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Mycenius

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Everything posted by Mycenius

  1. Awesome! Always appreciate all your work! Arguably the best mod overall of all the mods I've tried for BG1/BG2.
  2. Hi @morpheus562 I've just noticed in last 24 hours (real time) that in my latest play through it does look like this girdle is activating via the scripts, however its doing so like Stoneskin/Iron Skins, and healing, etc, as soon as you complete a rest, rather than when buffing is initiated. So that looks good enough - although I can see an argument both for having it initiate as a conscious buff (N or B hotkey) and/or as current behaviour (i.e. automatically as soon as able/available like stoneskin). Is this maybe a side effect of another change you made for something else or perhaps you have in fact actioned it already in a recent change (I do have a feeling we may have briefly discussed this a while ago so maybe you did consciously incorporate it into some work and have since forgotten about it)? This is my first playthrough with your latest update v12.5 (my prior playthrough back about November was still with v12.1 and I didn't consciously notice this behaviour at that time), just FWIW. Anyway just wanted to update you so you didn't waste time redoing something you might have already addressed.
  3. Hi @morpheus562 - not sure if I asked this previously but: (a) with regard to the Girdle of Fortitude (in BG 2 EE) is it feasible to trigger/activate the girdle with buffing (i.e. as a long buff) in terms of the system/scripting mechanics with relation to items, and (b) would you consider it in terms of it matching your schema for what you want to achieve with your scripts? Given there are potions, spells, and such that last as long or longer that are part of buffing, curious if it might be an opportunity for a future update if you thought it worthwhile? (It's incredibly annoying that they chose to make ONLY this one belt/girdle require manual activation for 8 hours benefit, whereas every other belt & girdle (and gauntlet/glove) is permanently active all the time (giant strength, dexterity, defence boosts, belt of the blade, etc, etc). Not sure how they thought having CON 18 permanently was so unbalanced but apparently having STR 19 or DEX 18 and lots of other similar benefits continuously in comparison isn't overpowered?) Anyway thought I'd ask before looking to see if anyone might have done a '1-off' item upgrade of the ITM file for this to change it to a permanent effect...
  4. Yes and most other mods are IME - anything using the installer routine. @morpheus562 others do too so not related to your mod specifically. Its the installer routine/script used by you all (can't recall the name).
  5. The autostop when enemy are seen is in the gameplay options, it's not a script function. As I understand it only kicks in when a new enemy is seen (and you are not already in combat). If you give a move command when enemy are already visible to any of your party then it doesn't apply because you are already in combat.
  6. Hard to be sure but my first impression is they might be a little too far away to see the kobolds - they could be right on the fringe of their vision range such that being a couple of 'hexes' (i.e. selection circles) closer might make all the difference. You'd have to test it by moving them forward 1 hex at a time and see if the hex then kicks in. just because it's all visible on screen doesn't mean those characters individually can see it. ...you can work out the vision distance even in an explored area by just looking at where the ground is dark vs. light - it'll be a circle around the character(s). Walk a character out in large open area and you can see it clearly, that'll let you judge how far it is on your system/screen.
  7. As I understand it that is just standard behaviour for the engine - when you give a command to move from A to B the system moves the creature there and doesn't reassess environment until that command is completed (so I assume script can't impact actions of characters/creatures until they complete the prior command)? But FWIW I have observed this same behaviour extensively (just finished BG2 play though and started a new BG1 (up to entering BG city)... P.S. Can't recall if it's a change or not and if characters used to interrupt their existing command (move from A to B) to attack a nearby enemy if they spotted one during the move... but pretty sure it's always been this way even before Morpheus wrote his scripts?
  8. Just a thought from a playing perspective: 1. have you checked the other functions aren't turned on (e.g. check for traps in combat or turn undead) - that can make your party members just stop what you ordered them to do and stand around. I have found these do occasionally get randomly turned on for some characters - so worth double checking when it happens. (I think it happens to me on the odd occasion I use eeKeeper to edit a save, about 50% of the time when I open the edited save in the game the EPG scripts have either reset to default options or added one of the special skills (like detect traps, turn, or sing) - but it also happens very rarely without that so may be another mod interfering with them. 2. Regarding distance are you sure the event aren't out of sight of the specific characters affected. If they are they will just stand there and do nothing if they can't individually see an enemy. (also not sure if infravision affects this too - so humans at night or in dungeon need to be closer to see enemy to trigger script to attack, etc). Just some thoughts.
  9. Thanks @jastey, yes I figured out first is probably the best option once I saw the readme file inside the zip. But good to have it reconfirmed thanks - just giving it a crack now. Just as an aside, FWIW, for my BG EE install I do indeed do (after SOD & DLC Merger) the sequence of EEex > HiddenGameplayOptions > Spell-Menu-Extended > Tweaks Anthology; however for BG2 EE if I do that sequence it breaks my game install every single time (I've tried 4 different times, with fresh installs in clean directories, testing the game after each component installed - as soon as Tweaks is installed after EEex the game errors) - the only way I can get BG2 EE to install with EEex and Tweaks Anthology and run with no issues is the sequence above. So I'll just add Adalon's to the start of that for now. I have never bothered to dig into it more or get the Bubbs/EEex or Tweaks guys to look at my logs or anything because doing the sequence I do seems to work and I'm not finding any broken quests or event scripts in gameplay - so it seems to work okay...? I may give it another crack at a clean install after my current play through before next time I play... Thanks for the prompt response.
  10. Hi @jastey, great looking mod - only just came across it after all this time! I have one quick question - any recommendation on where to install it your mod sequence? I'm currently thinking at the end after bigger mods like the Tweaks Anthology and system mods like EEex, HiddenGameplayOptions, Bubbs Spell-Menu-Extended, etc - to make sure they don't inadvertently break something in your mod by indirectly changing something? This is my current install and I'm going to wind it back and reinstall from start to insert your Adalon's Blood mod (and also OlvynSpells mod), with Adalon's installed last....: 1. The Tweaks Anthology (CDTweaks) 2. EEex 3. HiddenGameplayOptions 4. OlvynSpells 5. Spell-Menu-Extended 6. Enhanced Powergaming Scripts 7. SoD-to-BG2EE Item Upgrade 8. Adalon's Blood Appreciate if you have any guidance on known issues with install sequence for it? And tanks for creating the mod!
  11. Hi Morpheus, yeah that's what I already do - but as described still results in NPP spells being almost always wasted. But all good - understood - wasn't necessarily suggesting the area threat check as a potential change, just if it was already there. Will probably forgo "B" buffs for now unless certain an energy drain threat is present (and rely on those buffs triggering during combat) as short term workaround for me until I can implement my other option to not memorise NPP (as above), if I can find a way to get access to scrolls of it. Appreciate the fast responses as always.
  12. Hi @morpheus562, apologies if I was confusing with the initial post! Basically what I am seeing is when I use the script to do some general buffing (i.e. "B" hot key) it burns off any NPP spell I have memorised (actually all I have memorised). Even though there might be no benefit or absolutely no need for this buff. Essentially what that means is after anytime you complete memorisation of Negative Plane Protection (e.g. after resting and rememorising all your spells by a Cleric; such as Viconia) its just going to nearly always be wasted 9the first time you hot key buff) - and therefore never used when really needed. So my question is (being devil's advocate here) unless there is a direct energy drain threat present in close proximity why would you buff it, ever? NPP is a highly situational buff - IMO you only ever want it on when fighting energy draining opponents (e.g. like level draining Wraiths & Vampires; or ability draining Shadows, Mind Flayers, etc); so you would want it applied by the script when those types of threats are directly present rather than just generically every time you do a general buff. Its a highly valuable spell. NPP is also pretty damn short, 5 rounds, not the shortest but pretty short; again another reason FWIW I'd personally never want it firing off generically every time I do a hot key buff. As you may loose 1-2 rounds of it before you even enter combat and as per #1 above that combat might not even be against an energy draining opponent!? You will need all of those 5 rounds of protection if you are fighting (relative to your character level) a high level Vampire or group of Wraiths, Mind Flayers, or similar) so needs more precise control over when its used. Anyway that was my query - as to why that happens and is it actually the best way to do it - I absolutely love the scripts as mentioned previously so not a negative, just checking (again) this is an intentional behaviour or whether its perhaps an unforeseen consequence that might not have been considered? I do absolutely agree the script should trigger it in general combat when an opponent with energy drain attack(s) is identified as a threat, but I don't think the script should trigger it as part of a general/generic pre-buff (via the "B" hot key). Hopefully that all makes better sense? It's just my opinion but keen to just understand what logic you have for it firing anytime a hot key buff happens? There might be other spells that fit this type of category (i.e. highly situational, short duration, need micro managing when they are deployed) - but this is the one II keep seeing since I started using your scripts about 6 months ago (FYI about 90% of my play with them has been in BGEE / SOD; I've only had a few hours play with them in BG2EE sometime ago)... I have a theoretical work around for my instance - it means never 'memorising' NPP, and rely solely on scrolls that are never equipped in a quick slot, so it can't be triggered by the script when I do a hot key buff. Unfortunately to the best of my knowledge BGEE / SOD and BG2EE both do not have such a scroll in their item catalogues nor does BGEE / SOD have a way for a character to scribe them (not sure on BG2EE) - so would need adding a custom item somehow which I have not looked at before. Thanks for clarifying the recipient sequence when a caster casts multiple of the same spell in buffing - that makes sense and does match what I have experienced being the caster and leader if 2 cast and a nearby party member if 3 cast by same caster. Appreciate any feedback, thoughts, comment you have on the scenario above.
  13. Hi Morpheus, Thanks for the prompt response! No I don't have Spell Revisions in use (at least AFAIK) and absolutely, file attached (I had to zip it so hopefully it is not blocked). Playing last night I did get the NPP firing repeatedly on initial buffing ("B" hot key) first time I buffed after any rest, and regardless of my location (i.e. no undead or similar encounters nearby AFAICS). Here's the list of mods I'm using, in the sequence they were installed (in my BGEE / SOD instance), FYI: 1. BG: Siege of Dragonspear DLC [STEAM] 2. BG: Faces of Good & Evil DLC [STEAM] 3. DLC Merger 1.3 4. EEex v0.9.16-alpha 5. HiddenGameplayOptions 3.0 6. Spell-Menu-Extended v4.5.3 7. The Tweaks Anthology v16 (CDTweaks) 8. Enhanced Powergaming Scripts v12.1 9. SoD-to-BG2EE Item Upgrade v2.0.5 (I do also have the old xParty v1.4 "installed" too, but this is just a standalone single BS script file in the script folder with the default fighter, cleric, and similar files.) I'm currently playing SOD with character carried over from BG1 EE (first time playing SOD even though I've played BG series for 24+ years)! Only other odd behaviour I'd mention FWIW that might be a symptom of something misbehaving - and that I've meant to do some searches/investigating of on forums, etc - is I find if I queue up actions immediately after a previous one has completed or within the same 'round' (e.g. to cast another spell or drink a potion or use a special ability, etc) it often (near always) gets cancelled, in some cases I can queue the action and get it cancelled up to 3 times; and only when the auto-pause kicks in for end of round for that character can I safely queue an action and know it'll definitely fire in their new round. I have wondered if its either related to the scripts (overriding it with a alternate action due to threat level or what point through the round it is), or the game engine itself (I seem to recall 20+ years ago the original game did something similar occasionally although not as frequently), or is it an artifact of one of the other mods (or a combination of two)... mocore.zip
  14. Hi @morpheus562, Goodberries & MMM working well for me. I've noticed another MMM type scenario, this time with Clerics (Viconia & Glint in SOD) if you have Negative Plane Protection memorised they seem to have cast this off instantly the first time I've buffed twice since initially memorising it - and in Viconia's case she had 2 memorised and has cast the other off too (on the leader - so assume there was some logic there to do leader first then someone else in party if she had had a third)... Is this controlled by a local proximity threat trigger of some kind by chance (like it knows you are buffing in the vicinity of level draining undead or similar)? Or is it just applying it as a general buff spell? I've noted it twice in my latest game session, but I was in an area where there were some undead nearby (Underground River). I haven't, since it was memorised, buffed in a definitely undead free area to verify/exclude that's why it's applied. If it is just general buffing would suggest it might not be appropriate, since its very situation specific and very short duration (5 rounds) - but hoping/assuming you are going to tell me it's drawing on nearby threat info from EEex or something to trigger it's use as a buff?
  15. @morpheus562, Quick initial feed back: Goodberries - looks good so far - has cast immediately available (after a rest) a couple of times (and also did a test on an old save by using EEKeeper to do the rest/recharge all character's spells in the save when saving an edited copy and then loaded it in BG EE so full complement of spells without resting and Jaihera cast her g'berries within a few seconds, real time, of the load). Melf's Minute Meteors - I deactivated the Offensive Spells option on my protagonist Sorcerer and once he consumed his current batch of MMM he didn't automatically recast it again - so that's a great option to manage it for Sorcerers; don't expect Mages will need to utilise it (they'll be fine on auto). (FWIW for me I'll likely activate it for my PC when I'm out of combat wandering around low risk areas like towns & travelling, so script can kick in if PC or party get jumped/surprised; then deactivate it in combat once MMM is cast the first time so I can then manually manage the Sorcerer casting from then while combat is ongoing or more is likely (i.e. dungeon crawling); then reactivate script again once combat likelihood is back to low.) Will advise if anything further to report. Thanks Again for your support and responsiveness!
  16. Fantastic - thanks Morpheus - will do. You are awesome!
  17. Hi Morpheus - no I think you are right its only quickslot for Goodberries - you can't 'right-click' and choose drink potion like you can with potions... So current behaviour would be correct implementation from that perspective - but I know you have talked about in the past (and in documentation I think) about people 'swapping out' items to use them? So whether that would be a practical/easy addition to script when consuming - as the one downside is loosing one quick slot permanently to having the 'berries in it (much like the old original version of BG1 with Minsc having Boo in quick slot rather than an inventory slot)? As an aside it took me a while to figure out what these weird Jaihera 'gulps' were in feedback window first day I had v12 installed - as it doesn't say what is being consumed when you have a goodberry... But now I know and I see her regularly going 'gulp'. As a result I haven't stock piled enough to share them with other party members. Auto Create of Goodberries would be fantastic if you are able & willing. IMO (FWIW) having a Druid auto cast these as soon as they finish any rest (or otherwise earliest after that, similar to Stoneskin, etc) makes most sense - there is no point not to cast them as soon as you can and have them physically in your inventory... As I said in prior post your script for these makes these totally more useful and practical game-wise (as they are kind of a useful filler for L2 Druid Spells which have few if any decent spells - other than Slow Poison which you can only use so many of and maybe Barkskin occassionally). EDIT: I guess would need to think about what happens if no inventory slot empty or already containing goodberries they can be added to...? Regarding MMM yes they seem to be permanent for me unless you travel - however it might only be if you travel, get waylaid, and the MMM gets cast then and they expire when you complete travel to actual map destination - I'd have to monitor gameplay or try and test and check. I haven't intentionally added a mod to do expiry. FWIW the Mods I have in my BG1 EE install at present (incl. SOD) are (in install sequence): 1. BG: Siege of Dragonspear DLC [STEAM] 2. BG: Faces of Good & Evil DLC [STEAM] 3. DLC Merger 1.3 4. EEex v0.9.16-alpha 5. HiddenGameplayOptions 3.0 6. Spell-Menu-Extended v4.5.3 7. The Tweaks Anthology v16 (CDTweaks) 8. Enhanced Powergaming Scripts v12.0 9. SoD-to-BG2EE Item Upgrade v2.0.5 EDIT Addition: Yeah agree - great for Mage and similar, a bit more problematic for Sorcerer's I think, as I see burning off their entire complement of L3 casts rapidly on MMM early in a session/'game day' could be critical when you do not have any L3 casts left at a key moment later; as a couple of other key ones are in that level (e.g. Haste/Slow and Dispel)... Just my 2 cents. For a Mage its easy because you manage it via how many you memorise of each... I assume the MMM is cast under the attacking spell function - in the interim I was thinking I could turn off use offensive spells for my protagonist Sorcerer...?
  18. Hi @morpheus562 - your great work continues, love these scripts. Once again Thank You for sharing & putting the effort in. I have recently resumed playing BG1 (after a few months break) and started a new campaign utilising a Sorcerer character as the protagonist and have updated Enhanced Powergaming Scripts to v12.0 when you released it a week or so ago (I previously was on v10.4 from December '22) - especially as I noted your Goodberries reference. Some behaviour I have noted with a couple of items that I am not sure if its what you intended (i.e. buggy?) or if you could clarify please: Goodberries usage (v12.0): (a) seems to only trigger if the berries are placed in a quick item slot, rather than in general inventory slots - is this intentional/what you intended? And (b) the script doesn't actually cast the spell, you still need to do this manually? Should (a) they be used even if just in normal inventory rather than a quick slot; and (b) did you include provision for Druid character to cast the spell (if memorised) automatically as part of the inclusion (e.g. if a Druid has it memorised should they immediately cast it after rest much like Stoneskin, Barkskin, etc, to make the Goodberries actually available)? (P.S. I think it's fantastic you have incorporated these into the script as the spell is actually quite useful for a Druid but game play was a total PIA without any automation.) Melf’s Minute Meteors behaviour (probably not anything v12.0 specific): On this play through as I've used a Sorcerer for the first time with your script I've found the MMM scripting somewhat too aggressive in that it seems to cast them almost immediately at the slightest excuse (I believe it's even occurring without combat to initiate it; but I do need to monitor and reverify that it is what I have observed happening and something else happening isn't the trigger); by extension it also continually recasts them as soon as the prior one is exhausted. I know the threat ranking vs. offensive capability of the Sorcerer's spells at a given level heavily influences this in the scripts and I know my current PC at levels 7-9 (playing at core rule difficulty on this playthrough) make this probably the best offensive spell in the available repertoire (see attached image of spellbook FWIW). Anyway is this intentional or expected behaviour, as it means (a) I'm experiencing the Sorcerer character almost permanently has their hands unavailable (e.g. obvious thing is can't swap out conventional weapons or have a choice to use a non-fire based weapon if needed) and (b) it exhausts the Sorcerer's Level 3 resources (e.g. ability to cast other things like Dispel Magic, Skull Trap, Haste, Spell Thrust)? And it seems (as indicated above) to trigger these even in very low threat combats (such as when a 'you have been waylaid by enemies' event occurs with something like 2 wolves and you have a party of six level 8-9 characters - in which instance its redundant but once cast you don't use more than one or two of say 9 MMM missiles from the spell and then the balance just simply get lost/wasted as the spell expires while you resume travel (due to the time passed to reach your destination - thereby costing you a level 3 Sorcerer spell casting for a more critical fight on arrival at destination). The travel interruption event is really the issue but the usage of the spell in low-ish threat level events may be? Just wondering if MMM might benefit from threat level for usage being boosted or tweaked a little (if it works how I'm thinking it works; and its not just a peculiarity of my party character class and level and game difficulty mix right at present?) and/or whether there was value in some sort of ini file 'switch' to override use and limit it to use only when Buffing hot key ('B') trigger happens or something similar? I know the latter may not fit within your game play style and thereby the original objectives for these scripts. Anyway appreciate any quick thoughts/feedback, especially on the Goodberries, and as always appreciate the sharing!
  19. Hi @morpheus562 just FWIW - you probably are aware of this and/or may have been discussed previously - but one unintended consequence I've found almost immediately is when I Animate Dead (i.e. Skeleton Warrior) both Viconia and Aerie immediately stop fighting/casting and go into Turn Undead mode (as I have that enabled in their scripts) - even though no other undead are present. Presume the same will also occur when near neutral vampires in the Athkala quest with Bodhi and such, for example? I'm guessing there is no way to distinguish a 'friendly' summoned undead vs. standard enemy ones? Or via colour ring status (red/blue/green whatever that correlates to in the code/scripts)? Need to manually disable Turn Undead (e.g. "V" key) at time of casting? Also as an aside is turning a higher priority to melee/missiles or casting when assessing combat options, if undead are present? It seems if I manually instruct a Cleric to melee, or cast an offensive spell, they sometimes cancel it immediately and revert to Turn Undead without actioning the command; or occasionally if in melee will fight for 1 rounds then revert to turning even though their opponent is not defeated. Just checking that's expected/intended/intentional behaviour.
  20. Thanks. I did some quick research and from what I can see you only need DLC Merger when you have SoD installed, and only for your BGEE install (not BG2EE)? At least based on some posts I saw from subtledoctor and others. I don't have SoD installed and this is in BG2EE anyway so not sure. But I will move it over to the forum for EEex stuff - as obviously not a specific matter related to your scripting mod. Thanks for your insights. (the pop-up of the floating text when you hit "tab" is the same BTW - as below - like when when you mouse-over the creature/NPC the name is overridden - but guess in all 3 instances - tab, mouse-over, dialogue box, its the same piece of code so replicating the same issue).
  21. You might be right actually - sorry - its when you mouse over a NPC or creature's sprite. I remember seeing the details in a ReadMe - thought it was yours. Might be EEex itself? Will see if I can find the reference...
  22. Thanks - 1 quick question - is this expected or known behaviour for the 'floating text onscreen' - both on screen and in the dialogue box it seems to be fully overriding the NPC or Creature's name, so you can't identify who they are? Or is that related to a settings configuration I have in my copy of the game? See example below of dialogue box - on screen above NPC's sprite same... P.S. It also seems incorrect - pick pocketing & also killing this NPC did not produce the Dragon Scale Armour described? I assume this is your script drawing data from EEex?
  23. Good to know thanks! Will do the reinstall and give them a good thrashing tonight now its working!
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