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morpheus562

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Everything posted by morpheus562

  1. @TotoR would you be able to provide assistance to @heeb where these components are located?
  2. 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 Much of the French was outdated, incomplete, or missing, and I was referring to maintaining the status quo and not accepting any new updates you would provide (if you decided to ever provide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.
  3. Official release for version 2.3 which brings the following enhancements: Compatibility updates with ToF.
  4. 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.
  5. 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.
  6. 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. skills-and-abilities-v2.2.exe
  7. 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.
  8. I'll add checks on my end to account for "*" in the table. Thank you!
  9. 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 * * * * * * * *
  10. 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.
  11. 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.
  12. 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.
  13. Ini file needs to be updated prior to installing the mod.
  14. It's been awhile since I've coded that up. Have you tried toggling bard song to see if that works on shaman dance?
  15. 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.
  16. 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.
  17. I think skills and abilities is safe to install after ToF as I try not to destructively edit. Only one that I know won't work is your specific prof overhaul and mine, but that is the same as the prof overhauls offered by Tweaks Anthology and Doc's new mod.
  18. Regarding HLAs, I don't see there being a compatibility issue between Skills and Abilities and yours. It just means the player would have even more HLAs. I haven't dug into all you offer, so some may be thematically similar, but they should still play together.
  19. Being how long of duration those spells are, he would be casting them on himself outside of buffing.
  20. Those characters look out of site of the enemy. My scripts do not move characters without player input, and the could be many reasons you may stage a character out of a fight without wanting him/her to rush in. Regarding moving and stopping mid move to attack an enemy, there is reasonable no way to implement what you're asking without the use of EEex. With EEex, that is a fairly reasonable thing to do.
  21. What characters do you have that are not attacking? I have it set so pure mages need a ranged weapon equipped to attack so they don't suicide themselves in melee, and thieves under stealth will not break stealth to ensure the player doesn't have a backstab disrupted. Otherwise, are the characters not attacking have weapons that can damage the enemy? Additionally, on the record page (not script page) are all NPCs showing as having bddefai as their assigned script? I feel summoning spells are best left for the player to have manual control over and do not have it in the scripts. Same goes with summoning items. Regarding offensive spells not being used, I haven't had a chance to code out all offensive spells. Are there specific ones you are missing that you'd like to see?
  22. In my opinion working with scripts, they need to be written to account for the changes introduced via Spell Revisions (Revised). I'm not sure the extent SCS Ease of Use scripts does this as I haven't dug into them deep to see the distinctions it makes when SR is installed. If scripts aren't written to account for SR(R), there can be some wonkiness as scripts will be casting with the assumption of a vanilla spell but then it acts differently due to SR(R). Can be small difference but it can be totally unexpected. Outside of SCS Ease of Use and my scripts, I don't think any take into account either SR(R) or IWD spells.
  23. It's been an absolute pleasure, best of luck on your future endeavors.
  24. Tactics Remix covers some of these already with plans to address other items on the list. Some are actually done and just need more testing. It plays nice with SCS 34.3. I haven't had a chance to test with v35, but I don't anticipate any issues between the two.
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