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Thacobell

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Everything posted by Thacobell

  1. Sorry, just woke up and am having trouble parsing sentences. Where what?
  2. Okay, having issue with Bard kits. None of them are getting their unique spells (Meistersinger not getting any druid spells, for example). I'm on Linux and mods are installed with winescript. Might and Guile is version 5.3.1. Weidu log attched below. Siege of Dragonspeear version 2.6.6.0 Okay, I did a bit more messing around, and its being inconsistent with me. Sometimes the class spells will appear in the magic bar after a few seconds, but often times not. They never show up in spell book (they did last time I played this mod, may have changed I guess?). Sometimes the class spells only show up after casting a memorized spell, sometimes they appear after resting. The Elegist specifically is only getting a single class spell, even after leveling up with the console, resting, and casting something. The meistersinger and jinxer are getting their spells after a rest or casting a memorized spell. WeiDU.log
  3. Is there a list of current Paladin and Ranger kits somewhere? The only readme I can find is from 2019.
  4. Well hot dog! Thanks so much! The reason is that I am technocursed and I can't get weidu to run on its own. So this is a workaround until I get it figured out.
  5. Oh, I just saw the update. Would releasing a self extracting exe for it be non-problematic? I swear to God, I'm going to ask this for every update. I just noticed this one has new content, and i just started on SoD. I don't want to be a pest, so feel free to tell me if I'm asking too much.
  6. Actually, while I'm here. I know Breager doesn't join you in SoD if you don't already have him. Does this mean he has no banters or interjections there as well?
  7. I'm always a big fan of keeping things as modular as possible. Have spells be a separate component (espcecialy since so very many modders like to mess with spells, and keeping verything kosher is herculean). As for rolling EVERYTHING into a single mod. I'm also of a mind to keep kits/items as separate mods. Mostly for the reason Graion says above. I'm a huge fan of what this mod does, but these are a couple problems that do (or would) keep from being an automatic recommendation.
  8. "Wow this thing that can be used to impersonate real live people and use in projects without their consent or make them say whatever we want is great!" A bunch of totally hinged people...
  9. " Notice a monster is immune to the normal arrows you're shooting at it, switch to +1 arrows and waste a few before realizing it's immune to those as well. Should the game display "Weapon Ineffective (you needed at least a +2 weapon)"? Miss an enemy with an attack roll of 19, gulp a potion of heroism and still miss with your next 19. Again, is it necessary to inform the player "Attack Roll 19 -1 = 18: Miss (you missed by 4 points)"?" Not remotely equivalent. The game telling you that a monster is immune to your current weapon is how it relates that information, and it is CLEAR AND ACCURATE. The monster is immune to your weapon. There's no, "The monster is immune to your weapon at this proficiency." Because that's innacurate and dumb. "Currently selected weapon is visible in game for most animations, so it would be obvious to the player, but again, how could a thief stealthily steal a sword currently gripped by someone else's hands, rather than from a scabbard? " I still have no idea what point you are trying to make here. I'm talking about items flagged as pickpocketable.
  10. Okay, that makes sense, but I had to know for sure. And after SCS, thanks!
  11. This is super nitpicky. If an item is not pick-pocketable, then the pickpocket target essentially has no items in regards to what can be pickpocketed. The concept of having messages for both, "You don't have the skill to take this" and "You got everything possible" isn't complicated. If its hardcoded and can't be changed, then I guess it is what it is.
  12. How does the swift blade skills work with boots of speed? Or do they not interact at all with each other? Also, is there a spcfiic install order needed for this?
  13. Its not the same, because one leads you to believe that you got everything, and the other leads you to believe you need to use your potions of thievery to finish getting everything. "Besides, how exactly would a thief know for sure that the mark isn't carrying anything else?" Welll gee, I dunno. How would your character know how many hitpoints they have? How would they know the exact number of their thac0, ac, or saveing throws? The game information is there for the PLAYER'S benefit, not the characters. Clarity in game mechanics/messages is only ever a good thing.
  14. Thanks for the quick reply! I'm gonna need to try this out when my current bought of restartitis triggers.
  15. This looks pretty neat. Do all of the components require EEex?This looks pretty neat. Do all of the components require EEx?
  16. No, its not always been like that. Current patch of the EEs has removed the, "target has no items" message.
  17. Beamdog made some of the SoD items importable.
  18. At some point, the line "target has no items" when pickpocketing was removed. Nowthe line that used to only play when your skills were too low plays in the same situation, "target has no items that can be stolen by a cutpurse of your skill" (paraphrasing). Really hurts the clarity of the message.
  19. I thought those were separate. Were they rolled into one component at some point?
  20. I've done it once. It didn't really make the game more fun for me, so its not a temptation. Baked in flaws make for more interesting characters and runs.
  21. The apr, all divine spells, and SOUL.
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