorcerer 8, and for some reason he acquired 4 vanilla memorization slots. These were just added on top of the spells he already had, so that for example I could have two instances of sleep in the casting menu: For MnG multiclasses, apparently it still doubles the 1st level spells.. even more so. An 18 Cha Jester (mage 12/thief 13) has 5 1st lv mem. slots, with this ring he has 12. After resting and waiting a few seconds for the scripts to run, he then gets the normal casting slots without any bonuses: Another thing I noticed: Your spontaneous/multibards spells are not compatible with the 'Hidden gameplay options' component "Show Area of Effect Range". Vanilla Color spray: Color spray when cast by a fighter/sorcerer: Pretty much every spell that's not self-targeted looks like shown in the second image. I mean, obviously those are not actual spells, learned by conventional means, so I guess are not recognized by the script that shows area of effects, but I was wondering if it coud be possible to make them compatible.
  10. Didn't work for me, either with a fighter/sorcerer or a jester. I tried it on a saved game, new game, also tried resting, with no results. SETUP-MULTISORC_ROW_HOTFIX.DEBUG
  11. Hmm, this one took a while because I did a fair amount of changes and added a few components, but now I can just copy-paste everything into PI, shouldn't take longer than a day, so it's worth it. Of course I'll let you know if I find something, but you do such a good job that i won't reach chapter 3 before a new update comes out P.S. Same story for SoDTweaks, of course.
  12. Oh man, I 've just completed a full reinstall... Are these crashes frequent? Should I be safe with just version 1?
  13. Thank you Arthas, I had checked that a while ago, but it doesn't mention the particular warning I was having... I actually came here looking for a fix for Tyris Flare
  14. It may be worth mentioning that Yeslick NPC for BG2 gives the very same problem during installation. Following @jastey's explanation I was able to fix the mod's tp2 and installed it successfully, although it might be better if someone with actual modding knowledge could have a look at it. Attached is the modified (don't dare to say 'corrected' ) tp2 file. yeslicknpc.TP2
  15. Got it. Having innate sequencers is pretty sweet, and that component looks also very good and polished. On the other hand, being able to choose from all the known spells without having to plan the memorization first is very handy too, I'd say the advantages between all the components are very well balanced. Just did a quick test with the Reaching Ring and Dakkon's Zerth blade, and they both work, though without the casting slots bonuses. I guess this is for technical reasons, too.
  16. A question regarding Innate metamagic: I have installed 'Revised Metamagic -> Innate metamagic, learned automatically by everyone: 0.8.44'. Mages and sorcerers that use the vanilla spell learning system get their minor matrix, sequencer, and contingency correctly and they work like a charm. However, those spells do not work for multiclass bards: after casting them, the spell selection window is empty. I guess the UI tries to read the spellbook, but since there are no actual spells memorized, it just returns a blank page. Furthermore, after casting them once, they disappear from the special ability menu, even after resting. In the case of multiclass sorcerers, they simply do not get any sequencer or contingency. Maybe this is just how it works. Do I have to install option N. 5, the one that 'leaves sequencers and contingencies as spells you must memorize, but when you cast them, you "fill" them with any spell you *know,* without expending any memorization slots'? Does this component use the 'Spell knowledge' UI that multiclass sorcerers use? Another small doubt that just popped out of my mind: what happens if a multiclass bard or sorcerer puts on a ring of wizardry or similar items?
  17. That all makes sense. It's pretty confusing when only half of the spell effects are displayed (ST bonuses); protection from evil at least has two icons... you still don't know if the spell is working correctly, but the visual cue is reassuring Anyway, it's always worth checking when there are dozens of mods installed. If you say eveything is in its place, I'm good. Thank you Doc.
  18. Huh. Just checked the improved invisibility spell with a few kits (including a vanilla fighter/mage) and it is indeed identical to the Improved Blur Aura, as in, it doesn't have the +4 AC bonus either. Of course, I'm only talking about the numbers you see on the character menus, is there another way to check the effects? Anyway, the filechangelog report(assuming it's the right file, i looked it up on IESDP): I also included the file itself, in case it helps. SPWI405.SPL
  19. I'll put it shortly after EET core, then. See how it goes. As for the savegame, I've never done a proper EET run
  20. Downloaded this the second I've seen it. Thank you!
  21. You mean like this? Also, now that I think about it, making all innate abilities unaffected by silence/wild magic would make quite a lot of subtledoctor's kits very op (I think)... maybe I should delete that component
  22. There are a few things to report (FnP v0.79sd3): Maybe it's worth mentioning that I have: --Elemental Transformation: Clicking the button to return human makes only a cosmetic change, in all other aspects my character remains an elemental; If I try to shapeshift to something else, nothing happens, then clicking human form gives me back spellcasting, but all the rest is unchanged. Waiting or resting does nothing. Tried this with a lost druid and a water mystic. Same behaviour with the other elementals. --The spell 'Favor of Ilmater' has the same effects of the spell 'Storm shell', without animation. --Some universal spells don't work as described: Chant (no THACO and damage bonuses), Prayer and Recitation (no effects). --Spell 'Conjure fire elemental': Has the description and behaviour of the 'conjure water elemental' spell. --Spell 'Abundant ammunition': The spell icon in the casting menu has a bright green background. One of the created ammunitions, the 'eggshell bullet', has no description. --Spell 'Acidic storm': Description states it lasts for 1 round per level, but only lasts 1 round at any level. --Spell 'Spiritual wrath': has no apparent effect. Tried with neutral characters against good aligned targets. --Spell 'Animal horde': works fine, but some animals are having identity crisys: they think they are playing in the BG2 main quest. Polar bears are smarter, though. --Spell 'Greater shades': Similar text errors as above. Also, if I send the shades to say hi to a friend: --Spell 'Wither': small text error: --The holy simbols of a few cleric kits aren't so holy: after lv 25 an iconless item appears in the inventory, marked red as if unusable. Hovering with the mouse just returns 'personal item' as if the item slot is empty. If clicked, the message 'this item cannot be removed' shows up. This happens for Doommaster of Beshaba, Holy strategist of the Red knight, Hand of Torm, Fastpaws of Baervan, sworn of cyric. Haven't tested other kits (yet), but the silverstar of Selune's works fine. --The hand of Torm kit doesn't get protection from evil as a special ability as stated in the description. However, it has it among the lv 1 spells, with other spells from the protection sphere which(also according to the description) it's not supposed to have. --The zealots's frenzy ability needs a description update for the +2 spell save bonus. Right now it looks like it should give +2 to all saves. Ok, that should be everything
  23. Yeah I do, I just asked because it was an unexplained change in behaviour, and because I tend to be overzealous sometimes, but it works very fine as it is. Actually, I wasn't very specific there; yes, the description needs to be upgraded for the 13th lv change, but the real bug here is the AC bonus: the regular blur aura works fine, but the upgraded version has +4 to ST only, no AC bonus at all. Just did that. It worked. (There's no need for after-the-fact changes, I still jave to start a proper run, been busy with stuff and also with testing kits... by the way, I'll have a small list of things to report for FnP). The only thing that's missing now, is the spell icon in the special abilities menu, which is still black. Looking at the HLA selection menu, I noticed another thing: the 'critical strike' '+' and '-' buttons are greyed out, even after selecting power attack. This happens for the mage/thief bard, the gallant, and the jinxer. EDIT this is also fixed by editing the HLA tables. I am using TnB v0.8sd45. Also installed the TA PnP spell tables right before it. All the other ability score bonuses (at least those i checked) work like described in the SoB readme, so I thought I could use that as a reference. Maybe the real problem here is TnB needs a fully detailed readme?
  24. @Endarire I totally agree. I've been using PI and it has worked great for me. The really helpful thing is, IMHO, it makes the process of reinstalling your mods waaaay easier. You'll have to download the mods manually (but this is probably the best thing to do anyway, since you need to check for latest working versions and links to download from change frequently) and extract them to a dedicated folder, then figure out an install order. If you want you can use the mods list attached. To install them, I simply need to copy/paste the components from that doc to the installation sequence window in PI, click start installation, and do some other stuff while I wait. It's a lot better than going through every component of, say, CDTweaks every time. Mind you, I haven't played the full game yet, but the mods in this list install fine with 0 errors and a couple of warnings. Hope that helps. EET INSTALL VERSION 5.docx
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