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private

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  1. Yeah, I figured something is veeery wrong when I saw that planetar. My apologies for immediately suspecting SRR as a cause, but it is most extensive mod I have, so that was my natural guess. Also, it is kinda fun to see how OP those planetars are, when they appear in BG1 instead of ToB, so I was fortunate that this one was on my side. As of "Dimension Jump", I just though that in vanilla they used predetermined spots to teleport and were not doing it that frequently, but I could also not remember correctly since it was a few years from my last playthrough. Could adjust to that, nothing gamebreaking. Thank you for thorough investigation as always.
  2. My modlist is unchanged since last time and I do not think any of them touches this quest anyway. I suspected SRR since it happens only in fight with Mendas and only after you return from werewolf island. Immediately after fight begins, he and Baresh changes to werewolf form and Fallen Planetar is summoned, but no info WHO summoned it. It could also be related to SCS, but I have only like 3 components from it and none related to AI changes and improved encounters. It is not a big deal since it could be just issue with my installation and could be related to some other mod like you said. Speaking of odd things, I've also seen some strange behaviour from mages using "Dimension Jump" spell which I do not remember from vanilla. Mages like Davaeorn (Cloakwood mines lvl 4) or Andris (Ice Island lvl 1) were stuck in some strange loop, where they cast this spell to get away, come closer on foot and then cast it again and repeat this for at least a few times. It is especially noticeable when you just hide behind a corner and wait for them to come. I must admit I then played on not so up to date version v1.3.900 so fixes could already been made, but since you already at it, it would be nice if you could also check this as well.
  3. I have encountered yet another strange situation. In BG:EE when you turn-in quest related to werewolf island, normally you fight two werewolfs. Yet in my game, for some reason a friendly fallen planetar (!!!) joined the fight and decimated those guys. I must admit, it was kinda funny to see, but it ruined difficulty of this fight for obvious reasons. I have reinstalled your mods to the latest version (v1.3.956), but unfortunately it is still cursed encounter for me. Maybe it is like that, because I did that without starting a new game, so it could be fixed already, but just wanted to share this abomination.
  4. I appreciate your explanation. I just tested it, spawned basilisk and your fix works like a charm! (well, a bit better than a Charm, since it does not require saving throw ) In the future I will try to look at those github depositories first, in order to check if there are some new versions of mods available. For now I'll just stick with this "flawed/not up to date" playthrough since I have no patience to start over for the 393827th time again, since I wasted many hours on different mods/configurations already. If any new issue comes up with the latest version of your mod, then I surely let you know here.
  5. My apologies for bothering you, if petrification problem was already adressed in one of updates. Not many basilisks left in my current playthrough (in Durlag's Tower there are some I believe), so I can always make sure to protect party from petrification effect, rather than dealing with aftermath. I will also make sure to reinstall the game, using latest version of your mod before I try another playthrough or continue into BG2:EE. File SPWI604D.spl attached. One other unrelated question - do Item Revisions Revised change weight of throwing daggers and other weapons as such? I remember playing vaniilla BG:EE and Xan had multiple stacks of x40 throwing daggers in his inventory and it did not bother him much, when now, every throwing dagger weights 1 lbs, which makes most characters overencumbered with just a few stacks of them in inventory. This is only reason I use other mod component "~TNT/TNT.TP2~ #0 #24 // Hassle-free ammo: v8.30" in order to reverse that change and make all ammo/throwing weapons weightless again. Is this intented behaviour of throwing weapons? Not a big deal, just curious. Anyway, thank you for your timely anwser and helping me and others with our little problems. I really like the vast majority of changes from your mods (IRR and SRR) and it's now hard to imagine playing without them installed. spwi604d.spl
  6. I googled a bit and I hope that it is what you mean't. Also file in question is attached: [WeiDU-FileChangelog.exe] WeiDU version 24700 Mods affecting SCRLPET.ITM: 00000: /* created or unbiffed */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.800) 00001: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 18 (Revised v1.3.900) I'm not sure why this problem exist in my installation, I tried to make it as clean as possible, and have read every readme file to ensure that installation order is correct. The only other mod I have that touches scrolls is Tweaks Anthology and its component: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16 Could this be the culprit? The only other idea I have, is that the base version of Spell Revisions I downloaded in order to copy files from Revised version over it, is actually newer that it supposted to be and changed made in that base version are messing my installation. I have downloaded "SpellRevisions-4.19.rc4" mid February 2024, and Revised version on the same day, but I see that both standard and Revised versions are being updated very often. It is shame that your mod is not standalone, since I suspect that copying over files (and doing it incorrectly) can break many things and using base version of Item Revisions does not look good, since mod has not been maintained since 2017 or so... As a side note - I also encountered multiple errors while trying to install IWD spell components (or almost any spell components to be honest) from SCS, even though it claims to be compatibile with your mod. Without SR/R and IR/R full installation of SCS proceeds without problems, so maybe my installation is really broken. SCRLPET.ITM
  7. Hello, I encountered issue regarding petrifcation from basilisks and I am not sure if it's intended behaviour - green scroll "Stone to flesh" does not seem to work as intended and does not restore character from "permanently held" status. It works properly when used on vanilla "stoned" characters like Branwen, but not on party members. It really limits number of ways to recover, if something went wrong during fight with basilisk and renders these green scrolls almost useless. I have set "petrification = 2" in spell revisions settings, also tested it numerous times and results are always the same - character struck by basilisk gaze remains held permanently unless I use "break enchantment spell" or CTRL + R. Here is short clip I made to show the problem and weidu.log:
  8. I also installed your mod by unpacking Spell Revisions v. 4.19RC and then replacing it with Revised version. I am not very far into BG EE, as I keep restarting, trying different mods/settings, but I also encountered most of the issues listed above in my game. The most obvious one and easiest to recreate is Enchanted Weapon spell, when set to original BG behaviour, when you summon weapon, almost all of them have random strings from the game assigned as their name. I must admit, it is pretty funny and so far harmless - did not see anything gamebreaking, but it would be cool if you mentioned exact supported version of Spell Revisions on which your mod should be installed upon in order to avoid such issues.
  9. Hello, On my current playthrough with SCS 35.10 installed, kobold shaman in Nashkel Mines, added by your tactical challange component, did not cast any spells and went straight to melee, even though I checked and he had some spells memorized, as seen in attached screenshot. I must admit, on current install I skipped your components related to additional spells in favour of Spell Revisions (revised version) but any other spellcaster I encountered so far, did not have any problems casting spells and they even used some spells modified by SRR. I remember that last time his spells made this encounter into quite a challange, but without them, these kobolds were weak and easy to kill. Do enemies in these modified encounters need spell components of SCS installed in order to be able to cast spells, or is it just bugged in my install? I'm attaching my weidu log if it helps. Also, I noticed that during installation, component "Smarter Mages" installed with warnings, however I have no idea on what impact does it have on game itself.
  10. Works great with this fix, thank you! On the future note, if I encounter something similar with some obscure kit, is this easily fixable using NearInfinity, by swapping spell effects as you did? I mean I am no way an advanced user, but it would certainly save some hassle with fixing it individually.
  11. Sure thing, here is file in question. Thank you in advance for help with this. SPCL742.SPL
  12. Hello, It seems like Priest of Lathander's innate ability "Halt Undead" is currently bugged with SRR installed. I am playing BG:EE and I noticed that spell does nothing, even when enemies fail to make a save vs spell. I have tested version for mages and it works correctly. I tried it on zombies, skeletons and ghouls to see if it makes any difference but it does not. I am using latest version of your mod. It is shame, because most spells I tested works flawlessly. Any way to fix this? My weidu file if needed: WeiDU.log
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