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Enigmajazz

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Everything posted by Enigmajazz

  1. The way you handle 5e casting is to have havespellres with the spell name initially, which is then converted to the spell Res and then to the 5e spell Res, that works well for the 5e spells as all spells in spell.ids will have an equivalent however for fnp multisham and focus spells not all spells will have an all equivalent (most wizard spells will not). So the spell Res could not be replaced as it is for 5e casting currently for those spells. If the first step has been carried out to convert to spell Res but there is no new spell to replace it with then I had originally thought that this would mean normal casters would cast the spell twice so I was going to not convert spells without clones to the spell Res. However thinking about it further, the scripts would already prevent it being cast if it had already been cast. I know this is actually still probably very confusing but I think I've realised my original question doesn't matter anyway.
  2. I think I have a way to add compatibility without requiring any additional duplication required but will have to try it out when I have time. Related questions, do commented out lines interfere with compiling or are they just ignored? In the same way if there was to be a have_spell_res that still referred to a spell name do obviously couldn't trigger, will that mess up compiling or the functioning of the script or will it just be the same as not having any other spell res? I can find this out by testing but it would probably save a lot of time if someone could let me know if it's not going to work
  3. Makes sense, thanks for all the work you have put in and continue to put into this fantastic mod. I think I might be able to add compatibility by building on the work you've done for 5e casting (I'm planning on having both multiclass shaman and sorcerer in my next run so it's worth it for me). A big issue though would be that it would require a lot of duplication for any spells added as there would need to be multiple more versions to be added for each spell.
  4. I was just thinking about the fact these scripts will not work with multiclass sorcerers from tome and blood or multishamans/anyone with spontaneous option via faiths and powers. Functionally for the purpose of this mod these work similarly to 5e casting by replacing the spells with (different) innate spells. This should be fairly easy to include as it would just involve repeating the process done for 5e casting twice more I think but I'm not sure what the implications of this would be for the running of the scripts. The only nuance would be that the table of spell clones for spontaneous casting in fnp would be different depending on whether spheres are installed. Is support for these kits something that could be included? I'm aware it's less important than 5e casting as it only affects some kits rather than all non sorcerers. On a side note, I'm thinking the scripts are probably not able to pick up fnp focus access spells which are spells that cast the spell one level early. It feels like this could be included in a similar way but as it is a subset of the spells for each class (with only a small number of these being actually relevant to the scripts) so this seems to be even less important.
  5. I think the identify level in "TomeandBlood/qd_TnB_settings.ini" now doesn't do anything as it is never read in by the mod, which now just replaces the vanilla identify directly.
  6. @subtledoctor just noticed an issue with hla tables for Psypher and social. These both give d5_rf1 and d5_rf5, which should be d5urd1 and d5urd5 from might and guile feats. However don't think they should be given in will to power of might and guille might not be installed afterwards. They won't exist in the game so can't be used but in addition it will be up anything that parses through all of the hlas, such as stratagems changing wizard and priest hlas to innate, stopping that component getting installed.
  7. @subtledoctor The wildmage spells are also not given as free cast spells like specialists spells as they are not on scripts, they do get the extra spells because of being clabma01 so maybe they shouldn't have them for free, from a balance perspective.
  8. Interestingly I think only nrd is excluded. Thanks for all of your good work!
  9. @subtledoctor Sorry to keep bombarding you. Is appears that 5e spellcasting does not work specifically for nahals reckless dweomer as this does not have a scroll and is then explicitly excluded from the addition of other spells. Is there a reason this is not allowed to be included? There is also a separate incompatibility with level one cantrips & 5e casting again relating to nahals. This is added as a new spell directly in the clab so again wouldn't work with 5e casting, I understand that it's not possible to automatically pick up spells added this way but is there a way to add compatibility so these two mods can work together, feels like it's a case of modifying the code to include it in d5zclons and then replacing the text in the clab file with the appropriate cloned spell. Don't know if that's something that is easy to do or even possible? I hope I'm not completely misunderstanding how spells are added.
  10. Hi, Just wanted to flag up that if different components are installed at different times or Project infinity is used to install various components this means that the always components is always included each time, I think some of these tasks only need to happen once. This does not take that long each time but if it is repeated many times this can take quite a long time if installing lots of the components over the course of the install. I wonder if it is possible to place a marker in the override folder so this can be checked for so the tasks that only need to be done once are only carried out once.
  11. Hi @subtledoctor I have noticed that there is an issue with multiclass sorcerer HLAS. The abilities appear in the HLA selection box but it is not possible to actually select them, looks like minimum number is set at * rather than a number. I also note that the sorcerer multiclasses have the mage HLAs so I wonder if it is possible to change this so that they have sorcerer HLAs?It looks like the code to implement this is present in the FNP multiclass cleric component but commented out. Is this because it wouldn't work?
  12. @subtledoctor Apologies another bug report. 1. It looks like the improved ranger component is not working with feats installed, the ranger kits are given abilities but they are abilities that do not actually exist in the game, I assume they might be old versions of the feats and need to be replaced with the new versions. I think it is d5uwc5.spl for poison/disease evasion and d5ura9.spl for tracking but you will want to check that of course. Not sure what the other ability is that the code is trying to apply. Looking back at when this component was added it looks like D5_RFF1 used to be poison/disease evasion and d5_rfa9 used to be tracking. Even at that point I can't see what D5IRVAR was meant to be as it doesn't seem to be mentioned in the feat component even then. 2. The abilities that are given are not applied to trueclass rangers, not sure if this is intended but I don't think so as they are given to true class rangers without the feat system installed.
  13. @subtledoctor The cleric, druid, paladin and ranger kit components can't be installed via project infinity if sphere system is installed. This is error message: ERROR Installing [Install Cleric kits], rolling back to previous state Will uninstall 53 files for [FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2] component 31. Uninstalled 53 files for [FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2] component 31. ERROR: Failure("Unknown macro: define_sphere_names") Looks like when it is trying to install kits it is not always including system_spheres when needed. It looks like if it is installed via weidu after the sphere system without closing the window it works as system_spheres is already included but if weidu is closed after sphere selection installed then try and install one of the kit components it fails.
  14. @subtledoctor Just noticed that there are a few typos on the spheres for MIH spells with CELRIC instead of CLERIC
  15. I think that not everything in the game has to be there because its powerful. There is a place for fun and interesting abilities to allow people to play how they want even if it's not optimal. As long as they are not so much of a detriment that it takes away from the fun.
  16. @jastey there is a typo that prevents the mod being installed INCLUDE ~sodrtd/lib/get_respone_strrefs.tph~ Has the wrong file path. Mod installed when I corrected this locally.
  17. @subtledoctor Looks like druid sorcerers don't actually get sorcerer spell initialization. Edit: looks like all sorcerer clerics have this problem. Edit2: looks like tome and blood has been updated for compatibility since I did my install, which probably fixes this?
  18. @subtledoctor Think there is typo in most recent semi_spontaneous version (9.10) in might and guile and faith and powers: ACTION_FOR_EACH fatigue_spell IN ~spcl939~ ~cdidrif~ BEGIN ACTION_IF (FILE_EXISTS_IN_GAME ~%fatigue_spell%.spl~) BEGIN COPY_EXISTING ~%fatigue_spell%.spl~ ~override~ LPF ALTER_EFFECT INT_VAR silent = 1 match_opcode = 93 match_parameter1 = 0 match_paramater2 = 1 parameter1 = 2 END LPF ALTER_EFFECT INT_VAR silent = 1 match_opcode = 101 match_parameter2 = 93 match_timing = 9 opcode = 177 parameter1 = 0 parameter2 = 2 STR_VAR resource = ~d5zifat9~ END BUT_ONLY END END ACTION_FOR_EACH fatigue_item IN ~bdamul12~ BEGIN ACTION_IF (FILE_EXISTS_IN_GAME ~%fatigue_item%.itm~) BEGIN COPY_EXISTING ~%fatigue_spell%.itm~ ~override~ LPF ALTER_EFFECT INT_VAR silent = 1 match_opcode = 93 match_parameter1 = 0 match_paramater2 = 1 parameter1 = 2 END LPF ALTER_EFFECT INT_VAR silent = 1 match_opcode = 101 match_parameter2 = 93 match_timing = 2 opcode = 177 parameter1 = 0 parameter2 = 2 STR_VAR resource = ~d5zifat2~ END BUT_ONLY END END Think the bold and underlined line should say fatigue_item.itm. This is calling install errors for me as it is looking for cdidrif,itm, which is not in the game.
  19. @subtledoctor Hi I'm noting two faith and powers related issues. 1. The shaman monk appears to just be a shaman monk, the monk abilities are not applied at all and QD_MCT01.spl does not have the monk abilities listed for the shaman monk (the druid monk works as intended). This issue only applies when a FNP sphere is installed and can be replicated with just monastic orders, the two components for the sphere, and multiclass shamans. There is no error reported on installation. (multiclass shamans otherwise appear to be working properly , thanks) Looks like this is the qd_multiclass for the shaman monk without the sphere: And this is the version with a sphere installed: It looks like the thief part is just missed off so the issue should be easily rectified. 2. When installing the soulblade in will to power and the multiclass bards in might and guile this error causes the installation to fail: I am using the nusphere and @12501 in fnp setup refers to "Universal". Of note the soulblade appears to have a sphere of Helm referred to in the installation whereas the other wtp kits don't refer to a sphere at all so this very much appears that the issue is due to the @12501 on the faith and powers sphere file. This is replicated with just a sphere system installed then trying to install the soulblade and multiclass bards. Looks like traifying the faith and powers sphere system does not allow the kits to be installed afterwards by different mods as they are not reading the correct tra file. QD_MCT01.SPL
  20. These are the 2da files used to install the divine spellpack and the restored spells from MIH spellpack (this is the release version, looks like master version has a spell added and spell restorations moved out of the mod). (I've now locally added them all in for my sphere system so hopefully now can do final install and actually get to play the game as this should remove last meaningful errors.) spells.2da spells.2da
  21. I have replicated this issue with just MIH spellpack, FNP sphere system, 5e casting and enhanced powergaming scripts. This is the simplest case to trigger the errors. Other mods are not relevant to this error. It won't let me upload the debug file, but here are the errors: I have not modified the sphere system so the MIH spells are not accessible to the player ever. The errors come up whenever the script is looking for a MIH divine spellpack or spell restorations spell. There is nothing custom in this install. With my full install there were fewer errors as I added some of the MIH spellpack spells to the sphere system I installed. WeiDU.log
  22. If I install MIH divine spellpack, FNP spheres and miss off a spell (which I did for cleric_resist_acid_corrosion) and then install 5e casting enhanced powergaming scripts will give an error. It will detect MIH spellpack and 5e casting. At the end of the installation it try to replace the spprxxx for the MIG spell with a d5zxxxi spell from the d5zclons.2da file, but the spprxxx won't be in the d5zlons.2da file so it can't do so and will give a parsing error as it will still have sprxxx with no quotation marks, when these would be expected. If 5e casting is taken out of the equation the script will still have an unnecessary section that has Have_spell_res for a spell that is in the came as an spprxxx.spl but will never be in a player's spell book as it is not included in a sphere. I think the difficulty is that the spheres can be changed so there is no way to account for the spheres directly in the code, would have to read in which spells are in the active sphere system. 5e casting must do this so perhaps @subtledoctorcan clarify. EDIT- this should be clear to see if MIH divine spellpack and spell restorations, a sphere system and 5e casting are installed before enhanced powergaming scripts, it will give expecting string errors. All MODS in that sequence would be working as intended, it is just human error or deliberate decision by the player to not add the MIH spells to the sphere system.
  23. Fnp spheres will only include the spells included on the specific sphere files prior to installation. This will but include mod added cleric spells by default, but can be edited to add the mod added spells by the player before installation. However, a player could miss out a mod added spell on purpose or by mistake. This will not be in the sphere system so won't be in the game. 5e casting recognises this and doesn't clone the spells. Therefore if it is a mod added spell that your scripts look for, it is not in a sphere with fnp and 5e casting is installed, it will not be in the d5zclons file so the enhanced powergaming scripts installation won't be able to find the new resource (because it doesn't exist) and won't be able to do the second part of modifying the script (it will be looking for sprxxx with no "") so will give parsing error as expecting string. The only way to resolve this I think would be to check if the mod installed spell is included in whichever sphere system is installed prior to including it in the script. This would also save including the spells in the script if fnp is installed without 5ecasting but the spell is not in a sphere, which will not cause a parsing error but will have unnecessary code included in the script.
  24. This does resolve the problem, thank you. it is worth noting that anyone who has any spells called by the scripts installed but not in the sphere system with fnp will still get errors for those spells as they are not included by 5e casting. These spells would not appear in game anyway. On a side note it still gives this warning: //WARNING enhanced-powergaming-scripts/baf/upload/mocore.baf - pattern not found: //// MiH Cleric Repel Insects Is that intended to be missed out?
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