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Gordian

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Everything posted by Gordian

  1. My bad, I meant 3E. Thought that maybe some effects were appended with multiclass casters in mind or something. I did install the Multiclass Sorcerers and Bard Overhaul from your list, then installed YARAS. ; ) Thanks for the quick fix, will do a reinstall and test! : ) ad testing: I always copy a new barebone EET folder before running any test installs. I probably have 10 versions of BG2EE/EET on my desktop. edit: YARAS works as intended now.
  2. Yes, I do want it in my game but I prefer Mantle or Iron Skins for SCS enemies (ideally both, but an edited PR, that doesn't damage on hits that deal no damage etc). I read your post, that's why I brought it up. ; ) I didn't install them. The ini file should apply casting speed penalties but none are applied. I did refer to this post on descriptions. Checking NI for D5_CSTP3. I'm not. I only added optional 5e casting for divine casters from FnP - could this be the culprit?
  3. Yea, seemed that way, read up on it a few months ago. Also, let me know when you come up with a solution to Prismatic Mantle/Iron Skin and taking away the greying effect, heh. (Currently I just add the other spell via NI.) I think klatu has it, but it doesn't install on 2.6 and I can't use Olvyn's version due to EEex limitations.
  4. No rush at all. I already in included the HLAs in my local sphere system. The brunt of of spell changes after SRR are D5 rnd tweaks, working fine so far. I will probably add the lich tweak. ; ) I noticed that the C/M of Mystra seems to get + to caster level - it should only be speed as per description. Will check again on new install. YARAS: Currently trying to figure out why my C/M can't cast arcane spells with YARAS and leather armour equipped. Also some item usability restrictions are off (unusable even though not stated in the description). Moved YARAS quite a bit back in the installation now and checking again. My install of IRR + YARAS leads to casting speed penalties not being in the description, I suppose. Couldn't find it in NI (might have overlooked) either. The armours should have a version of 189 (casting speed), no? The imported C/M can cast arcane spells in armour. A self-generated mage or C/M can't. (Could come from FnP or TnB as well, I suppose.) Did I miss a change or ini file? (I did edit the YARAS one and copied the renamed version to override.) Is it connected to D5ZARM1P.EFF ? Any ideas, @subtledoctor? Also: is concentration still broken, thus no point in installing the component? Edit: ini seems to be okay.
  5. Update: 5E is lagging the engine substantially on a full install, even crashing the game sometimes. Apart from that, everything seems to work out! : )) Especially glad I could include all the spells in the sphere system (as per spell.ids) thus being able to use it. Also added some HLAs/spells to spheres that were lacking when compared to others. And I added Angel's HLAs to the magic sphere so that they are offered ingame. BTW: do no install anything from NPC_EE before SCS' NPC customisation component. It is also not needed with the SCS component, if I'm not mistaken. Got the following error due to that: What's more: when using custom spheres, it seems you can't uninstall. I ended up overwriting the fnp list. Just adding HLAs to the spheres did not make them being installed as innate but kept the spell status for the ones that had it, apparently. Is this due to them formerly being arcane spells/HLAs? Did I miss something? Else I'll just NI this.
  6. Finished my local sphere system including (hopefully) all missing divine spells as per spell.ids, also added HLAs. Seemed to work fine on tests, will try an install an see how it goes. : )
  7. Haha, the imp at work. (I meant to put "little imp nagging me in the back of my mind" btw) The systems in question work presumably, that's the gist of it. Also this is something that wouldn't come up with IR/SoB's armour component installed, I suppose. Lo and behold: it works. : ) The issue I had in the beginning with my full install was different though, I will do a test install and let you know tomorrow, also in regards to engine performance. Thanks again!
  8. That makes a lot of sense. There was something nagging me in the back of my mind but I didn't come around to checking my inventory, oh my - embarrassing for me as well. Talk about bias expecting something to be wrong with the mod. (Then again, who would assume that FnP adds equipment... heh.) It will be the same for the Mystra C/M btw. Thanks! : ) Double checking on my system. Btw: I ended up adding your Iron Skin via NI to preserve SRR's PM for SCS (even though it expects SR PM without the immunty to +3, can get that elsewhere), going to have to figure out how to add strings after some more pressing matters. Should be trivial.
  9. Thanks for the clarification! I was intending to add the lich change (if) then late. Ah, I wasn't sure whether it did, wanted to check. I think I'm set on save DCs in this case. MBR is one of the last mods I install, specifically for that reason.
  10. Ah, I should even have the source books at hand, been a while though. Okay, I've added it to the default install. : ) Ah, that's great to hear! I suspected something like this. I'll hold off a bit with my next big test install then, if it's just a quick fix. Both of these, the second one more so, are tweaks I can only implement after a little playtesting from my side, it might make fights against non-casters fairly trivial in later stages of the game, conversely making higher level enemy mages early very dangerous. (later as well, I suppose). I do like the notion, but I don't want to make my SoS or SoD spells too powerful. What was your experience from playtesting? Especially when it comes to party vs. non-casters? As I install many mods that add spells, it is a welcome addition. Also glad that you mod with SCS in mind. Sure, the MBR component is experimental (but might even be removable midgame, probably with some issues), but then again, so is my install. I don't mind, or rather: I'm eager, heh. edit: on your metamod: Are the fixes there still relevant for the respective mods?
  11. I already edited the ini file (first thing I did) and went through all the kits to get an idea of which I want to include. Should be fine now. Also considering dropping shadowadpet, c0warlock and wtp. I'm trying to find the culprit for my 5E bug, selectively removing mods from this list, starting with the 3 I just mentioned It seems to be connected to the mage spell book not being reenabled. And it doesn't happen with every char. Ir reliable happens with new ToB chars (and I'm only able to select 1-2 divine spells per level at character creation. This happens if I pause before the script runs. Sometimes the mage spells are still enabled, but usually not when they end up not working. After this I can only cast divine spells as per 5E. Other times the game crashes even, which is really interesting. Even if I give myself all spells with CTRL+Z, my mage spell book remains greyed out as shown. Everything done in EET: Yep, works fine in BG2EE but not in ToB. Seems in BG2EE there's more scripts running as in adding Bhaalspawn powers etc. (I do get slayer transformation in ToB though) Edit: after a few tries I went ahead and tried it the other way around: it's the same with this list in ToB, works in BG2ee though. It also doesn't work with just FnP no spheres, 5E and Fnp Multis in ToB. It works with just 5E in ToB (pure C/M works vs Abjurist or Monitor doesn't -> no mage spells.) I also tried switching the order. Maybe you can try to reproduce this on your system. It works fine in BG2EE but not in ToB, @subtledoctor.
  12. I thought as much, also vaguely remember reading about it a few years ago. Currently commenting out some kits to make room for some FnP kits - won't install all either, I think.
  13. Still, would it be possible to simply add Iron Skins instead of overwriting Mantle?
  14. 5E I knew it was an involved system. I'm curious as to why you couldn't copy the way sorcerers work (never played one myself, I must admit). I'll give it another test. It working would be a lot of fun, heh. It does seem to work with level one cantrips, curiously. Does going for that pose a problem? I did try with other innate options as well. Btw: how do you determine/edit extra spell slots to memorise in 5E? Do the bonus spells from SoB work? This time not installing anything that might also touch on or do something like the 5E system. You can also check my list in the first post if something (apart from Arcanist, RS and maybe Mana Sorcerer) strikes you as problematic in this regard. Kits It doesn't fail there. It fails at MnG mostly sometimes maybe at FnP multi before clerics, but unsure about the last part. I can do an install and show you the kitlist. I could also have DR early and nonmod kits with it, afaik. edit: kitlist after RR (thus before BardicWonders, TnB, a7sorc and golem, IH Undead, several shaman kits (could drop them), improved archer, WTP and FnP multi) and after complete install without any FnP kits. KITLIST.2DA kitlist complete install wo fnp single.2DA
  15. See, this I wasn't certain about. Whether it was just a subcomponent of the changes or all of them. Also thanks for highlighting sphere overlap. The last point I'd need to address is engine performance with 5E. I'm expecting a lock-up on character creation, especially in ToB. But the 0.5-1sec stutter after I cast a spell (a script seems to run, greying out the spells button) makes it hardly playable. It's not my hardware. This wasn't that problematic in my initial tests or not even observed in fact. Do you have any idea which mods I could omit to reduce/prevent that? Edit: is there a way to install more than 256 kits with the current EEex? I can't install the single class kits from FnP for instance with my current setup. I mean, I don't need them but I could maybe add them to SCS for more variety. (Although they wouldn't know what to do with new spells or new HLAs, I fear) Glad that IWD>SR for SCS by default by now.
  16. Oh, that's a lot to react to - thanks for your extensive input! Okay, I'll keep b_Spells in that case. Hm.. from this list one could probably argue Ghostform and Iron Body - maybe I could change this with NI, if I end up wanting it. I agree on the rest not being breachable. Thank you for this great overview! I do prefer Ironskins being a stronger form of Stoneskin but the optimal solution for me would likely be having SRRs Mantle and adding the RndTweaks one as extra spell - is that feasible? Or rather, can I do that myself? Gotcha on the RS front, but the "issue" persists that it's broken on my current install (without 5E) and I wonder what caused it. I can keeper it in of course but would prefer it working thus not needing to touch the character with this tool. (Also a reason for adding HLAs to spheres and then implementing the system for proper innate spheres.) Hi @Angel and thanks for tuning in! Also thank you so much for the spell list, this helps the spells from other mods --> spheres endeavour substantially. If you have specific ideas which sphere each spell/HLA (if any, as arcane only) should belong to, then let me know. These should be the spheres, if I'm not mistaken: Also, do you recommend using your large creatures damage modification? Does it impact pathfinding in any way? And sure ad HLAs: would be neat additions for ToB! I would have to keeper them in now, thus I might end up adding one or two to spheres locally, we'll see. I always use the delay HLAs component, thus I might not be able to learn all of them if I go overboard. Ad Liches from mih_eq: this component did interfere with many mods that wanted to edit lich.itm. I guess SCS wouldn't account for it and Magic Battles Revised (=MBR) wants to change it as well, iirc. I did leave that component out for now. Same goes for +save DC equal to a spell's level, which might make the game a little easy for a caster heavy party. Not sure yet. I did include the one from Tweaks Anthology already. (at the end, for flexibility) The spell.ids sanitisation is desirable.
  17. Oh wow, another update! Does this render my addition of b_spell obsolete? Will need to look into the update. : ) Currently checking D5 random tweaks and figuring out why Revised Specialists aren't applied ingame. The SoB warnings seem to be fine. The changes were made, it seems (only checked one item with NI and another ingame so far).
  18. Ah, what I meant was it running suboptimally. I did look a bit into the D5 tweaks and many touch similar grounds as SRR - simply not sure what the outcome of installing both will mean. Also: the ingame spell descriptions might differ from what the spells actually do, no? For instance: SRR adjusts the DC for the save and D5 adds an effect. I suppose the mod which is installed later (D5) will overwrite the complete description, no? Or does it just append? In any case: the descriptions are many plain text, except for parameters such as school, range etc. - or are they text as well and not automatically filled? Would be great for a spell description to analyse the spell's effects and properly reflect them based on that - especiall for Magic Battles Revised and it's config options. OUTER_SET breach_combination_protections = 1 OUTER_SET breach_noncombat_protections = 1 Which spells are affected by that? I didn't find it in the documentation. (You will know the effects by heart if playing with the same setup for some time, but probably not for the first part of your run. I could check every spell's effects and write a compendium for my run, heh. Or just edit the descriptions accordingly.) Also, here is a list of warnings I got between TnB and SCS (Initialise AI, and Smarter Mages (could not find the reason) installed with warnings there - tried replacing the affected files with IWD+SRR modified ones beforehand), I'm omitting some kit warnings: I B_spells, Will to Power, Scales of Balance (too many armours couldn't be altered, I fear - hide, leather, plate armours @subtledoctor)
  19. Oh, I forgot that that came from you, else I would have referenced you, @Graion Dilach. Thanks for explaining the process en detail - this seems more and more feasible, hehe. On my install progress: I did an install without FnP and 5E. From first glance everything looks quite good. Something broke the Revised Specialist component, the files are there and I can EE them, but the effects don't get added automatically. Should I install this component later? Can it be MnG? I often have this issue in my installs. Would RS cause issues with 5E engine/stutterwise? Maybe the Aracnist kit caused my stutters. The mage and some of the divine HLAs are not innate, which I dislike. They should be afaik. The SCS component didn't install because it said it didn't need to - this one usually gets it done properly. Could be non-sphere FnP. Refinements placing? - I like them as 1/day innates - great that you gave me options there, I might pick up on that. On D5 Random tweaks: Mantle for instance: SRR tweaks it as well. It's probably unwise to have this kind of overlap. But I like your version better - if I understood it correctly, that is. According to @morpheus562 this will have negative repercussions on his script. Also Magic Battles Revised will, I guess. But that's to be expected. I actually enjoy manual mage fights. An option to automate parts of it would be desirable though. I will need to do more testing ofc. Here's the WeiDU.log. Parts of the EPS should've gone before weapon changes form IRR, but PI couldn't find the mod and didn't stop, heh. WeiDU.log
  20. Thanks for clarifying how to edit/expand the HLA tables for spheres! I will have a look at them and see what I come up with - this will be a while though, since I'm new to coding/modding and will have more on my schedule during the upcoming weeks. It looked surmountable though. Saradas and the k9 mods are fairly new additions, the issue was present before. MiH seems to be a great mod that does touch many aspects of casting, true. The first component also states "It will also sanitize spell.ids, removing malformed and/or unused labels, freeing up a few additional slots for new spells." - could this be an issue? Maybe @Angel has insights on this. -- Ah, that's probably why these klatu components failed to install if installed later, I'll delete them. -- npc_ee:2000;NPC_EE - NPC kit choices comes at the end though. Yes, that was the rationale. The other components should go later as well you say, due to them harbouring said code? If so, where would you advise I put them? Also: should I move SoB upstream (where)? I was actually using your list for getting a general idea of the order, heh. -- On Refinements: on a //FnP, //5E install, I went with a very late placement (before SoB), so that it goes after every kit. Is this wise/necessary? -- Oh, this might also be why my initial tests with just ToB and the other relevant mods led to the behaviour experienced. I simply forgot about commenting out the Arcanist on 5E installs. Could this also be the reason why the engine is so heavily bogged down on a complete install? It makes 5E hardly playable. Do you have other ideas as to what could contribute to this? I hope EEex won't be detrimental on this front. -- I do use SRR, so I should be fine. Here's hoping SRR is fine with all the other components. I did use a few tweaks that alter the same spells, as I liked their spell version better (i.e. your Mantle revision) etc. It is a huge list - probably with more redundancy/issues than you pointed out. But then again, it's my first one and I got a bit greedy, I guess. Thank you for your concise answers and suggestions! : )
  21. @Angel's Made in Heaven Encounters and Quests found here, there are 4 mods in total and a metamod on github. Really great mods overall. Just be aware that their install time is quite long, so if you're at stage of an install where you need to fix incompatibilities etc, you might want to omit them until you're done. Same goes for SCS I guess. His spell mod offers epic spells as HLAs, they do install but you don't get to choose them (need to be 25+ as per mod files but still nothing). I might work them into the my local sphere system if I find the time. So that they see use and needn't be keepered. Apart from that I haven't found any issues so far. They even sport configuration options. Glad that my list could serve as inspiration! : ) @subtledoctor: I will fiddle around with the sphere system to accommodate the new spells and if possible HLAs as well, I think. To add new HLAs I would need to edit lib\hlas.tpa, right?
  22. I was able to reproduce the bug on my big install. C/M: arcane spells were fine, divine spell book was fine, but memorisation led to about 4 spells total over various levels. Jaheira only had about 6 spells in all of her spell book at level 20 - but this is a known issue with a workaround, no?. Install order form first post up to FnP multiclass.
  23. Just retested with and without SRR and everything works fine on CM (tested in BG1 and BG2). Perhaps one of the old mod files was a master instead of a release? Possible. But still.. hm. As it so happens one of my installs is right before this block, I can test it in a quasi heavily modded setting. If it everything ends up working and not stuttering, I'll get to adding the spells to spheres and documenting it. I'll omit b_spells and DR spells for the time being, let's see. : ) Will take a bit though, mih_sp is a longer install and I need to create backups. Ah, okay. A pity it doesn't install as of now - maybe a hotfix is a good idea, nothing crucial (for me at least).
  24. Interesting, I have to wait for the installs to finish anyways, can test a bit. ; ) I did try on 2.5 and 2.6 but EET only. (only dlc merger on BGEE) - no EEex installed yet. I can redownload the updated mods again - I do get warnings when installing FnP on a vanilla install with earlier and current version, iirc. They should be in the log in the first post. I'll attach a txt with the warnings on a clean 2.6 EET install (without SR(R) this time) - redownloaded current releases. Mostly spells that couldn't be altered. Warnings.txt
  25. I was referring to this, but haven't taken my time reading through it properly yet. As you were part of the discussion you may know the answer to your question. Might not be handled by an opcode either. From what I gather, using the 2.5 exe on a 2.6 install would result in losing a few functions the updated files rely on. Might be minor but still. I settled for 2.6 after all (with a 2.5 install on the side), as I would miss out on SotSC otherwise. I did manage to get everything running with FnP commented out, but: the engine is bogged down quite a bit on this big install with 5E. Getting 0.5-1s stutters after every spell cast. Thus I opted out of that as well for the time being, the installs running as I write this. The setup went fine on test installs but something is slowing the performance down substantially on a full install, sadly. BTW: did you end up "telling" SCS to use IWD spells for its Smarter Priests component and testing it a bit? Sure sounds interesting, if still applicable and not implemented by now. Oh, no worries, Grammarsalad. I'm using the release version of course (although I tested the master one a bit, heh). I do like your ideas/direction with healing for instance and how you add new facets/depth to low level spells. I'm looking forward to the next update! : )
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