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DraikenWeAre

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Posts posted by DraikenWeAre

  1. @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.

  2. @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 .

  3. @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. 

  4. @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 "?????".

     

    Screenshot_20231212_032432_Termux.thumb.jpg.0dd34762dce9bf3101348ca7abedab19.jpg

     

    weidu.log weiducurrent.zip

  5. @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%

  6. @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

  7. @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. 

  8. @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.

  9. @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)

  10. @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. 

  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. @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

  13. @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.

  14. 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)

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