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Gwaihir

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Posts posted by Gwaihir

  1. On 3/20/2022 at 6:51 PM, Daeros_Trollkiller said:

    Which enemies would you suggest use which spells?

    Hmm, I dont't have specific Npcs in mind. In my current playthrough I'm not really thinking about who could cast what. Ent summoning looks cool, definitely an evil druid spell (add a copule of those attacking Trademeet?); kodezza's caustic shell it's basically fire shield (green), so I dont see why many mages shouldn't use it; slime golem is another good addiction to any conjurer's arsenal.

    It probably would make sense to add most of the arcane spells randomly to some enemy mages/sorcerers, and divine spells to clerics/druids, and have them be picked up by SCS. Maybe keep the most powerful (cataclysm, kodezza's frozen death) exclusive to the player, but only available as quest rewards. 

    That said, I fully agree with those that say spells should have their own separate component.

  2. On 3/11/2022 at 6:42 PM, subtledoctor said:

    Here is a hotfix for games in progress.

    Damn, sorry, I only right now noticed this post was edited with a hotfix. Just tried it. Indeed, there were a few 'caster' armors not properly working, like the armor for Xan from ExtraExpandedEnhancedEncounters, or Indi's chain mail from Indira, or Ursa's armor (fur armor from Shades of the sword coast); now they all allow casting spells... and so does every single armor I have. Indira (plain fighter/mage) can cast spells while wearing full plate; Imoen (jinxer) can don ankheg plate mail and while unable to use thieving abilities, can still cast spells. I should also point out that every time each of those two characters equipped an armor, their displayed casting slots were increased by an amount equal to the actual casting slots. Indira too, which doesn't have a Might and guile kit: she has 3 cast slots, I equip an armor, after a few seconds they become 6. Divine casters seem unaffected.

  3. On 3/2/2022 at 7:38 PM, subtledoctor said:
    On 3/2/2022 at 5:29 PM, Chosen said:

    I think "Change Protection from Petrification into 'Mirrored Eyes' " component isn't working. While I am familiar with basic modding, splstate modifications are beyond me so I cant quite figure it out what went wrong. My best guess is spl_proj in the code points to the wrong type of projectile. I tried it in vanilla EE and SR setups.

    Quite right. Stupid weird difference between how projectiles are indexed in NI vs. the IESDP. Fixed in v1.4.2.

    That also fixes a bug with the component allowing Cure Wounds spells to bypass spell deflections... it actually works now.

    I fear I have this problem too. Casting mirrored eyes displays the message 'gaze protection', and the character has the 'protection from petrification' buff. If I send him against a basilisk however, he gets petrified 100% of the times. Is it possible to fix this in NI on an ongoing game? I got version 1.4 (15th February).

  4. I've tried a few. They work well, matching the description. Most have pretty, unique animations. A little bit on the OP side. The biggest issue, arguably, is that enemies won't use them. So you have a set of cool tools to play with for fun, but not integrated into a system, therefore not really part of any strategy. 

  5. 3 hours ago, Mordekaie said:

    I checked your install order and couldn't figure out what is your philosophy. What rules did you follow ?

    3 hours ago, Mordekaie said:

    I mean i have no problem to apply readme recommandations or the before/after dynamic thing from PI (even if some mods need a special attention). But i always end up with "why not here after this one" with no particular reason.

    Well, to put it briefly, there is no philosophy. When thinking about this list, I had your same doubts, and didn't find many answers, simply because there aren't many. I started with a 'generic' order, like: 1 - quests, 2 - npcs, 3 - items, 4 - spells, 5 - kits; older mods 'usually' before more recent ones; checked readmes; used PI's dynamic install order; asked modders; this is getting me somewhere, but only so far. For many mods, the only instructions I could find is 'after EET_core, before EET_end'. That's it. Even those mods that do come with compatibility instructions, are only taking into account a few other mods (totally understandable, how could one account or all mods out there?).

    So for example, I know Isra has crossmod content with Valerie and Ninde, so I put the Isra components after those mods. But what about the other Npcs? If there is no instruction, it shouldn't matter, but there is no sure answer for each mod in relation to each other one.

    That's why I created this thread (and others did the same). To get a few more answers from modders and ask for help when issues come up. If this is going to be of any help to others, I'll be all the happier for it.

  6. For the record, I was able to fix the issue (at least for my game).

    Opening GV#TARA.dlg in NearInfinity, I noticed that there was a warning "4: nested OR() triggers not allowed" for state trigger 4. (this is the trigger for the 'what is your business here?' dialogue).

    immagine.png.215c02b2479034e0225dc4c203b41aa5.png

    I thought this might get in the way of state trigger 5, which actually progress the quest, so I changed the code as follows:

      Global("GV#TARAIntro","GLOBAL",3)
    OR(2)
    Global("GV#DAVEHasIdol","GLOBAL",0)
    !PartyHasItem("MISC48")
    !PartyHasItem("C0AUIM04")

    This allowed the correct dialogue to trigger, and the quest to continue to its end. And I'm pretty glad it did, the ending it's simply great.

  7. 5 hours ago, Quester said:

    Would you consider adding your WeiDU.log to the repository created by Morpheus562?

    https://github.com/morpheus562/Baldurs-Gate-Install-Order-List-Repository

    Other players can then import such a log into PI and avoid having to do tons and tons of clicking and waiting. And just unselect whatever components they don't want.

    As far as I understand, building a large functioning mod list with everything in the correct order is easiest when starting from an already existing list.

    I would be glad to contribute, if I could provide a fully working installation list without problems. So far however I've encountered a few issues (and I'm still in chapter 3, who knows what will happen); a couple have been solved with updates, but others are more problematic, like the fire wand issue. Not to mention the 'fixes' I had to apply both before and after install, as documented in the first post. I'm a little hesitant in promoting a list that I know can have issues, albeit not major ones.

    As for importing the weidu log inside PI, I've never used that functionality so I can't speak for it, but if it works for you I can certainly upload it. If you plan on ticking/unticking components in a mod tree already heavily ticked, it's probably going to lag a lot. You might be better off with the method I described above. Anyway, attached are the logs; I hope they can be useful for you.

    WeiDU.log WeiDU-BGEE.log

  8. Absolutely true, and one of the main reasons for carefully checking every readme of every mod. I should also point out that, in the early stages of setting up my install, I did take advantage of the dynamic install order as much as possible. I can't really say I had all the components ticked at the same time (Project Infinity was lagging too much) but I'm almost positive my list respects the dynamic install order rules. Obviously not all mods implement those inside their metadata, and one can never be 100% sure anyway. This is the main reason I created this thread, after all.

    A couple of things to keep in mind to make your life easier when checking for install order rules:

    - you don't need to tick every component in every mod. Expanding a mod and ticking just one component is enough for the install order to be displayed in the middle of the app. (there are of course cases where you need to split components of a mod, like SCS's IWD spells, but those are edge cases that one should know already anyway).

    - even without relying on the graphical cues, you can check the before/after rules inside a mod metadata in the top right window of PI, after clicking on a mod. They are usually at the bottom, so just scroll down.

     

    By the way, @Graion Dilach, there is a compatibility issue between 5e casting and the mail of the evereskan tomb guardian from EEEE. That armor in my game is disabling Xan's casting. I should also point out that I made him a fighter/enchanter through NPC_EE.

  9. 1 hour ago, Quester said:

    Or is there an easier way? I noticed with hundreds of mods loaded, PI hangs for a while each time I try to change something...which makes this work time-consuming to say the least.

    Yes, that is quite unfortunate. If you have a lot of mods, and start expanding the corresponding trees, the app lags a lot and it's increasingly annoying to tick the components to be installed; especially when considering that for many mods PI doesn't remember what components were ticked, so after a restart one has to select them all again. This is one of the reasons I got my list externalized onto a doc file, that I can always copy components from. Here's what I do, is quite simple:

    - From the left side of PI, expand a few mods, and tick the components I want to install;

    - Then I click on 'set install sequence', so the components list appears in the bottom right window;

    - I select all the components from that window, and copy/paste them inside a doc file (any text file will do, I think);

    - Click on the refresh button; this will remove the ticks from a few mods, and hopefully reduce the stuttering a lot;

    - resume ticking components from the last one I exported.

    This obviously requires you to have your mind made up on which components you want, but in the end you'll have a list, quite like the one I posted, that you can just paste in the bottom right window of Project Infinity, and click start. I would suggest to avoid pasting everything at the same time; installation can take a fair amount of time, and some mods require inputs.

  10. @Glam Vrock

    Got the same problem. Idol (MISC48.itm) is in the inventory, but Taranis has the same dialogue (what's your business?)

    Peeking inside GV#TARA.dlg, I can see that one of the variables that progress the quest is GV#DAVETrial, set to 0. In my game this variable didn't exist (nor could I find a script or dialogue that creates it), so I tried setting it to 0 via console, but even if this and all the other trigger variables are set correctly, dialogue with Taranis stays the same.

     

  11. 3 hours ago, Quester said:

    Hi Gwaihir. I would like to play EET using most of the same mods as you.

    Hello! As you rightly said, you're welcome to copy the list in the first post of this thread. If you paste that as it is directly inside a correctly-set up Project Infinity and start installation, you'll have a game almost identical to the one I'm playing right now. Setting PI up means having clean install folders of BGEE with SoD and BG2, a folder for all the extracted mods, and having PI point to those folders. Please check this thread for details.

    After that, I strongly advice to read all the documentation inside each mod's folder, to have a good idea of what they do. What works for me might not be what you want for your game. Check the EET compatibility list to start downloading your mods. There is also a download option inside PI, if you want.

  12. May I ask a question? My current game has a bunch of Nature's beauty spells:

    immagine.png.8526e61aa44cd47f083d7756cbc2ec88.png

    I checked most of them (not all) and they have a few spell abilities, each with an effect (among others) op74 with timing mode 1. I downloaded the fix from this thread, but that's for SPPR704.SPL only. I have to assume that at least one of those spells is going to be used against me by some mod added enemy and screw my party, so I would like to change all the others as well. If I understood this correctly, I need to change the effect that casts blindness for every spell ability of each .SPL file. Is it enough to set timing mode 9 (instant/permanent) and duration 300000?

  13. 3 hours ago, subtledoctor said:

    As noted, my wand's projectile is PFIRE2.PRO, where yours is FIRE2.PRO

    Sorry, that was a typo.The projectile is indeed PFIRE2.PRO in my game.

    3 hours ago, subtledoctor said:

    I should say, in any instances I’ve seen of the Evasion stuff malfunctioning, the actual visible fireball still happens. I’ve only seen odd occasions where the blast does no damage.

    Yeah, the visuals play every time correctly; but when the fireball explodes, there is no damage or reaction, either by targeting terrain, or an NPC.

    3 hours ago, subtledoctor said:

    If this is the case, as a workaround, make sure the four op318 effects and two op177 effects exist in all headers of that item. I.e. just cut and paste them until the set of six effects is present in all item abilities.

    Well, there's only 2 item abilities, and one is agannazar's scorcher. The fireball one has indeed the four op318 and two op177, so it seems evasion was applied correctly. The reason I ignorantly said 'too many effects' is because there's an op318 applied directly to the item with resource D5EVB137.eff, on top of the same op318 inside item ability 0; so I thought that could be the issue.

    2044173714_Immagine2022-03-06185446.thumb.jpg.80807af1d2265a77d304313f9810971d.jpg

  14. There is something wrong with the fireball effect of fire wands in my game: when the projectile is fired (it uses FIRE2.PRO), nothing happens. @subtledoctor maybe something wrong with evasion? One too many aplies of D5EVB137.eff? Other fireball effects (FIREBALL.PRO) work correctly.

    mods affecting the item:

    Spoiler

    [WeiDU-FileChangelog.exe] WeiDU version 24500

     

    Mods affecting WAND05.ITM:
    00000: /* created or unbiffed */ ~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ 0 31 // Install Cleric kits0.81.11
    00001:  ~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ 0 37 // Install Ranger kits0.81.11
    00002:  ~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ 0 200 // Feat System4.18.1
    00003:  ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)34.3
    00004:  ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 8130 // Rebalanced troll regeneration34.3
    00005:  ~ATWEAKS\SETUP-ATWEAKS.TP2~ 0 160 // PnP Undeadv4.53

     

     

  15. 8 hours ago, Endarire said:

    Sometimes, though, I just want to fireball low level foes

    Oh, absolutely. And when I do, I want the satisfaction of being the one that pulls the trigger. Not to mention a very big point: aiming. Can you really trust any AI to aim on the ground to include as many enemies as possible, and leave out allies? I don't know if it can be coded properly; it's probably a hell of a task. And even if it could, the effort it's still probably not worth it.

  16. 18 hours ago, morpheus562 said:

    On a related note, is there a desire from users of these scripts for them to cast offensive spells? I am debating maybe to use Insect Plague under specific circumstances, but what about other spells?

    Personally, I don't like when a script wastes precious casting slots in a fight, especially if it can be won without.. That is, of course, because I'm used to the vanilla scripts that fire up spell after spell at lv 1 bandits. Even if a very good script could evaluate enemies's difficulty and be appropiately conservative, I think I'd rather just have it cure debuffs, at the most.

  17. 5 hours ago, subtledoctor said:

    EDIT 2 - remind me: has it been established that this only happens to Might & Guile bards? I.e. it should only be happening while wearing armor, so it should only happen to people who can actually cast arcane spells in armor. And it doesn't happen to divine casters, does it?

    Pretty much. So far I witnessed this on Imoen (jinxer with NPC_EE), Garrick (f/m gallant), and Keiria Silverstring (m/t bard). Charname spells as an earth mystic warrior have always worked perfectly, also Jaheira (technically a fighter/cleric) and Quayle have no problems.

     

    5 hours ago, subtledoctor said:

    I wonder if she was wearing armor while resting.

    Well, she was all the time. I tried resting with no armor equipped, going around doing stuff for a while, then re-equipping it. The issue reappeared after a little bit. First the casting slots were doubled, which is the little bug you talked about earlier; then after a while the numbers started growing again (2 by 2, since Imoen had 2 slots available at that moment)

    This thing is also tricky to test, it doesn't seem to be triggered instantly.. like if I unequip/re-equip then cast a spell, casting slots are displayed correctly and stay correct for a while.. but after playing a bit, I check and slots are 218 or whatever.

    HOWEVER: I've just now noticed that this issue starts immediately after loading a save. After recruiting Keiria I:gave her xp to lv 2/3, tought her some spells, cllicked on prepare spells, memorized 3, rested with a studded leather armor +1 on, she can cast those spells + vocalize. Casting slots are 4, and stay 4; waited for a while, cast a spell, they are 3, did a bit more stuff, traveled to an other area, fought a few enemies and cast a spell in combat, slots are 2 and work great; THEN I loaded the last autosave, immediately checked the cast slots, they are 4. Then 8. And so on. In her case, she also magically gained castings of the bard 'focus spells' of lv 2 and 3, silence 15' radius and shout. She definitely couldn't cast those after resting before.

    Can't say for sure that this happens only after loading, I'll keep playing for a bit and pay more attention. Then I'll try adding D5ZBLAR and see what happens.

  18. 16 hours ago, subtledoctor said:

    I'm guessing this only happens with Imoen when you change her class to Jinxer with NPC_EE, correct?

    Well, I just recruited Garrick, who is a gallant, and he has the same problem. No changes made. After unequipping/re-equipping his armor, cast slots increase a couple of times by a single unit, and then 'stabilize'.

  19. 1 hour ago, subtledoctor said:

    Can you tell me what mods you have that affect armors?

    For armors, very little. Not YARAS. Armor casting for bards from TnB, maybe? (isn't that for single-class bards only?). 5e casting and revised bards are pretty much the cornerstone of my party. Also have a whole bunch of item mods that may add a couple of limited armor changes.

    Here's my current weidu log:

    WeiDU.log

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