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Nori

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Posts posted by Nori

  1. 17 hours ago, subtledoctor said:

    Identify may have been modified by Might & Guile. If so, the idea is you cast it in the main screen, and when your inventory appear you can click on one or more items and they will become identified. I'm pretty sure there is also an 'X' there to get out of the screen if there is nothing to identify or you can identify more items than there are items that need identifying. (The revised version of the spell scales with level.)

    If something is getting in the way of that, it is almost surely caused by a UI tweak being installed later. You can try uninstalling some or all of your UI tweaks (maybe just the revised inventory screen one) and see if Identify works then.

    In general, you want to install broad-scope UI modifications at the very beginning of your order. That way, single-purpose small modifications like this can come in later and still work. If you install broad UI changes at the end it is likely they will overwrite and break smaller changes made by mid-install mods.

    Thank you sir. That is in fact it. I uninstalled just the inventory part and identify works just fine now.

  2. I have a decently large install, but thus far everything has been working pretty good, except I seem unable to identify items. I can't identify from the item screen and when I cast identify it opens the inventory. Clicking, right clicking, moving etc, items doesn't do anything. I'm  wondering if the GUI tweaks after some mod that changed identify broke it.. Any thoughts?

     

    WeiDU.log

  3. I got my install together and decided to run new kits from your mods. Bladesinger is my main person. So far I'm only level 1, but it's been interesting. A few questions on it. So I thought something was broke when I could only cast one spell. Then I read the description again and I believe at level one I only get one cast. Does that sound about right? What stat increases the # of casts assuming I have SoB stat overhaul? I have 19 int and 19 chr so I was hoping I'd get another cast.

    For purposes of casting spell, is the bladesinger considered arcane for the SoB armor revision? Meaning I would have increased cast time for anything more than a robe?

    Currently my only complaint on the class is a kind of tedium. Aura: Blur is essential early on so I like to use it, but since I can't cast spells with it, I can't keep it on before a fight. That's fine, except it seems to take several rounds to enable and then take effect. That means my person can miss several rounds of combat if I wasn't able to buff then enable blur before the fight. Is there a way for the enabling of aura to be faster?

     

    Thanks!

  4. 36 minutes ago, Graion Dilach said:

    EET_end doesn't touch class/kit/proficiency descriptions. Scales adds new ones though and you can find the BG1/BG2 ones alongside, but those aren't used by Scales. If these are wrong, then it comes from another tweakmod, which could be... I don't know because you don't even post a weidu.log.

    This one?

    I just did a bare minimum install. EET with SoB. My BG:EE install does have unfinished business and drizzt saga installed though.

    WeiDU.log

  5. 1 minute ago, Graion Dilach said:

    If you put together multiple mods which affect the same areas then the descriptions can end up wrong, yes.

    Wouldn't have thought EET would make those changes, but it appears that they do. I opened up dialog.tlk in a text editor and there are two racial descriptions. The correct one from SoB and a incorrect one presumably from EET_end.

  6. 38 minutes ago, subtledoctor said:

    I don't know why any of those should overwrite it... but at any rate the racial stat adjustments are pretty simple to change, just open ABRACEAD.2da from your override folder or in NI. It is human-readable, you can implement the SOB adjustments (or different ones, if you like) without much trouble.

    Ok, just tested it. EET_End appears to override the stat changes for some reason. I tested a install with just your mods, but SoB right before EET_end. Don't get why it would make any of those changes... Think it'd be fine to have SoB 200 and 201 after eet_end?
    Oh that sounds easy enough. I'll try making that change to the override.

    edit: ah but wait.. abracead.2da shows the correct values, but in game doesn't reflect those changes.

  7. 3 hours ago, Gwaihir said:

    Well, the short answer is: because SCS's readme says so. It's also the case when reading about other players install orders and opinions on this forum, so I just went along.

    Ah interesting. I must have missed that part of the readme. It's a lot to read.  :)

    I've been trying to get a heavily modded (slightly less so than yours) EET game going for a while. Keep having feature creep and have run into a few issues. Your post has helped a lot!
    Several mods you have I hadn't heard of and I'm excited to use them, like the EEUI Tweaks and the HiddenGameplay.

     

    Last issue I'm trying to figure out. Scales of Balance SBO (component 200) revises racial stats to be a bit more dynamic. Elves get +1 Dex/Int, -1 Str and -2 Con. But something is over riding just the stats for them. The other changes all take. The only thing I have after SoB is the worldmap, portraits everywhere, EET_end, Strategems and NPC_EE. Seems like none of those should change it... About to test to see if maybe EET changes it.

  8. 4 hours ago, subtledoctor said:

    I've heard this before - seen it myself when testing - but could never figure out a cause. In my testing, even the regular shaman's spirits were immediately unsummoned. I mean, the multiclass version just uses a button to invoke the same spell. So I don't know how or why they would act differently. My takeaway was that shaman spirit summoning was just unreliable in the 2.6 engine.

    Do you have a savegame with a multiclass shaman who cannot summon spirits and a normal shaman who can?

    Yes. It's the Forgotten Realms, you get your spells from a particular deity, not from having a generally religious attitude.

    I think the multiclass cleric generation only works on kits with CLAB tables that have 7 letters or fewer.  Most of the vanilla kits have 8-letter tables, like CLABPR02.2da. These cannot be cloned. The vanilla cleric of Tyr has a shorter table, though, so you should see a fighter/cleric option for that one. If you want more multiclass options, then you should install some kits.

    EDIT - actually, is sounds like you didn't install any sphere system? In that case I suppose there's no reason to exclude the unkitted multiclass. I'll look into changing that. In the meantime, if you edit K_CM_H.2da (and/or the ones for other races and/or other multiclass combinations) I think you can just add a line that says

    1    0

    ...near the top, right under the word "KIT." This will add the trueclass multi cleric to the menu.

    They should have HLAs if you use a sphere system, but if you don't then they indeed are marked wrong. If you edit LUABBR.2da and find those kits, change their entries in the right-hand column to "CM0" and then they should get access to the cleric/mage HLAs.

    Thank you for the fast response!

    I will see if I can get a save for the multiclass. I removed that testing instance already though, but I'll probably make another one.

    Spells from a deity make sense for sure. I wasn't clear on needing a sphere for that to work right though. I was testing without a sphere but am now trying it with one. None of the vanilla kits show up in the multiclass however.

    Ok, so I redid the install and added the VPlus sphere system and all the cleric kits, Abjurish of Mystra and Monitor of Azuth did appear to get some priest HLAs (including some cool ones I hadn't seen before). So yeah definitely seems like I need to test out the spheres some more. I was going to go without as uh, they are a little overwhelming with all the deities.  :)

  9. Thanks for all your hard work on these. I added most of your mods to a new playthrough but I'm having a couple issues.

    At first I thought I had a mod compatibility issue, but then I installed just Tome and Blood, Faith and Powers, Might and Guile and Scales of Balance and I still have a few problems.

    Multiclass shaman doing their dance have their summons immediately unsummoned. I tried a cleric(shaman)/mage version. Then I tried just a regular shaman. The regular one worked fine.

    When installing 95: Multiclass Cleric Kits, there is no base for cleric/mage. It forces me to select one of the kits. This wouldn't be a big deal, but if I choose not to install the cleric pack, the only options are Abjurish of Mystra and Monitor of Azuth. Which brings me to a final thing I ran into. Neither of those kits get cleric HLA options. I am not sure if that is intentional or not.

     

    TomeAndBlood:20;Tome and Blood - Revised Dragon Disciples
    TomeAndBlood:48;Tome and Blood - Armored Casting for Bards
    TomeAndBlood:51;Tome and Blood - Innate metamagic, learned automatically by everyone
    TomeAndBlood:67;Tome and Blood - Choose-Your-Own Familiar
    TomeAndBlood:68;Tome and Blood - Pooky's Mod: Imbue Familiars
    TomeAndBlood:69;Tome and Blood - Indelible Familiars
    TomeAndBlood:71;Tome and Blood - Change spells every level
    TomeAndBlood:80;Tome and Blood - Multiclass Sorcerers
    Faiths_and_Powers:31;Faiths and Powers - Install Cleric kits
    Faiths_and_Powers:33;Faiths and Powers - Install Druid kits
    Faiths_and_Powers:37;Faiths and Powers - Install Ranger kits
    Faiths_and_Powers:75;Faiths and Powers - Alter priests' weapon usability and proficiency
    Faiths_and_Powers:85;Faiths and Powers - Apply FnP kits to NPCs
    might_and_guile:200;Might & Guile - Feat System
    might_and_guile:205;Might & Guile - Revised Archery
    might_and_guile:210;Might & Guile - Bard Overhaul: Multiclass Bards
    might_and_guile:220;Might & Guile - Revised Multiclassing and Multiclass Kits
    might_and_guile:230;Might & Guile - Revised Stalker
    might_and_guile:235;Might & Guile - Revised Beastmaster
    might_and_guile:240;Might & Guile - Improved Rangers
    might_and_guile:250;Might & Guile - Revised Berserker and Rage
    might_and_guile:265;Might & Guile - Revised Monk Fists
    might_and_guile:310;Might & Guile - Add the Corsair (fighter kit)
    might_and_guile:320;Might & Guile - Add the Marksman (fighter kit)
    might_and_guile:322;Might & Guile - Add the Elven Archer (ranger kit)
    might_and_guile:324;Might & Guile - Add the Halfling Slinger (fighter/thief kit)
    might_and_guile:350;Might & Guile - Add the Mage Hunter (ranger kit)
    might_and_guile:360;Might & Guile - Add the Barbarian Ranger (ranger kit)
    might_and_guile:410;Might & Guile - Add the Sniper (thief kit)
    might_and_guile:420;Might & Guile - Add the Scout (thief kit) and revise the Swashbuckler
    might_and_guile:450;Might & Guile - Add the Jongleur (bard kit)
    might_and_guile:460;Might & Guile - Add the Loremaster (bard kit)
    might_and_guile:470;Might & Guile - Add the Gallant (bard kit)
    might_and_guile:480;Might & Guile - Add the Meistersinger (bard kit)
    might_and_guile:490;Might & Guile - Add the Loresinger (bard kit)
    fnp_multiclass:91;Faiths and Powers Multiclass - Multiclass Druids
    fnp_multiclass:92;Faiths and Powers Multiclass - Multiclass Shamans
    fnp_multiclass:95;Faiths and Powers Multiclass - Multiclass Cleric kits (install AFTER all other kit mods!!)
    fnp_multiclass:99;Faiths and Powers Multiclass - Apply FnP multiclass kits to NPCs
    scales_of_balance:100;Scales of Balance - IWO - Yet Another Revised Armor System
    scales_of_balance:102;Scales of Balance - IWO - Functional Weapon Tweaks
    scales_of_balance:109;Scales of Balance - IWO - All Potions Usable by Any Class
    scales_of_balance:122;Scales of Balance - WPO - Systemic Proficiency Changes
    scales_of_balance:121;Scales of Balance - WPO - Weapon Category Collapse
    scales_of_balance:124;Scales of Balance - WPO - Fighting Style Changes
    scales_of_balance:125;Scales of Balance - WPO - APR on Spec
    scales_of_balance:160;Scales of Balance - STO - Saving Throw Overhaul
    scales_of_balance:172;Scales of Balance - For Expanded Spell List
    scales_of_balance:200;Scales of Balance - SBO - Stat Bonus Overhaul
    scales_of_balance:201;Scales of Balance - SBO - Stat-based Bonus Spell Slots
    scales_of_balance:206;Scales of Balance - Generous (above-average) hit points

     

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