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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. Sorcerers could cast HLA spells spontaneously in BG2:ToB vanilla. It was exactly as overpowered as you can imagine. I'll strike through stuff on my list later when I have a bit more time.
  2. Yeah, it's a super minor cosmetic issue that really doesn't matter after about 10s into a new game.
  3. #5 might be the cleanest. Or just skip installing the Refinements HLAs if it is a custom kit and not a base game kit as the default behaviour and Refinements is installed later. Unless you suggest installing Refinements before any NPC or quest mods there may still be some kits that get installed before Refinements that could result in conflicts/undesired behaviour. Is there any reason that Refinements HLA component shouldn't be installed that early in the install order if you make the changes you described above? Ideally, being able to install Refinements early in the install stack and have each mod elect to take advantage of it if the modder desires is probably the best solution. With regard to the custom spell prefixes, back when this was first being made there were a number of problems caused at the time by multiple mods naming files the same thing, which made diagnosing problems and debugging incompatibilities a royal pain. It was best practice at the time to just use the prefixes as a way of avoiding this problem. Further developments in Weidu coding of course made a lot of this out of date, but it was a way to make sure that your resource would be exactly as you intended (for the most part). Here's the behaviour I would expect from Refinements in an ideal world: Refinements modifies the HLAs for the kits from the base game. There may be some incompatibilities for kit/class mods that revise the base game if they fiddle with the HLAs. This could be accounted for in Refinements, or ideally would be something that the author of the revisions could detect and take advantage of as you described above. New kits get whatever HLAs that the modder chooses to give them. For kits that use the same HLAs as the base game, if there is a Refinements version, the Refinements version gets used. Modders could choose to also just use the unmodified base game HLAs since they get installed after Refinements. There is clear documentation for what to expect and how other modders can take advantage of this.
  4. Massive post regarding Refinements compatibility issues with mods, mostly around the HLAs. Posted here since I can't access my SHS account. I will continue to update this post as I continue my testing.
  5. Massive post compiling list of issues mentioned elsewhere on this forum for easier bug/issue tracking. Let me know which ones you consider dealt with and I'll strike them out. I will continue to update this post as I continue my testing.
  6. Massive post from my other thread summarizing issues identified I will continue to update this post as I continue my testing.
  7. Massive post with compiled list of possible issues I will continue to update this post as I continue my testing.
  8. Massive post summarizing issues identified in my testing. I will continue to update this post as I continue my testing.
  9. Massive post with all the compiled issues from my other posts. I will continue to update this post as I continue my testing.
  10. Flagging a compatibility issue with Tome & Blood "bardic casting in leather armor" component and Tweaks Anthology Arcane Spellcasting in Armor tweak. Subtledoctor has information on the compatibility issue (due to a revision in the component number in Tome & Blood) and older code in Tweaks Anthology, here.
  11. Which .ini file is this? I only see goglog.ini and unins000.ini in my main folder.
  12. Is it possible to apply a spell or effect on a melee or ranged miss, in a similar manner to how opcode #248 (0xF8) Item: Set Melee Effect is used for applying a spell or effect on hit? I found something for critical misses (#361 (0x169) Cast spell on critical miss), but couldn't find anything for a regular miss. Similarly, is there any way to automatically cast a spell or effect when a character kills a target (an "on-kill") effect?
  13. Hexblade fighter kit from the Sword & Fist mod The kit description says that the kit can only specialize in weapons, however Scales of Balance allows it to put 3* into all weapons. Maybe the scaling works out to about the same. @subtledoctor. Refinements integration, gets all base Refinements fighter HLAs as well as the three Power Word HLAs added by the kit. This is fairly close to being in line with how Refinements handles the HLAs for the base game fighter kits.
  14. Would initialization work cleaner if it was done via a dialogue or an item? I know a long time ago when I was playing around with the geomantic sorcerer one of the things I really tried to avoid was any complex local or global scripting if I could avoid it. Separately, the initialization of the Shadow Magic kits was really robust. Something about the timestop effect at the start of the game into a dialogue followed by a second timestop and dialogue to catch anything that wasn't dealt with the first time around seemed to catch most quirks. I don't know enough to confirm if that approach would work for the arcanist or if the methods that the kits run on are too distinct from each other.
  15. FYI, you can zip a Setup-MODNAME.debug file and the compression of the text file will reduce it to well below the limit for most people on this site. For example, I can zip a 80 MB debug file to about 1.5 MB in size.
  16. If you don't mind, I can do some of the rewriting and let you pick and choose. I'm not going to get everything (I'm only testing the stuff in my current install), but it will at least provide something you can ransack to improve a portion of the kits if you like what I write.
  17. I ran a Change-log on PROFSMAX.2da Here are the contents of Profsmax.2da in my override folder: 2DA V1.0 0 FIRST_LEVEL OTHER_LEVELS 3 6 9 MAGE 1 1 2 3 4 FIGHTER 1 4 2 3 4 CLERIC 1 3 2 3 4 THIEF 1 3 2 3 4 BARD 1 3 2 3 4 PALADIN 1 3 2 3 4 FIGHTER_MAGE 1 3 2 3 4 FIGHTER_CLERIC 1 3 2 3 4 FIGHTER_THIEF 1 3 2 3 4 FIGHTER_MAGE_THIEF 1 3 2 3 4 DRUID 1 3 2 3 4 RANGER 1 3 2 3 4 MAGE_THIEF 1 3 2 3 4 CLERIC_MAGE 1 3 2 3 4 CLERIC_THIEF 1 3 2 3 4 FIGHTER_DRUID 1 3 2 3 4 FIGHTER_MAGE_CLERIC 1 3 2 3 4 CLERIC_RANGER 1 3 2 3 4 SORCERER 1 1 2 3 4 MONK 1 3 2 3 4 SHAMAN 1 3 2 3 4 I've seen some other kit mods (the specific ones are commented on in earlier posts in this thread) that got random 3 pips available in Dual-Wielding, but it hasn't been consistent from what I've seen. It might be the Fighter-Thief kits. My main aim with the comment about the Slinger looking like a weaker Marksman was mostly just that there was a lot given to the kit which was undocumented. For example, the kit description doesn't make any mention of the thief abilities, nor the additional innates and it really should. It's all about the polish and documentation to make the modded entries indistinguishable or superior to the base game kits in presentation. On the other points, it is likely that I had higher INT which is why I got all the extra proficiencies. I need to make sure to just CTRL+8 and adjust stats to a standardized value when rolling up test characters. On the missing description, yes it was aTweaks. Thanks for the troubleshooting.. On the Missing Multiclass Refinements HLAs for the Slinger, there's this line in the readme-refinements.htm found in the refinements directory: Furthermore, the HLA table according to LUABBR.2da is "Ra2" however, LURA2.2da is not present in my override folder. LURA0.2da (Psypher and Ranger Barbarian both use this HLA table according to LUABBR.2da) is present, but none of the other Ra# HLA tables are present (Ra2 = Slinger, Ra3 = Mage Hunter).
  18. Mage Hunter ranger kit from Might & Guile @subtledoctor Does not receive a -1 penalty to Strength or Constitution. Slight wording adjustment recommendation to improve flow for Vocal Disruption description Note that the Deafness effect gives a 50% spell failure chance with an indefinite duration. You can probably pretty safely just call this Deafness and make sure it applies the deafness portrait icon (if it doesn't already). The kit description of the Vocal Disruption ability does not provide any information on when the Mage Hunter gains additional uses of the ability, which it should if following the general convention (additional uses gained at level 6, 12, 18 Gained spell slot for ranger spells at level 7, but did not get Shocking Grasp or Deafness until level 8. The cleanest way to handle this may be either detecting what level the ranger gets spell slots at install, or just specifying what character level the extra spells are added to the Mage Hunter's spellbook. The Mage Hunter did get both new level 2 spell slots at level 10 and the additional spells. The same was true for level 12 when obtaining level 3 spell slots and the additional spells. The saving throw bonus wording isn't quite right. You probably want to specify the exact levels they get the bonus (1, 5, 10, 15) or just say gains at level 1, level 5, and every 5 levels thereafter. The Mage Hunter does not receive HLAs.
  19. Apart from the last couple of comments, I've noticed in your recent updates you haven't touched a few of the bugs/issues I raised in earlier posts in this thread. Would it be helpful for you if I were to create giant summary posts in your other mod threads where I compile all the various issues I've found? I can strike out the ones you've appeared to address in your latest updates.
  20. Regarding the Marksman/Slinger inheriting their descriptions from the Archer, that's a fair comment. Part of my confusion came from the other two Marksmen descriptions in the setup.tra file having a different ability gain rate and I wasn't sure if that was intentional or if the plain version of the class was just out of date like you've mentioned some of the other kits may be. I have vague memories of horrible things being done with Regular Expressions to patch portions of text in descriptions, though it may be that cleaner ways have been discovered to do this. @CamDawg. You could also go for the World of Warcraft: Battle For Azeroth era ability descriptions "The character swings their weapon and does damage" or "The character swings their weapon and does damage over time", just making everything very vague. The key thing is aiming for consistency in presentation, at least within your mods, to give it a more polished look.
  21. Halfling Slinger @subtledoctor from Might & Guile The name is inconsistent. The readme and kit component call it the Halfling Slinger, but during character creation it is listed as a "Slinger". The Readme and installer says that this is a Fighter or Ranger kit, however it is actually a Fighter/Thief multiclass kit. During character creation it shows as being able to put 3 pips into Dual-Wielding (though you can only put one pip at level 1 in Baldur's Gate character creation). I can put 3 pips into Dual-Wielding when leveling up in game. During character creation, you can put 2 pips into all melee weapons, all non-dual wielding weapon styles, 4 pips into Slings, and 1 pip into Bows and Crossbows. This is with Scales of Balance installed after Might & Guile. There appears to be some unintended interaction between these two mods. As per the Marksman comments, the kit description says you can put 5 points (Grand Mastery) into slings, but Scale of Balance alters this. See comments about updating kit description text following some of the tricks used in the Tweaks Anthology (Maybe Divine Remix does something similar). The kit description has text about abilities gained at certain levels. Because this is a multiclass kit, I would suggest modifying the wording to say which Fighter/Thief level it gets, or just specify which Fighter or Thief level the ability is gained at. This applies to both the +1 missile THAC0 and damage and the called shot ability. The kit description lists not getting Charm Animal as a drawback. Fighter/Thief never got this ability. The class reads as a weaker and racially restricted Marksman, though it gets backstab and thief skill points. I think this is mostly due to the class originally being a Ranger kit, and the description not taking the Fighter/Thief multiclass into account. The inability to use metal armor isn't that big of a deal compared to a normal fighter thief, since wearing armor heavier than Studded Leather means giving up being able to use their thief abilities, but if the kit is blocked from metal armor that is a drawback. Note that the class cannot use the Ankheg Plate Mail, which is a non-metallic armor available to Figher/Druids. It appears the Slinger just has the Fighter/Thief armor restrictions. The class gets an undocumented Animal Empathy ability in their innate bar. Animal Empathy does not have any right-click description. It also gets 3 weapon proficiencies and 1 advanced weapon proficiency at level 1/1 in addition to the 5 points it can distribute at character creation (with Scales of Balance installed). This might be a few too many or entirely intentional. It is more proficiencies than the Marksman got, however. Up to 3,000,000 xp the kit gains another 2 advanced weapon proficiency innates. There is a similar issue with the wording of the +1 THAC0 and missile damage as well as Called Shot lines in the kit description (see comments on Marksmen above). I suspect that a similar reason and the levels at which the bonuses are actually gained will apply. I would double check. The kit can put points into Set Traps, but does not get a Set Traps button in innates. The kit does not get any HLAs. This may be an issue with Refinements. The kit only gets 4 Called Shots total, see previous comments about expecting to get another one at level 20 with the kit description text as written. The called shot description references the "Archer". This should be "Slinger" or "Halfling Slinger" The right click Called Shot description makes reference to the level of the caster. This should be the level of the Slinger/Halfling Slinger.
  22. I just ran into something weird. @CamDawg @lefreut. I created a new character (Marksman fighter kit from Might & Guile, see above); I CLUAConsoled the character up to level 20, one level at a time to check out all the kit abilities. I quit the game and went into load game from the main menu. I deleted the new save files created by the previous new game (see 1-2). I clicked back and then selected New Game. I started creating a new character, Female, Human The only selection available for class was Thief and clicking on the Thief label brought up a blank screen where you'd normally select a kit. I was able to back out of this and exit the game normally. Restarting the game made the character creation go back to normal. Weidu log attached. EET install using the GOG downloadable installers. New game was in the BG1 portion of the game. Windows 8.1 setup_baldurs_gate_enhanced_edition_2.5_(23121).exe setup_baldurs_gate_ii_enhanced_edition_2.5.16.6_(21849).exe setup_baldurs_gate_siege_of_dragonspear_2.5_(23121).exe Trying the same set of steps again and I was not able to reproduce. WeiDU-BGEE.log WeiDU.log
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