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Delior

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Posts posted by Delior

  1. 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.  

  2. 5 minutes ago, morpheus562 said:

    You need to be a pure, un-specialized mage that is not dual or multi-classed. Once you reach the level and other requirements you will be given a dialogue to choose to become an archmage. The reason to install this on bgee is to ensure the kits have the correct ids when you import over to bg2ee. You will not become an archmage during normal course of play in bgee.

    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? 

  3. 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

  4. 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

  5. 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.  

  6. 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)
     

  7. 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.  

  8. Note that the mod called Skitia's NPCs is a BG2 mod that installs all of Skitia's current NPCs into BG2.  It is EET compatible, but I've been told that it does not put those NPCs into BG1/SOD.  If you want them there, you have to install each NPC's mod for BG1 (e.g., Emily for BG1, Recorder for BG1, etc.).  I believe that Skitia is working on an all-in-one mod for BG1 similar to her BG2 mod, but it is not available yet.  I also do not know how smooth or not the transition is for her NPCs between BG1/SOD and BG2 as I haven't used those NPCs yet myself.  

  9. A few notes on this as I've been working on setting up a stable megamod EET installation myself the past few weeks:

    - I don't believe Revised Magic Battles and Enhanced Powergaming Scripts are fully compatible, at least not at the moment.  My EPGS installation had errors when I tried installing it with RMB, and the EPGS readme notes compatibility with most of SD's mods, but not RMB.  

    - My SCS installation threw out an error relating to attempting to modify the CRE file for Eldoth.  I tried an installation with The Vanishing of Skie Silvershield removed and that time SCS installed without the Edloth CRE error, and so that mod may have compatibility issues with SCS, but I have no idea whether they cause significant issues in the game.   

    - Lastly, I keep getting the error below every time I try to install the revised archer component from MIght and Guile.  I have tried to figure out which other mod is causing the issue, but I haven't been albe to pinpoint it yet:

    ERROR: cannot convert slinger_code or %slinger_code% to an integer
    ERROR: [QD_MCT01.spl] -> [override/QD_MCT01.spl] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    ERROR Installing [Revised Archers], rolling back to previous state
    Will uninstall  84 files for [might_and_guile\might_and_guile.tp2] component 225.
    Uninstalled     84 files for [might_and_guile\might_and_guile.tp2] component 225.
    ERROR: Not_found
    Please make a backup of the file: Setup-might_and_guile.debug and look for support at: SubtleD
    Automatically Skipping [Revised Archers] because of error.
    Using Language [English]
    [.\lang\en_us\dialog.tlk] created, 487369 string entries
    NOT INSTALLED DUE TO ERRORS Revised Archers

  10. 2 hours ago, subtledoctor said:

    Do you really think this increased access to Spell Thrust is OP? To me this feels more like a convenience tweak than an outright power-up. Because the spell itself it no t very powerful - it can only remove up to level 5 protections, and even if you have infinite uses of it, it still requires spending a round to cast it and take down enemies' protections. And there is opportunity cost in having it ready.

    Perhaps it FEELS more OP than it actually is since that spell is only available to mages via a single scroll after the bandit camp boss fight, and IIRC even that was only added in the enhanced edition.  It does alter the balance of early game battles with SCS installed, particularly against the many parties of assassins, although even in that case it doesn't make those fights easy per se since they still often have stoneskin and mirror image, for which spell thrust does nothing.  Since it doesn't change the balance drastically, I did like the idea of moving it level 1 so that those of us who use SCS but refuse to do basilisk or other leveling cheese at least have something to throw at those pesky assassins instead of waiting for protections to expire, but having infinite uses of it still seems a bit OP to me.  

  11. Hello, I installed the latest version of this mod from Github, and I selected the innate cantrips component and the component to move Spell Thrust to level one.  I rolled a sorceror and upon preparing my first cantrip I was surprised to see Spell Thrust show up in the list.  I am not sure if that was intentional or not (that seems OP to me FWIW), but in any event it did not work.  If I selected to prepare spell thrust, it would just bring up the selection menu again until I picked something else.  Drowse did work when I selected it.  

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