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morpheus562

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Posts posted by morpheus562

  1. 37 minutes ago, herien_0 said:

    As requested;

    EDIT2: I see the image is compressed by the forum software as it is uploaded if the resolution is too high, here it is screencapped at a lower res, hopefully this is clear.

     

     

     

    op.jpg

    Perfect! That is about as easy as it gets. Opcode 101 was replaced with 86, 87, 88, and 89; however, both the old and new versions still use opcode 166. Please test the below and you shouldn't have any warnings now.

     

  2. 12 minutes ago, herien_0 said:

    According to NearInfinity, both are located in the override folder and SPPR742.SPL is Greater Divine Protection and SPPR525.SPL is Divine Protection

    I currently update it by cloning opcode 101, so I'm guessing SCS has updated it slightly and doesn't use that opcode. Do you have the ability to take screenshots, and if so, can you send me the spell abilities for one of the two spells. I want to see what opcodes yours is using.

  3. 25 minutes ago, herien_0 said:

    I've deleted every attachment I've uploaded to this site and it still does not provide enough space for the baf file which is 1.03 MB. There is a maximum 1kb attachment limit for my user rank.

    I've attached an image of the limit being shown me to demonstrate.

    Perhaps if I upload it as a 7zip or rar to cut down space?

    limit.jpg

    I was able to replicate the error on my end and fix it. Please let me know if this works.

     

  4. 1 minute ago, herien_0 said:

    mocore.baf exceeds the 1kb maximum limit just barely, so I've uploaded it to dropbox. If you'd like I can find another file host if this is an issue. I've also included the newest debug log once more just in case.

     

    https://www.dropbox.com/scl/fi/ny7gdqnaovmfr8tx44iw2/mocore.baf?rlkey=z07ggbepnwp548pc4qu5360lk&dl=0

    Setup-enhanced-powergaming-scripts.debug 317.32 kB · 0 downloads

    No offense, but I'm not going to your dropbox. You need to clean up your attachments and then you can attach it here.

  5. 11 minutes ago, herien_0 said:

    I think I misunderstood. I posted the debug log from the prior PI attempt.

    Here is the debug log after attempting the installation with the most recent exe. I can't add as attachment as it exceeds the 222.48 kB limit.

     

    https://www.dropbox.com/scl/fi/7ihpmc50csb5in64uy6xx/Setup-enhanced-powergaming-scripts.txt?rlkey=kf9z8qmaoi2fs68dxgpi5gyaw&dl=0

    You have attached too many files to the forum. If you remove some of your attachments, you can post the log.

  6. 30 minutes ago, herien_0 said:

    Having an issue at the very end of an install of BG1EE with the Accelerated Pre-Buffing component.

    The error reads:

     

    Weidu log is attached.

    I mistakenly included the "Ease of Use AI" component which I did not intend to, but it doesn't seem that this is the culprit.

     

    For further clarification, here are the mods affecting SPLSTATE.IDS:

     

     

    WeiDU.log

    Can you please provide the debug file so I can see the full error message? Thank you!

  7. Official release for version 2.0 which brings the following enhancements:

    • Corrected attack scripts (only noticeable on Insane difficulty).
    • Corrected Phiuhls to no longer be undead.
    • Created new bone fiend creature instead of using the existing cre.
  8. 6 minutes ago, zuulforrest said:

    Hoping for some help...  I'm trying to get subtledoctor's mod (used to be scales of balance before he split them up) to use the Flaming Weapon skill (from his talents chosen through dialog) in the same way Poison Weapon is used, ie directly under it in the script order.  I can copy paste Poison Weapon which is everything I'd like it to be, and change the spells to Flaming Weapon so it will (and does) cast automatically like I want it to.  The problem is I can't find a spell state for Flaming Weapon, so it stacks indefinitely as there's nothing to check against before the script casts it again.  I use Derat's autorest to rest on keypress, so the normal time skip that would expire FW is skipped, leading to the CD for FW being refreshed before it wears off naturally (it lasts two turns).  This results in my dudes hitting for a bajillion fire damage after a few rest keypresses.

    Is there a way to make the script check if FW is already active so it doesn't cast again, the same way Poison Weapon checks itself?  Looking at FW in NI I only see two things on FW:  Its spell ID (d5csm3) and a .itm entry inside of the spell called d5csm3b, but I can't find that item in NI.  When I enter !HasItem("d5csm3b") in the script it can't find the item.  I'm guessing the fire damage proc is tied to a ghost item or something?  I don't really understand how spells and items work in NI that well so I'm pretty lost.

    You'd have to update the FW spell to apply a spell state and then have the scripts check against that spell state. It's probably possible to use an existing spell state if one exists for poison weapon as I'm assuming a person won't be capable of casting poison weapon and FW on the same character.

  9. Official release for version 13.0 which brings the following enhancements:

    • All Games
      • Fixed bug with the scripts overwriting player commands.
      • Improved Haste issue may not be from SCS. Checking in a different manner to correct issue.
      • New system using EEex to track spell cast cooldowns.
      • Corrected bug with use of both Melf's Minute Missiles and Black Blade of Disaster.
  10. 2 minutes ago, DumbTheBad said:

    Is this mod compatible with the Item Randomizer mod? I'm thinking install the randomizer first, then Forgotten Armaments. 

    No idea regarding compatibility. I would not recommend installing this after item randomizer as there is a chance Forgotten Armament would then overwrite an item that randomly gets moved.

  11. 1 hour ago, Daeros_Trollkiller said:

    Outside of that, I dont know each and every mod by heart, so I'll have to depend on my own playtesting and community feedback to sort out incompatibilities.  I can't account for every single mod out there, but the most popular ones, like tweaks, shouldn't be a problem.

     

    That's why I am planning to post up the .tp2 from time to time, if another modder such as yourself sees something I could do better to make it more compatible, I would be grateful for the feedback on it.

    When I made Forgotten Armament a year or so ago, your mod was not one I used but one I ensured compatibility with.

    Here are the locations for all net new items I add: https://github.com/Gibberlings3/Forgotten-Armament/blob/main/ITEM-LOCATIONS.md

    This lists the items coming from IWD and the .cre/.sto files they are attached to: https://github.com/Gibberlings3/Forgotten-Armament/blob/main/forgotten-armament/components/add_items_iwd.tpa

    This lists the items coming from NWN2 and the .cre/.sto files they are attached to: https://github.com/Gibberlings3/Forgotten-Armament/blob/main/forgotten-armament/components/add_items_nwn.tpa

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