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morpheus562

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Posts posted by morpheus562

  1. 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.
  2. Official release for version 2.1 which brings the following enhancements:

    • Add Concentration Check to Resist Spell Disruption component.
    • Updated Wizard Slayer chance to dispel magic on hit from 10% to 25%.
    • New component: Physically Attacked Breaks Time Stop.
    • Stat increase HLAs now show as permanent stat increases (non-highlighted).
    • Bug fix provided by ewelsh42 to improve compatibility with Artisan's Kitpack Fighter Overhaul (16th lvl spec not applying).
    • Updated class.ids check to be compatible with IWDEE.
  3. 1 hour ago, Connelly said:

    Honestly, I'm not sure what other mod I might have that's touching the loot in general. This was a very barebones installation, mostly content mods, so I'm pretty confused as to what could have happened. Still, if this component only changes RNDTRES.2DA, and I look for it in the installation...

    Your M&G, F&P and Stat Overhaul have their copies of that file, but I can't see if they do anything related to this problem. S&A also seems to have a barebones file for some reason, and Graion's random scrolls is the only one I can see that actually changes the file, but I install both later. And more importantly, I didn't have any of those in the previous install anyway, so they're right out. I did have CDTweaks' merchant friendlier drops, but why keep the "random" item then? For a start, I tried different combinations of only IDW Tweaks here + CDTweaks friendlier drops, but nothing. @_@

    I'll see if I can try and keep looking tomorrow.

    Skills and Abilities rndtres.2da is not actually making it into the game as the component it's part of is deprecated.

  4. 5 minutes ago, Delior said:

    Morpheus, since you're troubleshooting your master file at the moment, I wanted to point out that trying to install the Paladin abilities component results in a parsing error.  Note that this is only in your unreleased master file.  The release version is fine.  Here's the relevant text from the debug file:

    [skills-and-abilities/components/class_skills/paladin_updates.tpa] PARSE ERROR at line 83 column 1-81
    Near Text: PATCH_IF
        GLR parse error

    [skills-and-abilities/components/class_skills/paladin_updates.tpa]  ERROR at line 83 column 1-81
    Near Text: PATCH_IF
        Parsing.Parse_error
    ERROR: parsing [skills-and-abilities/components/class_skills/paladin_updates.tpa]: Parsing.Parse_error
    Stopping installation because of error.

    ERROR Installing [Add New Paladin Abilities], rolling back to previous state
    Unable to Unlink [skills-and-abilities/backup/80/OTHER.80]: Unix.Unix_error(1, "unlink", "skills-and-abilities/backup/80/OTHER.80")
    [skills-and-abilities/backup/80/UNSETSTR.80] SET_STRING uninstall info not found
    Will uninstall   0 files for [SKILLS-AND-ABILITIES/SKILLS-AND-ABILITIES.TP2] component 80.
    Uninstalled      0 files for [SKILLS-AND-ABILITIES/SKILLS-AND-ABILITIES.TP2] component 80.

    [skills-and-abilities/components/class_skills/paladin_updates.tpa] PARSE ERROR at line 83 column 1-81
    Near Text: PATCH_IF
        GLR parse error

    [skills-and-abilities/components/class_skills/paladin_updates.tpa]  ERROR at line 83 column 1-81
    Near Text: PATCH_IF
        Parsing.Parse_error
    ERROR: parsing [skills-and-abilities/components/class_skills/paladin_updates.tpa]: Parsing.Parse_error
    Error Uninstalling [SKILLS-AND-ABILITIES/SKILLS-AND-ABILITIES.TP2] component 80:
    Parsing.Parse_error

    Disregard, it should be fixed now.

  5. 45 minutes ago, Connelly said:

    It's a hotfix subtledoctor made for an issue with his cantrips in a previous version of his Spell Tweaks. I just installed it a few hours ago, but our problem was already there before that, and I'd be pretty surprised if it alters the HLA tables in any way.

    This should correct the bug, if you want to try it out. The class.ids in IWDEE, and most ids files in this game, seem to have a different header than in Baldur's Gate. IWDEE column 0 has only 1 row while Baldur's Gate has 2.

    skills-and-abilities-v2.1.exe

  6. 29 minutes ago, Connelly said:

    Yeah, S&A is installed after T&B, as my understanding is that T&B goes among kits and S&A among tweaks after SCS due to changes to proficiencies.

    I manually I copied the table from luma0 into lud5_1.2da, and now the game is offering mages the S&A HLAs.

    Going through my code and it should account and not have an issue. Can you please provide me your weidu log?

  7. 9 minutes ago, Connelly said:

    Right, I tried now with a pure mage and it doesn't get the S&A HLAs, so it's not dualing per se. Can't say how this might be an incompatibility, this setup is mostly made out of content mods, and there's not a lot touching kits and spells other than tweaks and vanilla kits overhauls, really nothing for HLA's except S&A. .

    I think luma0.2da is the mage HLA table file, and MO#HLAxx the S&A HLAs? I don't see anything wrong with it compared to others (except it has about 145 lines with nothing else than asterisks. Nothing changes if I trim it down), and no mod has modified it after S&A introduces it. Looks like this:

      Reveal hidden contents

    2DA                V1.0
    *
                       ABILITY            ICON               STRREF             MIN_LEV            MAX_LEVEL          NUM_ALLOWED        PREREQUISITE       EXCLUDED_BY        ALIGNMENT_RESTRICT
    1                  AP_SPCL928         *                  *                  1                  99                 1                  *                  *                  *
    2                  AP_SPCL929         *                  *                  1                  99                 1                  AP_SPCL928         *                  *
    3                  AP_SPCL930         *                  *                  1                  99                 1                  AP_SPCL929         *                  *
    4                  GA_SPWI920         *                  *                  1                  99                 1                  *                  *                  *
    5                  GA_SPWI921         *                  *                  1                  99                 1                  *                  *                  *
    6                  GA_SPWI922         *                  *                  1                  99                 1                  *                  *                  *
    7                  GA_SPWI923         *                  *                  1                  99                 1                  *                  GA_SPWI924         ALL_EVIL
    8                  GA_SPWI924         *                  *                  1                  99                 1                  *                  GA_SPWI923         ALL_GOOD
    9                  GA_SPWI925         *                  *                  1                  99                 1                  *                  *                  *
    1                  GA_SPWI908         *                  *                  1                  99                 1                  *                  *                  *
    10                 AP_MO#HLA01        *                  *                  1                  99                 5                  *                  *                  *
    11                 AP_MO#HLA02        *                  *                  1                  99                 1                  *                  *                  *
    12                 AP_MO#HLA03        *                  *                  1                  99                 1                  *                  *                  *
    13                 AP_MO#HLA04        *                  *                  1                  99                 1                  *                  *                  *
    14                 AP_MO#HLA05        *                  *                  1                  99                 1                  *                  *                  *
    15                 AP_MO#HLA06        *                  *                  1                  99                 1                  *                  *                  *
    16                 AP_MO#HLA09        *                  *                  1                  99                 5                  *                  *                  *
    17                 AP_MO#HLA10        *                  *                  1                  99                 5                  *                  *                  *
    18                 AP_MO#HLA11        *                  *                  1                  99                 5                  *                  *                  *
    19                 AP_MO#HLA12        *                  *                  1                  99                 5                  *                  *                  *
    20                 AP_MO#HLA13        *                  *                  1                  99                 5                  *                  *                  *
    21                 AP_MO#HLA14        *                  *                  1                  99                 5                  *                  *                  *
    22                 *                  *                  *                  *                  *                  *                  *                  *                  *

    Unless I'm wrong in luma0.2da being the right file to look for, it seems like the S&A HLAs should show up but for some reason don't? I'm confused.

    Wait, hold on a second. The IESDP says that luabbr.2da should list Ma0 as the mage abreviation, but mine has d5_1. There's only a lud5_1.2da file and... bingo.

      Reveal hidden contents

                       ABILITY            ICON               STRREF             MIN_LEV            MAX_LEVEL          NUM_ALLOWED        PREREQUISITE       EXCLUDED_BY        ALIGNMENT_RESTRICT
    1                  AP_SPCL928         *                  *                  1                  99                 1                  *                  *                  *
    2                  AP_SPCL929         *                  *                  1                  99                 1                  AP_SPCL928         *                  *
    3                  AP_SPCL930         *                  *                  1                  99                 1                  AP_SPCL929         *                  *
    4                  GA_SPWI920         *                  *                  1                  99                 1                  *                  *                  *
    5                  GA_SPWI921         *                  *                  1                  99                 1                  *                  *                  *
    6                  GA_SPWI922         *                  *                  1                  99                 1                  *                  *                  *
    7                  GA_SPWI923         *                  *                  1                  99                 1                  *                  GA_SPWI924         ALL_EVIL
    8                  GA_SPWI924         *                  *                  1                  99                 1                  *                  GA_SPWI923         ALL_GOOD
    9                  GA_SPWI925         *                  *                  1                  99                 1                  *                  *                  *
    1                  GA_SPWI908         *                  *                  1                  99                 1                  *                  *                  *
    10                 *                  *                  *                  *                  *                  *                  *                  *                  *

    No MO#HLAxx references. And it doesn't look like it even really changes the vanilla lines.

    Searching for backups of luabbr, plenty of mods touch it, but it only changes the mage abbreviation after it goes through Tome & Blood's Revised Metamagic -> Innate metamagic, learned from scrolls ONLY (none for sorcerers). That's why mages aren't getting the S&A HLAs, T&B is making the game use a new file because... reasons? @subtledoctor , may we get a word on this?

    What is your mod install order? Do you have skills and abilities installed after tome and blood? I am guessing this is simply a case of mods being installed out of order.

  8. 19 minutes ago, Connelly said:

    Something curious about the HLA for IWD&LeUI component. I'm playing with the IWD NPC pack for reference, and all NPCs started getting all relevant HLAs. The paladin gets warrior/pally/S&A HLAs, the hunter/cleric gets warrior/druid/S&A HLAs, the thief/fighter gets warrior/thief/S&A HLAs, the bard gets thief/bard/S&A HLAs..

    Then, the fighter NPC, whom I've installed as a berserker then dualed as a druid, is getting druid/S&A HLAs, which is the expected behavior. But the single player character I've created as a generic fighter then dualed to mage is only getting wizard HLAs, and not the ones from S&A.

    I quickly checked starting a new game with the default party; of those NPCs who can dual (the berserker and the mage) they can only dual to thief, but they do get the expected full HLA selection. Then created two more characters, a fighter and a thief with max stats. After dualed to mage, again, they only get mage HLAs, no S&A ones. Haven't tried with dualing to ranger or cleric.

    I'm guessing you have something going on with your mod setup that alters the mage HLA table. Possibly another kit mod or rules tweak. I just tested on my modded game and it is behaving as desired.

  9. 44 minutes ago, subtledoctor said:

    EDIT - also, I constantly see people recommend you have SI:Abjuration up as a defense, but I’m not sure it does much? Opcode 204 does not block magic attacks, and SI:Abj is a spell protection, so it will be wiped away along with any other spell protections… I guess it blocks Breach? And Dispel? So it is another layer between you and Breach, requiring an extra Spell Thrust to remove?

    In non-SCS SI:Abjuration does nothing to block Breach and can be safely ignored. SCS requires SI:Abjuration to be taken down with a spell remover prior to a Breach. It is also helpful as you mention for when the enemy throws remove/dispel magics at the party which seems to be the more likely occurance.

  10. 4 minutes ago, Lurker said:

    Sad but very true.

    I guess if there was an easy solution to achieve this without the need for EEex, you would have done it already. Although... a combination of Breach and Ruby Ray perhaps?

    What is this for? Effect 0 from Carsomyr's melee ability (Item ability 0):

    Type: Protection from resource (318)
    Target: Preset target (2)
    Power: 0
    Creature value: MANTLE - 121
    Creature type: SPLSTATE = specified value (110)
    Timing mode: Instant/Limited - 0
    Dispel/Resistance: Natural/Nonmagical (0)
    Duration: 0
    Probability 1: 100
    Probability 2: 0
    Resource: SW2H10.ITM (Carsomyr +5)
    # dice thrown/maximum level: 0
    Dice size/minimum level: 0
    Save type: ( No save )
    Save bonus: 0
    Description note: <NO TEXT>

    It isn't something I add, but it looks like it protects a creature from Carsomyr if the creature has Mantle up. I would look at your other mods and see which one adds it.

    Combinations of Ruby Ray or Breach won't work on hit without EEeex as they would still require on-hit which Carsomyr can't do through PfMW.

  11. 2 minutes ago, zuulforrest said:

    Yepp, was the old version of EEex.  Works now.  Never thought to check for a new version since like a year ago (derp)

    Did get this at the end of Project Infinity though, looks like a typo in Spell IDS.  Alacrity is Alucrity.

    //[enhanced-powergaming-scripts/baf/simulacrum/mosim07.baf.BAF] PARSE ERROR at line 3010 column 1-37
    //Near Text: )
    //    [HaveSpell] argument [WIZARD_IMPROVED_ALUCRITY] not found in [Spell.IDS]
    //[enhanced-powergaming-scripts/baf/simulacrum/mosim07.baf.BAF] PARSE ERROR at line 3020 column 1-42
    //Near Text: )
    //    [Spell] argument [WIZARD_IMPROVED_ALUCRITY] not found in [Spell.IDS]
    //Copying and patching 1 file ...
    //SUCCESSFULLY INSTALLED      Install Enhanced Scripts for Simulacrum
    //INSTALLATION FINISHED.

     

     

    Thanks for your help good sir!
     

    That is how Alacrity is spelled in BG2EE. Looks like IWDEE corrected it.

  12. 2 hours ago, zuulforrest said:

    It's the section for Hide in Shadows, Find Traps, Shaman Dance and Bard Song.

    special_abilities.txt 1.57 kB · 3 downloads

    All scripts you provided look good and should generate no errors. I am guessing the issue is you are using EEex version 0.9.7 while the current version is 0.9.22. Otherwise, I see Improved Shamanic Dance mod which I'm not sure how that interacts with Battlesong(), and that is what is used right before your error is generated. Those are my best guesses as I am not seeing an issue on my end with either a vanilla or heavily modded IWDEE game.

  13. 9 hours ago, zuulforrest said:

    Thankfully I still had enough space left to upload this......  This is from line 25959 and below in mocore.baf.  Looks like it's starting in section 18,  Physical Attack Selection.

    I'm going to reinstall 12.3 for now so I can keep playing.  I'll check back on this thread in a few hours - Thanks for your help!

    25959_mocore.baf 11.09 kB · 0 downloads

    which line is 25959 in the file you sent me?

  14. 7 minutes ago, zuulforrest said:

    Thank you. Can you please run the below now and provide me the mocore.baf file located here within your game folder enhanced-powergaming-scripts/baf/upload? This will allow me to pinpoint the actual line of code causing your issue.

    enhanced-powergaming-scripts-v12.4.exe

  15. 41 minutes ago, basical said:

    Hey @morpheus562, may I ask why Barkskin and Resist Fire and Cold are excluded from the scripts? or just not implemented yet?

    Cheers,

    I won't do barkskin as it scales ac gained which is a whole lot of checks that are simply not worth doing. For Resist Fire and Cold, it would require creating another spellstate (easy to do); however, I've already added so many and they do cap out with the number you can add.

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