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DraikenWeAre

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Everything posted by DraikenWeAre

  1. 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.
  2. 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
  3. @DavidW I changed the ini file before the initial install.
  4. 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.
  5. @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.
  6. @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.
  7. @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.
  8. @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.
  9. @Trouveur80 Went and reread through the whole thing and I'm suprised I missed that honestly. My bad
  10. @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.
  11. 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.
  12. 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
  13. @subtledoctorDude without EEKeeper I wouldn't have found this file. I used Nesr Infinity and it didn't help , the file was saved under Disrupt undead , it literally has no name besides itself. How can I let somthing go , when it's the primary thing that allowed me to find the issue's causation.
  14. @subtledoctorMan I have a story for you. So the backup thing didn't work. And I uninstalled ADN just to confirm it wasn't the problem. And it wasnt the issue. I didn't have a way to find the file causing the issue as I already removed B_C105.SPL as I already told you and the spell was still ingame. Tried your substitution technique and still the problem remained. So i decided to make a save file with the spell selected, then uninstall FnP in a separate copy of my install folder and read the save file with EEKeeper based in that folders chitin.key. Due to the fact FnP was Uninstalled in that folder, EEkeeper will then list the spell code of every spell it can't find (though not the ingame names) , so I used this list to manually remove from override (very very tediously ) SPL files until the spell dissapeared from game. So now while the Bams for the spell are B_C105 the actual spell is d5pp122.spl. I don't know if anything is actually wrong with the spl files or not, as I substituted it with C105.SPL and the game still lagged. Maybe the game lags because it's basically going two directions at the same time to get the spell to d5pp122.spl and the B_C105.SPL Bams and effects. Or maybe the issue is the actual files. What it truelly is that happened, is beyond me, so I'll post the files in a zip for you to check out with the change.log if you're interested in looking maybe. (Maybe Also if you can send a zip from your override of these files ,I can get the spell ingame properly, which I would appreciate) Disrupt Undead Issue.zip
  15. @subtledoctor Yeah I'm aware I was spelling it wrong, I don't know why but I read tpa from you mod for IWDstylespells and "disrupt" was spelled "dusrupt" , so the thing just got stuck in my head making me spell disrupt as distrupt. But it didn't cause an issue in finding the spell. I've generally always just removed .spl files for spells from override I don't want or caused bugs and kept them in another folder Highlighting what it was removed for. So this was the first spell that I removed from Override and somehow still stays present in the game just losing it's bams when I removed the bams. So obviously some other file is keeping it present in the game, which I have no Idea which. I will try your idea for substitution though. Anyway the weidu.log and spell change log are presnt in the zip , the last mod to affect the spell is "animate dead now" which is something an associate and I are working on, to fix the bugs present in Temnix's mod (with Temnix's permission of course) but I see no reason for that to cause the bug. Weidu.zip
  16. Ok @subtledoctor I think I have a serious issue. I've found the file B_C105 , but removing it doesn't remove it from the game. I think another File has also taken up the spell which is why the thing lags ao much. As to what that file is, is beyond me. Since nothing else comes up typing Distrupt Undead. B_C105.SPL
  17. @subtledoctorIn the mean while could you help me with it's spell code, so I can remove it from override , cause it's really an Issue for me.
  18. Hey @subtledoctorI wanted to ask if you could help with an issue. The Spell Distrupt Undead is causing me issues, if I even allow it to me seen in the spell menu, it causes my game to Lag so so much. Then if I select it to cast the game becomes unplayable. I also think it's even causing my EEKeeper to Crash , as it never crashes ,but now if I press Viconia who has the spell , the thing Crashes. I was useing EEkeeper to try to see if I could just get the Spell Code to just remove the spell manually but I can't even open the Spell List for Cleric without EEkeeper crashing ,which has never happened before.
  19. @MorgothRead through it all, can't really use it as a replacement for this, as I don't use EEex, plus there's no normal Raise dead spell for NPCs. I'll still install it , it just won't meet my needs.
  20. @MorgothDoes Olvynchuru have a spell thay allows to just resurrect npcs without them being zombies? Cause I kinda want both , one to ressurect like zombies and one to ressurect normally if I feel like it , since raise dead doesn't work on NPCs outside the party.
  21. @MorgothI hear you , though If @Enigmajazz said he had it sorted and knows how to go about it, then I'll atleast wait for his reply and see if can sort out the last issue since he said it's relatively easy and he already did sort the first two. I'm really interested in this specific mods potential and if he fix can be posted in this topic, then it's atleast would well enough to try anyway. Anyway besides his Lighting mod, which other mods of his would you say don't actually have any issues.
  22. @Enigmajazz okay, but I honestly don't have any Idea on how to do what you said , especially since I don't know which file is which . I'm not exactly the best at editing mods even though I know I know how to use near infinity a bit, and worse is that I noticed that Temnix didn't really optimize his mods in general in the best of ways. I would assume you not having to the files may be because you don't use the mod anymore or is it just that it's in your other PC. Because of it's the later, I can wait. Edit: Also I read Temnix description again and it seems the corpses are supposed to disintergrate after being diseased, the issue is they don't no matter how long you rest or time has past . If let's say they despawned after 8-24 game hours then the disease effect would be a problem. But they just stay on the map forever .
  23. @EnigmajazzCould you share your fix because casting the gift of life spell just causes the priest that does such to lose access to thier spells, (I guess cause thier losing thier class like you said) and doesn't raise the NPCs to life. Also the Animate Dead spell is bugged as when I cast it and it raises undead, my Charecter for some reason gets a whole bunch of unremovable items such as rings and invisible helmets in his bag. The Mod is good but has a lot of bugs, also that disease of dead bodies component needs to be removed in my opinion.
  24. @DavidWI think you're right , I realised that I downloaded SRR not SR for the old installation, but the new installation I'm doing, I still would like to know why it was saying sfo_temp_spl.spl was not in the folder when it was right there. Cause my second installation nothing is mangled up.
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