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DraikenWeAre

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Everything posted by DraikenWeAre

  1. @subtledoctor Just want to highlight that besides the issue with Neera being in the party breaking the Dialogue with Baeloth you've already mentioned. There's also an issue that if Viconia is in the party and you decide not to go to BP but continue talking to Baeloth like you want to recruit him, then she will end up braking that dialogue with her own dialogue, mako Baeloth unrecruitable.
  2. @lefreut I changed the titles figure number. Fixed the issues like you said. Thanks.
  3. @subtledoctor having an issue with the Necromancer Class spell ability "Rebuke Undead" Instead of working and Holding Undead, instead it's affecting non-undead . I know the .spl files are d5nctu but those are actually fine and unchanged, so it seems those files are referencing another file which employs the hold effect. So I don't know if you could tell me the name of the file which you encoded for the hpld undead effect so I can easily pinpoint the mod that's causing the conflict and just replace the file with what's in that mods backup.
  4. @lefreut actually semi works. Icewindale has it's own Logo showing. Icewindale 2 also has it's logo but for some reason the Title at the Top is saying Planescape Torment and I was just puzzled by that.
  5. @lefreut I normally play with your Ui mod (honestly it's a must since I require it to play EET on android) but it seems to have some incompatibility with IWD_EET Intergration by SubtleDoctor. He did give a sort of manual fix here but even so there's another issue of your mod not allowing the proper IWD logos to be seen in the main campaign selection menu. Not really a major issue but if you could look into it since SubtleDoctor said he doesn't know how your mod interacts with his mod to cause the issue so he's not equipped to solve it; it would be appreciated .
  6. @subtledoctor Not trying to be nitpicky here I just wanted to ask , is there a way to add the Logo's for IWD 1 and 2 in the menu screen when you press the campaign instead of them using the SOA and BP logos?
  7. @subtledoctor Worked Like a Charm. Thanks. Thanks a lot.
  8. @subtledoctor So after I finish modding I should open UI menu with near infinity and paste it in the space between TOB and BG1 is what you're saying, so I understand you fully?
  9. I Tried installing it just yesterday with the latest version. I'm using Lefruet's Ui Mod, most of the other mods installed are the same as what you posted in the repos list. Just with minor additions here and there. I generally like to put my mods and play on my phone and prefer to play there which is why I always install Lefruet, because without that I can't select all available campaigns on mobile. I haven't even finished modding, it's just no matter the Install , I've never got Integration to work , I thought maybe it was the install order but still nada as I see now. weidu.zip
  10. @subtledoctor Every Time I try this mod I can't seem to get it to work. I used to think maybe it had a conflict with another mod affecting UI , so I installed it as you listed it in order of your weidu.log you posted on github and still nothing. Everytime I press one of the Icewind Campaigns, it just opens up the BG1 Intro Movie and switchs to BG 1 selection. I really don't know what I'm doing wrong here, should I play the game normally with tipuns mod and then access it progressively before able to access it through the main menu? I really need some help please.
  11. I wanted to ask if it's possible to remove the untargetable and Undamageble effect from the Revised Petrification. While this mod is competing with the habbit of Savescumming/Reloading , others of us like to not have the instant death effect of normal Petrification but insteas just be as vulnerable as every other Charecter in the game when petrified, that one hit equals a destroyed statue and a game over.sa So it becomes a reasonable midway threat of a situation. If possible I would appreciate if the Effs for the two effects could be mentioned, so atleast manually they can be removed (if possible) with near infinity just to test how it would be atleast.
  12. Not tryna diss your mod. It's just I've known about It's existence for a year now and I just always has this thought: I have a brother and I always project my feelings for him onto Charname and Imoen. I would personally find it more terrifying if he was turned to stone fully powerless and more vulnerable than actual flesh and blood. To be then kidnapped by some bureaucrats because the man who just spent months torturing us asked for it. I would probably fall to the floor in shock from terror and fear, to afraid to even cry at the situation. I also don't trust Politicians to not mess up and Cowled Wizards seem not as competent as they try to seem, it just takes one moron to knock her over and then she's gone forever. Would probably make me work faster and harder to get to spellhold as fear is a great motivater. Anyway the mod is cool Jastey but I always wanted to say it feels more terrifying than normal canon which is why I don't install it. Seems like Nightmare fuel.
  13. Discovered a Bug where Smarter Priests Won't install and the error won't highlight what the actual Spl file is that is causing the issue instead just says *.spl. Everything else after of SCS, installed without issue, just wanted to add that. weidu.7z
  14. @DavidW I changed the ini file before the initial install.
  15. It seems that the Stratagems.ini doesn't seem to work when adjusting the ressurection spell, I tried to increase the diamonds needed for ressurect a permakilled party member to be 2 diamonds but it still only required 1 to cast ressurection. Also Tried to edit the Price uptick of ressurection at temples to be 10,000Gold but the prices seem the same regardless. This was tested on an EET install.
  16. @Thacobellthat was not your original point, your original point was somthing was specifically done to him to prevent him coming back not that he took too much damage. My point is literally unchanged, why not just admit you were wrong in youe rememberance.
  17. @jmerry @mickabouille I was referring to BG2UB , my mind was blanking so I was saying NPC Project. (Edited correctly now) In UBBG2 mod the line is changed to :Yes, there are greater spells that raise even the aged dead, but they leech from the caster, and I will not ask that of someone! Khalid would not have it. The original Unmodded line is : He... Khalid... is dead, and has been so for some time! Beyond a point, there can be no raising, especially when the body has been... has been desecrated. First line basically says it can be done but requires Lifeforce loss basically, second line implies he's too damaged.
  18. @ThacobellActually it wasn't that something was done to him to prevent so he couldn't be ressurected. It was basically "implied" he couldn't be ressurected for the same reason you can't ressurect someone who perma death in base game. The body was too mutilated and messed up. In BG2UB which (is a default mod these days), its that it would require loss of lifeforce to bring him back, which isn't found in DnD normally but I personally like as a reason. Personally I've always liked the permadeath unraisability of the base game , of Charecters being chunked whem Petrified or fireballed. The struggle of life or winning a fight kinda losses a lot of weight when the guardrail to living is just capitalism. We end up counting our wallets instead of ourselves. Which is why I don't feel the 1000 gold worth of diamonds DnD rule is enough. Having the party member who pays for the ressurection with -con just feels more impactful to me. But that's just me insofar I have yet to really see others comment on my view.
  19. @subtledoctor I really kinda feel dumb making this post now. In truth I didn't install the Kits from TOF , I just wanted to install the Dual Class/Multiclass component , so I didn't read through the Divine Component of ToF as properly, just simmed as I skipped it. FnP is something I use regularly, so don't want to install another mod which does the same, it was just being able to dual class into the stuff that I wanted.
  20. @Trouveur80 Went and reread through the whole thing and I'm suprised I missed that honestly. My bad
  21. @Connelly I wouldn't really say they do the same thing FnP has far more kits that ToF and has a sphere system, etc. ToF is more of a tweak system for the whole game entirely, it adds a bunch of kits true but does more for the overall game. The most similar aspect between them is just the multiclass thing honestly, but ToF gives also dualclass along with Multiclass and not just for divine kits.
  22. I just wanted to share that there is a slight incompatibility when trying to install and of the Dual/Multiclass components that involve clerics in anyway it leads to a message such as I have screenshotted here This obviously doesn't happen if FnP is installed after but then it keeps it out of the whole being able to dual class and multiclass it's kits. Just felt I should point that out, you created an awesome mod , so asking it to be compatible with every mod around the corner might be asking for much anyway.
  23. Hey @DavidW this might be out of my reach asking this but your whole revamp of perma death is awesome but got me thinking of khalid and like RP wise , why wouldn't Jaheira just look real hard for a diamond to resurrect him. I know you based the mod component off actual DnD Lore of needing 1000 Goldsworth of diamonds to cast true ressurection but then I also thought about in the BG2UB Mod, Jaheira lines are changed to say it zaps the lifeforce of the person who does the casting which is why she didn't raise khalid. So I thought maybe you could add another optional component to give a perma -1con loss for caster of ressurection in addition to 1 diamond cost, just to put more weights into actually casting the spell rp/noreload run wise. Just an idea
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