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Posts posted by morpheus562
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I've seen mods using the exe as having a warning associated with it. Is it solely my mod doing it or are others having the same issue?
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Official release for version 12.5 which brings the following enhancements:
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All Games
- Updated NUMBEROFATTACKS check used by Improved Haste.
- Don't target players using Project Image with Remove Paralysis.
- Updated check for Minor Globes.
- Updated use of Ring of Gaxx.
- Updated extra checks for mod compatibility.
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All Games
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2 hours ago, haze said:
Here ya go.
I was able to install my scripts with just SCS and no Spell Revisions. It might be something with SD's spell tweak pack causing your issue.
Additionally, I would not recommend installing both SCS Ease-of-use party AI and my Enhanced Powergaming Scripts as my scripts will overwrite SCS ones.
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38 minutes ago, haze said:
Thanks for the quick reply, but no luck. I attached the new debug file.
I am not sure if it is the same issue or a different spell causing an issue. It is weird. I think the only new mods I am installing are updated SCS and SubtleD Spell Tweaks. Both are veteran modders, as you know, that usually don't break things. I wonder if there was an error somewhere in one of the mod installs that buggared things.
enhanced-powergaming-scripts.debug.zip 34.21 kB · 1 download
Do you have your entire install log you can send me, by chance? Thank you!
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On 12/21/2023 at 8:55 AM, haze said:
ERROR Installing [Install Enhanced Powergaming Scripts -> Normal Pre-Buffing Speed], rolling back to previous state Will uninstall 80 files for [enhanced-powergaming-scripts/enhanced-powergaming-scripts.tp2] component 14. Uninstalled 80 files for [enhanced-powergaming-scripts/enhanced-powergaming-scripts.tp2] component 14. ERROR: Failure("Invalid spell number: -1")
Mods I have installed that I know change spells are:
- Spell Revisions
- SCS
- SubtleD Spell Tweaks
I just did a fresh install a few weeks ago with Enhanced Powergaming Scripts without issue. The only two two changes two my mods setup that I recall are: NEW version SCS amd SubtleD Spell Tweaks.
enhanced-powergaming-scripts.debug.zip 57.79 kB · 0 downloads
Looks like something got rid of Greater Spell Deflection. Can you try this and see if you get any new errors?
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Yes, let's include partial comments spliced to not include the full sentence it was part of and without the context of the statements preceding it. I'm sorry you didn't get the answer you wanted regarding MiH-EQ and Tactics Remix, but let it go and move on instead of flaming it because you're not happy with the answer.
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Just now, TotoR said:
Those mods are not needed to play with this list.
You can find them on SHS. FYI Tooltip is installed with BWP but, if I'm not mistaken, it's also included in 1pp. So it's not really necessary.
Have a Good game.
I don't intend to do an after-sales service on a list of mods, I won't take the time for that...
Word to the wise
Noted and thank you.
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38 minutes ago, jastey said:
@morpheus562 It's one thing to disable a translation because it's outdated, but it's another thing to outright delete it and erase the translator's name from the readme?
I'm sorry it came to such a dispute, but I lack knowledge of the background.
Having the translator's name and work present is association which @JohnBob stated very clearly and publicly he did not want.
Sadly, he's the one who took a private conversation that ended privately (me blocking him and stopping the partnership going forward) and then he blew it up into this public mess that didn't need to be.
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Just now, heeb said:
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I want to try a variation of https://raw.githubusercontent.com/morpheus562/Baldurs-Gate-Install-Order-List-Repository/main/user-submitted-weidu-logs/totor/WeiDU-BGT-2023-10-20.log, but can't find respective mods for components tooltipfix and gui_720
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@TotoR would you be able to provide assistance to @heeb where these components are located?
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10 hours ago, JohnBob said:
I'm probably stupid and stubborn too, but If you think you can legitimately threaten people that disagree with you... You're really pathetic.
Go ahead I don't care and I don't want to be associated with someone like you.
I don't know why you bemoan and create an issue when you were the one who pulled translation support months and months ago. Much of the French was outdated, incomplete, or missing, and I was referring to maintaining the status quo and not accepting any new updates you would provide (if you decided to ever provide them). I am giving you literally what you are asking for here and removing association at your request.
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Official release for version 2.3 which brings the following enhancements:
- Compatibility updates with ToF.
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No. There are already a number of incompatibilities, and there are going to be a large number of new components for Tactics Remix in 2024 which will bring additional imcompatibilities. There are downstream impacts from MiH (which is the same as a downstream bug: something downstream gets broke), and a large number of bugs I've found that I haven't even bothered reporting on due to the fallout. I will say again: the owner very publicly stated he blocked me across all mediums, to include the git repositories. I'm not going to attempt to maintain compatibility if communication paths are blocked off and he's unreceptive to feedback. Communication needs to flow for compatibility to be achieved.
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No threats were made, and I was being open and transparent due to his conduct in private messages that I was leaning towards not supporting the French translations moving forward. This is a hobby, and I have every right to not want to be involved with him when our interactions involve his personal attacks against me in private messages as I'm getting ready for my daughter's music recital this morning. He can disagree with me, that is fine, as he has disagreed much in the past via private messages. What he did not do was accept "no" as the response the first time and move on and instead he went personal with it. Right wrong or otherwise, he is the ambassador for that community. If someone from that community wants to step forward, that is great, but I am not going to actively make attempts on my end.
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7 hours ago, rpmaster said:
Or maybe dummy line has to smth to with compatibility issues in case ToF is not last mod installed?
Can you please attempt installing Bard song duration lasts 1 turn component to see if that corrects your error? If so, I can update the rest of the incidents accordingly.
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I know I have my Eldritch Scion kit (Sorcerer) assigned at x4046 and it is restricted in what mage spells it can cast due to its opposing school.
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I'll add checks on my end to account for "*" in the table. Thank you!
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7 minutes ago, rpmaster said:
Or maybe dummy line has to smth to with compatibility issues in case ToF is not last mod installed?
It looks like @DavidW is adding a few dummy rows that use "*" instead of an integer. Are those being added for testing or are they a placeholder for something else? I doubt I'm the only person iterating through kitlist.ids, so this could cause issues for other mods if they are not adjusted to handle a non-integer character.
64 DW_DUMMY_0x4040 * * * * * * * *
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I personally wouldn't install my blade kit revisions or allow fighter multiclasses to achieve higher than specialized as it likely conflicts with what ToF is doing. Can you send me your kitlist.2da file, please? I have a suspicion there is a column inserted into it via one of the ToF components.
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Can I bump in on this? Many of my kits have unique abilities that would do well with a unique design. I also have over 100+ unique items that could also be well served with this for Forgotten Armament.
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19 minutes ago, dispenseri said:
Excellent, thank you for the help and the mod itself! Another question, is it intentional that stealthed characters don't attempt to backstab by themselves?
There is no way for scripts to determine which direction a character is facing, thus making backstabbing via scripts not feasible. I could dive into EEex as that may offer a solution, but the player is going to simply do this better than a script if I could even make it work.
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Just now, dispenseri said:
I tried to change a hotkey in the ini file but said hotkey is still default, could you help?
Ini file needs to be updated prior to installing the mod.
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1 minute ago, Chinop said:
Would it be possible for Shaman Dance to be toggle-able like the other skills? Or at least it be a choice like Bard Song? Unless I'm missing something. I'd like my Shaman to use their basic attack in easy fights which are usually over before the first summon even actually appear.
It's been awhile since I've coded that up. Have you tried toggling bard song to see if that works on shaman dance?
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Official release for version 2.2 which brings the following enhancements:
- Removed component: Physically Attacked Breaks Time Stop.
- Add compatibility with multiple components to Talents of Faerun.
- Make Wizard Slayer Dispel on Hit NOT an Abjuration spell.
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3 hours ago, Connelly said:
Re: the revised Proficiency System. It reads to me like it doesn't change the proficiency groups, only how they progress. I see S&A and TA are already preventing their proficiencies to be installed after ToF, but could their groups and new proficiencies still work as expected? Or would the game shortcircuit and start giving everyone starting proficiency points in groups they shouldn't, or in new proficiency groups unrelated to weapons like M&F and S&A do (it would be odd for mages to start by receiving free training in armor or long/bastard/2handed swords, and fighters in spellcasting).
Speaking on behalf of S&A, and it will need to be installed after ToF. With regards to attempting to combine both mods prof overhauls, ToF I suspect will attempt to put profs into the wrong prof slots. To make compatible, I would either 1) have to figure out where and how @DavidW does these assignments and then change them on S&A install or 2) @DavidW does a check on his end asking the player if they plan to use S&A revised profs and then installs it on his end where it will point correctly once S&A is installed. Option 1 makes the most sense to me, but not sure when I can get around to digging in deep enough to see how this is being done.
The races and subraces component throws a slight curve ball as humans now get +1 prof at level 1 and it alters the profs.2da files. As such, if wanting to use both the ToF races and S&A profs, you will be restricted to the vanilla proficiency progression.
Tonight I plan on updating S&A revised 2h weapon damage (1.5x STR dmg) to update based off the two versions of ToF's revised abilities.
Help with my mod list. Are one of these overhauls incompatible with each other?
in General Mod Discussion
Posted
With the components you have selected for Forgotten Armament, you will need it installed after any mods that add items. I'm also not sure how item revision weapon changes will work with Forgotten Armament.