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Gordian

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Everything posted by Gordian

  1. Thanks for your elaborate reply! : ) This install sequence does produce said behaviour for me at least. The second block might suffice even. I must admit, I mainly tested C/M characters (e.g. Monitor of Azuth but others as well), as that's where the issues compounded. It's not trivial to describe because the behaviour wasn't the same across the tests/installs. It only occured with FnP in the mix, as far as I can tell. Yea, you get the number of memorised spells but not necessarily the ones you chose, 1-2 specific, common ones, if the game copied any innates for said level (else you don't get any) and you see all your known spells. There's also the situation where you only see 2 lvl 1 known spells (CLW, Bless) and nothing else in your entire spell book, coincidentally the same spells you can pick when starting out (I guess populated to ensure there's something to pick from). With SoA/ToB chars I had an empty level 2+ book at character creation. Some of this can be seen on the screenshots I attached in my initial post. I am aware of that but curious whether there was documentation available. I'm not sure either, it probably isn't. The spells component seems robust enough, to my naive eyes, that I added it to my list. Okay, thanks for the clarification on that! I see ad AC. IIRC it happened instantly in the inventory screen, my mod list did differ quite a bit back then, I will be wary of the results in the record screen. They are repeating effects, similar to other stat bonuses, if I'm not mistaken. The reality was, that the char could prepare an extra spell but "lost it" on rest - not just for a few seconds. Effectively losing one slot to work with, it often wasn't the spell in the last slot either. Pretty sure that I have seen this recently as well. - Will keep track of that. Also the first time since ages that I'll be using your armour revision, will be an interesting change. Thanks for the comprehensive guide and your time! I had parts of it down already, but haven't delved into it yet as FnP seems to a be a roadblock at the moment. It might be worthwhile implementing it and probably not too time consuming either. Would it be possible to automate the process? Maybe having a unified way of tagging a mod's spells with certain affixes such as "Protection", level etc. and FnP/similar systems in the future picking up on it? Currently doing a 2.6 install with a 2.5 exe for the old EEex version (thus Olvyn Spells, poisons from Epic Thieving and a broader EEex functionality for the time being) with FnP commented out. I think I'll lose an Invisibility/Sanctuary opcode and crit stacking(?), but that should be more or less fine (with 2.5 I would miss out on SotSC, it seems). Also I'll put EEex (and mods that depend on it) at the end of the install in case something goes heavily awry on an otherwise working install. Updated the install order in my post accordingly. (There's a lot of room for improvement in the NPCs and tweaks sections at least.) Btw: D5 random tweaks' components which make certain spells ignore MR won't install for me (they don't show up as errors in the logs, as I've removed them), could be many things - not something I'm keen on pursuing right now. Ah, on a side note: Would you recommend tinkering with SCS to get AI that uses IWD spells? Apparently beholders are behaving weirdly with their antimagic rays, wondering whether that's related to the new opcodes. Still something I need to read up on. Good luck in your other - i.e. real - worldly endeavours and no rush! ; )
  2. Tested on EET 2.5 and 2.6 (as clean as possible). Already posted here: Compatibility between 5E and the mods mentioned below: If you pause very quickly on game start, ToB for instance, then you see that mage spells are greyed out. Afterwards the script runs, they get "deleted" and only priest spells remain for C/M. Depending on your specific component assortment, you either just gain the universal ones or your normal selection. It works without FnP though. Will do further tests. I do want to run with, SR(R), IWD spells, MiH Spellpack (it uses ADD_SPELL) and if I choose to go for 2.5, then OlvynSpells as well (no idea how it implements spell adding; possibly spells from Saradas, sod2bg2 etc.), so spheres might be off the table anyways. But they work with 5E. : ) Just liked the Monitor of Azuth as a base class for my run, dual-class mono casters seem a bit too strong, will probably keeper the kit onto a generic C/M. It might be possible to adjust the sphere system to account for the added spells, there is a guide for that on FnP, iirc. B_Spells/FnP Another thing on B_spells from @Grammarsalad: the current master on github seems problematic. Even if you fix the unclosed comment, it still won't install the additional spells for me. It does so on the earlier version. I really like the %hp heal idea but I think it's not implemented in your revisions component as of yet. Also there is an overlap between B_spells and FnP. Is there documentation to the degree of overlap? Also considering Refinements: Cleric and Druid HLAs and FnP overlap? Would it be feasible to just install the new spells and HLAs from FnP without adding the sphere system? (In case I don't manage to weave the other spells into the system.) Also two issues(?) that came up very often in my short bg2ee test runs a while back and seem to persist, @subtledoctor: SoB: Dual wielded characters correctly gain a -2 bonus to AC on the inventory screen, but lose that bonus a second later. Bonus spell slots from high casting stat: are granted (sometimes CTRL+R fixed them) but lost on rest. Kit limit: I don't _really_ need more than 256 kits, but as it stands, I can't seem to install FnP single kits, thus reducing the number of offered multiclasses (yes, before FnP-multi's last component). Is there a way with EEex to force install FnP kits for instance? (I put EEex at the end of my 2.6 install, as it will get an update sooner or later. Might put it at the beginning, where it belongs, though.) BP-BGT Worldmap: I did add SOS which needs it apparently, but I could just use the travel console for that. From what I gather, it's better to use the EET map, no? PPE and The Picture Standard: On 2.6 there are NPCs (Winthrop, Iliych come to mind for instance) who have a blank portrait. Any workaround? And last but not least, @Gwaihir: I'm sure there'll be a satisfactory solution for us. If you happen to have suggestions for my list in post one pertaining to order, content choices or NPC/Tweak-overlap (I think I went overboard there, it's my first modded saga-run), then shoot. : ) Resources I used: this forum, invaluable help from Graion Dilach and Morpheus on Discord, lists from @subtledoctor and @Cahir and the BWP guide. I guess that's enough chaos for one post.
  3. I've run several tests on 2.5 and 2.6 having only SR or SRR (doesn't make a difference issuewise here), TnB, FnP (spheres or no spheres) 5E and FnP Multiclasses installed (all recent versions, EET (merger only)) but I can't get Cleric/Mage spellcasting to work. Mostly only cleric spells work, or you're just offered the 2 spells "autopopulated" per level (as per character creation - only CLW and Bless on level 1 for instance). It works fine without FnP, at least for vanilla cleric/mage. I've posted a few screenshots and the logs of my big installs here: I just won't start my run before there's a solution. PS: I do really like most of your ideas/changes. : )
  4. I even read your discussions about it. Totally missed that the backup had this on there, important to point out, heh. edit: oh, nvm. I didn't even make this mistake. I just didn't update the list in the first post. The logs are fine. edit2: I tested on vanilla installs of 2.6 with but the bugs persists, even without SR. Just dlcmerge and EET. I will try on 2.5
  5. Oh, I'm sorry. Thanks a lot for the info! I was not aware of the situation until a few days ago, thanks to Discord I am now. I did replace it but I forgot that I had it in my old install that I used as backup up to SRR. Will have to do a complete reinstall. Getting right to it. This alone might cause issues, I suppose. It's not the only mod in that old list that received a purge. Here's the list I'm intending to use, please let me know if I missed anything else this crucial.
  6. Okay, so I finished two installs: one with 5e casting, and the FnP sphere system (and innate cantrips, no revised specialists) = A (my preferred setting) one without 5e casting, no sphere system (just multiclass kits), revised specialists and level one cantrips; I also wanted to install spontaneous divine casting, but it was skipped (ini file or due to not choosing spheres?) A My divine spellbook (arcane spells work fine) is populated and I don't cast spells on Q - yay! But: when I want to memorise specific divine spells, the scenario as seen on the screenshots occurs after a rest: If I pause really quickly, I have the non 5E-version of my available spells, then the script runs and this is the result. The spells seem to coincide with the ones available at character creation, i.e. only CLW and Bless at level one (a few more if you have access to more spell levels). B Everything seems to work fine here, except for multiclass c/m casting normally, no level one arcane cantrips. It works for classes that only have the arcane spell book This used to work on my former installs. Maybe @subtledoctor has an idea what I could try/omit from my install. Perhaps I missed something crucial. I'll attach the two WeidU logs, the zip files contain the error logs. It's a huge install of course and the many spell tweaks and/or things like divine remix and other tweak/kit mods might interfere. There aren't many must have mods, I'm flexible. I'm using SRR and IRR for what it's worth. Going to test a clean install with the aforementioned constellations again. I'm using the updated mods. Thanks for your time! : ) edit: deleted the files for a reupload and it still counts against my 1mb limit, providing a link. https://easyupload.io/m/x3rjvm
  7. Yea, I checked the thread and git. Thanks for the quick update! : ) I still had the issue that FnP+5E (with ~the list up there) resulted in a blank spell book with many (not all) kits for levels 2 and on - installing spheres seemed to make a difference here. Sometimes even reverting to blank/almost blank (CLW, Bless, Prayer) after it had been populated even. This issue can also be seen at character creation, where e.g. clerics only get CLW and Bless to choose for their frist level spells and the game lags horrendously. Seems to be the script in the background. In some cases the spell book remains blank. Or it gets populated, you memorise your assortment of spells, rest and you can again only cast CLW, Bless, CMW and a few other spells (you didn't memorise). Will check on new install, actually almost at FnP there. I did trim a bit and changed the order as well, I'll have an update for you tomorrow, I think.
  8. Thanks for your input! I've already removed quite a few mods, the ones you mentioned being two of them. Or rather: I removed Azengaard and went for Gwendolyne's proper Imnesvale mod which has 3 difficulty options. From your advice I gather that the 3rd one would be bonkers. I'll choose the easiest version and will let you know how it went, once I get there. I did use your list as inspiration as well - how did you like your run? Will post an updated list soon, I got some help on Discord. : )
  9. Thanks for the update! Also "done" with my install order it seems, will test your mod(s) extensively. ; )
  10. Hi and thanks for keeping this gem alive and evolving for so many years! (My hello from a few weeks ago, but the sentiment remains unchanged.) Actually, let me preface this with something else for now, some observations with a personal note - Reflections Disclaimer This is all WIP and will be subject to much change (or none at all), you can use this list as inspiration for content and maybe find something you might have overlooked. I do not recommend using this exact list for an EET run. Please don't pester modders (or me) if you decide to go against this recommendation and something doesn't work out. Something went wrong when editing and the initial post was lost - the post might be updated with gaming philosophy, reasoning for mod in- or sometimes exclusion (possibly order too, but the order is still WIP), future prospects and maybe also a game journal/noteworthy things discovered while playing. List - for 2.6.6 with EEex You can find my order of mods here. It is quite the assortment and should work fine for the most part (WIP, some elements are experimental!) I'm using a local sphere system for FnP to accommodate the divine spells I added. 5E doesn't play nicely with my install, sadly (bogged down engine, maybe due to too many spells installed). I also ended up tweaking IRR's weapon and armours and SoB's weapon components via inis but also added/omitted a few things - this is not recommended for general use and entirely optional. The list contains options/adjustable difficulty at the end. "Current" (when they were as per p7) warnings are on p7 of this thread. WeiDU logs (currently empty): BGEE (experimental) EET Things I had to do/did, some of which are not mentioned in the thread/reflected in the list: edited PI ini to skip at warnings -> ExpDisablePauseOnWarning = true sometimes used masters if reasonable/needed configured various mods via their ini files edit EET compatibility table for MiH_metamods edited Karatur setup file to show up in PI (as advised by Alien) and downloaded most recent version from Beamdog forums used eet_modconverter on k9eveofwar and renamed its bmp files, also used the tool on vanishingofskiesilvershield (setup mainly for EET worldmap integration) to make a natively EET-compatible, local version opted for IRR (SDs IR branch as base) and SRR (didn't find the break invis flags, thus included SDs hotfix) used the DUI bat file (rclick->edit) for select all modified the ARESTORATIONP setup file to fix random encounters, fix can be found on g3, I think - this might be unnecessary if ordered correctly, need to recheck added game is ~eet~ in msfm so that Thalantyr sells the mod's items edit QDMFIST.ITM for MOoF - Aquadrizzt will probably soon provide an update edited spheres for FnP; btw had to edit and use the original FnP file, if using the override version, the mod can't be uninstalled, as WeiDU doesn't offer the custom version to be uninstalled added game is ~eet~ for KLATU setup file to make Manual of War work on EET SCS: added a missing ")" for smarter priests (not always needed) and added content to empty SSL files as per the thread on G3; something for a later run might be adding new kits/abilities to enemies, but that's probably not trivial (you'd need to know what the AI can use properly etc), also changing ranges of enemy weapons/monsters // move this do ideas use cutstom portraits for story NPCs from various sources and copy to override (my mod setup misses quite a few portraits if omitted) use castglow bams from Beamdog forums use AHK scripts, change res to FHD - works best with DUI and the timers from EEex, I feel - still optimising DUI to fit my tastes - got help from meowdog on the Beamdog forums Thanks for taking the time to read through it and I hope I could add to your own adventures in one way or the other. : )
  11. I care as well, created an account even, @subtledoctor. ; ) It would be more consistent, yes. The system and the rationale behind it seem promising. Some spells lack descriptions/icons/names on an otherwise clean install btw, I specified on github (Breach, Spell Shield, GSD). Thanks for your great and well thought out mods, I've been enjoying many of them! Only a few install trials away from my first EET run, it seems - a journey in itself, heh. Been a few years since I lurked here. Trying to incorporate many of your mods in fact. On a different note: I did experience the 5e bug you assumed was with FnP (known spells not populating on circle 2+ on various kits). It happened on an FnP-install without the sphere system. Opting for said system fixed it for single class clerics and Monitor of Azuth at least.
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