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maus

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Everything posted by maus

  1. I will try my main character has some 70k XP. If a new group member joins one of the components ensures that the new member has more or less the same level. The new group member starts at level 0. First step is to level the character up to level 1. After this is done, the next level up can be done. This is a level up for example to level 6. All spellcasters can get the ability to increase the caster level by 1. But this ability is designed to available at level 5 (3rd grade spellcasting as requirement). If I level up Neera/Dynaheir/Branwen they all can chose in the level up process two abilities at level 6. For all of them I could choose to increase the caster level twice. If they would have been leveled up step by step, I could choose an ability at level 2 (but not increase the caster level) and another one at level 5(?). So at level 6 I can only boost my caster level by 1 as intended by the design. At least I guess this is the intention for the requirements for these abilities. But in fact I can increase the caster level by 2 if they join late. I guess this is not intended. Well, I would say: no big deal and the additional abilities are intended to be nice but no gamechanger (referencing the readme), so no problem that one has this increase in caster level earlier. But if you (DavidW) have set up the requirement you might be interessted to know that this is not always working like intended
  2. You can alter the definition of the item not be a helmet. But keep the head as the place to wear it
  3. Neera joined with the possibility to level up to level 6. The level up happens in one "process" so I was able to select the abilities for Level 5 (3rd grade of spells) with the first pick. Don't know if this could be changed or is intended. But it compromises somehow the idea, that not all abilities might be selected straight forward.
  4. General consideration: Shifting the barbarian to be a class of its own, it should need some ability requirements. Otherwise it is to easy to dual-class into a barbarian. Don't think that this is a big issue regarding balance oder gameplay, but maybe just for consistency?
  5. During playing: Abilities: Extra Smite Evil; text for requirements: "NUMBER level CLASS". Well, I guess that is a placeholder Earth-Genasi: the protection against petrification is not protecting against the gaze attacks of the basiliks.
  6. This is the line that Revaniel says, when you visit the temple after the accident. After this line she leaves and is heading to the smithy so help Breagar.
  7. Could install all major components (did not like every one), especially those who failed with beta 8. Kudos for DavidW! Minor issues: - F/M/T is as expected regarding weapon proficiencies available. F/Elementalist/T can only choose the 4 weapon proficiencies available to mages and use one skill point for each. On Level 1 this is possible but I expect that future weapon proficiency points will cause problems. I did not install the component "Revised Weapon Proficiency System" obviously. I guess that would solve the problem. Same problem for "Force Mage" Option. - Blackguards are not a class of their own and the Blackguard kits are not available. I guess this is related to each other. - Confirm the multiple Saving Throw boni already reported, also for single class character (Paladin) - The description of the undead hunter is changed at character creation but ingame in the character screen ("class" tab) the "old" description is displayed. - Wild Elf with Dex and Str 19 created with "pregenerate character" option. Loaded afterwards for "new game": Str is 18/57 reduced to 18 ingame and Dex is 18. Same with Earth Genasi bonus on Str, Dex and AC.
  8. Same here with Beta 8 (EET installation, new game starting in Candlekeep). Character is multiclass and I received warnings during the installation which says that a *.2da resource was not found (received this warning for all kit installations).
  9. After installation of ToF and starting the game I receive the following message (windows-pop-up) before the game is going to the first screen: [string "M_DW_LVD.lua"]:20: attempt to index field 'imoen' (a nil value) other problems in this installation detected yet: multiple saving-throw bonus for multiclass character (already mentionend in another topic here). I can start the game anyhow. But I have not played it yet just created a character.
  10. Installation with significant less mods let me install most components. Not been able to install new races and subraces with the relevant error message: ERROR locating resource for 'COPY' Resource [*.2da] not found in KEY file: [./chitin.key] Which is a bit strange on what is not found in the chitin.key-file ... SETUP-DW_TALENTS.DEBUG
  11. The following spell components could be installed. Next critical one in line is new races and subraces. Created also a debug-file for this error by trying to install only this component. SETUP-DW_TALENTS.DEBUG
  12. New installation with Beta 8 (including Hotfix). Only tried to install one critical component (bard songs from IWD), so the debug-file is small enough to be attached. SETUP-DW_TALENTS.DEBUG
  13. Tried to install before EET-end. Doesn't change anything. Some error-messages from the DEBUG-File: ERROR: COPY ~luMT0.2da~ ~override/lu*.2da~ FAILED: cannot open target Stopping installation because of error. ERROR: [luabbr.2da] -> [override/luabbr.2da] Patching Failed (COPY) (Sys_error("override/lu*.2da: Invalid argument")) DW_TALENTS/DW_TALENTS.TP2 0 2520 Installed ~Revised Elementals~ ERROR: Sys_error("override/lu*.2da: Invalid argument") Please make a backup of the file: SETUP-DW_TALENTS.DEBUG and look for support at: DavidW Using Language [English] [English] has 1 top-level TRA files [dw_talents/lang/english/setup.tra] has 173 translation strings and the one for the subraces-component: [override/SODRACE.2da] loaded, 644 bytes override/SODRACE.2da copied to weidu_external/backup/dw_talents/20000/SODRACE.2da, 644 bytes Copied [override/SODRACE.2da] to [override/SODRACE.2da] Copying 1 file ... ERROR locating resource for 'COPY' Resource [*.2da] not found in KEY file: [./chitin.key] Stopping installation because of error.
  14. If this thread is correct, then it might be a kit or something else that blocks the installation. Didn't find other threads with this error message.
  15. Based on other topics and Davids response, I think it is an issue with EET (installed after EET_end). The error is: ERROR: Sys_error("override/lu*.2da: Invalid argument") (or similar referring to lu*.2da) for the subraces component it is: ERROR: Failure("resource [*.2da] not found for 'COPY'") This happens for quite a lot of components (IWD Bard Songs, IWD Paladins, Thiefs Evasion, Traps Rebalancing, Revised favoured enemies, Revised Shapeshift Powers, Revised Specialty Priests, Specialty mages receive one spell if possible, Bloodlines for Sorcerers, Dragon Disciples can by any chromatic, rebalanced and revised kits, elemental specialists, force mage, militant wizards, blood rager, new choices for gods, multiclass druids,... at this point I stopped the installation because I think there is something pretty wrong) I also noticed a lot of errors of this style in the debug-file, but those have not been preventing the installation of the components. DEBUG-File has the size fo 20 MB and can't be attached. Next steps: - trying to find more topcis here related to this error - trying to install the mod before EET-end to check if this changes anything. WeiDU.log
  16. How will the mod treat mods like Aura, Drake und Sirene? They provide a kit of their own for these NPCs. Will these kits stay as they are or will they be overwritten or modified? The readme says that ToF will be compatible with simple kit-mods, so I would guess there is a chance for compatibility. But ToF changes the cleric specialist system (Drake?) and removes illusionist specialists (Aura as articifier/illusionist?). And Sirene provides a paladin kit... Any comments on this issue?
  17. I would agree with agris: I used the black pearl as it was mentioned in the dialogue and then some gems that have been available. Afterwards I checked the description of some gems (never did this before). Therefore a quite useful experience.
  18. Changelog says nobody touched instant.ids And it is listed in the file.
  19. I'm using EET (13.4) based on 2.6.6 EE versions. WeiDU log attached. And yes, pretty strange. I was happy that I could fix it, but no idea why. WeiDU-EET.txt
  20. Here we go: I had to remove the "disable creature" effect from DW#KPSPY.CRE Don't ask me why but now the spawn points are working as I guess they are intended.
  21. Well as I can't detect the "bird" it seems that DW#KPSPY.CRE is destroyed, but the spawn point I was watching (Ar1302, 708.631) has a max creature limit of 1, but is constantly creating trolls like the script (dw#spntr.bcs) should do. Other spawn points in the area show the same behavior.
  22. Ok, here we go: There are spawn points in the d'Arnise Keep (e.g. ar1302, ar1303) which spawn DW#KPSPY.CRE. This cre has a script that spawns randomly trolls and ends with DestroySelf(). But it doesn't because for some reason, this cre has Imoen's belt equipped, to it can't die (DestroySelf is not working), so the cre spawns permanently trolls with a speed, that you nearly can't kill them with Ctrl+Y. And definitely not conventionally So I guess this behavior is not intended. As SCS was the last installed mod, I don't think that another mod equipped it with Imoen's belt. Maybe another mod changed the belt so DestroySelf is not working. Well, I'm going to check this
  23. Well, played Chess with T, but I still have the white knight-errand in my bag which I should not have according to the dialogue. I also won against T maybe this does not happen that often and this branch of the dialogue has the problem?
  24. SCS did put an item into Davaeorns inventory at slot 1, overwriting or pushing the plug key out of the inventory so it does not drop. Might be that too many items have been put in Davaeorns inventory. The specific item is DW#RND26. Maybe SCS needs a routine to check, if a slot of the inventory is already occupied before placing an item there?
  25. My feedback on the mod with two runs using version 1.12 for the latest one: And some comments on the compatibility mentioned in other posts (I had both mods installed and played): - no problem with SotSC and the skeleton mother - no problem with Breagar and the quest in the Iron Throne HQ
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