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Gwaihir

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Everything posted by Gwaihir

  1. @subtledoctor Hi! In my current game I made Imoen a Jinxer through NPC_EE, however she did not receive any feat, apart from the emanation: malison. As I understand, jinxers should get feat selection, is that wrong? Can I add one through console? Also, I would like to swap the two handed weapon style with shield fighting. Can that be done mid-game, by editing files in NI or console?
  2. - Updated the first post with the version of install list that I'll use for my playthrough; added a few info about it that might be of help. - Added Enhanced powergaming scripts dead last in install order; won't be of much use though, since it's incompatible with Unearthed Arcana mods 5e Spellcasting. In any case, all the sorcerers I'll have in party wil be very happy.
  3. I got it right now in an EET 2.6 install. Tried rushing to high hedge and Thalantyr seems to work fine. Dialog works as intended, even that relating to upgrades. It wasn't a very extensive test, though.
  4. Understandable. Thank you again for what you do!
  5. @morpheus562 Hi! First of all, I love what this mod does, and wholeheartedly thank you for your hard work in making this possible. I do however have a bit of a problem: my current install includes might and guile, faiths and powers, tome and blood, and most importantly, 5e spellcasting by subtledoctor, which means that every spellcaster except sorcerers casts spells through abilities, rather than using the vanilla spell system, which in turn means your scripts do not work. When hitting B, the character shows the messages 'start buffing' and 'buff complete' right after, without casting a single spell. I recall reading previously on this thread that compatibility with those mods was asked for; it surely would be a very hard task, so may I ask if you're considering it? As a side note, is it possible to install this mod on an ongoing game? I have it dead last in install order right now, and was wondering if installing an update mid-run could screw things up.
  6. Heh, actually almost all of the things I added in the last week, came from reading your list I'll definitely add mine to the repository after install is done and no errors found. Although, what we're doing with our threads is essentially the same. Well, I had a feeling.. but it's really fine. Not going to comb NI for every single spell. Those from SoD2BG2, I added because it was easy. Spells from mega mods shouldn't even be there in the first place, anyway. I installed Check the bodies and Region of terror simply because I never played those mods, otherwise I don't like the idea of adding a whole bunch of different stuff all together. So I'm not going to bother with those, knowing that I'll probably not install those mods again. I don't know the first time I tried installing with PI, it failed. Posted the log on the mod thread, was told that manual installation worked, and it did. So I'm not going to fix what isn't broken now.
  7. Last updates while doing the main install: @subtledoctor with the last two versions of Might and Guile the 'revised shadowdancer' component is autoskipped. On BG2, it doesn't even appear in the class selection menu. Intentional? Also, 'make Hexxat a shadowdancer' component from Convenient EENPCs installed successfully. AFAIK that mods doesn't add kits, so maybe she'll be a regular rogue? Guess I'll find out. - included fixes to a couple of empty SCS files from the bugthread. - Added a few components of BG1 NPCs for BG2 - Added Heroes, thieves and moneylenders - Switched the remove XP cap component of EET_Tweaks for the Tweaks Anthology one, this way I can install 'triple class HLAs' from the latter; - Added a few spells from SoD2BG2 item upgrades to the sphere system of Faiths and Powers (copy/pasted the spell IDs from SPELL.IDS to faiths_and_powers\lib\Sphere_list_fnp.tpa before installation.)
  8. Deleting the line fixes that and allows for a smooth install. You've earned your rest man, thank you for all the work you've been putting in. This is the first time for me playing you mods, I'll make sure to report anything that I find (not to make you work even more, but to help improving what already looks like a good product )
  9. @Austin Component 4 failed to install for me; I'm using the latest 4.1 version; apparently the file 'ANtrollQuayleImp2.d' is missing. EDIT: it seems from github that this file was deleted as part of the latest update, but the .tp2 at line 1726 it's still trying to compile it.
  10. Inside the .tp2 file the version number is still 12.8, and it also appears as such in Project Infinity's install order window. This might be confusing for some players. I would also like to ask to take a look at this portion of my install list to check for possible install order issues.
  11. You've got The cowled menace and then Unofficial item pack. Without changing anything, the latter breaks part of the former. Have you checked this?
  12. Made some more changes to the list. After the most recent Unearthed Arcana updates, this is probably the final install (fingers crossed). - Moved SoD2BG2 core component after EET right before quests; the most recent Another fine Hell update should be compatible, but it adds some spells after all; all other components are moved to the item section, most of those are cosmetic and may patch previuosly installed items. - Added The cowled menace. Goes after NPC mods as advised by the author. - Unofficial Item Pack: removed the component 'Sod items' (clearly redundant at this point) and 'revised free action' (it only patches 4 free action items to allow haste, and it's patching the wrong files on an EET install anyway); more importantly, I edited the mod .tp2 file to remove a line that overwrites 'mage18z.cre', which is a critical file for 'the cowled menace. More details here. - Added Lore from learning; - Added Extra expanded enhanced encounters; - Added Made in heaven Encounters and quests. - Finally switched to 5e casting. This means removing 'revised specialists' from Tome and Blodd and 'add option to cast like sorcerers' from Faiths and powers.
  13. Huh. I think I can confirm this. Sort of. In my previous install, when installing SoD2BG2, I got the same errors. In this current install however, having installed it previously (indeed, even before EET) both mods installed successfully. I didn't think about it then, but now running Weidufilechangelog shows that Another fine hell is the only mod affecting 'bdireni.baf' in my current install. So when SoD2BG2 tries to parse that file, it doesn't find it as expected. I don't know if that file's important for a mod that deals mainly with items, but maybe it would be possible to add an exception or esclude bdireni.baf from parsing. (apologies for my crude way of expression, I don't even know what 'parsing' means ).
  14. We were speculating about installation order for the cosmetic components. May I ask what what they do exactly, and does it matter to have them installed after EET? In other words, would they patch the BG1 imported resources too?
  15. Oh. Guess I should have checked the readme. Cool. Anyway, even at 76 points or so my game freezes for little more than a second after each spell cast. So yeah, there's that. The freeze time progressively decreases as the mana points go down, which I guess is how it works. For the record: this Imoen mana sorcerer/thief worked. Can learn spells through the arcane knowledge skill, can use thief skills, resting gives back points. The kit still has the 'change prepared spells' from 5e casting, and if I try to rest after clicking it, the game just perma freezes. Also, since there are no spell tooltips, the quicksave issue is still true for this kit. Or maybe it's a bad interaction of the sorcerer and 5e system coexisting . Overall, it's sort of playable.
  16. You know what? I was in the process of doing that, when I realized the mana sorcerer doesn't appear in my character creation menu. I checked, it's installed. It's possible to select it with the 'choose kit' ability from NPC_EE. In my game Imoen is a mage/thief, and I was able to turn her into a mana sorcerer/thief (which, now that I think about it, sounds pretty awsome). Still, right now I can't create a regular mana sorcerer PC through regular means.
  17. Got it. This is the behaviour I'm experiencing, works very well. And I agree, the super spammy tactics with time stop-improved alacrity never appealed to me. My 2016 laptop has an Intel Core i5-6300HQ CPU @ 2.30GHz (4 cores) and 12 Gb ram, game's installed on a 5400 rpm sata 3.5 hard drive, and it almost never lags; never experienced suttering either.
  18. Didn't know about that small list of tips, Thanks. Gotta trust our pal Graion In past installs the NPC customisation from SCS didn't work very well for me, I've been using a combination of NPC_EE and, if needed, lvl1npcs. Can't complain.
  19. @Gordian in your list Atweaks comes before SCS, but IIRC both the readmes from those mods state that it should be the other way around. Any particular reasons?
  20. Very good point. The 'cosmetic enhancements' component installed fine for me after EET.. maybe I'll move just that one among the Item mods section. To be fair, I don't even know what these enhancements actually are, so it's hard to judge. Maybe @Daeros_Trollkiller can shed some light on this? Awsome. To clarify: right now I see the casting button going off/on after every rest and every spell cast. Obviously the slowest one is right after rest, like I said it can be around 1-2 seconds. After each cast the spells button goes off, and the time it takes for going on again can vary - sometimes it's nearly instantaneous, some other times it can take a smidge longer, but always less than a sec. I can see how this could be mildly annoying for compulsive cast the next spell immediately after autopause kicks in players, but considering casters have to wait the next round anyway, this is not really an issue unless you like to be an improved alacrity abuser. In any case, it's down to personal flavour. My SPELL.IDS has 1216 lines total. That's probably a significant difference from your install - I feel like in my previous install, that didn't include Region of terror and SoD2BG2 (both those mods add a few spells), the 'loading times' were even slightly shorter. We're probably talking about tangible tenths of seconds less, for around maybe 40 - 50 spells less. Your install has 300 spells over mine, that could mean half a second or more.
  21. Well, during my previous EET attempt some components failed to install due to errors. I think i posted the report earlier in this thread and tagged the mod author, but haven't received an answer as of yet. Taking a peek with near infinity shows that there are a lot of new Cromwell dialogs and they seem in order, I tried some of the new spells and they work pretty well, so I'm willing to leave it where it is just to see how it'll be in a full run. ehrm.. it's called Sod 2 BG2.. afaik this is a BG2 mod, I'm pretty sure it doesn't add anything to the first one, if that's what you mean. Very well, actually. The semi-spontaneous casting itself works, memorizing spells then resting and casting like a sorcerer is super cool. I don't know about stuttering, for me there is only the 'loading time' of the casting button after resting or casting a spell; I've played with this system before with a Might and Guile bard, and 5e casting is slightly slower, but it doesn't bother me in the slightest, it's at the worst a second or so. You probably have installed a few more spells than me however. Sure, there are a few issues, like the missing focus spells, and it kind of broke the multiclass sorcerers from Tome and Blood (the two components are probably incompatible), but overall you can certainly find a kit of your liking that works perfectly and start playing. Paladins for instance are very cool in this mod, and while writing this I'm looking at a mage/feywarden of corellon that works flawlessly and it's very tempting. I'll certainly keep following your thread, you seem a lot more thorough in your testing than I could ever be
  22. @subtledoctor Sorry for double posting, I'm writing things as I experience them. Adding a little bit of details to the multiclass sorcerer issue reported earlier: right now in my install, the C/M sorcerers seem to be overwritten by the 5e casting. The kits have no spell selection ability (in fact, the quick item icon is greyed out). Instead, they have the 'spell preparation' button in the abilities menu, and I can prepare spells for both arcane and divine spells. After resting, the character can spontaneously cast all the arcane spells of the same level of those prepared on top of the prepared ones. This group of spells has the same casting slots of the prepared arcane spells, and is indipendent; meaning that if I cast one, it will reduce the casting slots of the same group, but not of the prepared spells. Example (I would love to attach pictures, but the system allows a max total size of 2.12 kb..) using a Sorcerer/Glyphscribe of Deneir 2/2: After clicking the prepare spells button, I have 4 lv 1 divine memorization slots, and 2 lv 1 arcane. I choose Aid, Armour of faith, Bless, Camouflage for divine, and blindness and color spray for arcane. One rest, the spells button flashes once, and if I click it I can spontaneously cast all the lv 1 arcane spells (grease, armor, burning hands and so on. There is also a copy of blindness and color spray each); scrolling to the far right I can find the six spells that I actually prepared. All arcane spells have 4 casting slots, the divine 5. If I cast for example armor, the casting slots get reduced for all the additional arcane spells, but not for the prepared blindness and color spray, and vice-versa. One last thing: If I click the prepare spells button again, the 'additional' spells do not get removed, and I can still cast them from the spells button.
  23. The main EET list installed pretty well. After creating an earth mystic warrior I'm encountering the same issues described before: some spells that should be granted automatically among the casting slots, just aren't. Right now, of all the Earth sphere spells, only magical stone and earthquake are available to cast after memorization and resting. Interestingly enough, @subtledoctor, I added the spell 'crushing earth' from Sod2BG2 item upgrade to the earth sphere spells at lv 6 inside 'sphere_list_fnp.tpa' before installing FnP, and it works perfectly. After resting, that spell appears in the casting menu automatically. Maybe this little fact can help narrow down what might be the issue.
  24. Going to update the list again as I changed a few things and started another EET resintall after trying the latest versions of faiths and powers with 5 ed. casting on BG2. Right now it doesn't work just right for me (would love to play an earth mystic warrior with 5e casting); going to try if it's any different with the main EET install, then probably default back to the FnP sorcerer style casting that worked well in the previous install. The Tweaks ans tricks Trap intuition seems to work very well. A quick trip to the Nashkel mines showed that all the characters can sense traps, display a warning message, and it even activated thieves 'detect traps' automatically. Pretty nice, although the 'increase detection range' component makes this process a little immersion breaking, but not so bad when counterbalancing that with Qol. On the other hand, the 'compliments and insults' throwed errors and it has been removed. This time I manually installed Sod2BG2 item upgrade on BG2 before starting EET; doesn't seem like it caused any problems, even to other item mods installed later. Similar thing goes for the Arcane Treasury mod: with Project Infinity was throwing errors, but manually it installed successfully. Order is the same as shown in the list. Added Region of Terror. Because why not. Changed the 'of wolves and men' component from Ascalon's questpack to use the house in Beregost, to make it compatible with Glam's NPC pack, as stated in the readme. Removed ‘non-italicized fonts for descriptions’ component from eeuitweaks; I read on g3 discord that it might cause some issues. Removed 'give choice to cast spells spontaneous' from Faiths and Powers and 'revised specialists' from Tome and Blood, as those are not compatible with the 5e casting mod.
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