Jump to content

Enigmajazz

Members
  • Posts

    73
  • Joined

  • Last visited

Everything posted by Enigmajazz

  1. I honestly think that will make it more confusing. It is the interaction between fnp, 5e casting and the way enhanced powergaming scripts is treating the dzclon file. This is an example line from the d5zclon.2da file: 116  d5p1109 SPPR109  divine  yes The above code is looking to replace the vanilla spell ref with the d5z code (the first column). The code looks like it reads second column, which is the fnp memorize spell, rather than the third column, which is the vanilla spell reference. Without fnp the second column matches the third (as it does for all the wizard spells even with fnp). The second read_2da_entry should have 2 instead of 1 I believe. I think that is what causes the string expected errors.
  2. This adds spells by copying a scroll item and .spl file into override. This time they do seem to have been included in the dzclons file.
  3. My understanding of the enhanced powergaming coding is that it has base script, with the name of spells, then if 5e is installed it replaces that with the resource read from spell.ids and then replaces that with the cloned spell so that that spell is called in the script. I think when it does the correction it still ends up looking for spell resource that won't be in the spell book (the vanilla). Certainly the scripts appear to have spxxx resources at the points where the parsing errors occurred and d5zxxx elsewhere.
  4. @morpheus562 Found another source of parsing errors, with @subtledoctor random tweaks installed alongside 5e casting enhanced powergaming scripts has parsing errors for the spells acted on by that (I think). I think it looks like the enhanced power gaming scripts installation is reading the memorized spell column of the d5zclons document from 5e casting and these no longer line up with the spells in the base for the scripts, looks like reading the third column for cast spell would work better as these match up with the original resources? I think it is the spells acting on by SD's random tweaks that have the different value in the second column but not 100% certain. It is the one's that have a mem spell starting with d5p. (don't think this is faiths and powers) Edit- looking at the code it actually looks like this might be to do with faith and powers. Regardless I think the issue is that the third column should be read rather than the second as this matches the spell resource in spell.ids. d5zclons.2da
  5. Looks like for level 7 divine spells if you install IWDification and Spell revisions you can't also have made in heaven divine spellpack as they takes it to 50 already. Edit: this is incorrect, the big mods are also adding some spells on my install.
  6. The last mod adding spells is MIH spell pack, this is the only one that takes it over 50. This mod uses SFO library to install the spells, not exactly sure how that works.
  7. Hi @morpheus562, I have worked out the cause of the parsing errors that I was having, it is due to there being too many divine spells of the same level. I think the 5e casting system does not assign new spell resources to spells with resource files of 1x51 or 2x51 or higher, in my case mass negative plane protection is 1752, so is not given a new spell resource for 5e casting, presumably this means it can't be cast and as there is nothing to change it to the enhanced powergaming scripts installation can't replace the spell resource. Am I understanding this correctly from the point of view of 5e casting @subtledoctor. My understanding is that this is a hard coded limit so I need to install a few fewer spells to get under the key number and there is nothing that can be changed in either 5e casting or this mod that would change this as there can only be 50 spells per level.
  8. I will check and make sure it's the release versions of MIH.
  9. The code of eve of war, the vanishing of skie silvershield, klatu manual of war component and msfm are slightly modified to be compatible with eet but these do not add spells to the game and I've only made changes to area codes and a small number of item names so they are ok on eet. I've not changed anything that would change spells being added to the game except in bg1npcs in soatob.
  10. Ok will try another full install without that, if it's a straight choice between the two I'd rather have the scripts for the full game than the content from the mod, even though it looks really good, because that will only affect part of bg2. It will take a while to get the full install done again but hopefully it'll work this time.
  11. Noted, but I've decided to risk it, as Austin says this mod adds a lot and all that is commented out is adding two spells and respective scrolls. I've also removed the store lists for them and can't find any other reference to them I fully accept though that this might mess u my game, in which case it's my fault but I don't mind that risk. Everything has installed fine now buy the installation of enhanced powergaming scripts is giving a lot of Type mismatch in "Spell" argument of [HaveSpellRES]. Expecting type "string". Recovering and similar messages, is this an issue? It doesn't seem related to bg1npcsoa and 5e casting as it didn't happen with just these. Setup-enhanced-powergaming-scripts.debug
  12. Ok I have commented out the Plague.spl and the scroll and reinstalled on clean install, a similar error occurred with black.spl, which is something called den's globe of darkness. I commented this out and enhanced powergaming scripts installed perfectly. So it looks like these two specific spells from npc1soa cause the problem and the rest don't have any issues. Both of these spells cause an AC and Thaco penalty and plague causes disease and black causes blindness. I think I will try the full install again with these commented out, and see how it goes. I can't see how commenting out those two spells will cause any problems.
  13. It seems to be an inconsistent bug, there don't have to be enemies around for them to stay. I just tried on unmodded game and fully modded game and it was fine literally straight after dialogue at start of SOA so no enemies there (this is exactly where it failed before). Really not sure why it sometimes works and sometimes doesn't.
  14. This part now seems to have resolved and I can't replicate it anymore, so at least that one seems to have resolved, must have been the combination of mods that were installed at that moment, not sure what was going on but pleased that bit now seems to be resolved.
  15. @morpheus562 This one works for me: https://www.dropbox.com/s/mub3ozbrj1tiews/BG1NPC SoAToB_v13.5.rar?dl=0
  16. @subtledoctor I have taken an (inexpert) look at the code for shaman multiclass installation and it appears that if spheres are installed the spell learning item is formed as well as the dance and detect illusions abilities but there is no change that actually adds these to the classes. On the other hand without spheres the abilities do seem to be added to clab files. There doesn't seem to be any connection between the lines added to the clab file with spheres added and the generated item for spell learning or the spells for dance and detect illusions.
  17. @morpheus562 I have reproduced this on clean install of BG2 with the water garden component of NPC1SOA, 5e Casting and Enhanced Powergaming scripts if that helps. It is the same spell causing the issue just with different dz number as less mods installed.
  18. @morpheus562 My Weidu.log has a lot of ?????, I think because I deleted some mod folders after it had been installed to save time when backing up the install. I can try and sort this out if needed, I think if I put the files back and then try again to install this mod it should restore the names, do you know if that would work and do you need me to do that? However I have identified the source of the spell, it is plague.spl from the bg1npcSoa mod, the first component that adds the watergardens, I think. It is a wizard scroll in the store opened by talking to Amber I think from looking at the files. It is not listed in spell.ids. I think this is the right file for list of the cloned spells. I have modified Eve of War and Vanishing of Skie Silvershield with the EET mod converter and a few tweaks to make them work in EET. Don't think they should do anything to these spells. d5zclons.2da
  19. I have just tried to install this as the last mod in a very large setup (the setup seems to work at least at the start of the game). Unfortunately when trying to install the mod it is showing up with parsing errors and failing (It was the same issue with the accelerated or normal versions): Debug file attached. Is it possible to tell what is going wrong here? Is there something wrong with the mod, is it an interaction with the setup that I have installed and the enhances powergaming scripts mod meaning I can't use it, or does it suggest there is some serious problem with my setup so I will run into serious issues down the line? If it helps d5z469i is a 5e casting clone called Pestilence of Insects I believe (not sure where pestilence of insects itself comes from) and it is not listed in spell.ids If you have a chance to take a look that would be much appreciated as I would really like to use the scripts if it will be possible. Setup-enhanced-powergaming-scripts.debug
  20. Hi @subtledoctor, the multiclass shamans don't seem to be working at all with the sphere system. I installed it on a big install list and it didn't work so tried it on clean installation of bg2ee and found the same problem. I am able to select the shaman + x multiclass and it loads into game and initializing shaman spell learning message comes up but there are no options for spells (except mage spells when), no shaman dance ability, and no innate ability to select spells. I just installed sphere system from FNP, 5e casting and multiclass shamans. Also tried without 5e casting and problem was the same. Single class shamans seem to work properly with all the mods installed. Edit: seems to work without spheres installed, whether or not 5e casting is installed, however when dancing, bears are summoned and immediately unsummoned, so not sure this is normal behaviour.
  21. Sorry, didn't intend to get unreleased version. So no support for 5e casting yet. Looking forward to it.
  22. Hi @morpheus562 Using the most up to date version on git-hub this fails to install with a parsing error. I have attached the debug file and weidu.log. The version hosted on this site works fine but obviously this doesn't work with 5e casting. Any idea what is causing this? SETUP-ENHANCED-POWERGAMING-SCRIPTS.DEBUG WeiDU.log
  23. Hi @subtledoctor, love the MOD I want to activate feats for F/M/T (I know this is probably OP but it's what I want to do). I have managed to edit the d5mcft1.spl so that the icon appears and tried added a column with the heading FIGHTER_MAGE_THIEF to the d5flstf.2da but when the icon is clicked in game no selection box comes up. Do I need to use a different heading or do I need to make another change? Edit: Nevermind worked this out for myself
×
×
  • Create New...