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testlum

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Everything posted by testlum

  1. Just tested again with a fresh install. Mods are DLC Merger, BG1UB, EET, SCS "Skip Candlekeep" and "Improve NPC Customization" components, EET End in that order. Imoen: Joined as level 0 Thief, can progress her to level 1 Thief. Working properly. Xzar: Joined as level 1 Necromancer. Montaron: Joined as level 1/1 Fighter/Thief. Jaheira: Joined as level 0/0 Fighter/Druid, can progress her to level 1/1 Fighter/Druid. Working properly. Khalid: Joined as level 1 Fighter.
  2. I have just finished installing a multi-mod EET setup and have run into a similar issue. So far I've barely started chapter 1 with the "Improved NPC Customization" component. All these happened when my PC was level 1: Imoen: Joined as level 0 Thief, can progress her to level 1 Thief. Working properly. Xzar: Joined as level 1 Necromancer. Montaron: Joined as level 1/1 Fighter/Thief. Jaheira: Joined as level 0/0 Fighter/Druid, can progress her to level 1/1 Fighter/Druid. Working properly. Khalid: Joined as level 2/1 Fighter/Mage. For Khalid specifically, the bug might be due to me having the "Make Khalid a Fighter/Mage" component of Tweaks Anthology, but that wouldn't affect Xzar and Montaron. It might be worth noting that BG1UB was also installed.
  3. I don't understand the why behind it, but I've traced the issue back to this particular bit of code. This isn't the original code in the opening post but rather what I'm using now to add the kit. The below code will cause the base class (not kit) to display during character creation. However if I change it to : The kit name and description shows up properly on the character creation page.
  4. If you could, please lend me a hand with registering _T as a prefix too. Thanks!
  5. Wow, gnarly. Guess I'd better go with Camdawg's suggestion then. Thanks!
  6. Ah, that could work too but I'm unfamiliar with the autopause bug. What's the cause/effect?
  7. I'd like to make a small tweak for the Mind Flayer's Devour Brain "attack" item to drain 1-5 INT instead of a static 5. This is what I have in mind: Effect 1: -1 INT, prob1 = 0, prob2 = 19 Effect 2: -2 INT, prob1 = 20, prob2 = 39 and so on. Is this a correct assumption that the full range is 0-99, or should it be 1-100 instead?
  8. Thanks! I already had a rough idea how to do it in override myself, but thought it might be good to have in the Anthology too.
  9. It would be nice if Remove XP Cap and Raise Level Cap to 50 were changed to separate components. I'd like to use the Triple Class HLAs component (which depends on Remove XP Cap) without going above level 40 on my non-triple classed characters.
  10. Yep, that's the same format I use now. It seems to be displaying correctly so far.
  11. If I use op326, wouldn't op321 be already redundant? The spell will not take effect if cast on the original caster thanks to op326, if I understood your point.
  12. Oh, I did use that. What I meant was I put RESOLVE_STR_REF (@number) instead of RESOLVE_STR_REF (~XXX~). If I have time this weekend, I'll see if I can duplicate the issue.
  13. Yup, which is why I'm surprised it did not work. I use @number instead of plaintext though, perhaps that is what went wrong?
  14. Strange enough, that did not seem to work. I ended up solving it by using Weidu's innate ADD_KIT function together with LAF fl#add_kit_ee STR_VAR kit_name, as demonstrated in the Song and Silence mod.
  15. There's also the Bigby series which deal Crushing, I believe. I could simply disable spellcasting during the ability window. Not sure if pre-cast effects like Blade Barrier will also get the damage boost but that's acceptable.
  16. If that last part is so, then it definitely saves me a lot of trouble! Much appreciated. I'll have to figure out how to rearrange effect order in Nearinfinity, but there's always the old fashioned way of adding the effects one after another. Thank you for taking the trouble to explain. I can't think of many applications for having delay and duration be the same lengths either. Strange that it works this way.
  17. Follow-up question to this topic. I posted a separate topic for ease of searchability in case others have similar questions. On second thought, I would use op332 in SPL_XXX to give both the original caster and target +100% slash/pierce/crush damage for 10 seconds. In this case, I want to close the loophole where the caster could use SPL_XXX on themselves to get +200% slash/crush/pierce damage. My idea is to remove all SPL_XXX effects via op321 on the target, then applying the damage buff after a small delay. My question then is about timing modes. The information on EFF File Formats is quite hard to understand. Which timing mode do I choose if I want to delay an EFF by 1 tick and last for 10 seconds after the delay?
  18. Oh, that is unfortunate. I saw a similar implementation of your suggestion in semiticgoddess' War Hulk mod to increasing slash/crush/pierce damage, but would prefer keep the buff to weapons only. I think I'll change the effect to maximize weapon damage like Kai instead. Thank you for explaining!
  19. I created a Flesh Golem and whacked on it. From what I read of IESDP, the bonus percentage would be what I put in value divided by 100. My screenshot says 1000 (10x) for the value since I wanted to check clearly if it was working, and 200 (2x) wouldn't be so apparent. No damage increase in-game though.
  20. I had expected this .SPL to be trivial to make in Nearinfinity, but apparently not. My best guess is something to do with the Effect 'Power' field, but I've seen some other .SPLs leave it at 0 too. I can cast the ability, but it doesn't actually increase damage dealt. Could someone tell me what I'm doing wrong? Screenshots of my .SPL in the spoiler.
  21. Hiya. I've managed to cobble together the various files needed for a new Ranger kit, but now I'm having difficulty with adding the descriptions in game. Most of what I've done is taken from THIS GUIDE on the Beamdog forums. After running weidu, certain places still say Ranger instead of Kitname - the pictures in attachment. The first is from character creation screen, the second and third from in-game character panel. From THIS COMMENT and jmerry's reply below, enginest.2da might be the culprit. I have tried appending STRREF_GUI_HELP_KIT_Kitname to enginest.2da, but that didn't work. Any tips? For reference, this is my WEIDU tp2.
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