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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. I'm impressed you sat through the full install as well. That took me quite the while to get working. Were you able to use Project Infinity, or did you have to do all of it manually like I did? Yeah, I was having problems with Sirene and her not being able to equip her armor as she should. For some reason, her kit entry gets some garbage added, so I went in and made some manual changes in kitlist.2da to fix that issue (see attached). Good to know which mod causes the problem. Refinements isn't in great shape compatibilitywise right now, but I liked the kit changes so much that it was worth the extra work to modify the various files for my personal install. I haven't run into the issue with Valerie yet. I'll dig around and see if I can figure out what is causing that. I am planning on using BG1aerie on my next install. I missed that one. Cowled Menace and The Rune both got cut late in the process, since I didn't know how debugged they were and wasn't going to have time to do exhaustive playtesting to see if they'd work. Plus all of Skitia's BG2 versions of her BG1 mod npcs (Kale, Vienxay, Emily, Helga, Recorder). Hopefully by then, Skitia will be done her update of Wings and I can include that as well. I've been impressed with the polish and quality of the writing I've seen so far in her mod NPCs. Some of the translations in Grey are a bit hit and miss, but I'm also providing some feedback to the author, so hopefully that can be resolved for people doing future runs. I wanted to also have Haiss the wolf, but ended up dropping it since having both Haiss and Grey early on made the game too easy and messed with the feeling I was hoping the game would convey for new players. I'm going to do a playthrough with that. Another one that I am planning to add is the updated version of The Longer Road that was just released. I'm probably going to try to build off this install for future efforts, though I'll probably do some one-off installs with a shorter list. KITLIST.2DA
  2. I am afraid you will need to provide more detail as to what is not working if you are looking for help and not just making a statement about whether or not you've been able to get the mod working.
  3. Another bug/dialog timing issue. The Taerom dialog where he offers to make an upgraded weapon for Grey plays with higher priority than his initial meeting dialog. It feels like it should probably be lower priority and not fire off with higher priority than everything else.
  4. In an EET install, the Imoen you start with from Candlekeep does not get the Adventurer Kit. Note that I also have NPCKitpack installed before Song & Silence.
  5. Caedwyr

    Bug thread

    In an EET install, the Imoen you start with from Candlekeep does not get the Adventurer Kit. Note that I also have Song & Silence installed after NPCKitpack.
  6. The following line from Jaheira can fire while in the Friendly Arm Inn This should probably require the wilderness tag if BG1 has it. Also, a couple of typo/grammar corrections:
  7. So, easy solution for all of these. Just assign the B variants. They appear the same as the C variants and are seamless with the ones in the base game.
  8. They are currently showing up for me. I might have done something to make them appear, so check again.
  9. The HLAs for Grey and possibly some of the other abilities don't have the right descriptions I believe the problem is with this section of code: COPY ~c#greythedog/spells/c#greysu.spl~ ~override/c#greysu.spl~ SAY NAME1 @10003 /* ~Alpha Call~ */ SAY NAME2 @10003 /* ~Alpha Call~ */ SAY DESC @10004 /* ~Due to his large physical presence and his tone of leadership, local dogs may come to Grey's aid when he calls. This spell does not work indoors.~ */ COPY ~c#greythedog/spells/c#greyba.spl~ ~override/c#greyba.spl~ SAY NAME1 @10005 /* ~Bark~ */ SAY NAME2 @10005 /* ~Bark~ */ SAY DESC @10006 /* ~In battle Grey's bark may become a powerful force both for the party and against enemies. Grey's bark will instill fear and panic in enemies and bolster Grey's own resistance to fear. At later levels this resistance expands to include the party as well as all effects increasing in duration.~ */ COPY ~c#greythedog/spells/c#greybi.spl~ ~override/c#greybi.spl~ SAY NAME1 @10007 /* ~Great Bite~ */ SAY NAME2 @10007 /* ~Great Bite~ */ SAY DESC @10008 /* ~With experience gained through the survival of many battles the knowledge to inflict grievous wounds upon enemies with a single attack would be of great aid. This attack will inflict 15hp piercing damage and the wound will bleed out 20% of the targets HP's.~ */ COPY ~c#greythedog/spells/c#greybs.spl~ ~override/c#greybs.spl~ SAY NAME1 @10009 /* ~Savage Bite~ */ SAY NAME2 @10009 /* ~Savage Bite~ */ SAY DESC @10010 /* ~Improving upon the already vicious Great Bite, Savage Bite will inflict 20hp of piercing damage and the wound will bleed out a total of 40% of the targets HP's.~ */ COPY ~c#greythedog/spells/c#greybh.spl~ ~override/c#greybh.spl~ SAY NAME1 @10011 /* ~Hound~ */ SAY NAME2 @10011 /* ~Hound~ */ SAY DESC @10012 /* ~Able to move at great speed during combat allows certain protection from attack. All slashing, piercing, crushing and missile damage resistance is set to 40. Dexterity is raised by 2 for 1 Turn.~ */ COPY ~c#greythedog/spells/c#seize.spl~ ~override/c#seize.spl~ SAY NAME1 @10013 /* ~Seize Enemy~ */ SAY NAME2 @10013 /* ~Seize Enemy~ */ SAY DESC @10014 /* ~This command will cause Grey to seize hold of the target. The target will suffer 15hp bleeding damage while being held immobile. Grey will continue to hold for 3 rounds, during which he can be given no other commands.~ */ COPY ~c#greythedog/spells/c#grend.spl~ ~override/c#grend.spl~ SAY NAME1 @10015 /* ~Rend~ */ SAY NAME2 @10015 /* ~Rend~ */ SAY DESC @10016 /* ~Slashing at his opponent Grey will open up a long wound with his paw. This will do 2d12 +5 slashing damage to the target with a possibility of infecting the wound unless the target saves vs Death/Poison. If the save is unsuccesful the wound will be Diseased for 6 rounds causing slowness in all the victims actions.~ */ The SAY DESC should instead be SAY UNIDENTIFIED_DESC Another couple of bugs related to the spell icon graphics that show during HLA selection. C#GREYBI.spl spell icon does not work during HLA selection. SPCL902 does not have a C variant. C#GreyBS.spl does not have a spell icon assigned. SPCL903 does not have a C variant. C#GREYBH.spl does not have a spell icon assigned. SPCL907 does not have a C variant. C#Seize.spl does not have a spell icon assigned. You would want to use SPPR208C.bam to match the icon used in the spellbar graphic. C#GREND.spl does not have a working spell icon. SPCL909 does not have a C variant. I can make these if you wish.
  10. Updated the first post with my final mod configuration and extra modified files to make it all work.
  11. Just make sure it is copied to the override folder earlier in the tp2.
  12. I figured out why Grey doesn't get any HLAs. luc#w.2da does not get copied over, so Grey doesn't get given a HLA table since the c#w entry in LUABBR.2da doesn't point at anything.
  13. I suspect it is windows 10 balking at an unfamiliar .exe file and refusing it for security reasons.
  14. The ones for BG2 that made my shortlist for Bioware, or thereabouts, level quality include the following. Some of these I have experience with, some modder pedigree, others are based on reputation or a quick perusal of the dialogue files. Keldorn Romance Sarevok Romance http://www.shsforums.net/files/file/810-sarevok-romance/ Yoshimo Romance https://downloads.weaselmods.net/download/yoshimo-romance/ Xan for BG2 https://github.com/Pocket-Plane-Group/Xan_for_BGII/releases Sirene NPC for BG2 (Same sex) https://forums.beamdog.com/discussion/62163/npc-mod-sirene-npc-for-bg2-ee-v1-3-eet-compatibility-added/p1 Sarah NPC for BG2 (Same sex) Gahesh https://downloads.weaselmods.net/download/gahesh/ Kivan Gavin BG2 Dace (same sex) http://www.shsforums.net/files/file/1038-dace/ Auren Aseph (same sex) Sir Ajantis Arath http://www.shsforums.net/files/file/1001-arath/ Adrian https://github.com/SpellholdStudios/Adrian_NPC/releases Isra for BG2 (same sex) https://github.com/SpellholdStudios/Isra_NPC_BG2/releases Kelsey https://github.com/Pocket-Plane-Group/Kelsey/releases
  15. One easy way of making sure that weidu v246 is used is to Cut+paste all the other weidu installers from your BG2 folder into a temporary folder, Copy Setup-Stratagems.exe from the SCS download into your BG2 folder. Run Setup-Stratagems.exe and install all the components you would want to install. Copy all the other weidu installers back to your BG2 folder, probably overwriting Setup-Stratagems.exe in the process If you want to make changes, you are going to have to repeat this process and other issues may arise. I don't think this will work with Project Infinity, but since SCS is normally installed at the very end of any install it isn't as disruptive as it would be for other mods if you just handle SCS by itself.
  16. All the Specialist Mages have Gains the extra level 7, 8, 9 spell HLAs when it should not Improved Alacrity should have Arcane Knowledge as a prerequisite, but it does not. Wizardslayer HLA Gains the Hardiness HLA (SPCL907) when it should not. Totemic Druid HLA Doesn't get tranquility HLA, but it should.
  17. Some more things I've caught on my way by: Mage/Wizard Trueclass HLAs The trueclass mage is still given the Level 7, Level 8, and Level 9 spell HLAs from the base game, but these should be replaced when updating to the refinement HLAs Trueclass Druid HLAs The Volcano HLA is missing The Elemental Prince Call HLA is missing Fighter/Mage HLAs Gains the extra level 7, 8, and 9 spell HLAs when they should not get them. Fighter/Thief HLAs The Use Scrolls HLA is missing. The fighter/thief doesn't appear to get the Use Magic Device HLA either. Fighter/Mage/Thief HLAs Gains the Critical Strike HLA when it should not (SPCL905) Gains the extra level 7, 8, 9 spell HLAs when it should not Mage/Thief HLAs Gains the extra level 7, 8, 9 spell HLAs when it should not. Gains the Mirrored Clones HLA which should only be available to the Illusionist/Thief multiclass Mage/Cleric HLAs Gains the extra level 7, 8, 9 spell HLAs when it should not. Cleric/Thief HLAs Gains Greater Evasion, but shouldn't get that HLA Does not get Use Scrolls, but should Fighter/Druid HLA Gains Elemental Prince Call, but shouldn't get that HLA Fighter/Mage/Cleric HLA Gains extra level 7, 8, 9 spell HLAs when it should not Gains combat prayers HLA (LI#COPR) when it should not Resist Magic Damage is missing the Resist Magic prerequisite. Cleric/Ranger HLA Since there are a number of patches that allow for evil/neutral ranger/cleric combinations, I'd suggest adding the mutually exclusive summon fallen deva HLA to the list of the ones allowed by the multiclass in the documentation. The installer already adds this combination. Does not gain Mass Raise Dead (SPPR729), when it should according to the documentation.
  18. SCS version 33.4 fails to install with the weidu version updated to v247. SCS installs just fine with weidu v246. SETUP-STRATAGEMS.DEBUG
  19. With Weidu v247 the Made In Heaven Item Pack fails during install. It works with the previous v246 Weidu installer. SETUP-MIH_IP.DEBUG
  20. Yeah, I realized that I needed some more thorough playtesting/looking at all the pieces and present something closer to what I'm looking to change to you to get any feedback on types of abilities/immunities that are likely to cause problems. My timeline for this is "next half year" or so though, since I'm just starting a big playthrough (once I get a stable install) and my time is already divided too many ways.
  21. The kit has been around for a long time and works pretty well in the current version 7, though some may find the various HLAs it offers unbalancing. I'm going to come back to rebalancing the kit at a later date, but don't hold your breath for the meantime, since it has fallen down my priority list at the moment due to other things I have on the go. The first changes that are going to be made is to the basic shapeshifting system included in the kit. Changes are going to focus on giving each shapeshift more of a niche. Balancing the HLAs will come later, and I'll do a first pass before trying to get other people to do my work for me (like I did in the OP here).
  22. I went looking around the documentation for your release of Refinements, but couldn't find anything written on how exactly to modify the .ini value (I am presuming in d5_refinements_settings.ini) so the default is that Refinements only modifies HLAs for the base game classes and kits or any mods that use a base game HLA. Is there a specific line of code that needs to be modified or deleted in order to make it work this way?
  23. So it sounds like I want to have the new icon in .bam format either way, and then need to use some weidu code to insert it into states.bam and speldesc.2da. I will check out Lava's mods for the code. I had thought this is how it would work for the EE games as well, though I was planning on using CamDawg's macro from the useful macro thread to add the new icons.
  24. Is it possible to add new portrait icons to the classic version of BG2 or is that only possible in the Enhanced Editions?
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