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RoyalProtector

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  1. OK, I'm getting numerous similar errors as the ones above with other components. This is probably because I need a clean copy of the game, and something got borked. Admins, feel free to delete this post and my previous one EDIT: Confirmed. Installs fine on a clean installation of the game. Sorry about this.
  2. Edit: Bloodrager component gives the same error... I'm kinda puzzled because I'm pretty sure the installation succeeded in my first installation of the mod.
  3. ERROR: cannot convert weap_array_LARGE_SWORD_OHTYR_OLD or %weap_array_LARGE_SWORD_OHTYR_OLD% to an integer ERROR: [weidu_external/data/dw_shared/weapprof.2da] -> [nowhere] Patching Failed (COPY) (Not_found) WeiDU.log
  4. ERROR: cannot convert weap_array_LARGE_SWORD_SORCERER or %weap_array_LARGE_SWORD_SORCERER% to an integer ERROR: [weidu_external/data/dw_shared/weapprof.2da] -> [nowhere] Patching Failed (COPY) (Not_found) WeiDU.log
  5. More stuff noticed: Some of the new spells (I think they come from Divine Remix?) such as Protection From Good has "(Abjuration)" in the same line while the vanilla Protection From Evil has it after a line break (this is present in other new spells such as Resist Acid and Corrosion). Seems to be the consensus in BGEE to have it after a line break? Those two differ in Area of Effect such that one says "1 creature" and the other "Creature touched". I am guessing this is because it was copy pasted from a different source, but I'm mentioning it just in case. It's still the case in spell descriptions that extra whitespaces are sometimes added, such as a space between a hyphen and 2 in Protection From Good. Also noticed extra whitespace after period. You can see an example in PfG 10' Radius, after the first sentence. Resist Acid and Corrosion has some sort of invalid charset weirdness going on (I think?) because "Melf's acid arrow" appears broken, something like Melfâ[]TMs acid arrow. I'll attach screenshot. Exceptional Strength is not noted in the Abilities menu, but it is noted in the "summary" of your chosen traits if you have a Strength of 19. I'm seeing that my Earth Genasi Blackguard has 19/83, for example. Keeping it at 18 does not show this. It also started off with a BASE THAC0 of 19, that's a mistake right? Since we're talking about Blackguards (the title of this post should probably change, it's generic bug reports now), their Poison Weapon ability is broken. First, it's shown in the innates as "Quick Weapon" (no description present either), it's castable not on self too, and does nothing when trying to (doesn't even consume the spell). Assassins share this problem. EDIT: No longer applies on a fresh installation. However Smite Good applies incorrectly to neutral NPC (attempted with Dorn at the beginning of SoD on a flaming fist) -- more specifically, the magic damage applies but the message "unaffected by" still shows after. In SoD Fire Genasi mention being humans in the biography, seems to happen with other races too.
  6. Strings should probably be checked with a text checker to detect things like double whitespaces and things like that. A tiny thing, but I noticed. For example, The description of the non-specific cleric seems to have at least 2 whitespaces between "at" and "level 4". I noticed this in other places, like Druid. Blackguard description has "%string__smite__good" at the bottom. The Skald has in disadvantages both "None" and "only a quarter than normal...". Jester has a double period at the end: "None.." The blade has "- 19" as an item in the disadvantages. Undead hunter seems to have two unresolved string references: "%k__description%" and "weapon__name__array__starting__profs__-1" Druid/Mage, Druid/Ranger, Druid/Thief, Barbarian also contains ""weapon__name__array__starting__profs__-1"" Dragon Disciples (varieties thereof) have the BREATH WEAPON section duplicated Scrying Hunter, Barbarian/Transmuter, Berserker/Invoker, Kensai/Enchanter, Kensai/Illusionist, Abjurer of X, Conjurer of X, Diviner of X, Polymath of Mystra, Adventurer of Tymora has "%temp%" at the bottom Druid/Thief is considered Cleric/Thief in the character creation Strings (after selecting it, that is) It's inconsistent whether disadvantages sections that contain only one item will be preceded by a hyphen or not. Example: Selune and Shar as chosen gods. The gnome has listed Illusionist in the class selection. However, it has the Mage description, and you do have to go into specialist mage and then select illusionist. Clicking on "BIOGRAPHY" after reaching the "NAME" section, does not actually show the biography, but prompts you to select difficulty to venture forth. EDIT: No longer applies on a fresh installation. As an aside, I would also note that the submenus to specify further the variety of class do have an inconsistent behavior when "BACK" is pressed... Sometimes they go back to the initial dialog of class selection, sometimes to the previous dialog. Not sure if that's fixable. EDIT: Seems to happen with the multiclass menus There may be more lurking around but that's what I could find on a gander. Not sure if this was all mentioned before, I hope this is okay regardless. WeiDU added for mod config context. WeiDU.log
  7. Here's the error: ERROR: [dwpss1.spl] -> [override/dwpss1.spl] Patching Failed (COPY) (Failure("Unknown function: POISON_BLUE_WHINNIS")) Sorry if it's duplicated WeiDU.log
  8. I guess they made it that way because of Android support for the game. Just guessing, a scrollbar in Android would be unwieldy. Should be fixed though, it's confusing as it stands.
  9. I wish someone would make an IDE for weidu stuff and modding. Now that would be an interesting project I'd be down to be in. (The typo of the missing 's' in that line reminded me of that...)
  10. True, that's true of any damage. It's a cheap way of guaranteeing that the damage of a spell will not be reduced unless the target has total immunity.
  11. Hello, I would like to submit as an idea that you tweak the Shadowdancer too. It is thematically considerably different from other rogues in terms of nature and abilities. I feel like it's left out fairly often, not sure why, but maybe because the Hide in Plain Sight is considered broken as far as AI is concerned. It's my favorite class, thematically, and I'm kinda working (when I have some time) on an overhaul, but it would be nice to be integrated in a cohesive system such as the one in this mod. I have a few suggestions as to what to do about the class for your consideration: - To minimize the power with Hide in Plain Sight, add a penalty when the hiding occurs in combat. I was kinda working on this myself by reducing the base hiding skills by 50%, which was an okay-ish compromise for me, although it would only trigger once per round, leading to some inconsistencies. I don't think removing the ability of hiding in plain sight is a good compromise though, as others have done, since "incredible skill at hiding even when observed" is a core feature of the class, after all, and makes it what it is. Maybe other solutions are better... like a spell that you can cast to hide in combat, but only every x rounds. - Add, in some way or another, at some level, the ability to summon a shadow. The lore says that Shadowdancers can summon a shadow that increases with power with them, has the same alignment as the caster, and is difficult to turn (this last bit I could be wrong about). NWN had this, for example, and at epic levels you could upgrade the shadow to shadow lord. I think it's a cool idea in any event. - They should probably get slippery mind by default, as well as Infravision, regardless of race. - Shadowstep (which I believe it's called Shadow Jump in the original lore) is slightly broken because it relies on Time Stop and Time Stop has an inconsistent timing. I posted this a long while back noting these issues breaking things: https://forums.beamdog.com/discussion/63649/stealth-invisibility-wears-off-before-attacking-shadowstep-bugs . And additionally, I offered an alternative replacement here: https://forums.beamdog.com/discussion/83362/improved-shadowstep-bgee . The point for me was to make sure Shadowstep could be used for both escaping danger and also chain backstabs effectively by moving from one enemy to another, which is the counter to the fact that their backstabs are weaker. - NWN and NWN2 both add other features, such as Shadow Daze, which I interpreted as a mix of confusion and feeblemindedness (in NWN, daze makes the character not able to move or be control, but can attack back). - The lore if I recall correctly notes that they can cast silent images of themselves and minor illusions to confuse enemies. This could be interpreted in the game as a Reflected Image, perhaps, that grows in power to become Mirror Image, perhaps... I was also working on a few other things such as making backstabs "infused" with shadow magic stuff in various toggleable ways to make their weaker backstabs potentially more interesting in some other ways but I imagine this deviates too much from both the game and the lore. I was sort of inspired by what The Artisan was doing with the Assassin, for example, but to be fair his changes deviate from the normal game behavior much more significantly than your mod. And for thieves in general it would be cool for them all to have some other ways of doing okay damage when backstabs are disabled for an enemy. The Artisan did this by making a HLA of the assassin "weaken" a target, by removing backstab immunity permanently, although I think that's too much. A temporal disabling of the immunity is possible anyway. All the other thieves have traps, at least, but the shadow dancer has nothing of the sort, it only has backstabs as the main source of damage, although I suppose that with your revised proficiencies this problem is lessened a bit. Anyway, for your consideration. Cheers! Loving what you're doing with this mod for the most part
  12. Just a heads up, most links in the mod section, such as here, are broken the links work here though https://gibberlings3.github.io/Documentation/readmes/readme-dw_talents.html
  13. It would be a pretty significant loss to not have aerial servants though. Those things hit extremely hard, chunking enemies left and right. But anyway.
  14. Cool! This is exciting. I have never actually finished ToB in the last 20 years, though. But hey, I can dream!
  15. Not bad, although that would nullify instantly hitting spells. I guess it makes sense if they're harder than diamond.. On a side note, Time Stop is pretty broken and buggy generally speaking... Its duration is always imprecise for one, and also the duration of other effects keep counting down, which I don't think makes sense.
  16. Great, thanks! Yes, that's another point that makes me prefer SCS when choosing tweaks, if possible. SCS is a core part of all my modded installations, and the contents integrate well with each other out of the box. Cheers.
  17. Thanks for those links. Cool stuff in there. I love what Tome and Blood does to mage specialists too. I always hated how the game handled specialists, where some choices are undeniably vastly inferior.
  18. I mean no offense, I wasn't even aware all my suggestions were already included in that mod. I'm aware of your Spell Tweaks mod and have used it in the past though. I just like what David has done so far in this mod, and I thought my suggestions would fit in the theme of power rebalancing that he's been adding lately. I had looked through Spell Revisions a few years ago, and to me it looked like it overhauled things too much for my taste. I did not agree with many of the choices they made and I don't want a "complete overhaul" either. I don't know how to modify it so it installs only what I want. If someone can give me a guideline of how that works without breaking the installation, I would appreciate it.
  19. Okay, but SCS also includes tweaks like these, and it has a section on power adjustment for spells, so I don't think it's out of place to suggest this. What are those mods? I'm not interested in things like spell revisions, I'd rather have more modular options.
  20. A few other things on closer consideration occur to me: - Goodberries. It can have a limited use in some BGEE hardcore run where you may have to manage things very tightly but I think generally speaking its usefulness disappears very fast. I would suggest changing it into an effect that stays useful throughout the saga. Like very slow regeneration, or just a higher yet still small healing, say 2d4. - Negative Plane Protection could probably last longer, although some people would argue that it's a feature of the spell for challenge purposes against vampires. - Earthquake. I don't have any solutions for this one, but has anyone ever used this spell seriously? I find it difficult to justify considering the high chance of becoming unconscious yourself, without any counter to it other than chugging very expensive potions beforehand. Maybe making it party friendly would be better. Thoughts? Cheers
  21. I really like the spell power tweaks you made. I don't know how much you want to overhaul, but I have some extra suggestions: - Make Bless last for longer. 6 rounds is just too short to justify casting it, specially for its long casting time. I would suggest increasing it, maybe 1 turn plus 1 round per 2 levels, or something like that. It's similar to NWN, although +1 bonus to attack is much more meaningful in these games compared to NWN. - Make spells that add a magical weapon to your char always grant you extra attacks. I find that it's usually a worthless spell unless you have fighter levels, and the difference increases the higher your level. Maybe 1/2 or 1 extra attack. Or maybe set to 2 if higher. - Make Glyph of Warding inflict half damage instead of no damage on failed saved. I don't think the spell is worth much if there's a good chance it does nothing. It's virtually useless at high levels. - Make Cloak of Fear act as an "aura" that recasts the spell every round for say, 1 turn. I don't think it's worth ever memorizing. Maybe only because it bypasses Minor Globe, but that's a pretty poor selling point. - Standardize Finger of Death: The priest version inflicts much more damage if save succeeds. Maybe the difference is actually desirable, but may be worth considering... - Add more ways of inflicting sleep for wizards. The level 1 spell is useless after the half point of BG1 and of course BG2 entirely and the Power Word suffers a similar fate. - Standardize Hold Person. The priest version lacks the -1 save bonus that wizards have. Same as Finger of Death, maybe it's desirable, though I would change this personally. - This is not a full idea as much as an idle thought. I feel like there's not much difference between picking Flesh to Stone and Disintegrate. They both do the same thing, the save type is the same. In most circumstances, you probably want the former because you can avoid losing items from enemies later. Maybe Disintegrate could be changed to be more like NWN2, and inflict a lot of damage, and possibly disintegrate (kind of like your modified Harm spell for wizards). - Make BBOD (Black Blade Of Disaster) unsuitable for backstabs. Since it's a 2d12+5 weapon, backstabs are pretty goofy with this weapon, and essentially devastatingly broken. It also means that to get huge numbers in backstabs, going for a pure rogue is not advised. - Make Wail of the Banshee inflict side effects even if save succeeds (deafness, weakness, fear? I don't know if there's something in the lore anyway). It's difficult to justify memorizing this spell. It sounds great, and if you're a necromancer, you have better chances of landing it. Or it may do absolutely nothing in ToB and a wasted spell slot. I've seen references to doing 3d6 "psychic" damage on a failed save. - Make Meteor Swarm do more baseline damage. Fire Storm does it better, because at level 20 it inflicts 22 guaranteed dmg. Meteor swarm instead can inflict single-digit damage numbers if you're unlucky. Again probably not a great level 9 spell choice that could be better. - EDIT: Change Holy Power and Tenser's Transformation such that they can achieve a THAC0 of 0 at max level, which was probably intended. After all, the description states that your THAC0 will adjust to that of a figher of the same level. That's all for now and thanks for reading. Thoughts? Cheers
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