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Delior

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Everything posted by Delior

  1. The odd entries appeared again in the shopkeeper identify screen (on LeUI BG1EE skin on a BG1EE w/SoD installation). Specifically, if you use a shopkeeper to identify an item, then in that screen the newly identified item description shows the class/kit values. That's a rare occurrence, and thus not nearly as annoying as before, but thought I should report it.
  2. Huh, that's odd. The fixes worked for me. I'm using the LeUI BG1EE skin on a BG1EE w/ SoD installation.
  3. Just SCS, but folks on the G3 discord are saying that they're seeing it on ToF installs as well (without SCS). People have also reported seeing it on Dragonspear UI as well as the vanilla UI.
  4. I rolled a Dragon Disciple this morning with the latest version of SCS on BG1EE w/SoD and noticed on my character record sheet next to my kit name this odd entry: Dragon Disciple{K=35, C=19}. When I opened the description of my quarterstaff I also saw it there in the "not usable by" section next to those class names like this: Monk{K=0, C=20}. I cannot confirm this, but I suspect that this was due to something introduced in 35.8 because I did not notice this when I tested 35.7. I am also using Lefruet's UI, and so I don't know if these entries appear on the vanilla UI.
  5. That is odd considering I used today's update as well. The steps to reproduce my error (using today's Aura update as well as SCS 35.8) on a BG1EE w/ SoD installation are simply: - DLC Merger - Aura (selecting the default Articifer/Thief kit and default portrait options) - IWD Bard Songs component from SCS 35.8
  6. I've done some further digging on this, and the issue appears to be an incompatibility with the Artisan's Aura NPC mod. The error message indicates that the Bard Songs component cannot patch the file "luabbr.2da." I did a fresh install with just the Aura NPC mod and the bard songs component from SCS and that reproduced the error. I don't know if David will be interested in fixing this, or leaving it to the Artisan to figure out, but I've attached the file from the Aura NPC mod that appears to be causing the issue. luabbr.2da
  7. Hi David, I've unfortunately encountered another installation error, this time with 35.8, also on BG1EE w/ SoD. The error language is below, and the relevant Weidu log is attached. ERROR Installing [Include bard songs from Icewind Dale: Enhanced Edition], rolling back to previous state Will uninstall 98 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1520. Uninstalled 98 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1520. ERROR: Sys_error("override/lu*.2da: Invalid argument") Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at gibberlings3.net. Using Language [English] WeiDU.log
  8. Thanks, as noted on the other forum post I downloaded the updated version this morning and tested it on a clean BG1EE (w/SoD) installation and received the same error messages reported by user Chayjay.
  9. I downloaded the updated version this morning and tested it on a clean BG1EE (w/SoD) installation and received the same error messages reported above.
  10. Ok, I tried again with the new file and made it until trying to install Better Calls for Help. Note that I did not redownload the mod, but instead just dropped in your hotfix file above. The error message is below and my Weidu is attached. SFO: Applying patch(es) to CRE file(s) name_array_bg1_skeleton_warrior_bgee name_array_bg1_skeleton_warrior2_bgee name_array_bg1_skeleton_warrior3_bgee skelet_a skelet_b skelet_c skelet03 zombie_a zombie_b zombie_c zombie_d zombie_e ghoullor... FAILURE: You are trying to edit name_array_bg1_skeleton_warrior_bgee.CRE, which does not exist in the game Stopping installation because of error. WeiDU.log
  11. I tried to install the latest version and my installation failed to install the arcane spells from IWD due to a parse error. I have pasted the relevant information from the debug file below, and attached my weidu log. Note that I had installed 35.6 using a very similar modlist, and so it appears to be an issue introduced in the latest version. [STRATAGEMS/SFO2E/LIB_SFO.TPH] PARSE ERROR at line 912 column 1-3 Near Text: END GLR parse error [STRATAGEMS/SFO2E/LIB_SFO.TPH] ERROR at line 912 column 1-3 Near Text: END Parsing.Parse_error ERROR: parsing [STRATAGEMS/SFO2E/LIB_SFO.TPH]: Parsing.Parse_error Stopping installation because of error. fatal error installing library STRATAGEMS/SFO2E/LIB_SFO.TPH; attempting to give details. [STRATAGEMS/SFO2E/LIB_SFO.TPH] PARSE ERROR at line 912 column 1-3 Near Text: END GLR parse error [STRATAGEMS/SFO2E/LIB_SFO.TPH] ERROR at line 912 column 1-3 Near Text: END Parsing.Parse_error ERROR: parsing [STRATAGEMS/SFO2E/LIB_SFO.TPH]: Parsing.Parse_error Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Include arcane spells from Icewind Dale: Enhanced Edition], rolling back to previous state Unable to Unlink [weidu_external/backup/stratagems/1500/OTHER.1500]: Unix.Unix_error(1, "unlink", "weidu_external/backup/stratagems/1500/OTHER.1500") [weidu_external/backup/stratagems/1500/UNSETSTR.1500] SET_STRING uninstall info not found Will uninstall 3 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500. Restoring backed-up [weidu_external/backup/stratagems/1500/spell.ids] weidu_external/backup/stratagems/1500/spell.ids copied to override/spell.ids, 25352 bytes Uninstalled 3 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500. Unable to Unlink [weidu_external/backup/stratagems/1500/READLN.1500]: Unix.Unix_error(20, "unlink", "weidu_external/backup/stratagems/1500/READLN.1500") Unable to Unlink [weidu_external/backup/stratagems/1500/READLN.1500.TEXT]: Unix.Unix_error(20, "unlink", "weidu_external/backup/stratagems/1500/READLN.1500.TEXT") WeiDU.log
  12. I believe this was deliberate on David's part based on this snippet from the SCS readme: "As of v35, this tweak does not affect Sorcerers."
  13. Hi Lefruet, I'm getting an error message when trying to install the autoroller component on top of your enhanced UIs (I tried it with the BG1EE and SOD skins). That did not used to be an issue, and so I'm guessing it was something you changed in your ToF/SCS compatibility updates. The debug file is attached. SETUP-EEUITWEAKS.DEBUG
  14. I second what Moggadeet said. Beamdog gave themselves a very difficult task with SoD. They were creating a game using an ancient engine even by 2016 standards. They also had to create a midquel to a beloved series that had to try to stay faithful enough to fit in the saga and please fans of the OG games, as well create something "epic" enough to stand out on its own to create buzz and sales. I love the music, the environmental artwork, and most of the new NPCs. Some of the encounters are a lot of fun tactically as well. I do, however, believe that Beamdog made several unforced errors with the overall plot, especially the ending. Jastey has done a lot of work to ameliorate some of those errors, thankfully.
  15. Read Cam's post. Your entire argument is legalistic in nature, whereas Cam focused on community norms. They are NOT the same thing, although far too many people these days conflate them. I've been a practicing lawyer for nearly 20 years, and one thing I constantly tell my clients is 'never let your lawyer be your conscience." In other words, just because the law allows for something does not mean you should do it. Your argument rests entirely on whether or not using AI to mimic voice actors is legally permissible. That will be decided by the courts. Cam's argument ignores the legal aspects entirely, and focuses instead on community norms that have kept the IE community going for 20+ years. I could get into philosophical discussions about how equating "legal" with "good" is a plague destroying communities all over the world, but that's a topic far beyond this community.
  16. Hi David, just a couple of minor notes for the SCS readme: - There is no description for the component "Make Elemental Arrows like BG2." - In the additional details (spoilers) section, your description for the BG1 Improved Final Battle component is missing a subheader, which makes it look like it is part of the description of the chapter 5 component.
  17. It requires Lefruet's enhanced UI for IWDEE.
  18. If 3.1 and 3.2 are the same issues I encountered and reported on the SCS forum (and they sound like they are), the issue was limited to arcane casters (I encountered the issues with both Xzar and Dynaheir). You may want to try reproducing with an arcane caster.
  19. As a follow up, I made it to the Gnoll Fortress and encountered the same issue when recruiting Dynaheir. So, whatever the issue is, it appears to be something relating to arcane casters. Once again, the only way I could get the extra hit points and the customize ability to disappear was to select a class and kit for Dynaheir using the ability. I noticed a couple of other oddities. When I recruited Minsc, the game gave him enough XP to level up to level 3, even though no one in my party was above level 2. Also, Dynaheir had sleep assigned to her spellbook and she was able to memorize and cast it, which as an Invoker she should not be able to do.
  20. Just FYI, I got around to trying another installation with version 35.4 and this happened again. Xzar was at level one with 14hp and the level up button was greyed out. I wasn't going to use Xzar for long and so I decided to just use NI to reduce his hp to 4. However, when reloading my save Xzar was 4/14 hp. I took a look at Xzar's CRE in Near Infinity to see if I could figure out what was going wrong and discovered that the 'customize" innate ability was still active. I reloaded the save, activated the ability and just selected Necromancer for Xzar. The customize ability went away and so did Xzar's 10 extra hp, which caused him to promptly die since I had reduced his hp to 4 as mentioned above. That gave me a chuckle as Xzar certainly deserved such a fate. I then reloaded a save prior to recruiting Xzar and then leveled him up. The 14hp was still there as was the customization ability (I confirmed no more level ups were available). I used the ability but if I selected no change, then the ability stayed available as did the extra 10hp. So, I activated the ability again, selected Necromancer as a kit and the ability and extra 10hp disappeared. The process for Imoen and Montaron seemed to work fine as described in the readme. I leveled them up from zero to 1 and the customize ability disappeared as it should and nothing seemed amiss with their stats. I don't know why it isn't working properly for Xzar on my install, but for now at least just using the customize ability to select Necromancer seemed to fix it.
  21. Yeah, I think a lot of people misread this post as a retirement announcement, such that Jastey was about to disappear as so many of the OG modders sadly have over the years. I'm instead choosing to read this optimistically as "Jastey will spend less time maintaining other people's mods, and more time working on her own."
  22. That is an interesting comment, Morgoth. I appreciate that Lurker is actually playing the game. I have noticed that a lot of people in this community share modlists without ever having completed a playthrough using said modlist. I suspect, in fact, that there is an inverse correlation between the size of one's modlist and the likelihood of that person actually completing a full playthrough with that list. As just one example, look up Cahir's "EET Epic Run" on this site, where Cahir spent an inordinate amount of time researching and compiling his epic megamod list, only to admit years later that he never got around to actually playing it. I don't mean that as a critique of Cahir - it's a trap many of us have fallen into, including me. After spending several weeks trying out various installations and developing a severe case of restartitis, I discovered that I was spending far more time playing Project Infinity rather than Baldur's Gate. I realized that if I wanted to actually play the game, I had to drastically trim down my list of mods in order to minimize the amount of bugs and other immersion-breaking oddities that were making me constantly quit and restart. If you enjoy creating "epic" megamod installation lists and making them work, that's fine, as long as you are up front about the fact that you haven't actually played the game all the way from keep to throne using that list before you choose to share that list with other players.
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