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Trouveur80

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Posts posted by Trouveur80

  1. On 1/18/2022 at 12:13 PM, jastey said:

    @Trouveur80 I just remembered that removing the item might screw up the further development of his quest , because it will be replaced by something useful as the quest goes along (so technically speaking, if the item is no longer there, the other item will not be created). He will be able to wield the arm again later.

    I'm always open to crossmod banters, if any fellow modder feels like creating crossmod feel free to contact me. It's not highest priority for me because there is a gazillion mods out there and I am still not done with writing my own content.

    Thank you, I put back the item, I will see what will happen then 馃檪.

  2. 12 hours ago, jastey said:

    It's a good idea, but I will not touch his kit - for several reasons, my lacking knowledge about kit creation being one.

    I will add a note in the readme though. I fear that's all I can do for now. Thank you for reporting!

    You're welcome. 馃檪

    So for my savegame I will put again the item, and reallocate the two points I initially put in single weapon style.

    I read that you added some crossmod contents for BST, looking forward to it too.

    Are crossmod banters with some NPC like The Artisan's Aura and Drake, Glam's NPC or Skitia's NPC conceivable聽 by the way ?

  3. 2 hours ago, jastey said:

    Or - the missing bonusses could be seen as due to his condition. Maybe he needs to readjust his sense of balance or something. ;)

    That could also be fitting yes. Even without theses bonus, Breagar is a good character to bring along.

    In this case, it could be nice to add as a disadvantage to his kit not being able to put any point at all in fighting styles proficiencies ? After all he is a smith, not a true warrior. 馃槈

  4. 3 hours ago, jastey said:

    Ouf. Bonuses not being applied is most definitely not intended. The item is for blocking the arm slot only. I wouldn't know how to fix this is a smart way.

    Yes it is a tough one. By the way, currently he can also use two hands weapons.

    You could make unusable for his kit all two hands weapons and shields, but it will not prevent dual wielding (although dual wielding without any point in it will not be a smart move).

    For preventing dual wielding, you could maybe add an important penalty to ThAC0 from main hand if there is a weapon in the secondary hand ?

    For my savegame I used EEkeeper to remove the item, I will just let the secondary hand slot empty.

  5. hi, I really like Breagar interjections, he blends well with original content.

    I have a question about something :

    after the accident, Breagar can no longer use his second hand. It is done is by putting an invisible item on the second hand slot. But since there is something in this slot, single weapon proficiency bonus don't apply. Is it intended this way or it is an engine limitation ?

    .

  6. 58 minutes ago, CamDawg said:

    SCS and IWDification are distinct projects, so there are no plans to merge.

    If you have IWD spells installed from IWDification, the IWD spell components in SCS will be automatically skipped and vice versa so there's no danger of conflict from having two versions floating around.

    From my last try, I would say that the Improved Shapeshifting component from SCS is not compatible with the IWD druid shapeshifting component from IWDification.

  7. Hello, I just tried Breagar on a new install.

    I play with Dragonspear UI and his large portrait was blurry in the main screen during dialog.

    I looked with EEKeeper and found out that the game uses ACBreM for the large portrait, and ACBreS for the small one, whereas for my other NPC it uses the L file for the large portrait and M file for the small one.

    So far I like him, he feels so alive !

    Thank you for maintaining it, and thanks to Ascalon for creating it.

  8. On 1/8/2022 at 6:15 PM, Jazira said:

    The typo seems to be present in english too, language from where this translation come from.

    Reveal hidden contents

    //EN

    @13141 = ~This token enables the shapeshifter druid who created it to shapeshift at will into a werewolf. While in that form, the druid is unable to speak or cast spells, but gains the prodigious strength and speed of the werewolf. Unlike a true werewolf, however, the druid is still affected by nonmagical weapons.

    STATISTICS:

    In shapeshifted form:
    Base AC 1
    Strength 19
    Dexterity 17
    2 attacks
    Damage 1d8 slashing (attacks count as +1)
    Magic Resistance 20%
    Hasted
    Immune to any effects that modify Strength or Dexterity

    Usable only by its creator (equip as a weapon to use)~

    //FR

    @13141 = ~Ce symbole permet au druide m茅tamorphe qui l'a cr茅茅 de se m茅tamorphoser 脿 volont茅 en loup-garou. Lorsqu'il est sous cette forme, le druide est incapable de parler ou de lancer des sortil猫ges, mais gagne la force et la vitesse prodigieuses du loup-garou. Cependant, contrairement 脿 un vrai loup-garou, le druide est toujours affect茅 par les armes non magiques.

    PARAM脠TRES :

    Sous m茅tamorphose :
    CA de base : 1
    Force : 19
    Dext茅rit茅 : 17
    2 attaques/round
    D茅g芒ts : 1d8 tranchant (les attaques sont consid茅r茅es comme +1)
    R茅sistance 脿 la magie : 20 %
    Sous l'effet de H芒te
    Immunis茅 contre tout effet qui modifie la force ou la dext茅rit茅

    Utilisable uniquement par son cr茅ateur (茅quipez-le comme une arme pour l'utiliser)~

    My bad, I didn't check the english text, only the paw files.

    I will play in english on my next run.

  9. Here are my findings so far with lastest SCS 34.3 on a Windows 2.6.6 BGEE install :

    - the IWD druid spell Smashing Wave doesn't do anything

    - some foes don't react when AoE DoT spells are cast on them : Davaeorn standed hopelessly in the Web + Spike Growth without activating pre casted spells or trying to teleport himself

    - the dialog with Carsa is bugued : after successfully recover the jar without killing her, and dealing with the Ogre Magi, we can talk to her and sens her to Gullykin. But at Gullykin, Carsa have the same dialog lines as in the Firewine Bridge, and if send again to Gullykin, just restart the same dialog again.

    - French traduction of the paw token for the Improved Shapeshifting component is not up to date. The one for the werewolf form have incorrect base AC (1 instead of 0) in the description.

    - the journal entry for finishing ToSC quests incorrectly came when killing the last cultist, but Aec'Letec was still alive.

  10. 10 minutes ago, jastey said:

    Seems like it, but I am confused because for this variable ("Global("C#Ajantis_BG1KorlaszDefeated","GLOBAL",1)") there should be a valid dialogue in both Ajantis' BG1 and SoD dlg file. I wouldn't know why it doesn't trigger the correct dialogue.

    His dialogue should either still be the BG1 one, or if some scripts happened his SoD one (but I think Transition prevents that switching happens in Korlasz Dungeon).

    Did the Setup-AjantisBG1.DEBUG show an "~Transitions Mod detected...~" entry?

    EDIT: To close the stutter, you can set Global("C#Ajantis_BG1KorlaszDefeated","GLOBAL") to "2" per cheats. I sense that this is a bug that needs fixing on mods' level, though.

    Thank you for the workaround. 馃檪

    Here is my setup-AjantisBG1.DEBUG :

    "Transitions Mod detected...
    Compiling 1 dialogue file ...
    [AjantisBG1/translations/French/AJANTISBG1_TRANSITION.TRA] has 35 translation strings
    [ajantisbg1/crossmod/ajantis_transitions.d] loaded, 5104 bytes
    Processing 1 dialogues/scripts ...
    [./override/AJANTJ.DLG] loaded, 378030 bytes
    [AJANTJ.DLG] loaded
    [AJANTJ.DLG] saved聽聽 聽1626 states, 3996 trans, 143 strig, 1479 ttrig, 954 actions
    Compiling 1 dialogue file ...
    [AjantisBG1/translations/French/AJANTISBG1_TRANSITION.TRA] has 35 translation strings
    [ajantisbg1/crossmod/ajantis_transitions_endlessbg1_korlasz_tomb.d] loaded, 2098 bytes
    Processing 1 dialogues/scripts ...
    [./override/AJANTJ.DLG] loaded, 381321 bytes
    [AJANTJ.DLG] loaded
    [AJANTJ.DLG] saved聽聽 聽1632 states, 4005 trans, 145 strig, 1480 ttrig, 956 actions
    Extending game scripts ...
    [ajantisbg1/crossmod/ajantis_transitions.baf] loaded, 1865 bytes
    [./override/AJANTIS.BCS] loaded, 228169 bytes
    Extended script [ajantis.bcs] with [ajantisbg1/crossmod/ajantis_transitions.baf]
    Extending game scripts ...
    [ajantisbg1/BG1_end/c#ajan_bg1end_sod.baf] loaded, 1961 bytes
    [./override/AJANTIS.BCS] loaded, 231695 bytes
    Extended script [ajantis.bcs] with [ajantisbg1/BG1_end/c#ajan_bg1end_sod.baf]
    Extending game scripts ...
    [AjantisBG1/crossmod/ajantis_transitions_eet.baf] loaded, 448 bytes
    Extended script [#L_CUT09.bcs] with [AjantisBG1/crossmod/ajantis_transitions_eet.baf]
    [./override/CAMPAIGN.2DA] loaded, 1675 bytes

    EndlessBG1 detected: Installing crossmod.."

    The last line surprises me since actually I don't have EndlessBG1 installed.

  11. 1 minute ago, jastey said:

    You would need to open Ajantis.bcs in Near Infinity and copy the relevant script block.

    It should be this one :

    "IF
    聽聽 聽InParty("Ajantis")聽 // Ajantis
    聽聽 聽!StateCheck(Player1,CD_STATE_NOTVALID)
    聽聽 聽!StateCheck(Myself,CD_STATE_NOTVALID)
    聽聽 聽Global("C#Ajantis_BG1KorlaszDefeated","GLOBAL",1)
    THEN
    聽聽 聽RESPONSE #100
    聽聽 聽聽聽 聽ActionOverride("Ajantis",StartDialogNoSet(Player1))
    聽聽 聽聽聽 聽DisplayStringHead(Myself,103735)聽 // Running block 3 of AJANTIS.BCS

    END"

  12. I hit a pretty hard bug.

    After defeating Korzak, Ajantis stuters with the same banter :

    But more importantly, when I click on the rope to exit Korzak's tomb, BGEE always crashs on desktop.

    I will try console command to teleport to the Palace and see what will happen then...

    EDIT : when teleporting to the Palace via the console, I could complete Sarevok's minions and Dead Three's Documents quests normally.

    But if I talk again to Belt and Liia, I can received XP and rewards from their quests indefinitly.

  13. Hello, I'm playing on BGEE 2.6.6 on Windows, with Ajantis Expansion 18.1 and Transitions 2.0 installed.

    I don't know if the bug comes from Ajantis mod or Transitions (or maybe my install order, I added Ajantis very late in my current install), but Ajantis spams the same after defeating Korlaz.

    Ajantis bug.jpg

  14. Lol, well after all she just escaped from a murder tentative. 馃檪

    By the way, two questions came to my mind :

    - So we can have Imoen as a full party member for doing Korlaz's tomb ?

    - XP from Korlaz's tomb counts in Transitions for the BG1 XP cap instead for the SoD XP cap ? I play with XP reduce to 50% since I had SotSC and BST installed, so I don't yet have attain max XP for BG1, but for most players this could be an issue since it means that Korlaz's tomb won't give them any XP compared to vanilla SoD.

  15. You're welcome. You did all the work, I'm just enjoying your mod. 馃檪

    I found another minor bug, but I'm pretty sure it is from SCS.

    Duke Liia often cast Teleport Field when I enter in the Palace. Other than that, the dukes are blue and I can talk to them without problem.

    I'm certain it comes from SCS Liia's script during the battle against the doppelgangers.

    Liliath.jpg

  16. 10 hours ago, Lauriel said:

    Oh!聽 I have no idea how that would have happened.聽 I'll investigate again, but it is an easy work around no matter what.聽 Thank you!

    Just Tazok?聽 Weird that he'd have been selected as not being dead when the others were.聽 It's sounding less and less like SCS.聽 I'll have to install your mods and check. Part of the research ... :)

    Here is my weidu log聽 if it can help. 馃檪

    WeiDU.log

  17. 24 minutes ago, Lauriel said:

    If you had killed her before, she shouldn't have been a clean-up quest.聽 Since she had SCS stone golems I have to think this is an SCS inconsistency again. Thank you the heads up, I'll have to do some research.聽 I'll put this on my list of things to do.

    I'm glad you liked it.聽 It was one of my favorites as well, although a dialogue line in the Angelo encounter cracks me up and is probably my favorite.

    Well, I didn't kill her : when she is seriously wounded in the Iron Throne headquarter, she begs for mercy, and we can let her go alive.

    Belt didn't ask yet for Angelo. The next on the list is Korzak. I had Tazok, Winski, Tamoko and Cythandria so far.

  18. So I checked my current install, I indeed have Transitions 2.0 installed.

    I did some more cleanup quests (Winski, Cythandria and Tamoko). I really like how the one with Tamoko was handeld.

    For Cythandria in the Elfsong tavern, I ran into a bug or inconsistancy : she had the same dialog as in the Iron Throne headquarters, was guarded by the same two stone golems from SCS that I already previously slayed, and when she died she left another two letters from Slythe and Sarevok's diary.

  19. Hello,

    I encoutered some error messages when installing SCS 34.3 on a french 2.6.6 BG2 :

    INSTALLED WITH WARNINGS聽聽聽聽 Potions pour PNJ (Potions for NPCs)

    INSTALLED WITH WARNINGS聽聽聽聽 Spectateurs plus intelligents (Smarter Beholders (BG2, BG2EE, BGT, EET))

    INSTALLED WITH WARNINGS聽聽聽聽 Les demi-liches lancent des sortileges (Spellcasting Demiliches)

    INSTALLED WITH WARNINGS聽聽聽聽 Oeil aveugle ameliore (Improved Unseeing Eye)

    NOT INSTALLED DUE TO ERRORS Combat contre Irenicus a l'Asile ameliore (Improved battle with Irenicus in Spellhold)

    INSTALLED WITH WARNINGS聽聽聽聽 Drows ameliores (Improved Drow)

    INSTALLED WITH WARNINGS聽聽聽聽 Antre d'Abazigal amelioree (Improved Abazigal's Lair)

    NOT INSTALLED DUE TO ERRORS Rencontres mineures ameliorees (Improved Minor Encounters)

    Spoiler

    STRATAGEMS component 1510: Not copying resource EXALTAH.VVC of spell CLERIC_EXALTATION: namespace conflict
    STRATAGEMS component 6000: 7XCRE54 has ranged but not melee weapon
    STRATAGEMS component 6000: C6WULF has ranged but not melee weapon
    STRATAGEMS component 6000: C6WULF2 has ranged but not melee weapon
    STRATAGEMS component 6000: Tried to identify nonexistent weapon DANCE1.itm
    STRATAGEMS component 6000: DOPTHI01 has ranged but not melee weapon
    STRATAGEMS component 6000: DW#VIDR3 has ranged but not melee weapon
    STRATAGEMS component 6000: FINGRUN1 has ranged but not melee weapon
    STRATAGEMS component 6000: FINGRUN2 has ranged but not melee weapon
    STRATAGEMS component 6000: FINGRUN3 has ranged but not melee weapon
    STRATAGEMS component 6000: HABIB has ranged but not melee weapon
    STRATAGEMS component 6000: HABIB2 has ranged but not melee weapon
    STRATAGEMS component 6000: JAGA1 has ranged but not melee weapon
    STRATAGEMS component 6000: JELLGR has ranged but not melee weapon
    STRATAGEMS component 6000: KINDAI has ranged but not melee weapon
    STRATAGEMS component 6000: L#NDPAR has ranged but not melee weapon
    STRATAGEMS component 6000: L#NSCLE has ranged but not melee weapon
    STRATAGEMS component 6000: LISSA has ranged but not melee weapon
    STRATAGEMS component 6000: MAJAN has ranged but not melee weapon
    STRATAGEMS component 6000: MGAPPR01 has ranged but not melee weapon
    STRATAGEMS component 6000: MGAPPR02 has ranged but not melee weapon
    STRATAGEMS component 6000: MGAPPR03 has ranged but not melee weapon
    STRATAGEMS component 6000: O#MERC has ranged but not melee weapon
    STRATAGEMS component 6000: O#MERC1 has ranged but not melee weapon
    STRATAGEMS component 6000: O#MERC2 has ranged but not melee weapon
    STRATAGEMS component 6000: OHHSPID1 has ranged but not melee weapon
    STRATAGEMS component 6000: Failed to insert script dw#gphlp above gpmerc in file OHRSGUA1
    STRATAGEMS component 6000: Tried to identify nonexistent weapon 每每.itm
    STRATAGEMS component 6000: QUAYLE has ranged but not melee weapon
    STRATAGEMS component 6000: SCHLUM has ranged but not melee weapon
    STRATAGEMS component 6000: SLIFIS01 has ranged but not melee weapon
    STRATAGEMS component 6000: SLIFIS02 has ranged but not melee weapon
    STRATAGEMS component 6000: THRAXI has ranged but not melee weapon
    STRATAGEMS component 6000: VAELAG has ranged but not melee weapon
    STRATAGEMS component 6000: WULFGAR has ranged but not melee weapon
    STRATAGEMS component 6510: No need to add spell INNATE_FIEND_MASS_CHARM to spell.ids as it is already there at the right level
    STRATAGEMS component 6510: Creature 7XCRE35 seems to have multiple fiend scripts
    STRATAGEMS component 6550: Failed to patch hlvaxal.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch beheld01.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch udelder.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch dw#eldo1.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch dw#eldo2.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch dw#eldo3.CRE; error message was Out of memory
    STRATAGEMS component 8020: Failed to patch demilich.CRE; error message was Out of memory
    STRATAGEMS component 8070: Failed to patch bheye.CRE; error message was Out of memory
    STRATAGEMS component 8140: Failed to patch uddrow17.CRE; error message was Out of memory
    STRATAGEMS component 8180: Failed to patch dw#lzsh1.CRE; error message was Out of memory
    STRATAGEMS component 8180: Failed to patch dw#lzsh2.CRE; error message was Out of memory
    STRATAGEMS component 8180: Warning: you just tried to remove quotes from an empty string. Deliberate?

    I also put my weidu log and SFO warning in attached files.

    What could be the culprit ? Installation order of the mods ? Incompatibility with one mod ? Or the french language ?

    WeiDU.log sfo_warnings.txt

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