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TotoR

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  1. Hi, After some testing on oBG2, there are 1 major and some minor 'incompatibilities' between IWD spells components and some other mods. Major - With Infinity Animation installed : I have an error when installing, the component 1510 [divine spells] - (It seems to be linked to a resource not copied during the installation process) : '[./override/sppr613.spl] loaded, 3130 bytes override/sppr613.spl copied to weidu_external/backup/stratagems/1510/sppr613.spl, 3130 bytes Copied [sppr613.spl] to [override/sppr613.spl] Copying and patching 2 files ... ERROR locating resource for 'COPY' Resource [gisbomb.cre] not found in KEY file:' 1pp component 202 (spell tweaks) should be installed after divine spells component - if not, there are warnings for cause_light_wounds and Cause_Medium_Wounds installing arcane spells component with IR or IRR mod create a warning for wand10.itm (wand of summoning) : no added/altered effect In addition, I think that there are some "small inconsistencies" with the new invocations spells and some wrong animations : Level 1 : DW#MS1OA and DW#MS1OW have wrong animations (0xffffffff) leading to CTD Level 1 : goblins creatures use race =161, but in oBG2 this race does not exist (this is also true for Shadow creatures SS1GOB, SS2GOB...) Level 1 spell let you summons up to 6 creatures (as said in description) but in oBG2, you are limited to 5 summons Level 2 : Lizard man creatures use race =162, but in oBG2 this race does not exist (this is also true for Shadow creatures SS1liz, SS2LIZ...) Level 2 spell let you summons up to 6 creatures (as said in description) but in oBG2, you are limited to 5 summons Level 4 : OGREMASU has more hp (52) than a all Lv5 summon (45 and 50hp), is quite powerfull with its spells and is equiped with a magical weapon. it sems better than all Lv5 summons. should'nt it be a lv5 summons ? Level 4 : DW#MS4YU has a TACH0 of 11. this is better than nearly all summon (TACH0 is around 15 for Lv5, 13 for Lv6 and 11 for Lv7) Level 5 : MS5MINO has less hp (45) than all Lv4 summons (48 and 52hp), has a non-magical weapon. Minautor use race =171 but in oBG2 this race does not exist In addition class is set to fighter - 2; it is ususally OGRE - 125 - . this summon seems not as good as Lv4 summons. Level 6 : DW#MS6GT has more hp than all other summons (pv = 101), has regeneration and great statistics (st21, dex20, 3atk...) it seems more powerfull than all lv7 summons... MS6SALC weapon is "only" 1d6+2d4 (cold) (max=14) with 2apr and it hasn't the regular stats of a frost Salamander; in BG2 it is usually 5 attack/round and ST17. In addition race = 169, but in oBG2 it does not exist MS6SALF weapon is 2d8+1d de6 (fire) + 4 (max=26) with 2apr making it far better from the frost salamander (usually, frost salamander has 5 apr to compensate). In addition, and like frost salamander, it does not have its regular stats; in BG2 it is usually ST16, INT14 Level 7 : DW#MS7ET has a non-magical weapon making it kind of useless for a lv9 spell MS7UMBH : has not the usual stats for an umber hulk. usually it is 72hp, st 19, con 15, dex16, int 10, TACH0 11... Water elementals creatures class are set to: unknown - 219. It Should be no_class - 255 in oBG2 Anyway, thanks for this great mod.
  2. I'm going to need someone to confirm that we get these parse errors on a BGT install without the anomalous ini setting, before i look at it more closely. For what it worth, and with "AI_Does_Not_Detect_Items = 0", I have also 300 000 "warnings" in mega-mod installation with, among others, IWDification vb6 and SCS v33.7 : parse errors for [ALLIED_AND_SAME_ALIGNMENT_RIGHTEOUS_WRATH_OF_THE_FAITHFUL], [ALLIED_RIGHTEOUS_WRATH_OF_THE_FAITHFUL], [BENEFICIAL_PRAYER] , [BENEFICIAL_RECITATION] -- but there is no [ENCHANTMENT_IMMUNITY] parse error. Those warnings come from : 'ds_iwd.tpa' and 'ds_scs.tpa' (detectable_spells library) - In those libraries, there are spells that are not recognized correctly in ds_iwd.tpa : #PRAYERG BENEFICIAL_PRAYER #RECITEG BENEFICIAL_RECITATION %CLERIC_RIGHTEOUS_WRATH_OF_THE_FAITHFUL%A ALLIED_RIGHTEOUS_WRATH_OF_THE_FAITHFUL %CLERIC_RIGHTEOUS_WRATH_OF_THE_FAITHFUL%B ALLIED_AND_SAME_ALIGNMENT_RIGHTEOUS_WRATH_OF_THE_FAITHFUL %A and %B , #PRAYERG.spl and #RECITEG.spl don't exist with IWDification vb6 in ds_scs.tpa : CLERIC_RIGHTEOUS_WRATH_OF_THE_FAITHFUL:A BUFF_ENHANCEMENT CLERIC_RIGHTEOUS_WRATH_OF_THE_FAITHFUL:B ALLIED_RIGHTEOUS_WRATH_OF_THE_FAITHFUL the :A, :B, don't exist with IWDification vb6 However, I think that all those parse errors would be solved with new versions of IWDification and SCS...
  3. Hi @CamDawg, I have installed the last version from github and some questions come to my mind : IWD Bard : is not compatible with RR and Garrick-tt. I have made a test and it could be (I'll send you the test in PM if you want) IWD Druid : should't it be added to the Avenger kit ? description indicates that the Avenger get all polymorph that un-kit druid have IWD Arcane spell : summons (1,2...7) add new monsters and some are not in line with existing/created ones : Level 3 : HOGBOGSU has only 30 hp (vs 42 for others Lv3). This is less than the ogresu from lv 2 (33hp) Level 4 : OGREMASU has more hp (52) than a Lv5 summon (45 and 50hp) and is quite powerfull with its spells. should'nt it be a lv5 summons ? Also it seems that MS5MINO could be swap for it. Level 5 : MS5MINO has less hp (45) than Lv4 summons (48 and 52hp), with a non-magical weapon. It could be swap for the ogremasu witch is more in line with l5 summons and has a +1 weapon Level 6 : DW#MS6GT has more hp than all other summons (101) ans has regeneration and great statistics (st21, dex20, 3atk...) it seems a bit too powerfull even if it were a lv7 summons... MS6SALC weapon is "only" 1d6+2d4 (cold) (max=14) with 2atr. In addition, it has no stats of a frost Salamander (normally it is 5 attack/round, 63hp, ST17, AC2 at least) MS6SALF weapon is 2d8+1d6 (fire) + 4 (max=26) with 2atr making it far better from the frost salamander. In addition, and like frost salamander, it does not have its regular stats (should be 63hp, ST16, INT14, AC2 at least) Level 7 : DW#MS7ET : is a great addition, instead of boneguard, but it has a non-magical weapon making it useless for a lv9 spell MS7UMBH : has not the standard stats for an umber hulk (should be 72hp, st 19, con 15, dex16, int 10 at least) It could be nice to add already design/created monsters (like the ogremasu) from oBG2 that was not implemented wolfwisu, jellmusu, basillsu and basilgsu. Anyway, thanks for your hard work on this.
  4. Great! I am impatient to use the next release! This thread can be closed.
  5. Hi, This is strange indead, I don't have any error when installed with BGT... I am using Weidu 247, maybe it is linked. Weidu :
  6. Hi, I don't think that Austin last post was meant to change install order as HTaM need to be installed after NPC mods and obviously BGT. Austin asks to test with HTaM before BGT to investigate incompatibilities, and in conclusion, there is no incompatibilities between HTaM and BGT but with VCv21 and HTaM.
  7. Hi Austin, Hopefully, the incompatibility does not come from BGT but from Vlad’s Compilation "component 2 : Core Baldurdash Fixes". As VCv21 seems to be no more maintained, It would be better to not installed both together. For my side, the case is closed. Thank you for taking the time to help.
  8. Hi Austin, Something strange append during my mega mod installation, and "Component 1. Interjections & Mini-quests" fails to install (this bug was not present in the previous version) : Log : Weidu log :
  9. Hi Bartimaeus, I have found 2 effects, that seem to be missing in IRR (classic BG2) : ICONBLND.eff (SW1h64 and SW1h65) DVEFREET.EFF (MISC3C.itm)
  10. Hi, Thank's for this great addition. In v26, with bgt mod installed, the issue with 'x#ajr1.are' and 'x#ch11.are' Areas is still present. North, south, East and West are FW0007 instead of ARA007.
  11. Hi, Intriguing addition, I can't wait to try it. For the bug report... martial lore does not work on classic game: [cdlore/baf/martial.baf] PARSE ERROR at line 3 column 1-29 Near Text: ) [ProficiencyGT] not found in TRIGGER.IDS
  12. I will (bug report), don't worry !! In the same time, thanks for the involvement it is much appreciated.
  13. Hi Gregor, This bug reminds me of this thread opened some times ago :http://www.shsforums.net/topic/61008-random-treasure/?hl=aurora#entry610359 I can't tell you what causes this bug in your case -- most probably SCS --, you will have to investigate. However, if you install the component [Realistic random treasures] from Aurora mod, it will solve it (http://www.shsforums.net/files/file/831-auroras-shoes-and-boots/)
  14. Hi Bartimaeus, Don't know if it is for you to fix it but, for the record, in lib/compatibility.tpa, item rev v4b10 check for ~atweaks/setup-atweaks.tp2~ 600 instead of ~atweaks/setup-atweaks.tp2~ 510 Thanks for the great work on IRR and SRR.
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