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Elder Enigma

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Everything posted by Elder Enigma

  1. What about having a third option? A mix bag of Core and Basic, having automated long duration spells and items autocasted out of combat or after resting and manual spell casting and control in combat, while still having the option to auto-attack enemies or not through the .ini file.
  2. This component is a bit inconsistent: sometimes it gives more EXP to the companions than the main character other times they get stuck at very low EXP/Level, but if they get stuck at low EXP/Level it is possible to fix by kicking the character out of the party and letting him rejoin when the dialogue triggers level him up and repeat until the EXP of the main character is reached, but honestly using Near Infinity is less tedious and faster to fix this problem.
  3. You know what would be REALLY useful? A function to learn all the arcane scrolls in the inventory for mages and such, I don't know if it's possible to implement. Also I would suggest to move the Remove Curse on MO-Core to "Out of Combat" while fighting golems, since a character can get hit and cursed again the second after he's been restored from it, this function has overcasting too unless you fixed it already or atleast it does have overcasting if you have Remove Curse from both Arcane and Divine, I'm still using 7.1.
  4. Ok, I tested the version 7.2 you posted and: •The problem I mentioned in the other post is fixed. •If you disable AI wait a few seconds and re-enable it basic prebuffs starts. •When sighting enemies party cast protective spells (Armor of Faith, Holy power, Hardiness ecc...), this obviously also happens in 7.1.
  5. There's still a problem with Wild Magic Zones on MO-Core: If you enter with buffs ALREADY casted previously in another area (the ones that are casted after resting) they will still try to re-apply them, but if they do not have any everything works fine even with the prebuffing 'B' button, they only apply items and other buffs that do not cause Wild Surges.
  6. There seems to be an issue where my Sorcerer (Baeloth) and Mage (Xzar) sometimes target other party members (in this case with darts) AFTER defeating an enemy on MO-Core. They seem to target party members that were close to the enemy before killing it, this doesn't happen with my thief equipped with a shorbow. Playing BG1 with all the characters on MO-Core. As you can see in the screenshot I took Xzar is attacking Kagain and Baeloth is attacking Viconia after a random ambush. I didn't press anything the whole time, of course they stop after you give them another order or if you move them.
  7. I tried pressing "B" and they do prebuff in the Wild Magic Zone on MO-Core, with both Arcane and Divine spells.
  8. I tried resting multiple times in these areas and they continue to cast basic pre-buff spells (Stoneskin, Impervious Sanctity of Mind ecc...), even with Cowled Wizard Check enabled. Can't tell if they cast spells offensively 'cause I cleared the area from the enemies and don't have a save prior that. Not that big of a deal for me, I just thought to point it out.
  9. Is there a Check if the party is in a Wild Magic Zone (Neera's quest) or the ones in Watcher's Keep? I recall reading somewhere you added a check for Watcher's Keep, but surely is missing for the two Wild Magic Zones in SoA since my party was casting spells in the area with MO-Core, I'm not sure about ToB quest for Neera, if there's another Wild Magic Zone, since I've never done it.
  10. I'm playing on GOG 2.6.6.0 imported from BGEE to BGIIEE no EET. As for the movement I just now found out it's True Sight that make movement stop: when the text 'Edwin: True Sight' comes up it makes him stop, I think that's in vanilla too? WeiDU.log BG1 log WeiDU.log BG2 log and yeah in BG2 i installed SCS before anything else which can cause problems.
  11. •I read some pages back about the MO-Core script not working correctly on the Main Character, not casting spells after resting, have you found a fix for it? I tried to relearn Stoneskin in case that somehow could have worked but it didn't. •The Scripts do not check for Ability Score Drain to use Restoration don't they? (A component from SCS) If not that's another improvement you can add. •I also noticed that sometimes characters stop moving randomly when moving on the map (in my case it's Edwin on MO-Core), doesn't happen often, like they try to cast something but then they do nothing, not sure if it's a bug or a conflict of some sort in my game. •Then the Planetar problem that's already been mentioned. That's all the feedback I have for now on the 6.3 version. Awesome mod, keep it up!
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