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quarryman

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Everything posted by quarryman

  1. Ah that makes sense. Regardless, it was the HPGT check that was caused the issue. I had started a fresh game so very few of the enemies had over 20 hit points and the mage was not casting magic missile.
  2. Because I can't see the UI to select the individual options due to this I could use the mod but I can't control individual options like offensive/defensive spells. If I can tweak the default scripts like I've shown using Near Infinity then that meets my needs and doesn't require the in-game UI as above.
  3. I know. I went back to basics to see if I could tweak a default IWD script. I tried to drop the block you sent me on top of that but if it was intended for mocore then its ok, I have what I need now. Thanks for the help. I won't be able to use your mod due to the "Invalid" UI error I was getting.
  4. Ok I figured it out finally. Commenting out HPGT(LastSeenBy(Myself),20) and compiling again has finally got my Mage casting Magic Missile! According to Google: 0x4011 HPGT(O:Object*,I:Hit Points*)Returns true only if the current hitpoints of the specified object are greater than the 2nd parameter Good to know that's how that works but it seems like an overly restrictive behavior. I'm going to keep it disabled and play on. At last IF ActionListEmpty() See(NearestEnemyOf(Myself)) //HPGT(LastSeenBy(Myself),20) !HasBounceEffects(LastSeenBy(Myself)) HaveSpell(WIZARD_COLOR_SPRAY) // SPWI105.SPL (Color Spray) THEN RESPONSE #100 Spell(LastSeenBy(Myself),WIZARD_COLOR_SPRAY) // SPWI105.SPL (Color Spray) END
  5. Tried that. Added it in the pic below. Clicked compile. It popped up with a message to say it had been saved in the Scripts folder. I loaded the game, selected that script but no luck. My mage seems to run into battle fists flying despite having Magic Missile memorized. Back to the drawing board. One thing I noticed with the existing IWD script is that it has a check on BounceEffect if that makes a difference? IF ActionListEmpty() See(NearestEnemyOf(Myself)) HPGT(LastSeenBy(Myself),20) !HasBounceEffects(LastSeenBy(Myself)) HaveSpell(WIZARD_MAGIC_MISSILE) // SPWI112.SPL (Magic Missile) THEN RESPONSE #100 Spell(LastSeenBy(Myself),WIZARD_MAGIC_MISSILE) // SPWI112.SPL (Magic Missile) END
  6. Ah I think Near Infinity is what I need. I just want to tinker with the AI scripts a bit then test them in the game. I love the mod you have @morpheus562 and it works great on my Windows install. But I think I just need a few Mage changes and I'm done. I'm playing on Insane difficulty so I do a lot of micro-managing to keep everyone alive. I just want to reduce the manual work a little bit. I'll update on my progress.
  7. Ok how do I decompile them? Is there a tutorial I can I go through for this to get me up to speed? I found this that might be a good starting point: https://forums.pocketplane.net/index.php?topic=55.0
  8. So from some playing around I I think the scripts might be active but I have no way to adjust them via the UI due to this issue. However, the only character I really wanted to use them for was my Sorcerer. She refuses to cast Magic Missile using any of the IWD scripts. So my options are: 1. Figure out if I can hack the IWD scripts to get my magic characters to cast offensive spells. 2. Use your enhanced scripts by editing the options in the files somehow and ignore the UI. Can you indicate how I can modify the scripts directly? I see BS files in /scripts. From opening them in an editor they seem unreadable: SC CR CO TR 16399 0 0 0 0 "LOCALSBDAI_ATTACK_MODE" "" OB 0 0 0 0 0 0 0 0 0 0 0 0 ""OB TR CO RS RE 100AC 30OB Is there a tool/method that I can edit these and load the game to test? I'd be interested in following whatever your mod creation steps are. I guess I need to read up on WEIDU? Edit: extra question: when the mod exe is running and it indicates "Patching file..." does that mean its modifying IWD game files? If not, is a clean uninstall just removing the enhanced-powergaming-scripts folder? Or do I need to re-run the uninstall to cleanly revert everything? I just want to determine my method for getting back to default why I experiment.
  9. Ok. I'll play around and see what I can figure out. None of the warnings I was getting were related to the issue?
  10. Just to confirm, which UI.MENU do you need? I gave you the one from the IWD folder not Override I'm attaching the one from Override this time as it seems to be different. I removed the one from the IWD folder and the game still loaded fine so I don't think its used. ./.local/share/Steam/steamapps/common/Icewind Dale Enhanced Edition/3ed/Core/Proficiencies/Bg2/UI.MENU ./.local/share/Steam/steamapps/common/Icewind Dale Enhanced Edition/3ed/LUA/Bg2/UI.MENU ./.local/share/Steam/steamapps/common/Icewind Dale Enhanced Edition/3ed/LUA/Iwd/UI.MENU ./.local/share/Steam/steamapps/common/Icewind Dale Enhanced Edition/override/UI.MENU UI.MENU (from override folder this time) https://filebin.net/t94oom5ie1eke2kf EDIT: I am using v2.6.6.0 of IWD
  11. I'm a SW dev so would love to help with the debug... UI.MENU L_EN_US.LUA
  12. Nope. Fresh install. No mods. Even started a new game. That update removed the warnings but still showing "Invalid" in the Scripts UI I'm running Steam OS (linux). I think it might be WINE behind the scenes.
  13. Sure. I would love to get it working, I think it would solve all my remaining issues with the game. SETUP-ENHANCED-POWERGAMING-SCRIPTS.DEBUG
  14. Hello. I tried the install on IWD on my Steam Deck and see the following issue: https://imgur.com/a/lsPnilU https://imgur.com/a/zVfBk1F
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