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Everything posted by Graion Dilach
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No, I mean the actual spacebar on the keyboard. Unlike the classics, you can get through any dialogues with the keyboard in the EEs - both classics and EEs accept the numeric buttons for player responses, but only the EEs accept spacebar for Continue. These days I don't even bother with the mouse at all in a dialog tree unless there are 9+ responses.
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P&P Celestials v9 Now Available
Graion Dilach replied to CamDawg's topic in Miscellaneous Released Mods
This is the case. SR changes stats and the spellbook of the devas in it's main component for sure. -
The "battle for control" of arcane elemental summons is broken
Graion Dilach replied to jmerry's topic in EE Fixpack
Sounds good to me. I'd defer that issue as an engine bug for Beamdog. -
Isn't the spacebar enough convenient?
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The "battle for control" of arcane elemental summons is broken
Graion Dilach replied to jmerry's topic in EE Fixpack
Can we just apply op365 with AI enabled during the elemental battle? -
Have I missed a well-known incompatibility with SCS?
Graion Dilach replied to Notso's topic in General Mod Discussion
Well, EET_Tweaks doesn't cause it because it only touches the XP field. I dunno what SRR does here, I don't play with the Revisions mods. @Bartimaeus, sounds like something for you. -
Have I missed a well-known incompatibility with SCS?
Graion Dilach replied to Notso's topic in General Mod Discussion
I said filename with a reason. Don't changelog the override folder or a backup folder explicitly. WeiDU knows that it needs to look at override and the base folders to find the revisions of a particular file. weidu --log nul --change-log BAZEYE01.CRE is how that example should've looked like. -
Have I missed a well-known incompatibility with SCS?
Graion Dilach replied to Notso's topic in General Mod Discussion
I have never seen all those 3.5 derived mods. I wouldn't be surprised one of those causing it. You can use weidu --log nul --change-log FILENAME to find a common mod touching all of those ones though and trace back from there. -
I can't find any warnings related to HLLAYEN.CRE in my own megamod install which includes Cowled Menace. Throwing up a random mod list without knowing what the hell is going on is useless. WeiDU has logging options, use them (either use --autolog, or the --log "LOGFILE" command line option). See the bottom of https://weidu.org/~thebigg/README-WeiDU.html#sec6 For the record, Project Infinity does rely on --log to generate separate logs to an external folder.
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Help with using HPLT in .BCS script
Graion Dilach replied to Moonboy187's topic in General Mod Discussion
This isn't Java , this is BCS. Refer to https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm and https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm as your primary source of information on what does what and https://www.pocketplane.net/tutorials/simscript.html to get the basics covered. -
Would Sandrah Saga work on EE or it has to be EET?
Graion Dilach replied to HotaruPL's topic in General Mod Discussion
Poor content, poorly written and I haven't even dared to attempt to install it right. Roxanne's method is to install it after SCS AI components which leads to incompatibility and inconsistency problems all over the place and I've seen a fair amount of hardwired assumptions in it that I didn't wanted to dissect it to figure it out if it can actually be installed after say all the NPC mods but before any tweakmod. I mean, I do have standards. -
Would Sandrah Saga work on EE or it has to be EET?
Graion Dilach replied to HotaruPL's topic in General Mod Discussion
No, it wouldn't and even on EET that is questionable. -
Sword Coast Stratagems v34 (edit: 34.3) now available
Graion Dilach replied to DavidW's topic in Sword Coast Stratagems
Tougher chapter-four end battle: If Davaeorn already has rings equipped in his equipment slots, both rings are moved to the inventory in favor of the sole ring this component installs. -
First, I mean Second, try at a big(ish) EET install
Graion Dilach replied to subtledoctor's topic in General Mod Discussion
Well, this was my quickfix. I install this immediately after the IWDification component and it seems to work. BEGIN ~Attempt to fix IWDification random ranged weapons~ LABEL ZG-IWDIFICATION-RANDOM-RANGEDFIX DESIGNATED 11 // clone the standard weapons into the dummy ITMs COPY_EXISTING ~xbow04.itm~ ~override/cdrdcbth.itm~ COPY_EXISTING ~bow01.itm~ ~override/cdrdclbw.itm~ COPY_EXISTING ~bow05.itm~ ~override/cdrdsbth.itm~ COPY_EXISTING ~xbow01.itm~ ~override/cdrdcbhv.itm~ COPY_EXISTING ~bow03.itm~ ~override/cdrdlbw.itm~ COPY_EXISTING ~xbow04.itm~ ~override/cdrdcblt.itm~ COPY_EXISTING ~bow05.itm~ ~override/cdrdsbow.itm~ COPY_EXISTING ~bow03.itm~ ~override/cdrdcb5.itm~ -
If we're discussing manuals, GoG's digitized original non-EE manuals are conflicting - the oBG1 manual mentions the bonus with the correct duration, the oBG2 one doesn't and has the overly long duration. The oBG1 spell description lacks the bonus and has the overly long duration, the oBG2 spell description doesn't mention the bonus, but has the duration fixed. And the spell itself has the bonus in oBG1 already. Basically the only time the spell was accurately described was in the oBG1 manual and everything else got something wrong. Make of that what you will.
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SR Revised V1.3.900 (2022 August 8th)
Graion Dilach replied to Bartimaeus's topic in Spell Revisions
Noone told you to keep the IWDEE compatibility in your softforks either, which you just acknowledged you don't care about, why don't you cut that out then? Beamdog put it in, because it's cheaper to maintain one shared engine branch between the BGs and IWDEE and sure, they could've kept the option within baldur.lua only, but a Hidden Gameplay Options mod would've still exposed it. -
SR Revised V1.3.900 (2022 August 8th)
Graion Dilach replied to Bartimaeus's topic in Spell Revisions
FTFY. Beamdog has nothing to do with the design of how that works, they just reimplemented it accurately from oIWD. -
Enhanced Powergaming Scripts
Graion Dilach replied to morpheus562's topic in Miscellaneous Released Mods
https://github.com/AngelGryph/MadeInHeaven_FixesAndRestorations -
Enhanced Powergaming Scripts
Graion Dilach replied to morpheus562's topic in Miscellaneous Released Mods
You can check for spell ids because WIZARD_SHOOTING_STARS and CLERIC_HOLLY_DART debuted in this release. -
Enhanced Powergaming Scripts
Graion Dilach replied to morpheus562's topic in Miscellaneous Released Mods
As a workaround, one can install the beta MiH Fixes and Restorations mod to maintain compatibility between MiH SP and Enhanced Poowergaming. -
First, I mean Second, try at a big(ish) EET install
Graion Dilach replied to subtledoctor's topic in General Mod Discussion
Honestly, I'd doublecheck those saves with NearInfinity, because this sounds like a save corruption to me (and attempt to recompress the saves with NI if it does see the areas or the Bag of Holding stores in the save). I'm not sure how the game could end up with such, though. -
First, I mean Second, try at a big(ish) EET install
Graion Dilach replied to subtledoctor's topic in General Mod Discussion
I suspect this one comes from the IWDification randomized equipment component with the dummy placeholder ITMs aren't being detected as valid ranged weapons throwing the scripts off. -
Yes, the IESDP entry is why I brought this up, because II don't know if that either should be interpreted as "one of them can be omitted but then the other needs to exist" or "both are optional". Personally I always use either as a XOR but English allows both interpretations.
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DAMAGES.IDS in BGEE lacks a header row. BG2EE and IWDEE has such.