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Oloriniel

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Everything posted by Oloriniel

  1. Though, as I scroll down, I see the initial #0 is a #1 for a few items...Tales of Anegh, AC Quest, Arestoration, Heroes Thieves and Moneylenders... Is it possible that because these weren't originally English-language mods, they aren't by default #0 for English, and so a different # would be as intended?
  2. Nah, I'm sure I selected "0" for English at the start. And, wouldn't that be why the WEIDU log shows #0 for language, #0 for component, for every entry?
  3. And, already I hit my first snag. Since I included EEEx, I got an error message when first launching. But it did launch...and then it loaded the German-language menu.
  4. All right, so PI finished installing. The items that DID install (some with errors): And the ones that did not install: The Artisan's kitpack, I forgot to check Fighter/Paladin overhauls. Might And Guile was what gave me the "too many kits, you need ToBEx". In a few cases, there are redundancies (I see I had another XP cap remover selected, for instance). And I suspect there's some that aren't actually EET compatible. And in a few cases, PI's debug logs show they *were* installed (Such as the Chaos Weave restoration for the Chaos Sorcerer). In any event, I don't think there are any gaps big enough to compel me to delete and reload, so I'm going to take this out for a spin.
  5. Thanks for the tip. I'd just found and downloaded this, and expect to try installing again this afternoon, so this just saved me significant headaches
  6. Thanks! I'll try a dummy tobex.ini file before I begin the next install, and drop some of the kits I don't expect to use, and see what happens.
  7. Thanks! The list was a few weeks old, so I'd caught some of these changes, but not the MiH or the IR (IRR). Since it looks like I'll be deleting the folder and repeating the install, I'll make sure to grab the others. Not well. Having played a bit with Scales of Balance, I'm not planning on taking all these components now. I'm going with S&A's extra damage for 2 handed weapons, rather than SoB's reduced 1-handed weapon damage, for example. These look helpful. I didn't think Aurora was EET compatible? I actually tried loading the main component, and it failed.
  8. I inferred that not finding 17 rows with at least 42 columns, meant that a prior mod had changed something? Particularly with backstab.2da? My install is on my E drive
  9. Gotcha. I'm not sure how many kits are installed, but I did have the FnP multikit mod behind all other kit mods. I don't historically include a lot of kits; I've been inspired by the wealth of current mods, plust the install logs at morpheus' repository. So I'm not going to worry about it now, but if I wind up having to start over I'll make sure to skip enough that I can get my priorities in. Particularly any kit options for an FMT. However, the inability to install the XP Cap Remover may be a dealbreaker: ERROR: Cannot find 17 rows with at least 42 columns. ERROR: [backstab.2da] -> [override/backstab.2da] Patching Failed (COPY) (Failure("Cannot Set 2DA Entry")) Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Change Experience Point Cap -> Remove experience cap], rolling back to previous state Will uninstall 35 files for [cdtweaks\setup-cdtweaks.tp2] component 2090. Uninstalled 35 files for [cdtweaks\setup-cdtweaks.tp2] component 2090. ERROR: Failure("Cannot Set 2DA Entry") Please make a backup of the file: Setup-cdtweaks.debug and look for support at: https://www.gibberlings3.net/forum/34-tweaks-anthology-forum/ Automatically Skipping [Change Experience Point Cap -> Remove experience cap] because of error. Using Language [English] NOT INSTALLED DUE TO ERRORS Change Experience Point Cap -> Remove experience cap
  10. With the new Project Infinity update, I'm giving getting this installation setup a try. Looks like I was too greedy when it came to kits; a lot of them aren't installing, advising there's a cap. Some of the error messages referenced a ToBEx mod that expands the limit. It's not on the EET compatibility list, any chance this is an oversight, or is it an active project? I also saw a reference to 10pp (?), which lets you increase your # of party members? Is that also incompatible?
  11. Actually, never mind, I suspect the problem is compatibility with EET.
  12. ERROR: error loading [CliffHistory\Appends\CLFUSHER.baf] ProjectInfinity-WeiDU-Debug-cliffhistory-0.log
  13. Okay,, I found the PI debug (one for each component). The log there shows that it installed properly! But it's not in my WEIDU log, and I saw a bunch of gobbledigook in the text window when it got to and rejected that component. Ah well. It certainly seems to be a PI weirdness, not this mod.
  14. Component #L-TRANSITIONS-RESTORE_POWER;transitions - Use Irenicus in hell movie to restore Bhaal-spawn powers after he is defeated Does not install: Setup-transitions.debug
  15. Thank you, Graion Dilach, the screenshot is awesome and the fix worked just fine. (And I'm reminded that I need your tweak for my next run, so I don't have to console in Davaeorn's key
  16. I"m experiencing this, I've just transitioned from BG1 to SoD, and Brandock can no longer scribe scrolls or use mage wands. Also, Recorder has never been able to scribe scrolls even in BG1, but perhaps that's something borked with her kit (my main is a bard and has no problem with scrolls), and not chapter related. Where in NI can I find the "specific" variable to change to 0 to fix this?
  17. Nevermind, this is exactly the issue Jastey details in the "known issues and workarounds" post. I'm such a noob sometimes
  18. Hi, My current game hangs when I use Duke Belt's item to progress to SoD. I looked to see if this would fix it, but there *ARE* no .are files to move to Override! The "Transition" folder has the following contents: Components (contains .tpa files), Dialogues (contains D files), Language (contains American .tra files and iconv .dll files), Lib (more .tpa files), Objects (.2da, .mos, .wav, .cre, itm, .spl, .sto files), scripts (.baf files), and the readme, config file and .tp2 file. I'm using version 2.4 along with EndlessBG1 v10. WeiDU.log
  19. You're right, the entries are weird. I didn't have a WEIDU log to copy them from, so I just put them in manually as a placeholder. Thanks for the suggestions! I'll take out the romance, and swap Redemption/RTD. I think both of those, and a few other quest mods, were inadvertently put in after rather than before the NPC mods, so I'll move that block (except RTD) forward to about where The Calling and Another Fine Hell are.
  20. Hello! I'd like to thank AL|EN, for his work on Project Infinity: Morpheus, for the WEIDU log repository; all the mod-makers for creating all this extra content for these games; and the other players who have come before me, figuring out the best ways to incorporate the most content. This is my current plan, still rather tentative as I won't build it until I'm finished my current run. My intent is to see as much content as possible with a single character.
  21. I can confirm that Fabio doesn't spawn. Looking at the script for BG2626, I see: IF Global("Criminal","GLOBAL",1) Global("WatchSpawn","GLOBAL",1) GlobalGT("BHQuestAccept","GLOBAL",3) GlobalLT("BHQuestAccept","GLOBAL",10) Global("BHToldOfDeath","GLOBAL",0) !Dead("Fabio") // Fabio THEN RESPONSE #100 CreateCreature("BHFabio",[4418.3026],SWW) // Fabio ActionOverride("Fabio",SetNumTimesTalkedTo(1)) SetGlobal("BHToldOfDeath","GLOBAL",1) END IF Global("Criminal","GLOBAL",1) Global("WatchSpawn","GLOBAL",1) GlobalGT("BHQuestAccept","GLOBAL",3) GlobalLT("BHQuestAccept","GLOBAL",10) Global("BHToldOfDeath","GLOBAL",0) Dead("Fabio") // Fabio THEN RESPONSE #100 CreateCreature("BHPell",[4418.3026],SWW) // Pelltar SetGlobal("BHToldOfDeath","GLOBAL",1) END IF GlobalGT("BHToldOfDeath","GLOBAL",5) Exists("Fabio") // Fabio THEN RESPONSE #100 ActionOverride("Fabio",DestroySelf()) Continue() END IF GlobalGT("BHToldOfDeath","GLOBAL",5) Exists("BHPell") // Pelltar THEN RESPONSE #100 ActionOverride("BHPell",DestroySelf()) Continue() END I do not have the globals "Criminal" or "WatchSpawn." I presume those aren't set if one does the catacombs in chapter 5.
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