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Nameless_Knight

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  1. ProjectInfinity-WeiDU-Log-Finished-Installation-2023.10.05-01꞉40.log With 'oFnP: the original Faiths Powers sphere system' (option 1) .baf here: https://file.io/4eXvoZWfukc5 I'm going to venture a guess that the Spell Turning parse errors are resulting from Revised Magic Battles since it removes Spell Turning? The other errors I cannot account for. Do you think this is stable? ProjectInfinity-WeiDU-Debug-enhanced-powergaming-scripts-15.log ProjectInfinity-WeiDU-Debug-enhanced-powergaming-scripts-9.log ProjectInfinity-WeiDU-Debug-enhanced-powergaming-scripts-10.log
  2. Understood. Perhaps I will try a different FnP install, but I will have to look more closely at those sphere systems first. In the meantime, I will hold off on installing these scripts for now. Hopefully SCS Ease of Use AI will cover VPlus (if indeed that is the issue). Thanks for taking a look at this
  3. File is too large to post here. Uploaded here: https://file.io/UaDvvzw56fN4
  4. This mod successfully installs, but with a number of errors in components 10&15 (see logs below). My EET install is huge, so I'm not surprised. I assume this is something to do with stuff like celestials being changed prior to the mod install, but what I'd really like to know is: does it matter? Are these errors going to cause issues in game or are they irrelevant? If they are a problem, do you see the specific cause and how I might fix it? ProjectInfinity-WeiDU-Debug-enhanced-powergaming-scripts-10.logProjectInfinity-WeiDU-Debug-enhanced-powergaming-scripts-9.logProjectInfinity-WeiDU-Debug-enhanced-powergaming-scripts-15.log ProjectInfinity-WeiDU-Log-Finished-Installation-2023.10.04-04꞉07.log
  5. Very interested in getting this mod to work properly as part of a very large EET install including SCS. Questions: 1) Does it still stand that this mod can be installed before SCS but after SRR if the latter is present? 2) Aside from SCS/SRR, should this mod be installed after all mods that add/remove/or tweak spell gameplay? 3) Lastly, as a corollary of (2), should this mod just be installed after SCS in any case, even if SRR is present?
  6. My main draw to this component was the idea that the 'generous' option would allow me to retain hit dice rolls whilst preventing certain classes from outpacing others' hp in unusual ways (something pointed out in the readme). I was hoping that it wouldn't make things tougher; only that it will breath some life into the hit dice mechanic and increase its usability for modded SCS/ascension runs.
  7. 3 questions: 1) Is component 'Weapon Proficiency Overhaul (WPO): Overall Overhaul' compatible with the first subcomponent of the "Revised Proficiencies" options in Tweaks Anthology? The WPO: Expanded Combat Skills System is compatible, but the Weapon Proficiency Overhaul just says it is 'generally not compatible with stuff like the weapon proficiency changes in Tweaks Anthology'. Could you clarify for this specific subcomponent? (the subcomponent that merges maces/morningstars) 2) Is the Hit Dice Overhaul (HDO): Revised Hit Point Progression compatible with The Tweaks Anthology - Allow HP Rolls Through Level 20 [Angel]? If it is, in what install order? 3) I see no mention of grandmastery anywhere in the readme. Does this mean that mastery or high mastery is the highest attainable weapon proficiency in Scales of Balance? And that therefore I have no need to install things like GM (Baldurdash) etc?
  8. 'The skill proficiency component simply implements it into itself when installed later, but you don't need it.' Sorry I don't understand this line. EDIT: Now I understand. You are referring to this? I didn't realise the actual check was separate from the skill. I will try it. Thanks. (although I wonder if it will be detrimental to my game without the proficiency).
  9. Unfortunately it's part of S&A's skill system, which conflicts with SoB's; and I prefer SoB's.
  10. Fair enough. Edit: In that case I would also encourage you to develop this concept of the wizard slayer if you ever find the time. I think it makes for a rather ingenious compound of two typically under-utilised game features - detect illusions and the wizard slayer class itself. It also complements group mechanics, allowing one to separate out more skills from the thief and thereby reduce dependence on the latter. It works well with the UI. It works for RP reasons. AFAIK, no other wizard slayer mod includes the detect illusions feature either. If you do decide to work on it further, I would suggest updating the readme to clarify a few points: 1) Is the detect illusion ability added as per the thief UI or as an innate ability? (I presume the former since it involves EEeX) 2) Is the cumulative chance of spell failure % applied by hits made by ranged attacks? 3) You may also want to add a general note about potential compatibility with other kits. I would also suggest considering adding some innate abilities, rather along the lines of Artisan's wizard slayer or the wizard slayer rebalancing mod by AlexT. This would complement the rather more passive detect illusions skill with actions for a more active role in combat. I think this would make for another compelling reason to consider the S&A mod in general.
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