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Nameless_Knight

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Posts posted by Nameless_Knight

  1. 6 hours ago, morpheus562 said:

    My scripts assume either option 1 or 2 for the Faith and Powers Sphere System. You are using option 4, VPlus which may be the cause. I might just pull compatibility for it due to the differences and variations as it tends to quickly become a lot, especially when trying to weave it in with other mods that add/alter spells.

    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?

    image.png.855d6366ee31a0e14a4b51208b1acae5.png

     

    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. 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

  4. On 12/10/2021 at 9:33 PM, subtledoctor said:

    EDIT - sorry, it turned into a long post. The tl;dr is, this should work great with SCS AI and IWD spells. To minimize risks, set Spell Thrust to 3rd-level when installing.

    It is designed to work just fine with SCS - in fact when making the versions of the spells installed by this mod, I used versions that had SCS installed as a starting point. So the spell defenses like Minor Deflection, for example, sets spell states and proficiencies so as to function with the SCS version of Detectable Spells, which should allow the AI to handle spell battles with this mod as well as it handles the normal or SR systems. Moreover, as noted, this mod lets lower-level magic attacks like Spell Thrust and Secret Word be more effective against high-level spell defenses like Greater Deflection. I have tailored the DS spell states to allow the AI to take advantage of this. (Though, there has not been much playtesting.)

    Apparently, according to some discussion above, SCS may patch these spells while this mod installs them in what should be their final configuration. So this should be installed after SCS. However, apparently SCS will not patch them if SR or SRR is installed first. So if playing with SR or SRR, then you can install this before SCS.

    Entropy Shield, as installed and modified by SCS (v33) in my current game, is supposed* to protect you from Breach. Entropy Shield has the "Spell Protection" secondary type, so in this way it works for priests pretty much the same as Deflection works for mages: it protects you from Breach but can be dispelled by Spell Thrust, Secret Word, Pierce Magic, etc.

    Impervious Sanctity of Mind, as installed and modified by SCS,* casts a subspell, DW#ISSS.spl, which is a clone of the Spell Shield wizard spell. Because this subspell has the same secondary type as Spell Shield, it will work just fine with this mod. (However, if this mod is installed after SCS it should modify that subspell... I'll get to that and issue an update. But in the meantime it should work perfectly fine with the SR-MBR-SCS install order.)

    -----

    * SCS seems to have a bug - at least, the version in my game, which is v33. Entropy Shield and Impervious Sanctity of Mind are supposed to give you opcode 206 protection against various spells. But it looks like it uses opcode 318 instead. It's been a while since I messed with this stuff but IIRC cannot work in the way SCS is trying to use it here. So, in my game at least, Entropy Shield will not protect against Breach. I don't know if this is actually a bug in SCS, or something that changed these spells in my personal game; and I don't know if it was a bug in SCS v33 that has been fixed in v34. But, just an FYI. I'll post something about it on the SCS forum.

    -----

    One important thing to note: this mod can change Spell Thrust into a 1st-level spell so you can cast it more easily. In my experience this is balanced just fine. What the mod does:

    • give the old Spell Thrust a new IDS name (e.g. WIZARD_SPELL_THRUST_OLD)
    • add the new 1st-level Spell Thrust
    • give the new Spell Thrust the old IDS name (WIZARD_SPELL_THRUST)
    • set the new 1st-level Spell Thrust to be known and memorized by all enemy mages

    Theoretically, this means the AI should be fine. Any scripts operating via IDS name and calling for the wizard to cast Spell Thrust will find that the new spell corresponding to "WIZARD_SPELL_THRUST" is known and memorized, and should therefore successfully cast the spell. Any scripts operating via RES (filename) will find that, if the mage had SPWI321 memorized before this mod was installed, they will still have SPWI321 memorized and therefore will cats it. It will be cast as a 3rd-level spell instead of a 1st-level spell, but from the player's perspective it should not make a noticeable difference. I tried to cover both bases to make sure enemy wizards can successfully and effectively use Spell Thrust against the player.

    In practice: in my current BG2EE game I am not seeing many wizards cast Spell Thrust. I am not sure what is going on - it's possible the enemy wizards I am facing are simply high-level and are casting better spells like Pierce Magic instead. But it's also possible there is a problem.  It probably needs to be tested in BG1EE to be sure. If you don't want to risk it, then make sure you set Spell Thrust to be a 3rd-level spell in the mod's settings .ini file before you install it. (Edit - I'm making that the new default behavior in the next update of the mod.)

    Also: from a post above it sounds like there might be a small bug in the install process. I'll check it out when I can.

    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?

  5. 3 hours ago, subtledoctor said:

    Yeah, the first two options here only give you hit points through level 7 or 8. In this concept, advancing in level is supposed to make you tougher than a non-adventurer, but not orders of magnitude tougher. So it only gives you a few hit dice before petering out to de minimis bonuses. (Honestly, I have half a mind to drop that down to only 5 or 6 levels of hit dice...)

    Honestly, those two options are all about reducing your overall number of hit points in the late game and make thigns tougher for you. They are not really conceptually consistent with another mod that increases your hit points. The third option might be consistent, in that it is supposed to give you something like average HP rolls - so, how you apply those rolls is up to you. I still don't approve of all this HP inflation though  :nono:   ;)

    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.

  6. 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?
     

  7. 4 minutes ago, Connelly said:

    You can install the concentration component alone. The skill proficiency component simply implements it into itself when installed later, but you don't need it.



    '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).



    image.thumb.png.66a2af41cd1f3da794b325ad55ee3ffa.png

  8. 15 hours ago, morpheus562 said:

    I'm normally for doing things like that, but there are so many different mods that alter wizard slayer and I would need to account for all of them in order to update the kit description correctly. It is simply much easier to wrap it into my vision of the kit and not split it out.

    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.

  9. 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

  10. 26 minutes ago, morpheus562 said:

    Did you hit the uninstall button or did you redo your install without the component?

    I haven't looked at IR in awhile, but if the item descriptions are not updated as they should be, then IR must be altering how descriptions read. I don't have the time to track down all the ways IR changes descriptions so I can get things to match, so I'm marking it as an incompatibility.

    I also wouldn't mix IR with my set bonuses component. I don't have time to check each one against what IR does with the respective items. I'm updating Forgotten Armament to skip these components if IR is detected.

    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 🤔

     

  11. On 9/30/2023 at 2:10 AM, morpheus562 said:

    Issue is due to item revisions. Don't mix Forgotten Armament's Update Existing items and Item Revisions overhaul. One or the other. I'm also guessing item revisions changed the description for all helms and what I am checking off of to update the text.

    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.

  12. On 3/27/2022 at 7:10 PM, morpheus562 said:

    I'm going to make some updates tonight on how prof points will be distributed along with ensuring npcs gain the new Conditioning prof. Are there any other changes/updates people want to see made? Any new features they would like to see added?

    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).

  13. 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

  14. 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

  15. On 4/24/2023 at 2:33 AM, subtledoctor said:

    I made a hotfix mod for this. Can install it in the middle of the game, but probably need to load a save from before you enter an area with Najim.

    Yes. But we've already done extensive troubleshooting there, which lead to the creation of the above hotfix. Use that hotfix and all will be well.

    @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

  16. On 3/17/2022 at 9:42 PM, Mordekaie said:

    Starting to install some mods with PI and make some tests for my next EET modded playthrough. I have some  "weird" (in my opinion) transition debug. I join those debug files and my weidu files.

    If someone can have a look ! :)

    ProjectInfinity-WeiDU-Debug-transitions-22.log 4.24 kB · 27 downloads ProjectInfinity-WeiDU-Debug-transitions-33.log 4.6 kB · 22 downloads ProjectInfinity-WeiDU-Error-transitions-22.log 4.24 kB · 21 downloads WeiDU.log 13.54 kB · 25 downloads WeiDU-BGEE.log 1.82 kB · 24 downloads

    Hello.

    Same issue with installing component 22 using PI.

    ProjectInfinity-WeiDU-Error-transitions-22.log

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