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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. Version v10

    48,255 downloads

    Something that bothered me from the first time I played Baldur's Gate II was the weakness of many of the creatures. Among these were the elemental princes, the devas and planetars, and the various demons and devils. What I have done in this WeiDU mod is to modify the Devas and Planetars that are summoned by the player so they gain most of their Monster Manual abilities and stats. Learn more about the mod View the Readme Visit the Forum
  2. Version v7

    23,354 downloads

    The Geomantic Sorcerer Kit is strongly based on the Druidic Sorcerer Kit by Constant Gaw, and resurrected by hlidskialf and loosely based on the Geomancer presitige class from the AD&D 3rd Edition Masters of the Wild manual. The kit combines the sorcerer's spellcasting methods and spells with additional druidic spells and abilities and features its own unique tiered HLA progression and custom spells. Learn more about the mod View the Readme Visit the Forum Visit the Gallery
  3. Thank you for all the bug reports. I'm afraid I won't be able to get to addressing them for at least a month, as I will be away from my modding computer during the time, doing field work.
  4. Yeah, I tried a few spells out but its becoming more obvious that the effect is extremely flakey Given the issues, the next version will probably have something slightly different in that HLA slot. @the_bigg: Thats messed up. I guess its just another quirk of the engine. Could it have something to do with timing methods on the xp penalty effect? I'll see if I can poke around a little with the timing to see if I can get it to behave before giving Maze immunity to the kit.
  5. Thanks for the translation files. I'll include them with the next version. With respect to the CA#AGEO.itm and its flakiness in applying the kit, I've run into that as well. Attempting to apply the kit to a NG sorcerer with the correct pre-reqs did nothing. So I CLUA'd in a new one and tried again and it worked. I'll see if I can figure out why it's being flaky, but the next release should have a method for adding the kit in TuTu, so the need for it will be lessened. The Summon Shambler issue is one that I haven't been able to reproduce with the same mod set up as you've reported (vanilla game + geomantic sorcerer kit, and vanilla game + BG2Fixpack v6 + geomantic sorcerer kit). I'm not really sure to go to from here on finding the cause. Do you have any issue with the Rogue Rebalancing's summon shambler item ability on one of the new bucklers in that mod? The summon shambler ability is copied from there with new filenames, but something may have been garbled in the transition that I missed in my testing. I'll investigate the Energy Shockwave graphical glitch issue when I can get to it. Thankfully it doesn't seem to be a crash causing bug. I'll note that I didn't run into this when testing so it could be specific to your install/video card set up.
  6. Thanks, I'll update those with the next update.
  7. Version 3 is now released. Due to coding changes I now strongly recommend using level1NPCs to give the kit to a NPC.
  8. No, no special conditions. Could you post a weidu log. That might help me troubleshoot. Also, did you have any issues with installing the mod? Any error messages? What were the conditions where the shambler failed to be summoned? Does it work some of the time and sometimes not?
  9. The original Druidic Sorcerer relied heavily on very erratic scripts to turn the Druidic Sorcerer chosen at character correction into a Sorcerer with Druid spells. The mechanism was horribly flakey and unreliable. Therefore, the most elegant method of doing this was to make it a sorcerer kit applied via dialogue in-game. Any sort of BG1 related content has to wait for me to obtain a new copy of BG1. My old disks are unreadable, and I haven't been in one place long enough since the winter to be able to order something online for delivery and reliably get it. While the kit does borrow several 3rd edition features and ideas, it is translated into a second edition kit. If you read the alignment restriction section, you'll see that players with NG, LN, TN, CN, NE can all obtain the kit.
  10. I'm hoping to include a portrait selection with the next release of the Geomantic Sorcerer kit, so I was hoping to ask the users to make some suggestions/offerings of portraits they like to use with the kit. This is your opportunity to get your favourite Geomantic Sorcerer mugshot to be included with the mod for others to admire your sense in artwork and good taste in portraits. I'd like to request that the portraits follow the BG2 portrait style and artistic look, but I'm happy to consider other styles as well if there seems to be the call for it. I have a large library of portraits that I'll be sure to choose from, but I figured people would appreciate the opportunity to make suggestions.
  11. I took a look at this and couldn't figure out why it was doing it. Since it is mostly a cosmetic issue and doesn't effect the mechanics/balance/capabilities of the class I'm inclined to leave it as is unless someone wiser in the ways of the Infinity Engine comes along and explains why Sequencers go a little wonky when used by this kit.
  12. The only known issue I know of is allowing the CLUAConsoled tome to be used on party members as well as Player1, which should show up in the next version of the mod. There are also a few polishing touches I wanted to put on the mod, but didn't have all the resources required when I first released it that should hopefully be added to the next release. However, these are small inconsequential things akin to a coat of wax on a fancy new car that no one would miss or find lacking without. That said, I hope to have these few small changes out within a month or so if I am lucky. If you do know of other outstanding issues not posted here or that I've missed in reading the thread, please let me know. Edit: Oh, and if you are looking for more interesting HLAs and such for Druids, I'd recommend checking out Refinements. Several of the HLAs were lifted directly from that mod (with permission). If you don't like all the changes, it is fairly easy to omit certain class HLA table changes by commenting out sections of the .tp2.
  13. I'm glad you enjoyed the kit. As many will notice the Geomantic Sorcerer borrows heavily from the older and very buggy Druidic Sorcerer Kit. This is mostly an attempt to recreate that kit without bugs, as I had always wanted to try playing it. That isn't to say I won't do other kits/modding in the future, but I wouldn't hold your breath for any major bouts of kit modding in the near future
  14. I found that playing at 1024x768 worked best on a 19" monitor. Any higher resolution and things became too small. 1024x768 felt right and gave me more landscape on my screen.
  15. Yes, the tome could be generalized for anyone fitting the requirements. I'll probably throw that in the next version of the mod, since it can only be obtained via the CLUAConsole anyways.
  16. The tome is for player1 (the PC). There are reports that the Level 1 NPC mod also available on this site will detect and allow the bioware NPCs to be kitted with the Geomantic Sorcerer kit.
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