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Axatax

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Everything posted by Axatax

  1. I'm having some trouble installing Ajantis BG1, specifically the component 'Ajantis SoD NPC: Crossmod Content'. Weidu bombs out with: ERROR: Unix.Unix_error(Unix.ENOENT, "stat", "ajantisbg1/ajantissod/baf/bg1npc_shield.baf") Please make a backup of the file: WSETUP.DEBUG and look for support at: Please post at G3 or Kerzenburgforum, refer to readme. To troubleshoot this, I've reduced my EET install to just EET, BG1NPC, and then this mod. Despite what the error may suggest, skipping the "shield" component has no effect either way. EET v13.4, vBG1NPC 30, AJANTISBG1 v19. wsetup.debug weidu.log
  2. Could this be the cause of the crossmod option for Ajantis BG1 failing to install? I had SoD Tweakpack after NPC stuff (right before CDTweaks)... Will move it up either way...
  3. For the sake of installation order, this is actually considered a "tweak" and not a "quest mod", correct?
  4. I don't know what's causing that particular problem, but I can say EEKeeper works for me with EET. The only issue I encounter with EEKeeper is it complains about missing items or some such when I save. I think it has something to do with the extra containers (Bags of Holding, etc.) added by CDTweaks. I ignore this and I haven't noticed any problems.
  5. It would be redundant, I think, to hold both a shield and a buckler but it would make sense to allow the buckler to occupy the glove/gauntlet slot.
  6. Yeah, It would be strange (and redundant) to wear a buckler while also carrying a shield (although possible). So, in terms of this game's mechanics, it might make sense to have a mod that would allow bucklers to occupy the gauntlet slot instead of the shield slot.
  7. I don't play PnP DND, so I don't know the nuances of this. That said - I know about medieval armor and a buckler logically shouldn't occupy a shield slot because it's not just a very small shield and isn't held in the hand. A buckler is attached by a band to the forearm (and covers that portion of the body). If there is any slot it should occupy, it should be the glove/gauntlet slot. Ideally, it should have its own slot as mechanically, it's something distinct from both a shield or a gauntlet. Think about how those leather arm protectors for archery are worn. That's essentially how a buckler would be worn, just flipped over to the other side of the arm.
  8. Thanks for your work on SoD. I think you're the only mod author doing anything with this. I have ALL your released SoD mods in my EET install.
  9. Anyone running this on Linux, I recommend JFS over NTFS. I had too many problems unfortunately with NTFS. Installing EET through WeiDu would reliably crash the FUSE NTFS driver halfway through the installation. Definitely a Linux/NTFS problem, but easily avoidable. I don't see any reason really to use NTFS for this, when you can use JFS/XFS, etc., or any other UNIX FS that can support case insensitive filenames.
  10. Duly noted. FWIW, I finished a large install last night (with SCS) and it worked out fine.
  11. Yes, it's a 32-bit Linux system so I guess the binary has been removed from newer EET's. Not a big deal as it's easy to work around.
  12. On Linux, installing eet.tp2 (weinstall ./eet/eet.tp2) fails with a message that weidu is not found. This is obviously nonsensical, since EET is being installed through Weidu. The problem is, eet.tp2 for some reason is looking for the weidu binary under /eet/bin/unix/weidu and not using the weidu in the path. Copying weidu to /eet/bin/unix/weidu or making a symlink here allows EET to find weidu and install correctly. Worked under 12.1. Weidu version is 24900.
  13. An ongoing issue with Disable Portrait Icons Added by Equipped Items -- If the Girdle of Masculinity/Femininity (Girdle of Gender) is identified by a merchant, and the Girdle in clicked on in your inventory (to move it, or read the item's description), the whole game locks up. If the Girdle is identified by a party member, the lockup doesn't occur. This is the only item I've found that triggers this specific behavior.
  14. Yes. SCS can do this. ~./STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v33.4 https://gibberlings3.github.io/Documentation/readmes/readme-stratagems.html Decrease the rate at which reputation improves In general, if you're playing a half-way honorable character, your reputation fairly rapidly reaches 20 and stays there. The idea of this component is to slow down the rate at which you gain reputation: you can choose the degree of slowdown. In more detail: any time you would have gained 2 or more reputation points, you gain one fewer point than you should have. Any time you would have gained one, it's decided at random whether you actually do gain it, according to the probability you choose at install time.
  15. Samoon, If you're doing this with the NTFS instructions you should be good, with a caveat -- I'm able to run BG with mods on Linux with the NTFS partition, but any version of WeiDu past 2.46 simply doesn't work for me. The down-side to this, is that EET past 1.0RC12.2 and SCS past 33.4 don't work with this version of WeiDu. I submitted a detailed bug report to the WeiDu Github and it got quickly deleted as something resulting from "operator error" - but I'm not new to this, and the utility stopped working for me past that specific version. (The ZFS option may be better than NTFS. The process used by NTFS/fuse would die with "transport endpoint not connected" when using WeiDu to install the first "EET" component which puts a heavy load on the disk. NTFS seems to work properly now with kernels past 5.15.)
  16. Thanks! I'm still not clear on which battle this option is referring to, but I assume this is the battle in the Iron Throne building? -- The six acolytes are left alone (though if you are using the Smarter Mages/Priests/general AI components you'll notice a big effect). However, they are joined by two new acolytes: a half-elven fighter/thief and a human thief, who begin the battle invisible. You get some warning of the change if you read the dialogues lower down the tower carefully.
  17. Is this referring to the battle on the top floor of the Iron Throne building or the battle in Candlekeep? The readme at https://gibberlings3.github.io/Documentation/readmes/readme-stratagems.html states These components improve the strength and numbers of the opposition in the end battles in chapters 2-5 - they are "upgraded" rather than massively overhauled, so they still aren't ridiculously hard. See here for details. (There isn't currently a version for chapter 6 - I was dissatisfied with my previous one but haven't gotten around to putting something new together.) The link "See here for details" above goes nowhere.
  18. This is the first time I've played through to this point with these mods, so I'm not exactly sure what's supposed to happen or if something glitched (, or if so, which mod might be responsible for this). After defeating Abazigal (which BTW, is the most insane fight I've ever encountered in this game), there was a cut scene where Balthazar and Melissan were bantering in the Monastery. After this scene, it cut back to Abazigal's lair, where this same scene repeated itself again, with the same characters and dialog, only in Abazigal's lair. At this point, there's two ways I've approached this -- If I call out Melissan, Balthazar starts attacking her and is not hostile to the PC, or if I call out Balthazar, both him and Melissan are hostile to the PC. I'm not sure what I'm supposed to do at this point? Melissan is obviously invincible, and if take the dialog choice that makes Batlthazar hostile and I kill him, he's not in the Monastery and there's nothing to do there (just the four monks standing around his throne). If I side with Balthazar and escape through the portal, he's still not in the Monastery (presumably because he's still fighting Melisan). Any way I do this, there doesn't seem to be any way to continue the quest line?
  19. I liked SoD. I think the timing of the release might have been unfortunate. Everything now is interpreted through some type of political lens.
  20. No problem. I think this "enemy" though needs some kick however you can do it. If you take the "evil" path, this should be a pretty big fight for the PC. EDIT: I think he should be treated like a major boss/baddie.
  21. Fair enough. I enjoy this mod but this particular fight is pretty brain-dead compared to the rest of the big enemy encounters. He should at least have a death spell at the top of the repertoire, I think, so you can't block the door with skeleton warriors and throw in some area-affect spell and kill everyone.
  22. For me, it has to be the battle with Sendai. I think a lot of it has to do with the music in that fight. I just love that piece. I think one of the BG1 mods should fix her character though. She's a "forest encounter" throw away in BG1. Her stats should reflect her BG2 stats, even if that makes her basically unkillable at this point in the game. Unleashing that womp would be pretty awesome and hint at what's to come.
  23. OK, so he's a thief/mage (someone in that fight I thought was casting cleric spells). His stats are honestly pretty lame by the time you get to that fight, I think. Can you amp this up a bit? He's Bhodi's antithesis if you chose this path and I think this fight should be more substantial.
  24. Does this mod change anything with the Aran Linvail fight if you side with the vampires? I threw a death a fog into the room and everyone stood there and died...? At the least they should come running out of the room and fight. I think he's a thief/cleric and there's two mage-somethings in that room.
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