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Gwaihir

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Posts posted by Gwaihir

  1. 9 hours ago, polytope said:

    a PC can drink two safely out of sight of where he knows a dangerous monster lurks, then rush them and as combat starts drink a third, thus enjoying 6hp/round regeneration for the next 5 rounds of the fight

    Yeah.. although this way at least he would be wasting a bit of resources (if chugging 3 potions at full health), therefore money.

    What I omitted to say is, there could be a component 'allow only one regeneration effect active at a time for each character' and also 'make so that when two regen effects are applied, only the best one remains active', a bit like Tweaks anthology's PnP AC items.

    It sounds all nice and easy, when said like that 🤣

  2. 9 minutes ago, subtledoctor said:

    Meantime ( @Gwaihir ), I have just uploaded version 0.81.8 which adds or changes icons for about 20 spells.

    Got it 🙂 I'll let you know how they look.

    Incidentally, I just remembered that that beetle swarm spell was not only missing an icon, but the strings were wrong too. Hovering over a beetle showed some line from an npc. Also, the effect from the 'curse' spell has the worng string; enemies affected were saying something like 'you know I am' or whatever.

  3. Doing another reinstall, cause the last one got ruined by my antivirus.

    So a couple of days ago, Norton antivirus decided that weidu is Evil and proceeded to quarantine all the setup-.exe files inside the bg2 folder; which is not that bad, those are only needed at install and game runs fine without, also one can restore quarantined files if needed... but then paladin Norton cast smite evil on 250 more files, mostly from override, apparently (I think) those patched, installed or otherwise altered by the mod 'arcane treasury'; it removed  the weidu log too 😒

    Needless to say, game doesn't even start, and since I can't restore those files, it's reinstall time. Instead of using the same versions, I decided to upgrade a few mods for bugfixes and new content: BG1NPsStoSOA, Tweaks Anthology, Tweaks and Tricks, Aura, all the Unearthed arcana mods, and above all the new shiny NPC_EE. List in the first post has been updated with a couple of new components.

    I guess not adding an exception for the game folder was naive, but I played with BG mods before and this never happened; also those files have been sitting in my laptop for 2 months, and Norton ups and decides they're all trojans. Maybe something to do with the latest weidu version...?

  4. I almost never use healing spells in combat, and seldom ooc, where I can simply equip some kind of regeneration item while exploring/questing/area transitions; potions are way more practical: instantaneous, reliable, and usable by anyone.

    In my opinion one way to balance potions would be to change the healing effects to heal half of their value immediately, and half as a regeneration effect, so one wouldn't be able to really abuse them to tank a strong enemy.  Potions are created using magic, sure, but they still need to be ingested. On the other hand, spells should always heal a fixed amount, scaling with the caster level, and capped according to the spell tier.

    Also temples should really just heal hp to full.

  5. 3 hours ago, subtledoctor said:

    Just uninstall the hotfix and load a save from before making changes

    Well, I wanted to keep the progress made until now 😆

    Anyway, turns out I had a working 5e casting on an early save, without the need to uninstall anything. Reloading from there, I think I found the point where it bugged out: it happened right when I switched Grey the dog from regular party member, to 7th party member. It happens specifically after pressing the rest button. I realoaded a save with Grey already in '7th member mode', and the protagonist still having casting slots: I could cast spells 5e-style no problem, and had the 'change prepared spells' ability. Using the ability worked fine, disabled casting and allowed for memorization. But after resting, the protagonist would wake up a vancian caster.

    Maybe the 7th party member interferes with the process that gives back all the spells as abilities after rest? Tagging @jastey just to let her know, although this is probably something that needs to be taken into account by the 5e casting system.. and it's probably difficult. For now, looks like Grey won't be a part of this run.

    EDIT: also, it appears I didn't lose my progress😀. As long as the protagonist has the 'change prepared spells' ability and Grey is not in 7th party mmember mode, 5e casting works.

  6. On 2/4/2022 at 4:01 AM, subtledoctor said:

    Okay, I have made a hotfix/upgrade mod that you can install right into a game that already has NPC_EE v4 installed

    Welp, looks like I broke 5e casting for my protagonist. I know mine is an edge case cause I installed that hotfix/upgrade mid-run, but if it was possible to save the run, I would like that.  After one rest, he reverted to the vancian casting system, without focus spells, but still retained the 'change prepared spells' ability. Clicking that turns off casting and allows for memorization as usual, but after resting - still vancian. And the ability is gone.

    Tried giving him the kit again with the tome, and the process went smoothly (he obviously had a bajillion proficiencies at the end). However, after resting - same issue. It's a little bit random too, cause jaheira's 5e casting works fine, and I made no changes for my entire party.

    I noticed that after changing my protagonist's kit the message 'initialize 5e spellcasting' was not displayed, which is probably a big hint... is there a way to initialize that via console? Can't really remove charname from party and rejoin, can I?

    Another smaller issue, don't know if it's related.. this is how Imoen's spells currently look for me after casting a spell:

    Spoiler

    image.gif.a38c465e80ef2bae3bf2c5d466e75ad2.gif

    And this is how it looks after I wait for a few seconds. I did nothing else, Just waited:

    Spoiler

    image.gif.5cc55beb8f219178b95aaf5db93ce097.gif

    The casting slots work fine, if I keep casting spells I eventually run out. And after every spell cast, quickly opening the spell menu shows the actual casting slots.

  7. 17 hours ago, subtledoctor said:

    But 1) the innate ability should work with the new mechanism

    Ok, first of all - this is the best NPC customization mod ever made. The freedom of choice it allows is huge - and I love that. Well done, sir.

    The innate ability did indeed work; it also changed NPCs classes, no need for the tome - but with a couple of quirks (this is with NPCs that have been in-party for a while)

    Turned Jaheira into a Ranger/broken blade of tempus. Her proficiencies were wiped out, and she had 0 proficiency points at level up, plus only 2 'initial proficiency' abilities

    Turned Vienxay into a fighter/sorcerer, but she doesn't get the ability to learn new spells. She correctly got 5 prof points when leveling up, but also 3 'initial ' + 2 'advance ' proficiencies, which seems excessive. This is probably the OP extra you were talking about.

    Completely new NPCs:

    Ajantis and Shar-Teel do not have the tome - and I unlocked their areas just to test this. After console-adding the book, everything seems to work fine, except Shar-teel doesn't get casting slots. She has 2 mem slots, and she prepared magic missile correctly.

  8. Allright, Magus was kind enough (and very quick!) to provide a solution for our Invisible friend.

    If anybody has the same problem, the following code needs to be pasted inside g_traps1.bcs:

    IF
      True()
    THEN
      RESPONSE #100
        Wait(3)
        DestroySelf()
    END

    This should be there by default after every install, but in my game it wasn't and so the invisible familiar that gets summoned to pause the game lingered indefinitely, and caused problems.

    @Gordian if you would like to try again Tnt traps, this works well now, with autopause too.

  9. 27 minutes ago, subtledoctor said:

    FWIW I use this mod for instant trap detection. Different, to be sure, but if you need a replacement...

    Cool, definitely worthy of a try, although I really like the idea that every character can sense some kind of danger, and warn the party. It also lessens a bit the need to micromanage trapfinding, without the immersion-breaking decision to remove them all. Thanks for the tip.

  10. 9 hours ago, subtledoctor said:

    Look at that area file in the savegame

    @Gordian I think I nailed our invisible man. This creature is strangely listed as non-party character 50, is equipped with the sandthief ring and Imoen's belt (no wonder I couldn't kill it), and has a script: g_traps1, which is added by TnT component 'Improved trap detection'. This is the relative code:

    // Global minion for autopause. Traps can't PauseGame themsselves, and ActionOverride on PC will interrupt PC actions.
    OUTER_SPRINT traps_minion_pause ~g_traps1~
    LAF CREATE_MINION STR_VAR cre = ~%traps_minion_pause%~ script = ~%traps_minion_pause%~ END
    COMPILE ~%comp_baf_dir%/%traps_minion_pause%.baf~

    Asaict, this means that to pause the game whenever a trap is found, the mod summons a minion. And I can reproduce this. Just loaded a save without the issue, entered the bottom centre house in Beregost that has a trapped chest, imoen displays the message 'I sense a trap!', game pauses, and right there in the room, our invisible friend. Needless to say, leaving him there and trying to move to another area gets the 'you must gather' message.

    At this point, the short term solution would be disabling autopause when finding traps.  NOPE. The same issue happens also with Autopause for traps turned off. Looks like this invisible minion gets in the way no matter what. I'll open an issue on BGforge's github, maybe it can be fixed.

    EDIT: thank you guys for the attachements space tips!

  11. 10 hours ago, Gordian said:

    Tabbing displayed an invisible "Uninjured" entity, I couldn't get rid of. From what you wrote, it seems that these are two distinct issues.

    Actually, this is my experience exactly. Never thought about using Tab, duh. There is indeed a (very creepy) invisible creature. It can be seen only by hitting Tab, or Ctrl (if 'render dynamic search map' is enabled). We can probably rule out TnT familiars, since I don't have those components installed. Doesn't mean it's not a familiar-kind of creature, of course.

    I tried toying with it a bit: when selecting all with 0, as we know, it gets selected too and follows the party. But it can do a couple more things, albeit only once:

    -Area of effect spells can damage it, but can't seem to kill it htat way (22 oils of fiery burning should do it, if it was possible).

    -I can individually select it by dragging the mouse, and can even issue commands, although only once. I commanded it to attack Breagar, and it did, and then couldn't stop it or select it anymore; battle log showed no name, just 'Attacks Breagar: 6 + 2 = miss', and was doing 1 point of damage only.

    -I can also tell it to speak to someone, and nothing happens, and then this creature 'turns' into whatever character stands nearest, even a commoner. (god, I wish I could paste screenshots; if anyone can explain me why I have a max total size of 2.12 kb for attachements, please do 😑)

    -Most importantly, it can follow the party to another area. After loading the new area, I can see it only by hitting Ctrl showing its personal space, but not with Tab anymore, and it won't do anything anymore.

  12. 24 minutes ago, subtledoctor said:

    Did you advance a level?

    I did, to 5/6. Also tried in small increments. The first mem slot becomes available at mage 2/thief 3, 9000 XP.

    42 minutes ago, subtledoctor said:

    these sorts of "extra party members" mods have become more common recently, but it's possible there may be interactions we don't yet know about...?

    It's another possibility. I also tried taking back Grey into party, and then removing him completely, but it doesn't look like it made a difference.

  13. Already stumbled accross a few issues, and one is rather puzzling.

    1) In my game Imoen is a Jinxer, a kit from Might and Guile. This was done by making her a mage/thief during installation with the NPC_EE component, and then giving her the jinxer kit with the 'choose a kit' ability from the same mod. However, after the conversion, she didn't get the two initial feats that the kit normally gets at character creation. I fixed this via console by giving her the 'choose an ability' ability, like this:

    C:AddSpell("D5FEATJ")

    while hovering Imoen's portrait with the mouse. I hope this won't have long term repercussions 😅

    2) Vienxay gets a very low number of spell slots: at mage 5/thief 6, she can only memorize 3 lv 1 spells, and 1 lv 2; with 5e casting, she then gets seven 1st lv casting slots, and five 2nd lv casting slots after rest (which doesn't sound wrong for an 18 int mage, but I can't find an updated 'bonus spells' chart from Scales of Balance, so I'm not sure; @subtledoctor do you have one?). To make a comparison, Imoen (who as a Jinxer casts spells one level later than regular mages) at the same m5/t6 level can memorize: 5 at lv1, 3 at lv 2, and 1 at lv3. Int is 18 as well.@Skitia is this by design? The shadowmage kit description doesn't mention casting penalties, so maybe this is a suboptimal interaction with another mod. The kit otherwise works pretty well with 5e casting.

    3) This is the weirdest one. At some point while playing, I couldn't travel through areas or rest in an inn anymore because the party was not 'gathered'. Even while having all 7 members (with Grey the dog) mashed together against the area border, I only got a few dozens 'you must gather your party...' messages. And resting at an inn returned invariably the message 'your party is scattered'.

    My theory here is: one of the spells/abilities of my party works by summoning an invisible creature, which then in turn casts the actual spell/ability; at some point while playing, this inv creature was not correctly unsummoned, or just bugged out, and got permanently stuck in my party. I'm saying this because I tried selecting all members with 0, waiting a few seconds, then tried to travel, and it worked; but trying to travel back invariably gave me the same 'gather' message, no matter what I did. This is, presumably, becasue the inv creature, as a summon, can't follow you there, but the game thinks it's a regular party member that should be there when I try to travel.

    Combing through my saves, I think I found the one where the issue first appears, and there is a 'clean' one just one in-game hour before. Between the two, I did very little, most notably the fight in the spider-infested house in Beregost. Maybe one of the spells cast in that fight triggered the issue? @subtledoctor do slow poison or goodberry from your d5_random tweaks or curse cast by a jinxer summon an inv creature? I also tried replaying the same fight in a similar way, but noticed nothing later.

  14. On 2/1/2022 at 7:34 AM, jastey said:

    They should increse with levelling up, but Grey definitely needs a compatibility component with TA as it seems. Why he isn't faster if full party member I don't know unfortunately.

    Allright, so I leveled him up - no changes. Leveled him up even more by just giving XP,  same as before. Interestingly, in combat he is even slower: we're talking about ochre jelly movement speed here. It appears that the TA opcode 176 is applied correctly, he is just super slow and adding another opcode 176 to his items (as I did) is not enough.

  15. @jastey

    A small thing that is becoming increasingly annoying: in my game Grey is slower than the rest of the party. I have the Tweaks Anthology component that increases movement speed by 150% outside of combat, and I have to wait for him at every area transition. Doesn't matter if he's in party mode, or 7h member.

    Looking at the .gam file in Near Infinity, there are 3 opcodes 176 active: one from the same TA component, and the other 2 from some other spells with type - increment and value - 1. Doesn't matter, Grey always walks at the same speed.

    I tried adding another opcode 176 to Grey's collar, copying the values from the paws of the cheetah but with a smaller percentage, and still nothing. Is there a better way to increase movement speed so he can keep up?

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