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maus

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Posts posted by maus

  1. 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

  2. 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? 

  3. 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. 

  4. 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 ;)

  5. 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?

  6. My feedback on the mod with two runs using version 1.12 for the latest one:

    Spoiler

    The start is nice and the changes in catacombs are also quite nice. But afterwards it changes: 

    The transition from receiving the task from Eltan to check for information in the Iron Throne HQ and after visiting the HQ including the fight in the top floor to Eltan being sick and Scar dead all in a sudden is to abrupt. This breaks totally the flow of the game. And now I'm accused for murdering Rieltar (he was mentioned in the letters) and Brunos. Brunos who?? He is usually introdruced in Candlekeep... 

    In the normal game, on travels to candlekeep and then returns and then things have changed. And you get introduced to the situation by several people in BG city. And if you want, you can avoid getting captured by Angelo. But not with framed (only if you kill the guards...).  

    And Chapter 6 is then quite short. Just the HQ of the Iron Throne and that's it. 

    Now the question: can this be changed? Well, if Lauriel is changing even more in the main campaign the compatibility with other mods gets more complicated. Don't think, that this is a good idea... but maybe some small changes can be made? Or the group gets a task from Eltan to leave the city (like the citadel in Northern Tales?) and when they are returning Eltan and Scar have vanished? But in that case, please provide someone to report about the quest ;)

    At the moment I would not recommend the mod. There is not enough in to compensate for the issues mentioned above. Another point could be to develop the mod further on (don't know about the plans). Maybe making more use of the acces to Candlekeep involving the people there? Having discussions with Ulraunt, maybe some other quests inside the walls. Just something to provide benefits and to motivate playing the mod. 

    From the technical aspect the mod was quite well. Once I didn't receive the note from Scar about the spider job (yes, I told him about our previous acitivities), but there was still Bentley; no problem. Chapter transition was technically without issues. 

    One issue to mention: you can do the doppelganger area in the catacombs without meeting Arkanis (my preferred way) so his appearance afterwards is quite suprising. But this is really a minor issue and a result of my unconventional style of playing this area. 

    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

  7. Other references to sources of the game like items, etc. (most relevant are cre's). Maybe you don't have to change much but you have to check everything (or let beta-testers do the job ;) ). 

    If you keep compatibility from the start you can avoid a lot of non-identical references, but for an existing mod this can(!) be complicated. 

    k4thos has a setup a webpage with all the resources and how they are named in EET, EE, vanilla and Tutu (I guess). But I don't remember the link. 

  8. Tried to install the actual version 1.2 using a WeiDU 247 exe-file. I was only offered to install the slow-web component. Checking the tp2 there are some inconsistent */ and /* (so every component aside the slow-web was interpreted as comments) . I corrected the tp2 (see attached) and everything worked out. Maybe WeiDU 247 interprets the tp2 differently than the WeiDU version deliverd with the mod. 

    d5_random_tweaks.tp2

  9. Gatewarden was not there, spawned him: 

    https://youtu.be/4_X7G-TGuYs

    UB(?) removes the GateWarden and places a Watcher instead:

    IF
        OnCreation()
        Global("Chapter","GLOBAL",5)
        Global("#L_FCleared","MYAREA",0)
    THEN
        RESPONSE #100
            SetGlobal("#L_FCleared","MYAREA",1)
            ActionOverride("GATEWA2",ChangeAIScript("",CLASS))
    END

    IF
        Global("UBNoWardenLvl6","GLOBAL",0)
    THEN
        RESPONSE #100
            Deactivate("GATEWA2")  // Gatewarden
            CreateCreature("watch9",[851.691],S)  // Watcher
            SetGlobal("UBNoWardenLvl6","GLOBAL",1)
    END

    *I know I have seen him when entering the area for a short moment*

     

    @Lauriel as a solution: maybe you spawn "your own" gatewarden so you don't depend on an existing one? And eliminate the existing one if UB is not installed?

  10. Next issue: when returning from the catacombs we went to Tethoril and talked first to Arkanis (whom we didn't meet in the catacombs) waiting upstairs. After that we talke to Tethoril who metioned the doppelgangers and in the next line that someone removed the wards. Then the dialogue was over. No change in the journal and no word about the spiders?

    Maybe I missed one of the spiders down there or possible trigger? Or is this the end of the quest?

    Suprisingly Sistal was quite a challenge in this scenario. Nice idea to place him there. 

  11. I would recommend to keep it as it is. Because at this position no other mod interferes. For the later parts of the dialogue there is Drake at state 6 or 7, Walahnan, VerrSza at earlier states, some BG1Project interjection. So if you put your part at the end you will have to deal with the installation order and have to rely that the other mods use I_C_T in a correct way that your GOTO state is copied correctly. 

    The slight irritation is not worth the possible problems in my opinion. In the end, the text of the note explains the task and one gets the journal entry. 

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