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Gwaihir

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Everything posted by Gwaihir

  1. @Glam Vrock Ran into another issue, this time with Flara's quest:
  2. This worked. Ygnatius appeared immediately. Also makes me wonder if every block should have a continue() at the end, and how many other blocks are blocked. Paranoia is an undispellable debuff.
  3. Could Perwell be an Iron Throne assassin in disguise? The plot thickens! It was 1 every time I checked. Loaded a save in the area, ckecked again right now, still 1. Trying the stutter debug tool (I think. I don't exactly know what's relevant, I'll just try to describe what I see): there are six random spawn blocks running once every round. For example: And then two blocks that run every second. Those that remove Xzar and Montaron after chapter 2 if you never take them: Could this be what you mean by looping?
  4. There's a small issue with Ascalon's questpack in this install. Tagging @jastey as I understand she's the current maintainer. The great Karlini: Ygnatius is not showing up in BG2700.are(Lion's way). I did the quest as normal: The relevant code in BG2700.bcs seems fine: and the global "AC_QUEST_spawn_ACQ17001" was correctly set to 1. I just don't understand this enough to see what might have gone wrong. I was able to complete the quest by tiping those same lines in the console. Everything plays nicely from there. Now that I think about it, I'll mention another small thing from the quest 'lost son': the quest itself actually plays perfectly, and the journal entry is closed too, but right after that I was left with a copy of Perwell permanently following my party whenever I went, until he met his demise by a sword spider. I say 'copy' because the animation of him walking away with his mom at end of the quest works. Maybe the code to avoid getting him lost inside Cloakwood on the way back was strenghtened a bit too much? It's a super small thing anyway.
  5. There's also the fact that some items (like MISC83) are flagged as 'critical'. Shouldn't that be taken into account?
  6. https://github.com/Gibberlings3/SoD-to-BG2EE-Item-Upgrade/blob/master/SPOILER-ITEMS.md#new-spells-that-this-mod-adds
  7. Allright then, it is as I suspected. Kind of annoying, but not too bad I guess. The worst part will be paying attention on the number of drops from enemies. In Davaeorn's case, I knew what item to look for, but it might not be the case for others, so might be difficult to even realize if something's missing. There is indeed such a thing as too many mods. Oh well.
  8. Here's how item slots look: So items without a slot are WAND02 (wand of fear), POTN02(potion of fire resistance), MISC83(key to river plug), DW#NODOR (mirror). There is basically a perfect match with the items not getting dropped. MAGE05.ITM, as far as I can tell, it's vanilla. Did a full search for it inside the extracted mods folder, but nothing, and weidufilechangelog returns the same. It's the only Davaeorn's item without the droppable flag, so it shouldn't be dropped.
  9. Oh nice, that explains a little bit. Davaeorn's edventar's gift (MAGE05.ITM) indeed is not flagged as droppable; this is probably so he doesn't get stuck in his own triggered web/stinking cloud. This is however a step towards my original theory. I have now replayed that fight four times, and every time I get the same drops. And no river plug key, I'm sure of that. And yeah @Nathan82, we are in the same situation. That's why I'm worried about future encounters with popular NPCs: maybe there's a proper way to add items without affecting the already existing ones, and some mod doesn't respect it? This is the complete list of Davaeorn's items in my install: Among those, there are three items I've never seen drop: POTN02, WAND02, and MISC83 (the key). The two mirrors are placeholders for SCS, I think.
  10. I got a doubt regarding a possibly annoying issue for this playthrough. Here's the thing: after killing Davaeorn, he didn't drop the key for the river plug that allows to flood the Cloakwood mines. Looking at DAVAEO.CRE in Nearinfinity, he indeed has the key (MISC83.ITM), but it's only listed in the 'edit' tab, while there is no trace of it if I click on the 'view' tab, and then 'items/spells'. I also noticed that that .CRE has a total of 26 items, 16 of which assigned to an inventory slot, and 6 more equipped. So I would like to ask: is there a limit to the inventory slots of any given NPC? And if so, is 16 that limit? And if that's the case, is it possible in a heavily modded game to add too many items to a creature, thus overwriting or simply 'pushing aside' already existing items? There's also the case of the edventar's gift(MAGE05.ITM): in my install DAVAEO.CRE has that item equipped in the right ring slot; however, that item wasn't dropped either. This makes me wander: how exactly the items to be dropped after defeating an enemy are set? I can see a couple of 'DW#RND**.ITM', which I guess drop some random scrolls, but one would think at least those items from the 'items/spells' tab should all be dropped. At the end of the day, I guess knowing the answers to those questions won't change a slightly sad fact: whenever I see a lot of dropped items from an enemy, I'll probably need to check that enemy's .CRE file to make sure I didn't miss any.
  11. Well, there is an updated, EET compatible version that works. Only caveat is, you have to get it from Roxanne's site.
  12. Depends on the situation, but I was talking more about triggering a fight and then running away, which is what I had to do in the Karhk encounter. This is obviously just my opinion.
  13. Just reading at descriptions, the numbers seems a little bit high, at least when compared to other vanilla spells. For example thunder thrust has a base 12d8 damage + 1d8 per caster level, as a 6th lv spell this means.. 19d8 as soon as you can cast 6th lv spells? and it caps at 21d8? Imho it seems a bit much. Not too much, however. Maybe it needs better scaling. The new fireball spells seem very powerful.. not only high damage, but additional effects; crushing earth does a lot of damage; cataclysm as a lv 8 arcane spell seems better than earthquake, a priest HLA. Also, I think ent summoning needs better scaling, the three versions are only 1 HD apart, doesn't seem a lot of difference. Maybe add on-hit entangle or knock down chance to stronger ents? As for references in item descriptions, I don't think there's the need for the spells to exist in-game, for a description to make sense. It's just text, you can narrate the effects appropriately regardless if the player has the spells available or not. Imho, giving the players options is always the better choice.
  14. Well, it doesn't happen all the time and always in cramped places. I got the impression that it was most severe in some mod-added areas. I recall this dungeon from Secret of Bonehill (a recycled section of Athkatla's temple district sewers) where 2 pairs of party members got stuck in place for several seconds, and I could do nothing about it. That was the longest, so far.
  15. We all like some cheese from time to time, of course Personally I find exploiting the system a little unsatisfying at times, so if for any reason that's the only thing I can do, it tends to disappoint a little bit.
  16. If that's your main concern, rest assured that in an EET 2.6 install characters are still getting stuck on top of each other. Sure, doesn't happen very often, but it's there. At least, that's what I'm experiencing in my current playthrough.
  17. @Mordekaie If you install multiple components from a mod all at once using Project Infinity, the debug file will show the install log of the last component only. When the install sequence is finished, or paused, you need to select all text in the log window (that's the lower right in PI) and paste it in a text file, then upload that file to be checked for errors.
  18. Yeah those will get the job done although you still need to take down Protection from magical weapons first, right?
  19. I actually agree. By the way, while fighting Kahrk I noticed that some spells seemed to be immune to the wild magic. Particularly beetle swarm and spider swarm worked 100% of the times without triggering surges.
  20. Yeah, my bad, wasn't thorough enough when reading the doc.
  21. Oh, ok. Cool. Didn't know that. And it's totally not annoying, just different. If I may offer a suggestion, this change should be documented in the readme; not only does it seem a bit arbitrary (it's not tied to a quest, as you said), but it makes one of the 'boss fights' of the game (Kahrk) a lot easier, or at least cheesy, since the only choice I had was to wait for the SCS-added protections to wear off, and then gang-rush him, while any high level spell he attempted to cast was negated by a wild surge. Not to mention the final fight in the Firewine dungeon, which was basically a joke. Sure, wild surges go both ways, but it's random. My point is, since those fights are almost all about luck now, not strategy (which is probably bad for a lot of players who mod their games) it might be detrimental for Shades of the Sword Coast, which is an awsome, awsome mod. Sorry for the small rant, just felt like giving my opinions on this.
  22. @Lava So, in my current playthrough the Firewine Bridge and the corresponding dungeon are wild magic areas. And they stay that way at all times. Looking at the corresponding script, this might be unintended? By the way, this made the fights with Kahrk and the ogre magi and the mage in the dungeon significantly easier IF !GlobalTimerNotExpired("WildmagicTimer","BG4500") // Firewine Bridge THEN RESPONSE #100 ApplySpell(Player1,WILD_MAGIC_AREA) // SPIN645.SPL (No such index) SetGlobalTimer("WildmagicTimer","BG4500",14) // Firewine Bridge What I did: entered the dungeon fot the first time from Gullykin, cleared that (already wild magic area) exited in gullykin to complete the quest, got back into the dungeon then into the bridge area, cleared that too, found then stayed a bit longer and fought Karhk. All the while this is a wild magic area, even if I leave and return.
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