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zuulforrest

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Everything posted by zuulforrest

  1. Apologies if it's been asked before: Would it be possible to add an innate ability in IWDEE for the Improved Bard Song HLA so you can swap back to it if you change to a default one, such as War Chant of Sith? There is one of these in BGEET. If I switch, I can't seem to find a way to go back to the HLA.
  2. Hoping for some help... I'm trying to get subtledoctor's mod (used to be scales of balance before he split them up) to use the Flaming Weapon skill (from his talents chosen through dialog) in the same way Poison Weapon is used, ie directly under it in the script order. I can copy paste Poison Weapon which is everything I'd like it to be, and change the spells to Flaming Weapon so it will (and does) cast automatically like I want it to. The problem is I can't find a spell state for Flaming Weapon, so it stacks indefinitely as there's nothing to check against before the script casts it again. I use Derat's autorest to rest on keypress, so the normal time skip that would expire FW is skipped, leading to the CD for FW being refreshed before it wears off naturally (it lasts two turns). This results in my dudes hitting for a bajillion fire damage after a few rest keypresses. Is there a way to make the script check if FW is already active so it doesn't cast again, the same way Poison Weapon checks itself? Looking at FW in NI I only see two things on FW: Its spell ID (d5csm3) and a .itm entry inside of the spell called d5csm3b, but I can't find that item in NI. When I enter !HasItem("d5csm3b") in the script it can't find the item. I'm guessing the fire damage proc is tied to a ghost item or something? I don't really understand how spells and items work in NI that well so I'm pretty lost.
  3. Think I figured it out. The IWDEE Item Tweaks component of subtledoctor's item tweaks package seems to have been the issue. Took that out of the load order and the Exchange with Merchants installed normally.
  4. Thread title...... getting this when trying to install. ERROR: internal label [CDExchange_quost_RNDTRE77] appears 2 times in processed DLG [CDRNDM2] ERROR: postprocessing [CDRNDM2]: Failure("cannot resolve label") Stopping installation because of error. Stopping installation because of error. ERROR Installing [Friendly Random Drops -> Exchange with merchants], rolling back to previous state Will uninstall 66 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 3242. Uninstalled 66 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 3242. ERROR: Failure("cannot resolve label") Please make a backup of the file: SETUP-CDTWEAKS.DEBUG and look for support at: https://www.gibberlings3.net/forum/34-tweaks-anthology-forum/ Using Language [English] WeiDU.log
  5. Sorry but I don't. I'm not having a lot of luck finding a resource on how to do it, either. :c
  6. I tried the hotfix and got the same result... just for kicks I went to the Temple of Myrkul (AR3301) and had the same result in all of the containers. The container that normally always has Invisibility in it also had ghost items in place of the scrolls. The sarcophagus that has the broken junk armor had the purple tunic that FindIt adds like it should in addition to the duplicates and ghost scrolls. To note, there are three extra items in these duplicates, so four total. I also checked the beetle cave in Kuldahar pass, and the stuff on the ground was normal. No duplicates or ghosts. If it's working for you then it's got to be something in my load order conflicting, but I don't know what else I have that affects loot besides FindIt and ForgeIt, and those appear to be working normally. (The orc cave has the ForgeIt morningstar piece in the main chest and the Temple of Myrkul has the FindIt tunic) I have installed SCS in IWDEE 4 times now, and oddly enough the first installation worked correctly, sort of. There were x3 total items, so two duplicates instead of three. The scrolls were normal items, but there was three times as many, albeit random like they should be. (More of them, but no duplicates) I don't remember having anything different in the mod list. WeiDU.log
  7. Sorry for the late response! Talking about in-game. They're items that can be picked up and moved around in-inventory, but are invisible and don't do anything when right-clicked on. I don't really know how to look at this in NearInfinity.
  8. Loot containers in the orc cave/intro have several duplicates of the same items inside, for example the chest with a piece of random loot had 4 rings inside of two different types (3 rings of the warrior and one of protection), and the chest with the wolf pelts had 4 sets of pelts. The two containers with spell scrolls in them do not have the scrolls and instead blank ghost items where the scrolls normally are. The rest of the items inside are fine except for the duplicates. The craftable morningstar piece from the ForgeIt mod (adds various loots to craft at vendors) in the chest with the wolf pelts appears normally. All of the vendor junk items (jewelry, gems) had several duplicates. I think the 'Wider availability of wizard spell scrolls in Icewind Dale' is probably a factor here, as I think it's the only thing that changes containers that I've changed since installing SCS. I've been able to use this modlist prior to SCS with no container bugs. Please forgive my limited knowledge, my modding expertise extends to modifying existing scripts and changing cast times.
  9. How do I edit the scripts for EET? In IWDEE the scripts are in the script section in NearInfinity.
  10. How do I level up if all my thieving skills are maxed out? It won't let me spend the points and I'm stuck in the level up screen, have to force close game. I'm not cheating, I'm playing with the Improved Heart of Fury mod (IWDEE) that overhauls the classes and raises the level cap to 50. Unfortunately, the changes to the Archer kit somehow force you to spend 10 points per level in Hide in Shadows and Move Silently (in addition to the normal Ranger per-level increase), and once you hit about level 25 they're both maxed out and you can't allocate any more points to them. I tried lowering the current value of both in EEKeeper before leveling up which didn't work, both abilities' values remained the same.
  11. Ah ok. I guess I don't pay much attention, heh. Thanks again man, cheers
  12. lol interesting. But, if that spell isn't Improved Haste, then I don't know what it is. I don't recall every getting an Improved Alacrity spell throughout all of my 100+ playthroughs. I don't think Orrick sells it at any point.
  13. Yepp, was the old version of EEex. Works now. Never thought to check for a new version since like a year ago (derp) Did get this at the end of Project Infinity though, looks like a typo in Spell IDS. Alacrity is Alucrity. //[enhanced-powergaming-scripts/baf/simulacrum/mosim07.baf.BAF] PARSE ERROR at line 3010 column 1-37 //Near Text: ) // [HaveSpell] argument [WIZARD_IMPROVED_ALUCRITY] not found in [Spell.IDS] //[enhanced-powergaming-scripts/baf/simulacrum/mosim07.baf.BAF] PARSE ERROR at line 3020 column 1-42 //Near Text: ) // [Spell] argument [WIZARD_IMPROVED_ALUCRITY] not found in [Spell.IDS] //Copying and patching 1 file ... //SUCCESSFULLY INSTALLED Install Enhanced Scripts for Simulacrum //INSTALLATION FINISHED. Thanks for your help good sir!
  14. It's the section for Hide in Shadows, Find Traps, Shaman Dance and Bard Song. special_abilities.txt
  15. It was the first line in that file, the ////// above the section name, Physical Attack Selection.
  16. Something else to note, in IWDEE the Extra Healing Potion in the script is different. The potion found in-game is "EXTHEAL" instead of POTN52. (At least, I haven't encountered a POTN52 before) Works fine when I change the script entry to EXTHEAL.
  17. Thankfully I still had enough space left to upload this...... This is from line 25959 and below in mocore.baf. Looks like it's starting in section 18, Physical Attack Selection. I'm going to reinstall 12.3 for now so I can keep playing. I'll check back on this thread in a few hours - Thanks for your help! 25959_mocore.baf
  18. Heh I'm glad you can see it then as this site is limiting my upload size so I can't paste the second half. I was working on slicing the second half into.... halves... on pastebin lol
  19. Ok, now the base mod and Celestials portions worked, hung up on Simulacram. I don't know how else to get the baf uploaded as it's too big, so I opened it and cut it into two txts. Posting twice to make them fit. first_half_mocore.baf WeiDU.log SETUP-ENHANCED-POWERGAMING-SCRIPTS.DEBUG
  20. Yes, it still gives the error. SETUP-ENHANCED-POWERGAMING-SCRIPTS.DEBUG WeiDU.log
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