mickabouille
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Posts posted by mickabouille
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The artisan's kitpack has some
- the arcane archer (does it qualify?) in tow variants (fighter and fighter/mage kit) (c0aa and c0aa2)
- there's an archer class there though I don't know if it changes or if it replaces.
- the rogue archer (thief) -> this one I'm not sure anymore, there seem to be a confusion in the code with adventurer ?
There a SpiritHunter shaman kit for bows there https://github.com/thisisulb/SpiritHunterShamanKit never played with it though (UB_SH ?)
https://gibberlings3.github.io/Documentation/readmes/readme-spstuff.html has an Archer of Sylvanus (CDArcSyl ?)
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Strangely, the assets in the 4.0.2 (github) release are all numbered 4.0.1 (probably just an oversight).
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Well, that worked! Thanks!
(I was a bit frustrated because I think there was some canine adventure i hadn't seen yet)
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Just an addition, I tried to do CreateCreature("c#grey02"), but that just spawnsa dog with no dialog (so no way to have Grey join the group)
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8 hours ago, jastey said:
war dogs are not that rare in Faerûn (I admit that in the game they are)
I think I was ambushed quite a lot by wardogs in my current game
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12 hours ago, jastey said:
Maybe because he never "really" joined and therefore is not in the GAM file. That's a wild guess, though.
I had it as the third (full) member of my party though, if that's what you mean.
12 hours ago, jastey said:Dog needs his freedom - one rabbit chase too many.
That's it!
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6 hours ago, jastey said:
Hmm, that's a good question. Since he's a real joinable NPC he should be listed in the savegame with his last location, I think
So, that doesn't seem to be the case.
I can actually see Brandock, who is also in 7th position, but IS still present alongside the group, and I can see his position is NI.
But even looking at every item in the NPC list I didn't see Grey. I could have missed him, of course but...
(And totally unrelated, but why are so many NPC duplicated in there?)
I guess I'll meet him again when transitioning to SoD...
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Hi, i've... misplaced Grey, it seems. He's not following me (7th member mode) as he was until now.
Just checked, in my last non-rotating save (non-periodic, non-quicksave), he not here either. The previous one is... well quite old.
I guess he could have "died" somewhere (I mean, turning blue and getting rest somewhere on the ground) and "forgot" to re-join when a fight ended, but I don't see him anywhere it could have happened.
I there a way to find out, for example by examining a save in NI?
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13 hours ago, Shadowblade said:
although the plethora of mods in that Anthology doesn't really say what they do
There is a massive documentation, each component tells what they do. Either
https://www.gibberlings3.net/mods/tweaks/tweaks/ or https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks.html
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Ah yes, maybe one that was too obvious :
mick@piurifayne:~/Games/bg2/game$ ls -1 override/ |wc -l 107792
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Ah yes, that's also on a SSD, with JDK 11, with 16G ram. Nothing else I can think of that could have an influence...
19 minutes ago, argent77 said:Btw, option -i has been removed some time ago. It should have no impact on starting NI anymore.
Nice to know, less things to type
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2 hours ago, subtledoctor said:
My trick: install Generalized Biffing. Not because you need it for gameplay, but just to improve NI’s performance
One word: whoa!
NI startup is now... not quite instant (java) but reasonably fast (a couple seconds).
Loading a .gam is now around 15 seconds.
Really, thanks!
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That's v20220408
The most I can say is I am on linux and the game is inside a loopback device (ext4 with casefolding) and I launch it with -i (otherwise it doesn't work at all)
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On 9/1/2022 at 10:43 PM, subtledoctor said:
with savegames late in BG2, NI takes a long time to open the .GAM file. Like, 10-20 seconds long.
For me, it takes minutes. For an early BG1 saves (of an EET heavily modded game).
So much that it's practically unusable (because just opening NI is also timed in minutes).
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42 minutes ago, subtledoctor said:
It will have an opcode 181 effect blocking the use of scimitars. Delete this effect from the spell.
Ahh! Ok !
I guess this also overrides the tweaks anthology component "Change Equipment Restrictions for Druid Multi- and Dual-Classes"?
Even if this one is installed later ?
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Would that fix an existing installation or would I need to reinstall?
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1 hour ago, subtledoctor said:
You can change this before installing by changing the item use code for each kit in faiths_and_powers/lib/kits_new_druids.tpa. After installing, you can edit weapprof.2da for proficiencies and the d5_u_… spell file mentioned in d5drfor.2da.
Uh... ok?
Will try
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I'm under the impression that if you install the druid kits and the "convert NPCs to new kit components", Jaheira is converted to a Fighter/Forest Druid and she doesn't seem to be able to use scimitars anymore.
Note that I did install the fnp_multiclass mod, I don't know if it plays a role there (I couldn't install it because it complained about more than 255 kits)
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25 minutes ago, Thacobell said:
I learned that you can't run weidu in wine. It just won't start
A potential issue: depending if your wine is a 32 or 64 bit environment, it's possible your (32bit) wine installation won't know what to do with your (64bit) weidu.exe binary.
That said, I didn't try to actually run it.
I only went as far as making sure I could use the (linux) weidu binary on a (classic) bg and bg2 installation and running the result works with wine (it did).
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Another funny event, Grey (the dog) got a wild talent (molecular agitation) but... no complaint there
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That's probably not a blocker, and wouldn't probably be easy to fix, but maybe that may be mentioned somewhere.
I was surprised to discover that my psionicist (uh, actually... Imoen) was restricted from using some "poisoned arrows" from stratagems.
Because they "can't be used by cleric/thieves
I must say I've found the trip refreshing but I think I didn't use the class the way I should have. At least at low level, the psion part seems focused on self buff, which would probably meld better with a melee character... I think ? So I should probably have tried the ranger/psion first maybe.
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2 hours ago, subtledoctor said:
Or maybe I'm the only idiot who didn't find it?
Well... no you're not.
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If there is interest in merging a french translation for Tome and Blood, I made a pull request there https://github.com/subtledoctor/TomeAndBlood/pull/2
Question for all you players with big modded installs
in General Mod Discussion
Posted · Edited by mickabouille
dupe