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morpheus562

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Everything posted by morpheus562

  1. @K4thos thank you so much, I'm happy you found them useful! Since EET is now updated for v2.6.6, there is no longer a need for this hotfix and I think we can have the topic/thread closed!
  2. No new spell mods, so what are listed haven't changed. There were some spell requests while I'm beta, mostly from the original game, that I went ahead and implemented. I sadly can't remember all off the top of my head right now.
  3. Enhanced Powergaming Scripts are a collection of player AI scripts designed for use in Baldur's Gate II: Enhanced Edition and the Enhanced Edition Trilogy. With these scripts, you can focus on the fighting aspect of combat while these take care of the nuances in the background. Of note, these scripts allow easy pre-buffing of all characters with a keystroke, intelligent debuffing of enemy protections, and smart use of defensive spells and abilities. Official release for version 3.0. This brings the following enhancements from the beta: Various bug fixes and optimizations Items
  4. Official release for version 3.0. This brings the following enhancements from the beta: Various bug fixes and optimizations Items that will be used by the scripts were added: Headband of the Devout, Girdle of Fortitude, Ring of Spell Turning, Cloak of the Stars, Cowl of the Stars, and the Belt of Minor Invulnerability Additional spells and abilities added
  5. This is great news! Absolutely love EET and was looking forward to your return to get official compatibility.
  6. I created this for 2.6.5 and do not know if it works with 2.6.6. Honestly have a lot going on right now and I haven't had a chance to test to see if it still works with the recent update. It probably is fine, but I do not know for sure.
  7. Did you use dlc merger in your bgee install and did you use the hotfix for eet so it is compatible with patch v2.6.6?
  8. @Seraphix great comment and it is actually included in the MO-BasicAI script. I view it as the ai script for players who turn off their ai scripts! Fun little tidbit about these scripts is I actually created them because of how clunky and kludge the spell system is when it comes to spell protections and combat protections. These were written to cut through all that to properly dispel an enemy combatant so my melee can get to the process of killing them. Pre-buffing was actually an afterthought that really came front and center which I am happy with. I was pleased with my overall learning
  9. @SeraphixAppreciate it, keep the feedback coming! Always looking for ways to tweak/improve these scripts.
  10. Ghost armor will only cast if the base ac of the character is higher than 2; otherwise, it will not be cast since there isn't a benefit. Similarly, I do not have non-Spell Revisions version of chant as part of pre-buffing because I think it is more of a detriment than beneficial spell. Spell Revisions version of chant is good and should cast. Resist fear and minor globe should both activate for pre-buffing, so something may be going on with any of the ee mod installer mods you have. Finally, my scripts do not account for blur or barkskin. I have gone ahead and added blur to pre-buffing to be r
  11. @SeraphixWhat spells are not casting appropriately for you? How are those spells behaving versus how you expect them to behave? You have a long list of mods from BWS (including all of spell revisions which you say above you do not have installed), so there could be many variables at play causing the unexpected spell behavior. Thank you so much for the feedback and I'm happy you are enjoying the mod!
  12. @SeraphixMy mod is not part of bws or the ee mod installer tool, so you will have to manually install it into the folder where your BG2EE/EET install is located. Please note, I cannot guarantee that these scripts work with a game using bws/ee mod setup tool since the maintainer of the tool has been known to make altered versions of the mods without the original authors' consent. Only pre-requisite is for BG2EE or EET installed. That's it. Just note that this mod needs to be installed at the end of your installation order so it can detect the other mods that may impact the scripts. On
  13. I only have it setup to use their Faith and Powers spheres component instead of the 2e version one. With the spheres themselves it was down to either the original faith and power spheres or a limited 2e one and I chose the original version. If you play without the component and just use the kits, my mod will check by component and add kit abilities if they are installed. If you play no spheres and just kits, my mod will handle that just fine. I tried making it a la carte so you only get what you ask for. I hope this makes sense and clarifies.
  14. Enhanced Powergaming Scripts are a collection of player AI scripts designed for use in Baldur's Gate II: Enhanced Edition and the Enhanced Edition Trilogy. With these scripts, you can focus on the fighting aspect of combat while these take care of the nuances in the background. Of note, these scripts allow easy pre-buffing of all characters with a keystroke, intelligent debuffing of enemy protections, and smart use of defensive spells and abilities. Changelog v3.0_beta Dynamically creates scripts on installation based on mods installed allowing for over 1.5 MILLION different script
  15. Version 3.0_beta has been released. This brings the following enhancements: Dynamically creates scripts on installation based on mods installed allowing for over 1.5 MILLION different scripts that can be created! Support for the following mods: Spell Revisions, SCS, DSotSC, Song & Silence, IWD Spells, Tome & Blood, and Faith & Powers (only compatible with F&P sphere system). Multiple new spells for vanilla and mods added. Updated spell tracking for existing spells to optimize existing scripts.
  16. Thank you, I appreciate the feedback! I am working on version 3.0 of the scripts, but have no ETA for when they will be released. The current version of the scripts that you are running are a one for one with mods to scripts (i.e. SR(R) has their own scripts and IWD spells have their own scripts; however, there are no scripts for both SR(R) and IWD Spells combined). Version 3.0 of my scripts will change that and allow any combination of spell and kit mods together. So far, the list will include updates if the following mods are present: Spell Revisions, SCS, DSotSC, Song & Silence, IWD Spe
  17. I also noticed after the install it reclassified everything in eekeeper. Halberts were showing as longswords, and clubs were listed in different item types, etc. Completely made it impossible to navigate items and actually find what I was looking for.
  18. @argent77 Good find! I will look at getting your addition added to the hotfix to keep it all in one place. In the interim, for those that do not want to use Near Infinity to upload the code, you can simply join the bandits and they will take you to the bandit camp. Edit: The hotfix is updated to include this change.
  19. Going through Unearthed Arcana now, and so far I've incorporated Song & Silence and Tome & Blood. Currently going through Faith and Powers, which is a lot. Definitely a lot to get through. From there it's going to be focusing on Might & Guile then the additional DSotSC spells.
  20. I think this was addressed in the main thread, but were you able to get it working by placing the hotfix in the correct folder before the install?
  21. @subtledoctorThank you! I've started going through and identifying and mapping out where changes will occur. Most seems like easy changes (i.e. updating detect invisibility to ignore non-detection, and adding invisibility Purge to wizards to replace dispel illusions). Just taking some time, but progress is being made.
  22. Do spells/abilities from unearthed arcana replace, work in tandem, or don't work with other spell mods? I.e. would there be conflicts with IWD spells, DSotSC spells, etc.? How much does unearthed arcana change base spells/abilities?
  23. I am thinking of ways to incorporate more spell mods into the scripts, and I think I may have a solution. It would require rewriting most of the existing weidu code, but I think it will be more scalable to adding more spell mods as well as mixing spells together between different spell mods. What are one or two spell mods that people are playing that are not already covered by the scripts that you would like to see added?
  24. Updated scripts are live. Below are the following changes made to improve the scripts: Updated spell tracking for both Minor Globe of Invulnerability and Globe of Invulnerability so they are now tracked separately. This allows for better spell determination on what can be cast on or against a player. Added Black Blade of Disaster for pre-buffing and in-combat casting for non-SR versions of the scripts. Added BETA for enhanced ai scripts for summoned celestials. I have the ai scripts for summoned celestials as BETA since I will be doing further playtesting on them; however
  25. I see spell revisions completely revised planetar and deva spellbooks, so I'll have separate scripts created that are optimized for SR. I should have the scripts ready today to get into the testing phase. Hopefully I can get some positive results in my testing and release shortly after.
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