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Delior

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Everything posted by Delior

  1. Did you already try Angel's fix from this thread?
  2. The blank spells in BG2EE character creation for the Warlock are intentional. It is so that the Warlock has enough spell slots for the "Invocations" the kit uses.
  3. That is possible. Unfortunately, I did not keep that installation and so I can't reload to test it under those exact conditions. I would suggest you put in a pin in this one for now instead of trying to reproduce it, unless others report similar issues.
  4. I believe so. I recall hitting the level up button and choosing a sling proficiency for Xzar. I noticed the 14hp after that. I am not aware of a way not to finish leveling properly after hitting the level up button, but it is possible that I did something to mess up the applicable script.
  5. I played through to the beginning of Chapter 1 and used the NPC customization for Imoen, Montaron and Xzar. Everything seemed to work as intended, except that for some reason Xzar ended up with 14 hit points at level one, when he should only have 4. I've attached my WeiDU log. WeiDU.log
  6. I might be missing it somewhere, but I don't see a description of the "Make elemental arrows Like BG2" component in the readme.
  7. The problem arises when you install a BG2-only mod that comes with new kit (as many of Lava's mods do just as one example), which makes it difficult to get the kits added in the same order.
  8. My favorite improved encounter component is the bandit camp as it feels a lot more like what would actually happen in that situation (as opposed to vanilla where the various groups just sit around waiting patiently for you to come and kill them), but I like the kobolds as well. One of the things I love most about SCS is how modular and customizable it is such that we can all tweak it to fit our own unique playstyles.
  9. So, let's say for example that I have installed a new kit added by one of the many kitpacks out there. I play through BG1 with the new kit, and then upon importing my character to BG2, I discover that my character has the wrong kit. As I understand it, this usually happens because BG2 will not always assign new kits the same id number as BG1. Would the proper procedure in that case be to look at your BG2 override folder to find the proper kit.ids for the mod-added kit you want and use AddKit to assign the proper kit to your imported character?
  10. I mostly agree with this. If you want to rush Nashkel at level 1 (which admittedly the game pushes you to do), then don't install Improved Kobolds. If you want the gold and Ashideena early, don't install Improved Bassilus encounter. If you install them, plan and play accordingly. My specific complaint has to do with the interaction of Potions for NPCs and the relocated parties of assassins. I like both of these components, but I dislike how it forces me to deal with backstabbing thieves with invisibility potions so early in the game. I don't like rushing the basilisks or using other experience exploits, and so I'm typically around level 3-4 after clearing Nashkel, which is when the roaming assassins can randomly appear. At this stage in the game, unless you make side trips to tombs or Sil's cave, you should have only one invisibility potion. I don't know how many invisibility potions SCS grants the assassins, but I'm fairly sure it is more than one. So, what are my options for countering invisibility? Again, I am level 3-4 so my spell slots are limited. I can use Glitterdust, which I find unreliable at best. I might have Detect Invisibility, but that only works once, and there goes my level 2 spell slots. I don't have Invisibility Purge yet. So, my only real options are (i) roll an Inquisitor, (ii) prioritize Detect Illusions on a thief (over detect traps and lockpicking), or (iii) don't install the components. I typically choose not to install the roaming assassins component, but I wish I could because I like that component. What I would love is an .ini option to limit the number of invisibility potions to one (the same amount a player typically has at that level) so that Detect Invisibility would be a reliable counter.
  11. I like the improved encounter as is - as I noted in my initial response to Hazzy, I've always felt like Bassilus should be a very difficult encounter given the substantial gold bounty offered for him.
  12. I don't quibble at all with that design choice, David, but rather with the resources you make available to those assassins as compared to a player character around the time the ambush can occur. A level 3 CHARNAME that has just cleared Nashkel has likely encountered a single instance of an invisibility potion (in Jaheira's starting inventory). I would thus say it is fair to start them off invisible (or cheat a bit to have them prebuff with HiS), and give them one invisibility potion to use as well if that component is installed. If you give them access to more portions than that, then IMO you are giving them access to more resources than a typicaly player has, even if pulling out all the stops.
  13. Hazzy: I think we all have an experience like that the first time we dial up the difficulty with SCS. For me, it was Silke. I had never had a problem with that fight before, and was used to doing it on my first trip to Beregost. Then, with SCS installed Silke threw up all sorts of protections, sequencers, and wiped most of my party before killing my main character with a Chromatic Orb petrification. Before that, I had no idea Silke was a level 10 Bard. On vanilla, she usually never even got a spell off before being killed. And that's the point: Vanilla and lower SCS difficulties don't let spellcasters use all the tools available to them - higher SCS difficulties does give them that, along with all that entails. Thus, for Bassilus, a "slight" increase in level means he has higher-level spells to throw at you. Keep in mind that the rewards for killing Bassilus are huge (lots of gold and an awesome warhammer), and so the fight should be challenging. A smoother difficulty curve would be nice, but it's hard to account for everyone's playstyle and order of completing quests/maps. So, you have a few options available to you to deal with difficulty spikes. You can lower the difficulty slider for a fight that is proving too difficult, or you can fine-tine the difficulty for particular enemies. You can also delay the encounter until you are at a higher level. People who play with SCS on high difficulties often use experience exploits like rushing the basilisks to get to higher levels quickly because low-level combat against spellcasters with SCS is really painful at low levels because you just don't have the tools to fight back yet. One other point to warn you about (spoiler warning if you care): The redeployed parties of assassins are extremely deadly at higher difficulties if you have "Potions for NPCs" installed. Far too deadly IMO - I don't know how many invisibility potions SCS gives them, but the thieves in the party pop them like candy and proceed to chunk your squishiest party members with abandon. It is my biggest pet peeve with SCS because level 3 is far too low level to expect most parties to have adequate means of detecting/countering invisibility. You have to roll an Inquisitor or rush Detect Invisibility on a thief to do that, and who wants to prioritize detect invisibility over traps, locks or backstabbing in early BG1? Yes, you might have Detect Invisibility or Invisibility Purge, but that only helps so much when the thieves just pop another invisibility potion and you have limited spell slots. I also don't like that behavior because SCS is supposed to play fair, but as a player I would never waste multiple invisibility potions in one encounter like those assassins do - they are far too rare in the game for that. [rant over]
  14. I guess someone at Beamdog decided that Durlag's just had one too many traps.
  15. I haven't played Blackhearts yet (partly because your reports are scaring me off from doing so, and because the mod author is inactive at the moment), but it sounds like you are done with most of the content. The author planned to include content in SOD, but never finished it. I believe there is some dialogue changes in TOB, but that's about it for further content AFAIK. Now, I am wondering whether there is a particular path that is relatively bug-free since at least some people have reported being able to complete it after applying the fix that @JohnBob provided on the BD forums.
  16. I get that, but should the option to select the archmage kit show up in character creation? Or, do we just select mage with the requisite stats, never dual class and import that character and the same kit mods to BG2EE and that dialogue triggers at level 18?
  17. I am a bit confused regarding the proper way to install and use the Archmage prestige kit. I tried installing it on BGEE, but the kit option is not showing up during character creation. I tried it with a human, half-elf and elf, but archmage does not show up as a kit option for any race. I know that the kit's abilities don't take effect until level 18, but based on earlier discussions in this topic, I thought we needed to select the kit in BGEE in order to have it import into BG2EE properly. Weidu log attached if needed. WeiDU.log
  18. Is this the same bug discussed here (pages 7-8)? [Released] Black Hearts - BG1 - Page 8 — Beamdog Forums
  19. Sure, note that this is an incomplete installation. I am trying to troubleshoot as I go. WeiDU.log
  20. Morpheus, since you're troubleshooting your master file at the moment, I wanted to point out that trying to install the Paladin abilities component results in a parsing error. Note that this is only in your unreleased master file. The release version is fine. Here's the relevant text from the debug file: [skills-and-abilities/components/class_skills/paladin_updates.tpa] PARSE ERROR at line 83 column 1-81 Near Text: PATCH_IF GLR parse error [skills-and-abilities/components/class_skills/paladin_updates.tpa] ERROR at line 83 column 1-81 Near Text: PATCH_IF Parsing.Parse_error ERROR: parsing [skills-and-abilities/components/class_skills/paladin_updates.tpa]: Parsing.Parse_error Stopping installation because of error. ERROR Installing [Add New Paladin Abilities], rolling back to previous state Unable to Unlink [skills-and-abilities/backup/80/OTHER.80]: Unix.Unix_error(1, "unlink", "skills-and-abilities/backup/80/OTHER.80") [skills-and-abilities/backup/80/UNSETSTR.80] SET_STRING uninstall info not found Will uninstall 0 files for [SKILLS-AND-ABILITIES/SKILLS-AND-ABILITIES.TP2] component 80. Uninstalled 0 files for [SKILLS-AND-ABILITIES/SKILLS-AND-ABILITIES.TP2] component 80. [skills-and-abilities/components/class_skills/paladin_updates.tpa] PARSE ERROR at line 83 column 1-81 Near Text: PATCH_IF GLR parse error [skills-and-abilities/components/class_skills/paladin_updates.tpa] ERROR at line 83 column 1-81 Near Text: PATCH_IF Parsing.Parse_error ERROR: parsing [skills-and-abilities/components/class_skills/paladin_updates.tpa]: Parsing.Parse_error Error Uninstalling [SKILLS-AND-ABILITIES/SKILLS-AND-ABILITIES.TP2] component 80: Parsing.Parse_error
  21. Yeah, as much as I admire Pecca's work or Lefreut's complete UI overhauls, they just have too many compatibility issues with other mods for my tolerance (SCS's difficulty slider gets borked in all of them, just as one example). I'm not pointing any fingers, just to be clear - I get that modifying the UI is tricky. I've just learned to be satisfied with a selection of EEUITweaks that I know won't mess anything else up.
  22. Hello @subtledoctor, I encountered the error below when trying to install the fighter/thief version of the ninja kit. This looks similar to the error I noted in another thread about your archer overhaul, and so I am guessing it may be a similar internal compatibility error: Added D5NINJA_F kit. Copying 1 file ... Copying 1 file ... Copying and patching 1 file ... ERROR: No translation provided for @20107 ERROR: [might_and_guile/misc/spcl922.spl] -> [override/spcl922.spl] Patching Failed (COPY) (Not_found) Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Add the Ninja (fighter/thief kit)], rolling back to previous state Will uninstall 204 files for [might_and_guile\might_and_guile.tp2] component 97. Uninstalled 204 files for [might_and_guile\might_and_guile.tp2] component 97. ERROR: Not_found Please make a backup of the file: Setup-might_and_guile.debug and look for support at: SubtleD Automatically Skipping [Add the Ninja (fighter/thief kit)] because of error. Using Language [English] [.\lang\en_us\dialog.tlk] created, 120713 string entries NOT INSTALLED DUE TO ERRORS Add the Ninja (fighter/thief kit)
  23. How did you get the House tweak to restore the reputation sound effect to work on EET?
  24. Delior

    My EET build

    Out of curiosity, do you use the worldmap mod over the EET worldmap for aesthetic preferences, or does it have some functionality required for other mods in your list? The reason I ask is because I like the look of the worldmap, and I've never used it in game, but when I loaded up pictures from the modflies, the map itself looked fairly blurry at high resolution.
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