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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. Nope, Artisan Kitpack Berserker revision was installed about 10 mods before Will to Power. I think this type of overlap is going to happen for all of the base game kit revisions in Artisan's Kitpack or any other mod. I had thought that Refinements was coded to overwrite other mod HLAs, but it might have been changed when you did your update. While I do like some of the blending in the particular case of the Kensai (with a bit of tidying up of prerequisites), the cleaner approach would just be to have Refinements overwrite whatever was there. I don't expect a lot of complaints since
  2. EET acts more like a mega mod install base similar to BGT. So far there doesn't seem to have been a lot of modders taking advantage of having access to the BG1 areas during BG2 for additional content and quests, but it is potentially a big playground to have fun in.
  3. Other random things. 1. Berserker from the artisan's kitpack. In game kit description is the basic Berserker kit description and not the Artisan Kitpack version, however the abilities are given out at appropriate levels. Kit description during character creation is correct. Did not get the "check for wild talent innate" @subtledoctor 2. Arcane Archer from the artisan's kitpack The SCS Ease of Use AI script causes the character to repeatedly switch to a melee weapon from a bow when walking around not in combat. @DavidW 3. Scales of Balance Weapon Styles. It woul
  4. I tested all of these mods and none of them were the culprit.
  5. Yeah, I think I even used my personally modified version with your test .tp2 file for my install that was also in the previous install where the journal worked, so I should be able to cross Isra v3.2 off the list.
  6. The mods that changed between this and the previous install were the following Updated: Recorder from v 1.34 to 1.35 Skie, the Cost of One Girl's Soul from v 3.2 to 3.3 Will of the Wisps from v1.5 to 1.6 The Beaurin Legacy v3.6 to v3.6.1 Isra NPC v3.1 to 3.2 Varshoon NPC v6.1 to 6.4 Somehow these changes or a corruption caused by my mod installation caused the chapter to get stuck on "The Black Pits" in my journal and entries are not been listed as quests (in progress or complete). This persists between the prologue in Candlekeep and Chapter 1 all the way to when I arr
  7. Yeah, I'm not sure what is going on. My chapter seems to be stuck at "The Black Pits" upon the creation of a new character.
  8. Everything is fully installed again and its been running smoothly. The only oddity is that my journal seems to be stuck on the Black Pits and entries are not been listed as quests (in progress or complete). Is this a mod that isn't fully compatible with EET?
  9. Reducing the rolls to 250 makes it run smoothly again. Doing a separate install with only EEex, EET, LEUI, EEUITweaks, and SCS (IWD spells) does not cause any problems. It looks like I just have to reduce the number of dice rolls per frame to make it run more smoothly.
  10. I'll try that. I'm also trying a cloned install that only has EET, EEex, LEUI, EEUI_Tweaks, and SCS to see if it is reproducible with a much smaller override.
  11. I did a number of tests as I installed different components and I started to get hangs during the Auto-roller as soon as I installed the Icewind Dale arcane and divine spell component (see Weidu.log below). At this point there were 42,595 items in my override folder for a total of 1.40 GB of files. The pauses weren't as intense as they were with the full install, but it went from silky smooth to borderline useless compared to the install without that component. Removing the arcane and divine spells components dropped the total to 41,576 and 1.39 GB of files. To see if it is
  12. It sounds like Grey is a lot more than I first thought. I am looking forward to discovering more.
  13. The Scales of Balance Stat Bonus Overhaul component causes the minimum and maximum stat values to be erased. It would be nice to keep these so players don't get as confused as to why they can't increase/decrease their stat totals any further.
  14. I've fixed this by swapping PPE/Portraits/Hull.bmp with PPE/RandomPortraits/Fighters/S9LFM74.bmp. The new, younger Hull is below HULL.bmp
  15. I'm going to end up abandoning this install, fixing a bunch of stuff and trying again. I discovered that a couple of the mods I had installed had recently discovered crash bugs and I'd rather not have to give up the game most of the way through when I'm so near the start. I noticed that there was an early July update to EEUI Tweaks that makes the auto-roller less CPU intensive, so I'm going to give that a try.
  16. I have discovered my error. Haiss' Chew toy is the one that is lacking the Droppable flag when it should. Jugue.itm. Edited the post above to correct my mistake.
  17. A possible bug with Haiass. @jasteyHaiass's Chew Toy (JUGUE.ITM) is flagged as a critical item (can't be dropped or sold), however it can't be moved in my character's inventory either because it does not have the droppable flag checked as well. This is a minor annoyance because your character may have a full or partially full inventory when you first get the whistle and it may end up stuck in an inventory slot that causes OCD irritation on the part of the player. Attached the fixed item that can be dropped into Haiass/ITM folder in the mod installer folder. jugue.itm
  18. I discovered which mod added T-Bone01. Haiass. @jastey
  19. I tried using generalized biffing of both the lightweight and heavy duty variants. The lightweight version didn't make any difference during character creation and the game would still momentarily hang each time the auto-roller rolled the dice. They heavy duty version actually did make a bit of a difference at reducing the initial pause when starting a new character creation, but did not eliminate the problems with the auto-roller. I'm running an i5-4690k and I'm guessing my computer isn't quite beefy enough to run the auto-roller with the number of mod files I have without problems.
  20. I started a playthrough with both Haiss and Grey installed. They actually work pretty well together and aren't just the same type of character. Haiss is presented as having a much closer bond with CHARNAME than Grey does by default, and this actually works with how quiet Haiss ends up being in character interactions whereas Grey is noticed and talked about by a lot more NPCs. A couple of ideas came to me from the hour or so I've spent with both in the same party. There's some interesting potential for "banter" content since they both are likely familiar with each other both having
  21. Separate from that, I've noticed that leveling up thief characters I can still spend points in single increments. It appears as though Doesn't do anything. Is there any file I can check to see if it is installed correctly?
  22. Override version of HPWiz.2da gives the following 2DA V1.0 0 SIDES ROLLS MODIFIER 1 7 1 0 2 4 1 0 3 4 1 0 4 4 1 0 5 4 1 0 6 4 1 0 7 4 1 0 8 4 1 0 9 4 0 2 10 4 0 2 11 4 0 2 12 4 0 2 13 4 0 2 14 4 0 2 15 4 0 2 16 4 0 1 17 4 0 1 18 4 0 1 19 4 0 1 20 4 0 1 21 4 0 1 22 4 0 1 23 4 0 1
  23. Regarding the 1 hp Vienxay character after leveling up and likely the low HP Jaheira, here are the mods that modified Vienxay's .cre file So the HP weirdness may very well be a function of an interaction between SBO Hit Dice Overhaul and Improved NPC customization. For reference, Vienxay's original HP was 6 in her mod folder X3Vien.cre file. She has STR 15, Dex 17, Con 10, Int 18, Wis 10, Cha 11 The version in the Override folder has 10 hp, and the same stats. I did not have "max HP at first level" turned on in the options. She had more HP when I first met her, but aft
  24. Another thing related to the Vienxay only having 1 HP upon joining. Jaheira only had 4 hp when she joined the party (although Khalid had 17 I think.) With 17 constitution, I think what is happening is that some of the NPCs are not getting their level 1 HP and are instead only getting their bonus HP based on their constitution. I'm wondering if this is an interaction between Scales of Balance - Hit Dice Overhaul - Revised HP progression Closer to Average and Tweaks Anthology - ToB Style NPCs Strangely enough Helga, Montaron, and Xzar all had normal HP totals (Xzar actuall
  25. Another bug report: Vienxay in my game is fine when she joins my party, however I am using the ToB NPC option in the Tweaks Anthology and once I level her up so she is 1/1 thief/mage in her class levels she changes to have 0/1 HP. I'm guessing that there's an interaction that isn't working well between these mods. I'm thinking I might want to remove ToB NPCs since it seems to be involved in a lot of issues and I already have enough mods that are interacting with the leveling process.
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