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Posts posted by morpheus562
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@Xazarlar It looks like your culprit is the More Styles for Mages mod and/or Item Upgrades mod. Both appear to alter the tooltip.2da file similar to how Thrown Hammers mod does. Try installing MSFM and Item Upgrades after Sod2BG2 and see if that resolves your issue.
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@Daeros_Trollkiller I used Project Infinity to download and install the mod, but it appears to be hosted here: http://www.shsforums.net/files/file/654-thrown-hammers/
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@Daeros_TrollkillerI found another bug with the Landrin quest where she gives an infinite number of wolfskin boots but doesn't actually progress the quest or give xp rewards. I manually set the global "HelpLandrin" to 2 so I could move forward and gather some xp for killing the spiders in beregost.
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I have not. I did not know there was a sister thread over there. It seems more like just something that needs to be added to the readme for install order.
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Looks like the Thrown Hammers mod is the culprit, and it creates a 4th row in the TOOLTIP.2DA file whereas this mod only writes to 3 rows.
EDITED TO ADD: I did a reinstall of my game, but this time with Sod to BG2 installed before Thrown Hammers. It was successful.
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Most current, Project infinity pulled maybe an hour ago.
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Greetings,
I am running into the following issue when doing an EET install using Project Infinity:
//ERROR: [tooltip.2da] -> [override/tooltip.2da] Patching Failed (COPY) (Failure("Failed to find enough lines to perform an INSERT_2DA_ROW")) //Stopping installation because of error. //ERROR Installing [SoD to BG2:EE Item upgrade by Daeros_Trollkiller], rolling back to previous state //Will uninstall 1820 files for [sod2bg2_iu\sod2bg2_iu.tp2] component 0. //Uninstalled 1820 files for [sod2bg2_iu\sod2bg2_iu.tp2] component 0. //ERROR: Failure("Failed to find enough lines to perform an INSERT_2DA_ROW") //Please make a backup of the file: Setup-sod2bg2_iu.debug and look for support at: https://www.gibberlings3.net/forums/forum/214-sod-to-bg2ee-item-upgrade/ //Automatically Skipping [SoD to BG2:EE Item upgrade by Daeros_Trollkiller] because of error. //Using Language [English] //[.\lang\en_us\dialog.tlk] created, 294723 string entries //NOT INSTALLED DUE TO ERRORS SoD to BG2:EE Item upgrade by Daeros_Trollkiller
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The artisan kitpack is on my radar and I'm thinking of using it, at least the Arcane Archer kit. Will definitely look at adding compatibility to my scripts.
I'm currently working on releasing a mod that will add over 100 new items into the game, so that has been taking up a good majority of my free time. It will be a mix of iwdee items, and items I converted from NWN2. There's a lot more components to it for optional changes, but excited to have it moving along.
Please, no money. Not why I do this, but it is appreciated. If you like the mod, recommendation to others and word of mouth goes a long way.
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Official release for version 4.3. This brings the following enhancements:
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All Games
- Added Shaman class support to the mo-core scripts
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BGII: EE and EET
- Added use of the following items: Cloak of the Dark Moon and Shield of Fyrus Khal
Project Page
Forum at G3
Readme: English
Download at G3
Download directly at GitHub -
All Games
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1 hour ago, Endarire said:
There's Aura the Artificer NPC who might get something specific from her gadgets. Others more familiar with her could tell you more.
I will look into this for future releases.
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Official release for version 4.3 which brings the following enhancements:
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All Games
- Added Shaman class support to the mo-core scripts
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BGII: EE and EET
- Added use of the following items: Cloak of the Dark Moon and Shield of Fyrus Khal
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All Games
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I updated the mo-core script to have Shamans start dancing when an enemy is seen. Shaman's will use detect illusions when out of combat. If the user chooses to dance out of combat, detect illusions will not stop the dance party.
Anyone have any other suggestions for Shamans or another class that I can add in the v4.3 release? I am looking to include the following items in the next release: Cloak of the Dark Moon and Shield of Fyrus Khal.
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7 minutes ago, Guest Reese said:
Hey Mr Morpheus, thanks for your hard work on these scripts I really love them. I have a question on if you're going to add the shaman dance support? When I use mo-core the detect traps cancels out my dance and starts detecting right away. Is there a button I can hit to enable and disable the automatic detection of traps and illusions? Thanks for your help.
Thank you Reese! I'm actually not familiar with the Shaman class since I have never used it before. Let me dig into it and see if it makes sense to include Shaman's as part of the mo-core scripts or if it is distinct enough to require having it's own script. Are there special behaviors you want to specifically see from Shaman's outside of having detect illusions not interrupt dancing? I will add this to the "to-do" list for patch v4.3.
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Official release for version 4.2. This brings the following enhancements:
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All Games
- Updated Improved Haste to also cast for Clerics and Druids
- Updated Protection from Magic Energy to be cast on all party members
- Added Spirit Armor, Cleric Protection from Fire, and Wizard Protection from Fire, Cold, and Acid to non-Spell Revisions scripts
- Added Healing Touch into Spell Revisions scripts
- Girdle of Fortitude will now cast when in the inventory of the player instead of requiring to be equipped
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All Games
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Enhanced Powergaming Scripts are a collection of player AI scripts designed for use in Baldur's Gate: Enhanced Edition, 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, abilities, and items.
Official release for version 4.2. This brings the following enhancements:
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All Games
- Updated Improved Haste to also cast for Clerics and Druids
- Updated Protection from Magic Energy to be cast on all party members
- Added Spirit Armor, Cleric Protection from Fire, and Wizard Protection from Fire, Cold, and Acid to non-Spell Revisions scripts
- Added Healing Touch into Spell Revisions scripts
- Girdle of Fortitude will now cast when in the inventory of the player instead of requiring to be equipped
Project Page
Forum at G3
Readme: English
Download at G3
Download directly at GitHub -
All Games
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16 minutes ago, Guest Zartan said:
Hi, I like how cleric/druids's buffing works. Both death ward and chaotic commands gets applied to everyone in order of distance from the caster. Unfortunately mages seems to only buff themselves? There is no usage mages protection spells like fire, cold, acid, lighting, spirit armor at all. Also protection from magic energy gets only applied to the mage. If you could make those spells work like death ward I would be happy to use this script AI.
The script is supposed to use items from inventory but it didn't switch and apply any items from inventory. I was forced to wear ring of duplication, girdle of fortitude, etc to make the script to apply them. Is this feature available for BG2:EE v2.5.16.6?
Also noticed that wild magic seems to be ignored and stealthed character's are ignored by death ward type buffes.
Thank you for the feedback! The list of mage protections spells will be added to the v4.2 release along with casting Protection from Magic Energy on all party members. Those should all be easy enough to implement.
For inventory swapping, the only items that get swapped are the gargoyle boots with the paws of the cheetah and ilbratha with SNT (offhand monk only). There is no other item swapping within the scripts. The scripting has limited functionality and there is no way to track which items either the ring of duplication or girdle of fortitude replaces.
I don't play using wild magic, so I have not focused on using those specific spells. Additionally, I typically do not cast spells on stealthed/invisible characters because many times they do not work.
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Manually editing the bgclatxt in the EET override folder did the trick! Now to figure out how to modify the weidu function to also add to the bgclatxt.2da file.
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I am experiencing an issue where kit descriptions and names for modified or new kits are not displaying during the BGEE portion of the game but are showing correctly when entering BG2EE. I am not sure if this has been addressed or if a workaround has been discovered, but I haven't found an answer. I noticed this during previous versions of eet on patch v.2.5.x from Beamdog and again with the recent eet v13 running Beamdog patch v2.6.6.
Does anyone know why these are not displaying correctly when playing EET? Thank you!
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15 minutes ago, Endarire said:
Improved Haste: This might be useful for multiclass Druid/arcanes and Cleric/arcanes. (Arcane means Druid/Wizard, Druid/Sorcerer, Cleric/Wizard, and Cleric/Sorcerer.) SubtleDoctor's mods - Tome & Blood and Faiths & Powers - allow these combos.
It's easy enough to add in for v4.2 when that gets released. I'll add it to the list of updates. Thank you!
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Enhanced Powergaming Scripts are a collection of player AI scripts designed for use in Baldur's Gate: Enhanced Edition, 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, abilities, and items.
Official release for version 4.1 brings compatibility to Baldur's Gate: Enhanced Edition. This brings the following enhancements over v3.1:
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All Games
- Added Detect Illusions.
- Improved Haste will only be cast if the character has fighter, thief, or bard levels. This prevents a pure class mage casting IH on themselves since there is little benefit.
- Infinity Auto Packager support
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BG: EE
- Added Enhanced AI Scripts for BG: EE
- Supports IWD Spells (IWDIfication or SCS version) and SCS mods
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BGII: EE and EET
- Added Hardiness to combat castings.
- Add AI Script Component for Simulacrum.
- Resolved a bug that could cause an issue when restoring original items/spells from SR and IR.
- Resolved a bug with Khelben's Warding Whip spell tracking.
Project Page
Forum at G3
Readme: English
Download at G3
Download directly at GitHub -
All Games
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Official release for version 4.1. This brings the following enhancements from v3.1:
All Games
- Added Detect Illusions.
- Improved Haste will only be cast if the character has fighter, thief, or bard levels. This prevents a pure class mage casting IH on themselves since there is little benefit.
- Infinity Auto Packager support
BG: EE
- Added Enhanced AI Scripts for BG: EE
- Supports IWD Spells (IWDIfication or SCS version) and SCS mods
BGII: EE and EET
- Added Hardiness to combat castings.
- Add AI Script Component for Simulacrum. (v4.1 specifically added an enemy ai script to here for enemy cast simulacrum)
- Resolved a bug that could cause an issue when restoring original items/spells from SR and IR.
- Resolved a bug with Khelben's Warding Whip spell tracking.
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1 minute ago, Endarire said:
Alleluia!
To clarify, does this mod already support EET? It seemingly does.Yes, this mod already supports Baldur's Gate II: Enhanced Edition and Enhanced Edition Trilogy along with an assortment of spell and kit mods. Baldur's Gate: Enhanced Edition as a standalone game has some nuances to it that require updates to the current scripts in order to run.
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Progress is underway to make this mod compatible with Baldur's Gate: Enhanced Edition and then Icewind Dale: Enhanced Edition. No timetable for when this will be ready by, but excited to make this mod available to more games.
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Angering people attempting to help your ineptitude over a mod no one will actually use: job completed.
Enhanced Powergaming Scripts
in Miscellaneous Released Mods
Posted
Good day @Andrea C.,
What is Neera's AC both before and after buffing occurs? What mods do you have installed? Also, do you know what spell protections Neera has active?
For Chant, I don't have that included since I personally do not view it as a buff since it reduces player damage. I will add it in with the next update since there are enough questions regarding it.