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Gwaihir

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Posts posted by Gwaihir

  1. @Glam Vrock

    Ran into another issue, this time with Flara's quest:

    Spoiler

    Sigurd and his friends are not showing up inside Sorcerous sundries. There is only GV#WINK.cre, still disguised as Winkelried, that tells me to talk to Sigurd. Checked a few variables:

    -GV#FLARQuest is set to 4

    -GV#FLARTalk is set to 13

    -GV#SIGURDSpawn is set to 2

    The journal entry 'The dragon trade' was added correctly. I should also point out that in my game Sigurd had some weird behaviour after the first talk, which happened in Beregost. After the dialogue 'see you in FAI in one day' he kept spawning offscreen and force talking me. Since I immediately went to the FAI and the next quest stage played well, I disregarded the thing. Since then, Sigurd is standing in Beregost doing nothing, I noticed this every time I went through the city.

    I tried spawning Sigurd and the others with the console, and the quest played out normally. Which meant that a few seconds later they were all dead. Heh.

     

  2. Could Perwell be an Iron Throne assassin in disguise? The plot thickens!

    1 hour ago, jastey said:

    For Ygnatius: the variable was at 1 and stayed at 1 while you were in teh correct area?

    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:

    Spoiler

    IF
        RandomNum(3,1)
        GlobalGT("Chapter","GLOBAL",3)
        GlobalLT("RandomSpawn","GLOBAL",5)
    THEN
        RESPONSE #100
            CreateCreature("KOBOLA_C",[849.169],S)  // Kobold
            DisplayStringHead(Myself,511309)  // Running block 11 of BG2700.BCS
            CreateCreature("KOBOLA_B",[849.169],S)  // Kobold
            CreateCreature("KOBOLD02",[849.169],S)  // Kobold
            CreateCreature("KOBOLD11",[849.169],S)  // Kobold
            CreateCreature("KOBOLD02",[849.169],S)  // Kobold
            CreateCreature("KOBAMP01",[849.169],S)  // Kobold Amplifier - Kobold Scribe
            CreateCreature("KOBCAP01",[849.169],S)  // Kobold Captain
            CreateCreature("KOBCOMM",[849.169],S)  // Kobold Commando
            CreateCreature("KOBCOMM",[849.169],S)  // Kobold Commando
            CreateCreature("KOBCOMM",[849.169],S)  // Kobold Commando
            CreateCreature("KOBCAP01",[849.169],S)  // Kobold Captain
            IncrementGlobal("RandomSpawn","GLOBAL",1)

    And then two blocks that run every second. Those that remove Xzar and Montaron after chapter 2 if you never take them:

    Spoiler

    IF
        GlobalGT("Chapter","GLOBAL",2)
        Exists("Montaron")  // Montaron
        !InParty("Montaron")  // Montaron
        !BeenInParty("Montaron")  // Montaron
    THEN
        RESPONSE #100
            ActionOverride("Montaron",DestroySelf())
            DisplayStringHead(Myself,511302)  // Running block 4 of BG2700.BCS
            Continue()

    Could this be what you mean by looping?

  3. 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:

    Spoiler

    Talked to him inside FAI, found the book, talked again and got the appropriate dialogue, he disappears, but he is not in Lion's way when I go there.

    The relevant code in BG2700.bcs seems fine:

    Spoiler

    IF
        Global("AC_QUEST_spawn_ACQ17001","GLOBAL",1)
    THEN
        RESPONSE #100
            SetGlobal("AC_QUEST_spawn_ACQ17001","GLOBAL",2)
            CreateCreature("ACQ17001",[2470.1537],S)  // Ygnatz - Ygnatius Bombastus
            ActionOverride("ACQ17001",SetNumTimesTalkedTo(2))

    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.

  4. 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.

  5. 9 hours ago, Guest Graion@Work said:

    Do all items have an item slot assigned to them and if so, which?

    Here's how item slots look:

    Spoiler

    immagine.png.1941a0cb167f1534e899a9b4a3c606eb.png

    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.

  6. 1 hour ago, temnix said:

    there are many items that are either equipped with the Undroppable flag set or as not Droppable in item properties. Especially rings, which give immunities.

    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:

     
    Spoiler
    Item 0 Item: CLCK17.ITM (Robe of the Evil Archmagi),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 1 Item: SPHRIN1.ITM (Sapphire ring),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 2 Item: MORING9.ITM (Halaster's Teleport Ring),Duration: 0,Quantity/Charges 1: 1,Quantity/Charges 2: 1,Quantity/Charges 3: 1,Flags: ( No flags set ) 14 h
    Item 3 Item: CDIOUN2.ITM (Flickering White Ioun Stone),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 4 Item: DSMISC01.ITM (Letter),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 5 Item: DSROBE02.ITM (Robe of the Grand Wizard),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( Not stealable(1) ) 14 h
    Item 6 Item: DTKRND13.ITM (No such index),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 7 Item: DTKRND13.ITM (No such index),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 8 Item: OGI.ITM (Ogi-Luc's Great Robe),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 9 Item: WAND02.ITM (Wand of Fear),Duration: 0,Quantity/Charges 1: 16,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 10 Item: SCRL66.ITM (Grease),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 11 Item: SCRL73.ITM (Protection From Petrification),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 12 Item: SCRL78.ITM (Protection From Evil),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 13 Item: SCRL79.ITM (Shield),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 14 Item: MAGE05.ITM (Edventar's Gift),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 15 Item: SCRL2U.ITM (Letter),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 16 Item: SCRL2T.ITM (Letter),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 17 Item: SCRL2S.ITM (Letter),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 18 Item: MISC83.ITM (Key to River Plug),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 19 Item: POTN02.ITM (Potion of Fire Resistance),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 20 Item: STAF01.ITM (Quarterstaff),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 21 Item: DART01.ITM (Dart),Duration: 0,Quantity/Charges 1: 20,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 22 Item: DW#MOVE0.ITM (Mirror),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 23 Item: DW#NODOR.ITM (Mirror),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 24 Item: DW#RND05.ITM (No such index),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h
    Item 25 Item: DW#RND17.ITM (No such index),Duration: 0,Quantity/Charges 1: 0,Quantity/Charges 2: 0,Quantity/Charges 3: 0,Flags: ( No flags set ) 14 h

     

    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.

     
  7. 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?

    Spoiler

    Mods affecting DAVAEO.CRE:
    00000: /* created or unbiffed */ ~EET\EET.TP2~ 0 0 // EET core (resource importation)V13.4
    00001:  ~SOD2BG2_IU\SOD2BG2_IU.TP2~ 0 0 // SoD to BG2:EE Item upgrade by Daeros_Trollkillerv2.0.2
    00002:  ~DSOTSC\DSOTSC.TP2~ 0 4 // Distribute DSotSC items also in vanilla contentv4.1
    00003:  ~THECALLING\THECALLING.TP2~ 0 40 // Exotic Item Packv2
    00004:  ~AL_ITEM_PACK/AL_ITEM_PACK.TP2~ 0 0 // Arcane Treasury modv1.5
    00005:  ~TOMEANDBLOOD\TOMEANDBLOOD.TP2~ 0 16 // Improved Identify spell (usable by Arcanist/Multi Sorcerers)0.9.26.1
    00006:  ~EET_TWEAKS\EET_TWEAKS.TP2~ 0 2052 // XP for killing creaturesDecrease to 50%1.12
    00007:  ~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ 0 200 // SBO - Stat Bonus Overhaulv5.37.1
    00008:  ~PPE\SETUP-PPE.TP2~ 0 0 // Portraits Portraits Everywhere (PPE) - core component1.02
    00009:  ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)34.3
    00010:  ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6000 // Smarter general AI34.3
    00011:  ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6030 // Smarter Mages34.3
    00012:  ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6100 // Potions for NPCs34.3

    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.

     

  8. 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.

     

  9. On 3/24/2022 at 10:28 AM, Shin said:

    I don't recall noticing it back in the beta

    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.

  10. 45 minutes ago, Shin said:

    For me, the main upgrade with 2.6 (that you can't do anything about through modding/editing) is the pathfinding

    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.

  11. @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.

  12. 8 hours ago, Lava said:

    It's not a bug.

    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.

  13. @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

    Spoiler

    the three old bastard swords and got them all back into the chest, quest completes correctly,

    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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