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Enkidu

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Posts posted by Enkidu

  1. SCS improved encounters on EET causes the 6th chapter random encounter with rakshasa disguised as travelers to happen prematurely in chapter 2. We have this block in ar0041.bcs - ar0046.bcs

    IF
    	OnCreation()
    	GlobalGT("RandomEncounters","GLOBAL",1)
    	Global("DMWWRandomTravelers","GLOBAL",0)
    	GlobalGT("chapter","GLOBAL",5)
    THEN
    	RESPONSE #100
    		SetGlobal("DMWWRandomTravelers","GLOBAL",1)
    		CreateCreature("RERAK01",[488.558],NE)  // Traveler
    		CreateCreature("RERAK02",[500.454],NE)  // Traveler
    		CreateCreature("RERAK03",[552.476],NE)  // Traveler
    		CreateCreature("RERAK04",[427.548],NE)  // Traveler
    		CreateCreature("RERAK05",[525.591],NE)  // Traveler
    		CreateCreature("RERAK06",[585.542],NE)  // Traveler
    END

    I fixed  this manually in my install by changing the condition GlobalGT("chapter","GLOBAL",5) to GlobalGT("AsylumPlot","GLOBAL",50). The bug is present in v35.10

  2. Here's my profsmax.2da:

    2DA V1.0
    0
                        FIRST_LEVEL OTHER_LEVELS 3          6          9          
    MAGE                2          5          3          4          5          
    FIGHTER             2          5          3          4          5          
    CLERIC              2          5          3          4          5          
    THIEF               2          5          3          4          5          
    BARD                2          5          3          4          5          
    PALADIN             2          5          3          4          5          
    FIGHTER_MAGE        2          5          3          4          5          
    FIGHTER_CLERIC      2          5          3          4          5          
    FIGHTER_THIEF       2          5          3          4          5          
    FIGHTER_MAGE_THIEF  2          5          3          4          5          
    DRUID               2          5          3          4          5          
    RANGER              2          5          3          4          5          
    MAGE_THIEF          2          5          3          4          5          
    CLERIC_MAGE         2          5          3          4          5          
    CLERIC_THIEF        2          5          3          4          5          
    FIGHTER_DRUID       2          5          3          4          5          
    FIGHTER_MAGE_CLERIC 2          5          3          4          5          
    CLERIC_RANGER       2          5          3          4          5          
    SORCERER            2          5          3          4          5          
    MONK                2          5          3          4          5          
    SHAMAN              2          5          3          4          5          
    

    It's not even in override.

  3. I uninstalled 5.9.6 and installed an older version (5.7.1) and now it works fine. So here's a bunch of response triggers in fighter proficiency assignment dialog (d5prffi) from 5.7.1:

    Response trigger 0

      GlobalGT("D5_BASTARD_SWORD","LOCALS",0)
    ProficiencyLT(Myself,PROFICIENCYBASTARDSWORD,1)
    

    Response trigger 1

      GlobalGT("D5_BASTARD_SWORD","LOCALS",1)
    Proficiency(Myself,PROFICIENCYBASTARDSWORD,1)
    CheckStatGT(Myself,0,LEVEL)
    

    Response trigger 2

      GlobalGT("D5_BASTARD_SWORD","LOCALS",2)
    Proficiency(Myself,PROFICIENCYBASTARDSWORD,2)
    CheckStatGT(Myself,2,LEVEL)
    

    Response trigger 3

      GlobalGT("D5_BASTARD_SWORD","LOCALS",3)
    Proficiency(Myself,PROFICIENCYBASTARDSWORD,3)
    CheckStatGT(Myself,5,LEVEL)
    

    Response trigger 4

      GlobalGT("D5_BASTARD_SWORD","LOCALS",4)
    Proficiency(Myself,PROFICIENCYBASTARDSWORD,4)
    CheckStatGT(Myself,8,LEVEL)
    

    Now look at this mess in fighter proficiency assignment dialog from from 5.9.6:

    Response trigger 0

      GlobalGT("D5_PROF_89","LOCALS",0)
    ProficiencyLT(Myself,PROFICIENCYBASTARDSWORD,1)
    

    Response trigger 1

      GlobalGT("D5_PROF_89","LOCALS",1)
    Proficiency(Myself,PROFICIENCYBASTARDSWORD,1)
    CheckStatGT(Myself,9,LEVEL)
    

    Response trigger 2

      GlobalGT("D5_PROF_89","LOCALS",2)
    Proficiency(Myself,PROFICIENCYBASTARDSWORD,2)
    CheckStatGT(Myself,1,LEVEL)
    

    Response trigger 3

      GlobalGT("D5_PROF_89","LOCALS",3)
    Proficiency(Myself,PROFICIENCYBASTARDSWORD,3)
    CheckStatGT(Myself,4,LEVEL)
    

    Response trigger 4

      GlobalGT("D5_PROF_89","LOCALS",4)
    Proficiency(Myself,PROFICIENCYBASTARDSWORD,4)
    CheckStatGT(Myself,8,LEVEL)
    

    Response trigger 5

      GlobalGT("D5_PROF_89","LOCALS",5)
    Proficiency(Myself,PROFICIENCYBASTARDSWORD,5)
    CheckStatGT(Myself,8,LEVEL)
    

    It's the same for all classes and proficiencies, except druid for some reason.

  4. Quote

    NPC_EE doesn't allow this. When NPC_EE was created I had no way to reselect proficiencies without dropping you to level 0 and letting you build yourself back up to level x.

    That's what I did. I chose the option to level up from 0 but since I didn't want to change his class or give him a kit, I just chose plain ranger and built him up from 0, attempting to give him different proficiencies.

    WEAPPROF.2da and PROFSMAX.2da in my install look perfectly normal. WEAPPROF.2da has been modified by tweaks anthology universal clubs and some kit additions from mods but that's nothing new or extraordinary.

    Something is broken in my install. When I change him to a a paladin the innate ability for assigning proficiencies still only allows me to put one point in every weapon and weapon style. If I first level him up from 0 and then use the innate ability, the proficiencies I gave him from leveling can't be increased with the innate ability. I can only put one point in new proficiencies.

    However, changing him to a fighter (any kit) gives very strange results. If, when leveling him up from 0, I put at least 2 points in any weapon proficiency or the dual-wielding style, the innate ability allows me to increase that proficiency to 4 (max for his 7th xp level) or the style to 3. I still can only put 1 point in any other weapon and weapon style.

    Edit: Actually, putting 2 points in any proficiency seems to work for any class in allowing to increase that proficiency with the innate ability, provided the class/kit restrictions allow more than 2 points in that proficiency.

  5. I'm playing on a fresh EET install with the 5.9.6 version of this mod. I'm in chateau Irenicus and wanted to change Minsc's proficiencies without changing his class, but immediately encountered 2 problems:

    1. Resetting his class removes his ranger proficiency in two-weapon fighting, with no way to get it back. Testing on Khalid shows that changing class to a ranger doesn't give the two-weapon proficiency rangers are supposed to get.

    2. The innate ability for assigning proficiencies allows me to put only one point in any weapon and weapon style. I can mitigate this by first using the innate ability and then leveling him up from 0 but he still ends up with 2 points spread between 2 proficiencies when I'd rather put 2 points in one proficiency.

  6. SCS modifies Nature's beauty so I think it's a good idea to sart a thread here. In Abazigal's lair lizardman shamans perma-blinded 3 of my party members with nature's beauty. Dispel magic only removed the portrait icons for blindness but did not remove reduced visibility and thac0 penalty. Cure disease and true seeing/sight (cast by the affected party member) removed reduced visibility but thac0 penalty was removed only after reaching the next xp level. Heal cast by a summoned planetar also didn't remove the effects (didn't test with heal cast by a party member).

    After that I did some testing on CLUAConsoled hostile mooks. I perma-blinded them with nature's beauty cast by Jaheira and then cast remove magic on them, which didn't work. Remove magic was cast by a much higher-level Haer'dalis so it should've worked. Then I disease-cured one of them and it worked; removed reduced visibility as well as the thac0 penalty.

    BG2EE V2.6.6.0 with EET V13.4 and SCS v34.3.

  7. "Subcontracting" to Bondari in Abazigal's lair causes several days to pass but without rest so the party is tired afterward. The location this happens in allows rest so the party should be rested after Bondari returns with the gauth eyestalk.

  8. "Subcontracting" to Bondari in Abazigal's lair causes several days to pass but without rest so the party is tired afterward. The location this happens in allows rest so the party should be rested after Bondari returns with the gauth eyestalk.

    Edit: sorry, wrong topic, feel free to remove.

  9. Something else that always bugged me is that Sarevok, in his various antagonist incarnations, and creatures using his sprite have physical hit sound effects that make it seem like they have no armor; they should sound like they're wearing plate.

  10. In the vanilla BG2EE and EET baldur.bcs we have this:

    IF
        OR(2)
            Global("PCSphere","GLOBAL",2)
            ReputationLT(Player1,4)
        GlobalLT("BribedCowled","GLOBAL",2)
    THEN
        RESPONSE #100
            SetGlobal("BribedCowled","GLOBAL",2)
    END

    I think this is supposed to happen only in the bg2 portion of the game. BG2EE V2.6.6.0 with EET V13.4. I don't remember any such block in the old non-EE BG2. Was this added in the EE or was it always there?

  11. Don't want to start a new thread for such a minor thing, but I've noticed that no time passes between leaving Brynnlaw with Saemon Havarian and getting ambushed by the Githyanki, whereas the narration screen says you get ambushed on the 4th day of the voyage. BG2EE V2.6.6.0 with EET V13.4.

  12. Great. I fixed this manually in my install since, from my understanding, updating a mod deep in the install order is a no-no when I have a game in progress. In future versions, I'd like an option to keep it as a level 9 spell though. Perhaps an even more buffed version for level 9? Same with black blade.

  13. 12 hours ago, subtledoctor said:

    For your game, instead of deleting that clause, you can simply change that value to twice the number needed to reach 2nd level in your slowest class. So for a fighter/druid it should be 4,000, for a fighter/thief also 4,000, for a fighter/mage it should be 5,000, for a cleric/thief 3,000, and for a cleric/ranger 4,500.

    Thanks, I did this already. I made a backup of the script before I started messing with it.

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