Jump to content

marco_costa

Members
  • Posts

    66
  • Joined

  • Last visited

Everything posted by marco_costa

  1. In BG:EE the above is still happening ( IWD:EE is fixed ). Also with the above weidu.log, the main menu for Baldur's Gate and Black Pits is somewhat mangled:
  2. I'm assuming "Characters who dual-class into speciality mage kits now get their one bonus spell per level." includes Wild Mages - if I'm wrong and that's to be taken literally, then please forgive me. That said: In IWD:EE, Thief2/Wild Mage1 still just has one spell slot. Dualing into Necromancer though, worked fine, plus the component to require memorizing at least one specialty class spell, which is great.
  3. This is the kind of stuff that would be amazing to have added to WeiDU as a setting, namely override the backup directory to force immutability of mod installation directories. IMHO having the backups be relationally associated with a mod installation files instead of the copy of the game being modded is straight up a design error. But once more, ocaml scares me
  4. My hunch is also that it would benefit more from incremental improvement than a rewrite, but Ocaml isn't a very popular language and the current build tree isn't very legible to modern tooling and IDEs - I remember playing with it a year back to try and convert the build from make to Ocaml's "official" build system Dune, which would make pinning compiler for the build, IDE integration, autoformatting, etc all easier, made some progress but couldn't quite get the executable out SFO's example for the problem presented indicates WeiDU could use a 'standard library' to provide a good way to handle the stuff that's doable in WeiDU but involve a lot of boilerplate or footguns. Seems like a lot of mods come with 'helpers' of their own anyway.
  5. Hm, it seems in Beta 8 with the latest hotfix applied I get an empty list of specialties after choosing to dual into mage. Suspecting some EEex interaction in this as well. With the above weidu.log installation, I am softlocked at the pick mage subclass dialog - there's nothing to click and "Done" button is greyed out. BUT, in a fresh install with nothing but the above ToF Beta 8 components installed (and the hotfixes provided today) I can click the upper regions of the empty list, hear the sound of (invisible) buttons being pressed and see the "Done" button ungrey. That allows me to proceed with a dual-class into normal mage.
  6. When creating a Cleric/Conjurer, it correctly asks me to memorize at least one conjuration spell for the mage spells, but it's also requiring me to pick a conjuration _cleric_ spell in the respective dialog. Additionally, when prompted to pick the mage specialty, I was only given four options - Conjurer, Diviner, Enchanter and Transmuter. Which is _100% correct_ since this is a half-elf and the other four are either human-only or human/gnome only . Excellent work, DavidW .
  7. Apologies are definitely not necessary, thank you for your work!
  8. "Happy buttons are all alike; every unhappy button is unhappy in its own way." -Leo Tolstoy
  9. Hotfix worked for the main menu, now that I could get past that I see that the "Done" button in the "Proficiency Slots" dialog in character creation has the same issue.
  10. Oh! I assume Marchon's script depends on everything else on the map being dead maybe? Interesting.
  11. Pretty much self-explanatory. I see the gauntlet icon in the main menu do the clicking animation, but if it's over Icewind Dale nothing happens.
  12. My prejudice is that thieves and fighters would be the most common adventuring classes, so I'm cool with it. I say this because I can't really support it from a minimum ability score requirement criteria, since mages and clerics also just require a middling 9
  13. Hate is a strong word, I'd save it for bigger questions than whether "how many wolf pelts a merchant will purchase is explicitly documented" or "is a component related to the drop rate of scrolls working as the creator intended it without bugs" in a mod someone worked on and gave away to the world.
  14. Ohhh you're right. I'm so used to telling people to play with "auto-pause when spell cast" _off_ that I forget that it can happen by just pausing and unpausing at an unlucky time.
  15. Running weidu --change-log ARE6002.ARE gave me back: Wider availability of wizard spell scrolls in Icewind Dale, Smarter general AI and better calls for help and Smarter Mages. Interestingly, when the Sudden Bard Death Syndrome manifests, the pair of Drow Spellswords at the bridge just sit there and do absolutely nothing. Thought that was weird, maybe is completely unrelated. So, after reinstalling the above log minus Smarter Mages, Fiona no longer instantly dies entering ARE6002. P.S.: This - admittedly weird - installation order returned the error below when installing Revised Icewind Dale Undead. Zipped setup-stratagems.debug is attached. Excerpt of the error below: setup-stratagems-debug.zip
  16. This one's pretty funny. The character just drops dead immediately on loading the area (right after the myconids and Ettins). I thought whoever was on slot1 was dying, and shuffled them around, but no, it's specifically my Bard. Attaching the save file for laughs. 000000000-Daaro-Auto-Save.zip
  17. In my current run this was was useful, allowed me to get a safe resting option (since Marchon of Waterdeep's had nothing to say to me as usual), but I don't think this is supposed to happen. The way I made them hostile was to lockpick the off-limits room with the scrolls near the start.
  18. Pretty self-explanatory, I caught it on a screenshot. Looked over Beta 7 release notes, didn't see anything about this so I'm posting here:
×
×
  • Create New...