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pencey

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Everything posted by pencey

  1. The unconscious effect doesn't work in 4.19 rc 4.
  2. OP here. My installation proceeded without warnings when I made the following change in stratagems.ini: iwd_overrides_sr = 0
  3. The combination of Spell Revisions and SCS's 'Include arcane spells from Icewind Dale: Enhanced Edition' is giving these errors. They can be reproduced with the following: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4.19 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 34.3 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 34.3
  4. The combination of Spell Revisions and SCS's 'Include arcane spells from Icewind Dale: Enhanced Edition' is giving these errors. They can be reproduced with the following: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4.19 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 34.3 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 34.3
  5. On a BG2:EE installation (latest version) , I'm attempting to install SCS 34.3 after Spell Revisions 4.19b. I get a number of errors installing the 'Smarter Mages' component. They look like this, relating to a different mage file each time: I've tried rolling Spell Revisions versions to 4.16b, but the errors are still present. Has anyone found success resolving these? Or is anyone confident they can be safely ignored?
  6. When I encountered problems like the ones reported here, it was because I bound camera scrolling to WASD, and was inadvertently hitting the SCS 'ease of use party ai' hotkey for switching to melee, which is D. To resolve this issue while keeping WASD for camera movement, edit the stratagems.ini file in your stratagems folder as follows: From: [hotkeys] hot_key_A=A hot_key_B=B hot_key_C=C hot_key_D=D hot_key_E=E hot_key_F=F hot_key_K=K hot_key_S=S hot_key_V=V To: [hotkeys] ;hot_key_A=A ;hot_key_B=B ;hot_key_C=C ;hot_key_D=D ;hot_key_E=E ;hot_key_F=F ;hot_key_K=K ;hot_key_S=S ;hot_key_V=V ...then reinstall SCS's 'ease of use party ai' component. My recommendation for SCS is to leave the hotkeys off by default, as they likely convince a lot of players they are encountering bugs, and cannot be remapped without reinstalling.
  7. On a BG2:EE installation (latest version) , I'm attempting to install SCS 34.3 after Spell Revisions 4.19. I get a number of errors installing the 'Smarter Mages' component. They look like this, relating to a different mage file each time: I've tried rolling Spell Revisions versions to 4.16, but the errors are still present. Has anyone found success resolving these? Or is anyone confident they can be safely ignored?
  8. Would a scroll case button with scrolls organized by level be possible within this framework?
  9. This mod lacks compatibility with Item Revisions 'Potion of Memory.' Replacing the vanilla Potion of Insight, this potion restores two previously cast spells of level 4 or lower into memory. It has no function with 5E Spellcasting Rules Conversion installed. (Of course I know compatibility with other mods ain't your responsibility, but I just wanna note it here so the things I find are documented. )
  10. Unfortunately I think the incentive to spam magic missiles would bug me.
  11. BG1's Evermemory ring does not grant my character an ability to refresh spell slots like the readme describes.
  12. The shield bashing component of combat skills has given me so many funny interactions in BG1: bashing a sanctuaried cleric, getting repeatedly bashed by a dead helmed horror, getting bashed by one of Felonious Gist's petrified adventurers. The conditions for its application seem very wide.
  13. I resolved the previously described Toughness bug for myself by using EEKeeper and changing the flag of each damage resistance effect from 'Absolute Duration' to 'Instant, Permanent.'
  14. It's worth noting Clerics don't suffer from the same issue. Maybe that's a lead.
  15. Characters lose the benefits of the 'Toughness' proficiency on death. Once raised, the resistances no longer appear in their character info, and no longer show up in the combat log mitigating damage. WeiDU.log
  16. When Druid characters level up without selecting 'Change Prepared Spells' beforehand, and reach a new spell level, they do not learn the spells of that level. Tested with both single- and multi-class druids. After missing out on Level 2 spells upon reaching Druid 3, I was able to resolve this issue by selecting 'Change Prepared Spells' before leveling to Druid 4. WeiDU.log
  17. From what I can tell, Fighters get a single 'Advance Proficiency' innate for starting with 13 Int. It doesn't appear with 12 or lower. But it also doesn't increase in charges at higher Int, unlike what the readme suggests. (Re: your guess about the intention, I don't think it is CSP related, or meant to let you specialize at 1st.) I assumed CSP was bugged when I couldn't specialize at Fighter 1, because it contradicts the ' Warriors may specialize at 1st level' from the WPO readme, but I should have read further for the WPO specialization table.
  18. I want to confirm that a few things I'm seeing are intended. Fresh install on BGEE: -After installing every component up to and including 'weapon proficiency overhaul,' the 13-int Fighter I create has 6 proficiency points during character creation and not innate ability to assign more points via dialogue. This is despite the 'weapon proficiency overhaul' readme text stating: -After adding the 'Stat Bonus Overhaul' component, the new 13-int fighter I create starts with a single innate ability called 'advance weapon proficiency' that can grant him a single proficiency point. (Not the 3 points stated above.) -After adding the 'Combat Skills System' component, the new 13-int fighter I create has 8 proficiency points during character creation but can no longer specialize at this stage. As before, he starts with a single innate ability called 'advance weapon proficiency' that can grant him a single proficiency point.
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