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Graion Dilach

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Everything posted by Graion Dilach

  1. You triggered the Xzar loop bug. The best fix is to open the area script (AR2700.bcs/BG2700.bcs) with NI, find the Xzar block in it and apply a Continue() at the end of it.
  2. Yes, I can accept all that, regarding the inferred descriptions and explanations. For mages. You don't explain the bards though. That's the bigger issue. It's actually this section: https://github.com/subtledoctor/TomeAndBlood/blob/master/TomeAndBlood/comp/setup_magus.tpa#L10-L44
  3. Apparently installing the Magus component exposes helmets to all mages and bards. I'm not sure if this is intended but it's definitely not documented.
  4. Basically, yes. Both Scales and S&A now creates additional pseudo-styles (thrown weapon, archery, call it how you want) with partial overlaps and I didn't brought this up because I want to have Scales's variant for the pseudo-styles overwriting or stacking along with S&A's. All I want from Scales is just the 4 original weapon styles replaced (simply because of shield bash). This works currently, but I'm not sure how to interpret the CSP/WPO merge in regards to this.
  5. [...] cdtweaks:2520;cdtweaks - Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel) SkillsAndAbilitiesNewProf3;Skills and Abilities - NWN2 Style Proficiency Progression scales_of_balance:124;Scales of Balance - WPO - Fighting Style Changes cdtweaks:2060;cdtweaks - Weapon Styles for All [...]
  6. Sorry, I missed this one, but honestly, I can't answer if it goes weird storywise. I've abandoned the aforementioned run where I had both BP-in-BG and Black Hearts installed before finishing the mines (I tend to spread out Ch2 a LOT) and BH doesn't really start before you clear the mines. I did check the files in both mods though, so they shouldn't affect each other much.
  7. Yeah, Skills and Abilities. https://github.com/Gibberlings3/Skills-and-Abilities I'm currently mixing it with SoB 124. So far it worked.
  8. What is the error, is this on classic or EE, is the pack from SCS or IWDification? There's a debug file created next too the executable... upload that.
  9. Just a FYI update on this front - Black Hearts is out and it duplicates the assets it uses. The mods are thereby technically compatible.
  10. Check your override folder for 6000.INI up to 6315.INI and if you find such files, delete them. That should fix it (assuming it is the Tweak component).
  11. Bad practice, the new Kahrk component includes a dialog tweak and dialog tweaks should be installed before EET_End. Going through the original PI install order: IWDification's IWD spells must be before the DSotSC spells (this actually sounds like the cause of the SCS 5900 failure) and SoS. I'd even install it before TDDz, but I'm not sure if that megamods adds new spells. I don't know that mod well enough, but CtB does that. You shouldn't install the TDD mod, only TDDz. TDD's folder needs to be manually copied to the BG2 folder before PI install start. Forgotten Armament's "change stat-setters to stat-increasers" component should be installed after the other item mods (so after MSFM and Item Upgrade for sure), even kit mods.
  12. Version 1.8 introduces two new components: Grant Ranger spell slots to Cleric-Ranger multiclasses Equip items from inventory to fill empty slots 1.8.1 updates the French translation.
  13. Yeah, but the only thing where this is relevant is that if you run without summoning limits, you can "prepare" the arena via rematching an easy foe in it and using the opportunity to spam and position longer summons like Animate Dead to the arena for your bigger match. Otherwise you're free to sleep in the floors of the shop, because besides shopping and asking out the beholder's opinion, there's nothing else to do between matches and there's no time pressure on this either. I'm not sure what could fix this aspect though.
  14. Yeah, sorry, I was tired. So, people didn't die here, but ended up in a permanent sleeping state or something with 2 HP, which stuck the game in cutscene mode after Baeloth teleported the party out. Couldn't figured it out what was causing it - I traced it back to the ring, but my debug fu stopped there -, so I ended up storymode through the whole act. I also got two crashes during the startup of the Parker spider spawn battle (both were during my attempts of summoning as if the magic triggered something), one scripting error during the ending which fixed itself via replaying the last encounter (the mad conspirator never arrived after everyone else and I couldn't initiate the dialog with Najim, who just decided to teleport out from the arena, leaving my party with the duergars) and a few string issues which might be EET's fault (all the stores ended up with garbled TLK entries and after the final encounter, Viconia's BG2 introduction text with people attempting to burn her at the stake popped up). It was also kinda abrupt that when Baeloth brought the party in, the party ended up fighting a wave of duergars before actually explaining what is going on. Ultimately I don't think I would go through this again anyway, although that isn't due to any of the bugs above. The section thematically feels too different to my taste with it's custom rules of no loot being dropped from the encounters and that the available artifacts in the vendors offers the possibility to duplicate them within the act itself (due to the stores getting switched during the tier transition, I managed to bring back two additional Elves' Banes from Garaq), but these would need a more through approach than what your project aimed for.
  15. You can ignore the ahungry bug, because it's not caused by EET. I haven't seen a reliable repro case for that one and all the installs I've had included that door. It's definitely another mod introducing that.
  16. Seems that if a character is sleeping during Baeloth's arrival to transition the party back from the arena, the game's stuck in cutscene mode. Dang, no, it's still the death effect going haywire.
  17. It's not Verr'Sza alone then. We've had multiple installs where Verr'Sza was installed properly in EET runs.
  18. The general install order: Earlytweaks->Quests->NPCs (including banter extensions)->items->spells->kits->tweaks unless the mod requests an exclusion (like the IWD spells before A7-ToTLM, or SoD2BG2 IU being buggy) So Cowled Menace goes before kitmods and Faith and Powers goes after questmods. And i stopped ordering that further. It's just... not that good. Splitting SCS like this is fine. S9EENPCTWEAKS doesn't need the Branwen tweak for sure, not sure what the rest does. Regarding the actual error - one of your mod-added kits seems to be broken. Could you upload the broken LUA file EET_End generated from your override folder?
  19. There are a bunch of kobolds named goblins (or goblins using the kobold artwork) on the map, southwest of Gullykin. They've got it.
  20. There's a fifth method even, the area INI method, where the creature is specified in an INI file which shares filenames with the area's WED file. This is mostly used in IWD and PST at this point though (but all the EEs have the functionality).
  21. IWDification doesn't have a Faerie Fire. Do you mean SR or the SoD spell?
  22. Okay, it is indeed EndlessBG1 causing the bug. The intention is correct though and using K#ImportContainer is the correct step there. The problem is that the additional lines are interjected into the basegame stripping script, which covers not just the continuous run, but also the new run started with an imported-from-BGEE-or-BPits(2) scenario, so this isn't the block which should be extended. My suggestion would be to EXTEND_TOP AR0602.BCS with the following instead: IF !Global("ENDOFBG1","GLOBAL",0) THEN ActionOverride("K#ImportContainer",TakeCreatureItems("Imoen2",ALL)) ActionOverride("K#ImportContainer",TakeCreatureItems("Jaheira",ALL)) ActionOverride("K#ImportContainer",TakeCreatureItems("Minsc",ALL)) END This is a bit hackish, but EET assumes that by the time AR0602.ARE is reached in a continuous run, ENDOFBG1 is atleast on 1 (if the EBG1 function to skip SoD doesn't set this variable at any point, then it's a bug in that component, but I haven't checked this one). And these three characters should only be stripped off if the run was started previously. It's kinda weird how EET doesn't do this on it's own though, that would make sense from it's POV. This still remains compatible with EET_Tweaks 4040 aka "move the BG1 inventory to the table", because that also does a REPLACE_TEXTUALLY, so all is well after that. Pinging @subtledoctor though because this can't cover 5e spellcasting which will break here since IIRC that one relies (relied?) on a dummy item in the QUIVER4 slot. You need to script that in into AR0602.BCS to grant them back.
  23. Gotta bump this, because I just realized... what you did for this is incomplete, Cam. BGEE without SoD lacks the cornugon anim BAMs and WAVs.
  24. The latest version of ADD_KIT_EX will handle 8 char long clab effects though, SadieGamer offered a subsection of their mod prefix for autogenerating new filenames for them.
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