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Nameless_Knight

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Everything posted by Nameless_Knight

  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.
  11. Further to this issue, I have now found that this component does something more than it says on the tin. It appears to be adding +1 AC to all helmets. I had noticed that, when installing both helmet components from IR and FA, helmets were getting +2AC, but I chalked this up to a bad interaction. Instead, it seems there is this additional fault in the FA component. Or is this in fact what you intended? If it is, I think it's perfectly reasonable, for the same reasons as that elaborated in IR's justification for it's own +1 AC bonus to helmets. However, it may create balancing issues with magical helmets that also add AC. (e.g., magical helmets that add +1AC would become pointless unless the AC stacks, and if the AC stacks then AC can get very high very fast). The solution to this may just be to separate out the helmet/shield changes and just keep the shield one? The shield change is far more balanced on it's own. Weidu log attached. Just a basic EET install for testing. Confirm it works (albeit perhaps not as intended) when IR is not present. I presume it's a conflict with IR's main component but have not had time to check all the others. ProjectInfinity-WeiDU-Log-Finished-Installation-2023.10.02-10꞉54.log
  12. Complete wipe and reinstall without the component using PI. Set bonuses component issue noted. Also a shame I will perhaps re-evaluate my position on IR. Perhaps crit immunity shields and Balduran set bonuses are worth ditching it
  13. Thanks for getting back to me. I then tried removing the Update Existing Items component from my install, but whilst this may have resolved the conflicts between it and the IR overhaul in general, it did not fix my issue with helmets. To clarify, are you saying that the helmets component from Forgotten Armaments is entirely incompatible with IR in any shape or form? No matter the install order? Because of the way it changes descriptions for text? That would be a shame since the +crit immunities of certain helmets and, in particular, shields appears unique to your mod and something I'd ideally like to pair with IR's item rebalancing.
  14. I was just looking at the Wizard Slayer component and thinking it would be great if you separate out the Detect Illusions mechanic from the other elements. That way it might be able to be used with other mods that change this kit (like Artisan's Wizard Slayer).
  15. Hi. I've installed this mod in multiple configurations primarily for the changes to critical hit immunity on helmets. However, I've noticed that, in any case, helmets still retain the description that they provide critical hit immunity. Does this mean the mod has failed in its application? Or this is intended? The mod does not remove the descriptions? Otherwise I have not been able to test whether they even grant critical hit immunity or not. ProjectInfinity-WeiDU-Log-Finished-Installation-2023.09.29-22꞉00.log
  16. Hi. I recently decided to try this mod. I've put it into a pretty crazy install with lots of other mods. I seem to have encountered two associated problems: 1) with the Revised Armour component. It doesn't seem to apply to the Blade kit I'm using from M&G (with 5E casting for revised bards). Every other bard kit from M&G works perfectly fine (despite receiving a message that wizard spells are disabled), but the Blade cannot cast spells with any type of leather+ armour on whatsoever. In fact it will set the number of remaining casts to zero. 2) with proficiencies. I'm not sure whether this is intended, but the Blade kit from M&G has no option for katanas or two-handed swords when using your mod. I'm not hugely bothered by this since I wasn't planning on either of those proficiencies anyway, but this doesn't seem correct. Blades should be able to specialise in any bladed weapons as far as I know? A third problem I have is Dual-to-Kit mod no longer working. It installs without warnings/errors, and it gives the options to dual to kits in game, but the end result is always generic. I have a feeling this is to do with some multiclass expansion tweaks I also installed concurrent with Scales of Balance, but just in case could there be any kind of compatibility issue between D2K & Scales? Weidu log attached. Any help appreciated. ProjectInfinity-WeiDU-Log-Finished-Installation-2023.09.29-22꞉00.log
  17. @subtledoctor I have an issue when installing this mod. Aside from getting multiple warnings on each component (inc. 'No rule to identify SOD'), the one particular component concerning undead will not install at all and throws an error. See log below. I was wondering if this is part and parcel of the same issue I've quoted here. And if it is, I have two related questions: 1) Would putting your script fix (https://github.com/subtledoctor/SubtleD_hotfixes/releases/tag/v29) prior to this mod in the install order potentially fix this issue? 2) In order to fix the 'No rule to identify SOD', and presuming (1) is not possible, you mention the script fix can be used at any time. Does this apply to EET installs as well? Can I install it on EET installs mid-game? I've posted this in the IE discord if you would rather give feedback there. ProjectInfinity-WeiDU-Error-mih_eq-0.log
  18. Hello. Same issue with installing component 22 using PI. ProjectInfinity-WeiDU-Error-transitions-22.log
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