Jump to content

DraikenWeAre

Members
  • Posts

    68
  • Joined

  • Last visited

Everything posted by DraikenWeAre

  1. @DavidW Quick update, I decided to try useing the sfo_temp_spl.spl of the previous folder inplace of the current Folder's sfo_temp_spl.spl and the add 9 new arcane spells installed successfully. Obviously this might cause issues but I'm wondering if V35 isn't updating variables consistently, since I never experienced this issue in your previous Versions of SCS.
  2. @DavidW sorry replying Late. I opened the weilog to read myself and found somthing strange mind you , even though I'll open SCS and it will read certain components installed , in the weidu, its just putting the components as "???????" Without thier actual titles. I tried to start from scratch, without Spell revisions , only installing the most basic mods for myself and then started getting similar errors for the add new arcane spells , which I didn't experience before, stating that another thing isn't present, when it is present in a Folder its supposed to be. The Weiducurrent.zip is the one with the present install without Revisions and less mods ingeneral, though it doesn't have have the whole "??????????" thing. I still have both folders though in full the current installation and the one with the "?????". weidu.log weiducurrent.zip
  3. Don't know what exactly caused this but I would run into certain components that wouldn't install due to thinking somthing not being found. Though I would check and they were where they were supposed to be, so I don't know
  4. @Iecerint I know you said you fixed the issue but if you run into it again when installing SCS again , you can put this file in your override and it should also deal with the issue. The actual item code for Acid Storm is SCACID but I got the file and rename it to %WIZARD_ACID_STORM_SCROLL%.ITM and found out it solved the issue no problem. %WIZARD_ACID_STORM_SCROLL%
  5. @subtledoctorI realised the the last edited tpa had an issue giving the player the innate ability with the familiar. Being the noob I was I honestly just gave up, not knowing what to do, since I ain't a modder. But today I retried it from scratch and was by chance able to detect my error. So the new TPA includes giving wtpfamiliars the ability without that busted error. Don't know if you would look at it and maybe add it to your next patch. setup_familiars.tpa
  6. @Allbrother honestly if it did all that , it would literally match the actual description of Imprisonment (except of course the being under the earth thing). Though if all that can be combined together, I don't see why it shoudn't work, but again I don't know anything about modding or codding, etc. I just hope it's feasible.
  7. @jmerry well couldn't you just copy the Hornung's Random Dispatcher into a fake Imprisonment, change the Animation to Imprisonment and make freedom able to reverse it. Then copy however it makes player one to be removed from party and appy it to both a fake Imprisonment and Petrification (but also make Petrification like increase damage to a character by like 400 times or somthing to still get the chunked effect if they get hit once). Don't know if I'm asking for too much here.
  8. @jmerryok so two questions. Firstly can't those flags be removed? (Don't know if this is a dumb question, since I don't know anything about making mods) Secondly if not , coudn't a replica fake petrification and Imprisonment be made who would remove the Player Charecter from the party but behave like the original petrification with the whole one hit chunk pieces gameover thing and maybe also game over if the party is empty. (Potentially with a flag that either stops any quest from proceeding if Player 1 isn't there or gives a timelimit of like 10 days to restore them or gameover)
  9. @jmerryI get what you're are saying , but I don't think its as hardcodded as you think. On my current installation I have the mod Wild Mage additions, and there's this spell called Hornung's Random Dispatcher, where it works like Imprisonment does. lore wise it's supposed to send a Charecter a random place across the multiverse, so basically Imprisonment with no return function. When I cast it on party members it removes them just like Imprisonment and Petrification, only they can't be brought back as I said . So I decided to cast it on my player Charecter and they dissappeard , removed from the party and I was unable to bring them back, while still able to keep playing the game with the rest of the party I don't think the modder who made WMA had thought that spell through when he added it but shoudn't there be a way to replicate that same kind of "bug" (which I consider a feature) onto Petrification and Imprisonment.
  10. @Blash2I wanted to know if there was a way to make the mod only appy to Imprisonment, petrification and maze. I'm ok with Charname able to die , I just have always hated those affects causing gameover.
  11. @subtledoctorWell as I said I don't know anything about making a mod , so I poked around your files and decided to add the WTPFam names to the Familiar.tpa of your mod and it seemed to work seemlesly including the WTPFamiliars in the Imbue component. I was really surprised. Maybe you can include it in your next update so other people who use both mods like me can take advantage of it.
  12. @subtledoctorWTPfamiliar makes its own copy of familiars called wtp.......(familiar name). So fairy dragon instead of famfair.cre is wtpfairy.cre So basically I think you would include these cre in what your mod detects I guess. (I ain't a modder or programmer so I'm just assuming).
  13. @subtledoctorSomeone sent me possible solution for the mod issue, so I don't think it's your mod , since they said they also know of the issue. I wanted to ask if you'd be willing to consider makeing your imbue spellcasting component work to also affect wtp familiars also?
  14. @SalkYes it's the one from your Mod, 100% same abilities and everything, your mod is even the one that is compatible with Tnt tweaks for Smart familiars which TnB isnt. I even checked the variables in EEkeeper.
  15. @subtledoctor Here's the Weilog. I didn't install choose the familiar component , only Imbue spells and innate familiar spell components. @Salk I can take it out in BGEE and BG2EE, I have save files for both, plus the BG2EE save was before a lot of mods including the TnB and still works fine. I actually had another SOD problem with another Mod actually, where I asked the creator of the mod and he said the issue was that SOD was built different, so he would have to encode it different for it to work there. So I don't know. weidu.log
  16. @SalkHonestly thanks for responding, tried what you said but no dice. I think the issue is I installed Imbue Familiars from Tome and Blood, thinking it would affect WTPFamiliars but it didn't. I honestly don't have time to uninstalled that Tome and Blood imbue familiar component,since I installed a mega mod and it would take time for my system to unistall it all and reinstsll. Honestly a shame, BG is my leaisure and this really irks me , I'm wondering if the Tome and Blood has its own Global Variable, but I really wouldn't know what that would be.
  17. Hello Everyone. I'm having an issue with the mod , I'm playing on EET install and I had was useing the Fairy but when entering SOD and I removed my familiar from the bag , it just dissappeard and I can't summon another familiar. I don't even know the GLOBAL value so I can't even reset it. Would really like some help. (Also I wanted to ask as a side note is it possible that the imbue Familiar component from Tome and Blood is compatible with WTPFamoliars)
×
×
  • Create New...