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morpheus562

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Posts posted by morpheus562

  1. 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.

  2. 45 minutes ago, Guest aleph_naught said:

    I absolutely love this mod!

    One small problem - I'd really like my Cleric to not cast Blade Barrier and slice up my fellow party members when pre-buffing. I'd rather cast this manually when the situation calls for it. How can I disable this? I've had a look through some of the script files and it looks like commenting stuff out should be pretty straightforward, I'm just not sure which files I should be editing since there's a lot of 'em. I'm running BG2EE.

    Bddefai.bcs in bgee, bg2ee and EET or mocore.bs in IWDEE will be what you seek.

  3. 1 minute ago, Connelly said:

    With the talk about the Detectable Spell library, I just noticed there's a fork of RR by a Selphira which mentions " Update Detectable Spells from v3-20180512 to v4.0.1". I tried using that fork just out of curiosity, but I'm still getting parse errors. 🤷‍♂️

    "ERROR: cannot convert ds_installed or %ds_installed% to an integer".

    Incremental changes...please try this.

    tactics-remix-v0.6.2-beta.exe

  4. 1 hour ago, Connelly said:

    I noticed when installing Tactics Remix, that some components (ie: Irenicus were throwing parse errors about not finding DEATH_WARD or LEVEL_DRAIN_IMMUNITY in spells.ids, usually variations of:

    [tactics-remix/baf/twisted_rune/hllayen.baf.BAF] PARSE ERROR at line 2223 column 1-45 Near Text: )
    [CheckStat] argument [DEATH_WARD] not found in [Stats.IDS]

    I've been checking the successive mod backups of Stats.IDS in my last install, and seems like those entries disappear once the file goes through Rogue Rebalancing's Bard High Level Ability revisions. This happens both of @CamDawg's and @TotoR's forks, so I guess it must be something from the original RR, and it probably affects more mods and/or entries.

    Please try this and see if it works. The fix will be localized to Tactics Remix, but it should get you sorted.

     

  5. 13 minutes ago, Graion Dilach said:

    Stop lying. The downstream impacts are actually downstream bugs and MiH was doing those changes right. You got blocked because you acted like a jerk and refused to accept that it wasn't a MiH bug. You just proved that the decisions was right.

    For the record, he's pissed that installing MiH earlier than SCS will break the Ulcaster wolves and DavidW himself acknowledged that being an SCS bug. morpheus threw a fit for an entire hour on Discord about this. Feel free to look it up on G3 #mod-discussion.

    There you come again half cocked with half the story and a wrong opinion. For months now its the same thing from you and it's tiring. No wonder you were banned from the OpenRA community per your own statements: "bipolar nature of GraionDilach's interactions." That makes perfect sense. The comments are there and anyone is welcome to look it up to include how Angel was told it was bad coding practice.

  6. There are a lot of things going on under the hood involving the MiH series and component numbers which makes things less ideal to do checks against. The creature changes introduced in MiH have multiple downstream impacts the owner publicly stated he doesn't care about. Additionally, the owner also 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.

  7. Thank you all for the support and enthusiasm for this mod! I'm equally excited as all of you to get this released and I'm making good progress on it. Like all things, it takes time and I'm able to average 2 to 4 hours a day working on it. A few of the areas are finalized, polished, and ready to go, and a few more have yet to be started. I want to make sure I get this right and meet the expectations all of you have to deliver something amazing.

  8. Just now, phlaphee said:

    Hi, @morpheus562!

    Thank you for your work on bringing back this true classic mod!

    I see that I can no longer install Tactics Remix along side Made in Heaven - Quest and Encounters. Have there been incompatibilities found between the 2 mods?

    There are a lot of problems stemming from MiH - EQ. Some components will outright clash and the possibility for issues caused by MiH is high.

  9. This will be the player's swan song with their party and I want to give them a fun yet challenging send off to include many unique encounter and enemy designs. ToB just ends so abruptly, and I want the player to see their party shine and flex their muscle. That said, this mod will be difficult. No way to sugar coat that. The difficulty slider is there for a reason and the mod will be very responsive to it.

  10. CrucibleBanner.png.4e8f55c3083370b70b663d071a3a61c1.png

    In collaboration with @Acifer, it is with great joy that I am announcing our next upcoming mod, Crucible. This new mod features:

    • A continuation of the story once the player closes their pocket plane in ToB. Instead of immediately beginning the final fight at the Throne of Blood, the player will find themself in Gehenna outside of Bhaal's kingdom. From here, the player will need to assault Bhaal's kingdom and fight to the Throne.
    • 9 new areas created by Acifer.
    • Compatible with or without Ascension.
    • New and challenging opponents and tactical encounters.
    • Release date: TBD (estimated 1Q 2024 or sooner)

     

    CruciblePromotional1.thumb.png.c0ab83af2c562e465fad9383c360cde7.png

    CruciblePromotional4.thumb.png.01c8acd6c6c411effe61741f97f96137.png

    CruciblePromotional3.thumb.png.99ed364308a842f48d1ef95936dba545.png

    CruciblePromotional5.thumb.png.f117c5b321280d0b25fae57224e1d447.png

  11. 6 hours ago, InKal said:

    but it causes a rather funny bug with Valygar. Now his armor limits his dexterity to 16 but he needs at least 18 dexterity to be able to use that armor, lol. and also his katana. 

    This is now fixed in the Master file. It will be included with the next release.

  12. 3 hours ago, InKal said:

    I am not sure if this is intentional or experimental or maybe just a bug in my game. Armor limiting dexterity is not limiting it but actually damaging it, so you can restore your dex by casting restoration spell.

    It applies -x to Dex if the characters Dex goes over the limit. This is done via a repeating effect, so any benefit from casting restoration should be temporary and should go away in a couple seconds.

  13. You need to be a pure, un-specialized mage that is not dual or multi-classed. Once you reach the level and other requirements you will be given a dialogue to choose to become an archmage. The reason to install this on bgee is to ensure the kits have the correct ids when you import over to bg2ee. You will not become an archmage during normal course of play in bgee.

  14. Official release for version 4.0 which brings the following enhancements:

    • Added new Armor Overhaul component.
    • Added 28 new items.
    • Hindo's Doom +4 now provides immunity to disease and level drain.
    • Gram the Sword of Grief (upgraded) becomes a +6 enchanted weapon instead of +5.
    • Ravager +6 now deals 1d10 slashing damage if a creature is immune to the vorpal strike.
    • World's Edge (BGEE) and Harbinger +2 (BG2EE) share the same item resource. Updated to ensure the correct item receives the updates.
    • Add Ruby Ray Scrolls to Trademeet Store component.
    • Only one charge on the Greenstone Amulet at all stores and the Beholder Lair.
    • Corrected bug on Bone Club where incorrect eff files were applied.
    • Updated Purifier +5 description updates.
    • Fixed multiple minor item bugs.

    Forum at G3
    Readme: English
    Download directly at GitHub

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