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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. I think the rule is that in the forgotten realms it is specialty clerics only. Generic D&D allows for pantheon or concepts to empower clerics. Anyways thanks for the clarification.
  2. Song and Silence kits fail to reinstall if another mod uninstalls them.
  3. The Meistersinger kit description has some typos in it The double slashes on the line that discusses the swarm of friendly rodents shows up in the game. Should that section be included or deleted? After the "(" it should read "3 at 1st level".
  4. Thanks for the feedback. Something I'd like to clarify is if there is a Trueclass non-kit cleric available after this mod is installed? The readme seems to suggest that there may not be, but I'd like to double check since it isn't completely up to date and I want to be able to check that the interactions between mods are working as intended.
  5. Edit: It appears my complaints are actually largely about the language used in the base game's kit description from the mage specialists. It'd still be nice to clean these up a bit if it doesn't break anything else. The kit descriptions for the Revised Specialist Mages all have a line that What is this penalty to? Is it to the success rate of learning the spell or to something else? As a drawback the specialist mages don't really have any thanks to the potions which let a character raise their intelligence up to godlike levels or the power of quicksave/quickreload. I know the goal is to define the specialist mages through what they can do rather than what they can't, but the final balance of them compared to a nonspecialist mage is pretty imbalanced, which is a shame. One thought would be to remove the extra spell per level and to list the drawbacks they share with the base mage. Currently the specialist descriptions lack a lot of basic information about the kits like their hit dice, equipment restrictions, weapon training restrictions and probably some other restrictions. Another suggestion would be to make the disadvantage something that remains a disadvantage and which cannot be bypassed by tiresome save/reloading or drinking a potion. Right now the drawback is something that just annoys the player rather than something that actually forces a different playstyle/build approach. Maybe consider giving them one fewer spell per level since they also have incredible flexibility with the spontaneous casting of any spell from their school of specialization. This would be a balance measure against the trueclass mage (who gets more spell slots) Something else to consider is giving something to the universalist that the specialist mages don't get. Arcane Discoveries might be a useful resource for ideas.
  6. The Shadowdancer thief kit component installs on EET installs using the Enhanced Editions. It appears that the detection that should cause the component to be skipped isn't functioning.
  7. A couple of things of note as I start digging into kit and class mods. Posting stuff here because I can't log onto SHS. 1. The Spellsword kit installs without trouble, but does not show up in game. @argent77. 2. It would be nice if kit mods automatically sorted the kit list alphabetically with the Trueclass at the top of the list during installation. Or at least sorted the mod introduced kits alphabetically. 3. I'm having kit issues as discussed in another thread that may be related to the number of multiclass kits. I am still investigating. 4. The Shadow Ranger Kit does not appear in the character creation menu after successful installation. @Gwendolyne 5. The Artisan's Kitpack has an undocumented change in the Arcane Archer multiclass component that allows humans to select any of the multiclass classes at character creation. It is the arcane archer/mage multiclass subcomponent that does this. I'm not sure if this breaks any other mods, but it doesn't seem to be working as intended. 6. The Pale Master sorcerer kit does not appear during character creation.
  8. Check to see if EET-End has been installed prior to the mod you are attempting to install.. I was surprised how many mods didn't give any errors even though I was installing them on top of EET-End.
  9. Congratulations. You put a lot of work into this and it shows. I'm looking forward to more crossmod content (though it looks like the crossmod banter pack might have some already).
  10. I've already scrapped that install while I was trying a variety of things. I'm actually thinking I may eliminate a bunch of the kit mods since I really don't like how they end up getting presented at character selection. However, I'll also do the full install attempt again which should reproduce the problem I encountered before as well as the successful attempt and check the kitlist.2da files in both to help troubleshoot this. As an aside, if there is any way to sort the kits on the character creation screen so everything after the trueclass is listed alphabetically, it would be a nice thing to do for presentation purposes. It's the type of thing that would probably go in every kit install .tp2 or .tpa file to make sure the kit list has been tidied up nicely.
  11. I did a stripped down install where I tried to use most of the class/kit mods but skipped a bunch of other content and this time all the multiclass kits installed without problems. There were still a bunch of "Internal name too long" and "Could not apply" warning messages for the Shaman and Cleric Multiclass kits. Weidu.log attached. I'm wondering if the Golem Construction mod is one of the ones causing problems. I tried to get all the mods that added a kit or a class (including some NPC mods) or modified a kit or class, but I may have missed some. WeiDU.log
  12. More diagnosing help. I uninstalled the Multiclass Druids and Rangers and was able to install Multiclass Clerics (with warnings). I'm wondering if there is an actual limit to the multiclass kits allowable in the engine. The various warnings were things like the following: or SETUP-FAITHS_AND_POWERS_MULTICLASS2.zip
  13. DLC Merge is the one you are thinking of and I believe the major advantages are offering cross-platform support while modmerge is limited to Windows computers. DLC Merger v1.2 https://github.com/Argent77/A7-DlcMerger 1. Merge "Siege of Dragonspear" with BG:EE (BG:EE and the SoD DLC) I'd switch the order between Unfinished Business and NPC project. As ThacoBell says, you generally want quest mods to be installed first to allow NPC/dialogue mods to be able to react to any of the quests if those reactions have been written (and I think there are some of these interactions between BG1UB and BG1NPC.) For the Tweaks Anthology you'll want to review the readme fairly closely and choose which tweaks you want since it is intended to allow an incredibly detailed level of adjusting the game and its systems to your preference, but this means it will include some things you might hate and other things will be mutually exclusive.
  14. So I did the full install thing again and ran into the same bug that prevented me from being able to install the Multiclass Cleric component. Debug log is attached. Is there a Weidu command that can be added to the .tp2/.tpa to make the error reporting more verbose? SETUP-FAITHS_AND_POWERS_MULTICLASS.zip
  15. Thanks for looking at this. I'd tried to log in to the SHS forums, but can't seem to remember my login info and the recovery system doesn't seem to work either. Also, the login site isn't secure so I don't feel super safe entering a lot of data into the site.
  16. @Gwendolyne Adrian NPC v 5.0 has problems when you attempt to uninstall it. The first component uninstalls and then the soundset component gets stuck in a loop if you try to uninstall it. I would think that the various components should be subcomponents of the main NPC component and they do not appear to be at present which causes problems when uninstalling/reinstalling.
  17. I accidentally installed one of the components in the wrong order, so I went to uninstall it. It told me that the component uninstalled correctly, but showed the following message. This is an EET install using SCS v 33.2. Debug file attached SETUP-STRATAGEMS.DEBUG
  18. I've started my install over again so hopefully I'll get through it without problems. I had several points in this latest attempt where I installed and then uninstalled a component. Given the way that Weidu doesn't seem to like handling some mods right now for reinstalls I'm wondering if fragments got left behind and those are causing problems. I will update when I get to that point again.
  19. So, a second attempt to install Faiths & Powers multiclass failed. I'm not sure if this is because I have too many kits installed, have done the install, uninstall, install sequence already or some other reason. Error messages below: Debug file attached. SETUP-FAITHS_AND_POWERS_MULTICLASS.zip
  20. Might & Guile error messages/warnings during install. 1. 2. 3. Overall install status: Attached debug file. SETUP-MIGHT_AND_GUILE.zip
  21. Thanks for the update. I did remove the comment about the multiclass component because I did the Galaxy Brain move and actually double checked the readme which explains all of this fairly well. The shapeshifter note is helpful. I'll have to remove that part from my Refinements install. I'm going to have to discard this install because Lava's new Tangled Isle has a quest-breaking bug in it that an update fixes and unfortunately Weidu's reinstall function does not work as soon as it hits a mod with a ReadLN. I'm going to keep going a bit further though to see if I run across any other issues that I can hopefully start troubleshooting sooner rather than later. I'm also suspicious that one of the mods has turned on some of the debugging feedback, which is why I'm getting a lot of "file was not altered" warnings. My guess is it might be @Angel's Made in Heaven Item pack, but I don't know for sure and it doesn't really matter a lot since these seem to be harmless error messages.
  22. I just installed this and it appears the Readme is a little out of date with regard to the components. What I got
  23. A couple more warnings on my install of the Faiths & Powers Multiclass Kit Mod. I only installed the druid and shaman component so far. 1. 2. 3. 4. SETUP-FAITHS_AND_POWERS_MULTICLASS.DEBUG attached. SETUP-FAITHS_AND_POWERS_MULTICLASS.zip
  24. I installed the mod finally but I had a couple of warnings. and I attached the debug file. I also ran the change-log command on SPPR225.spl and got And running it on SPIN124.spl got SETUP-FAITHS_AND_POWERS.zip
  25. Yeah, I'm not sure if the extra work is really worthwhile to make it able to be installed in any order. It would be more of a headache saver for you if you did it to avoid complaints that "UR MOD R BROKEN!!!!!" because people installed it in the wrong order. What you have works fine for me. I'm also trying to wrap my head around what is needed for EET compatibility. There's a number of mods I'd love to use, but which no longer work as they used to especially with EET. I know @jastey and @Gwendolyne both have a fair bit of experience getting things to work in EET. I know there's some documentation in the EET forums about how to make things work/convert to EET support, but my Weidu coding is so rusty that it is mostly gibberish to me.
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