Jump to content

morpheus562

Modders
  • Posts

    1,664
  • Joined

  • Last visited

Posts posted by morpheus562

  1. 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    @morpheus562 It's one thing to disable a translation because it's outdated, but it's another thing to outright delete it and erase the translator's name from the readme?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. 

  2. 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 Much of the French was outdated, incomplete, or missing, and I was referring to maintaining the status quo and not accepting any new updates you would provide (if you decided to ever provide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.

  3. 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.

  4. 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.

  5. 7 minutes ago, rpmaster said:

    Or maybe dummy line has to smth to with compatibility issues in case ToF is not last mod installed?

    kitlist.2da 56.83 kB · 0 downloads

    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 * * * * * * * *

     

  6. 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.

  7. 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.

  8. 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?

  9. 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.

  10. 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.

  11. 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.

  12. 3 minutes ago, herien_0 said:

    For some reason I cannot get Edwin to cast Stone Skin or Mind Blank when both offensive and defensive spells are enabled under the scripts menu or if I pick solo or group buffs. I've pressed both 'B' and 'N' and he doesn't ever cast it. I think I might be missing something obvious here but can't figure out what.

    I have Version 12.3.1 installed.

    Being how long of duration those spells are, he would be casting them on himself outside of buffing.

  13. 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.

  14. 8 hours ago, Frae said:

    Hello, im new to modding and i tried Uscript(2001 richmartel) and his new Uscript on my BG2EE unmodded playthrough on Android. Then i used your script(clean install on android) which is a huge improvement but i encounter some problems;

    *Party wouldn't auto track/auto attack (even if the enemy is nearby they just stand they just watch my pc fight alone unless i command them to close in and attack, or they just ignore and walk past thru enemy and die when movement blocked)

    *No summoning (even tho i memorized some)

    *Can't cast some offensive spells

    *Can't use summoning items/some items on quick bar

    Pre buff (B) and long buff (N) is working and the wand use, overall it's a great script carrying me from chap3-chap8. Im sorry if im asking too much and ill highly appreciate it if you can help me. Thank you

    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?

  15. 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.

×
×
  • Create New...