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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. Mystic Fire from Artisan's Kitpack @Artemius I At level 10 when you get 2nd level spells the Mystic Fire does not get the 2nd level arcane spells added to their spellbook. The arcane spells get added at level 11. At level 12 when you get 3rd level spells the Mystic Fire does not get the 3rd level arcane spells added to their spellbook. The arcane spells get added at level 13. At level 15 when you get 4th level spells, the Mystic Fire DOES get the 4th level arcane spells added to their spellbook. This one is working as intended. Tome & Blood interaction with the Choose Familiar component. The Mystic Fire does not get to choose their familiar. I suspect that the familiar is the base game version of the Pseudodragon. I'm not sure if this cross-mod interaction is something you care about @subtledoctor. Right now the current interaction is harmless. Refinements Interaction. Seems to be pretty harmless. The Mystic Fire also gets Exorcism, Holy Aura, Holy Purge, Righteous Magic, Shield of Law and Toughness. Undocumented additional HLAs for the kit New HLAs do not list their prerequisites in their descriptions like all the base game HLAs. 2. PnP Celestials. See if the cleric spells can be listed under the cleric spellbook for the Movanic Deva instead of under the innate button as they currently are listed. Check design documents.
  2. I think that's a base game issue not something specific to just Refinements.
  3. Next up, the Divine Champion kit from Artisan's Kitpack. The right click description of the Smite Infidel ability does not match the kit description version of the ability or the one in the documentation. Right click version: Kit description v: 2. Haiass Bug. If you run back out of the Feldpost Inn at the start of the game before Haiass can give you his whistle, then you will not receive it. You do get his chew toy when he finally catches up to talk to you back in the main Candlekeep area. @jastey 3. PnP Celestials bugs. Cast Evocation/Invocation spell doesn't have a right click description for the Movanic Deva Teleport without error doesn't have a right click description for the Movanic Deva The Movanic Deva Flametongue sword doesn't have a proper name or description (double check) when right clicked
  4. @Artemius I, since I think you are AionZ on the Beamdog forums.
  5. The Dragon Disciple case is simpler on the Refinements side. Just remove the "extra spell HLAs" (Level 6, 7, 8). These were removed deliberately by Littiz and TGMaestro back when the mod was first made.
  6. So, thoughts on the Kensai HLA overlap. The new HLAs in the Artisan's Kitpack work quite well as an additional HLA tree the player can go down, this one focusing intensely on critical hits which is appropriate for the Kensai. I'm not too worried about unbalancing things and I know from the original work on Refinements that one of the biggest restrictions from having more HLAs was just coming up with them and keeping the number manageable. However, for overlapping mods we don't need to worry about this concern as much and can just take advantage of what is already there. My thought is that the Refinements + Artisan Kitpack Kensai should have the following HLAs. This integration is pretty substantial so may be far more trouble than it is worth and is the type of thing I'd want to get buy-in from both mod authors/maintainers before implementing, though it does help give the Kensai a bit more of a unique set of HLAs. This may go beyond the scope of what you are willing to do while maintaining Refinements. Improved Ki Critical replaces the Improved Critical HLA from Refinements. Ability Location ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#07.SPL~ Name ~Improved Ki Critical~ Description ~The Kensai gains a permanent +2 bonus to their critical hit modifier. Requires: Critical Strike~ Invigorating Critical is the renamed Second Wind HLA from the Artisan's Kitpack. Renamed to avoid confusion with the already existing Refinements Second Wind HLA for monks. Ability location ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#09.SPL~ NAME ~Invigorating Critical~ Description ~The Kensai heals for 5% of <PRO_HISHER> maximum hit points and reduces a small amount of <PRO_HISHER> fatigue modifier upon landing a critical hit. Requires: Critical Strike~ Overwhelming Critical is from the Artisan's Kitpack and gets added to the Kensai HLA table Ability location ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#08.SPL~ Name ~Overwhelming Critical~ Description ~The Kensai's critical hits reduce the target's physical resistances by a cumulative 5% for 4 rounds.~ Devastating Critical is from the Artisan's Kitpack and gets added to the Kensai HLA table with Overwhelming critical as a prerequisite Ability location ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#10.SPL~ Name ~Devastating Critical~ Description ~The Kensai's critical hits kill the target instantly on a failed Saving Throw vs. Death. Creatures with 8 or lower HD die with no save. Requires: Overwhelming Critical~ There's a bit of conceptual overlap, but no worse than what is already present with Deathblow and True Kai. I sent a PM to AionZ over on the BeamDog forums since I don't know their handle here.
  7. I will put together some thoughts as to what HLAs fit together conceptually and which shouldn't overlap later today.
  8. More digging and I discovered that this is indeed the Artisan's Kitpack component. From the \lib\Kenasi.tpa COPY ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#07.SPL~ ~OVERRIDE~ SAY NAME1 ~Improved Ki Critical~ SAY UNIDENTIFIED_DESC ~The Kensai gains a permanent +2 bonus to their critical hit modifier.~ COPY ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#08.SPL~ ~OVERRIDE~ SAY NAME1 ~Overwhelming Critical~ SAY UNIDENTIFIED_DESC ~The Kensai's critical hits reduce the target's physical resistances by a cumulative 5% for 4 rounds.~ COPY ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#09.SPL~ ~OVERRIDE~ SAY NAME1 ~Second Wind~ SAY UNIDENTIFIED_DESC ~The Kensai heals for 5% of <PRO_HISHER> maximum hit points and reduces a small amount of <PRO_HISHER> fatigue modifier upon landing a critical hit.~ COPY ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#10.SPL~ ~OVERRIDE~ SAY NAME1 ~Devastating Critical~ SAY UNIDENTIFIED_DESC ~The Kensai's critical hits kill the target instantly on a failed Saving Throw vs. Death. Creatures with 8 or lower HD die with no save.~
  9. This component didn't show up during install. I think one of the other components blocked it. Good to know however. I think I'm likely going to just go back to learning familiars from scrolls. I learned it, but never actually cast it, so that could be the reason. I agree that the current implementation ends up being a bit janky, so I'll have to rethink the inclusion. Thanks for the heads up on option 5 being the only one that works with the Arcanist. I should have double-checked that one since I have multiclass Sorcerers installed. Digging into this a bit more and I've come across something strange. I can't seem to find any code where the Artisan's Kitpack adds the HLAs I mentioned earlier for the Kensai and they aren't abilities added by the base game. I'm looking through my other kit mods, but not seeing any that claim they make changes to the kensai. Some more investigation is required. This isn't just a mod mixup though because they have custom ability icons and everything.
  10. More stuff. 1. Dark Hunter Ranger kit from the Artisan's Kitpack Did not get the Poison Weapon ability at any level up to 21. Does not appear to be a passive ability either based on me slaughtering all of Candlekeep and never seeing any poison checks or poisoning any of the opponents. The Set Snare ability description in the kit has the following line This should be "3rd Level: Deals 2d8+5 missile damage" since the set snare ability is gained at level 3. In the level up dialogue box at level 10 it says "gains level 1 priest spell" even though it doesn't actually due to kit restrictions. I'm not sure if there is any way to suppress this message. The Quickstride ability that was correctly given to this ranger kit says "allows the rogue to move more quickly". I'd suggest adjusting the wording so it says "ranger" or whatever the base class is. @subtledoctor. The kit receives all the expected HLAs from Refinements for the Trueclass Ranger. Working as intended! 2. The timer for the idle/bored sound to play is extremely short (a couple of seconds) and it replays over and over again very frequently. I don't have any mods that change this as far as I know, so I suspect this is base game behaviour @CamDawg. This seems to go away once you go in and out of the inn at the start of the game. 3. The Weapon Proficiency Overhaul dialogue box for the additional proficiency innate selection for Bows shows " This should say "Advance to Mastery (+++) with Bows"
  11. 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 Artisan's Kitpack doesn't document any of the HLA changes. The more elegant approach would be to work with the other kit creators to figure out how they'd like to blend the two sets of HLAs, but I can understand not taking this approach and from what I remember TGMaestro and Littiz probably would have just said to install Refinements or the other kit mod later depending on which one you wanted the HLAs from. Then again, they did work pretty closely with aVENGER and borrowed a bunch of his work for the Thief and Bard HLAs. This also happened for the Dragon Disciple and I am expecting to see it for the Blackguard and Assassin kits from the same mod. Actually it does, normally. It uses Kjeron’s spell-learning UI, which I believe uses the spellbook. Or maybe the Sequencer choice screen? I forget. It looks like the spell memorization process in the spellbook to me. Anyway, in the vanilla game the descriptions are visible whenever you left-click on a spell or ability (or familiar). But for some reason, every single UI mid I’ve seen hides the description behind a right-click. Why? I don't know. It seems to me that this hurts readability and ease of use, especially with most people using bigger screens which have plenty of real estate for the descriptions. But the tl;dr is, it’s because of the UI mod you chose. I am powerless to do anything about that. @lefreut I guess this one is over to you since I'm using LEUI. I understand the right click behaviour, since the regular spell selection menu also has this option, but I think it would be best to also show text for what you've selected with left click (like the spell selection menu at level up) since the current behaviour comes across as buggy. Having the hover tooltips would also be an expected feature. Just a couple of things I think would up the polish on the UI mod. I thought this might be the case. Is it intended that you can choose a different familiar if one dies, or is the selection supposed to be fixed? If it is meant to only resummon the same one, then my suggestion is to give a different ability called "raise familiar". Another low effort option is to just mention this in the documentation. Regarding Familiar dialogue, I'm not convinced that this is caused by your mod. Some more testing is called for. Maaaybe is intentional? I might have made sorcerers choose sequencers as spells, for balance reasons. I honestly forget. If this is the case, then it will become innate and be removed from your spellbook once you cast it. For reference I chose the bolded option. The sequencers and contingencies went to the spell menu and not to the innate section. It didn't appear as though the component did anything.
  12. 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.
  13. 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 would be helpful if these made it explicitly clear if ranged weapons benefit from any of the styles, and even if you don't list the negatives list the cases in which ranged weapons might gain benefit from the styles (throwing daggers, darts, throwing hammers for example). I can't recall the behaviour in the base game, but I can see the current descriptions confusing less experienced players. 4. Kensai from the artisan's kitpack In game description is the basic Kensai kit description and not the Artisan's Kitpack version, however the abilities are given out at appropriate levels. Kit description during character creation is correct. I believe there are undocumented HLAs: Improved Ki Critical, Devastating Critical, Overwhelming Critical, Second Wind. I and probably others would appreciate including these in the readme since it helps the user identify possible compatibility issues. Improved Ki Critical requires Power attack, but the description doesn't list the prerequisite Second Wind requires Overwhelming Critical but doesn't list the prerequisite. Devastating Critical requires Second Wind, but doesn't list the prerequisite. Smite Requires Improved Ki Critical, but lists Critical Strike in the prerequisite. A cool thing is that the Refinements HLA stack with the Artisan Kitpack HLAs so you also get True Kai as well if you install Refinements after Artisan's Kitpack. I like this! Improved Critical is not able to be selected, but shows up on the list. It requires Critical Strike which is no longer part of the HLA list (it appears Improved Ki Critical replaces this). This appears to be an interaction between Artisan's Kitpack and Refinements. I'd love it if Refinements accounted for this if it was installed (ideally by allowing Improved ki Critical to act as a prerequisite, or removing Improved Critical from the list) 5. Vanguard from the Artisan's Kitpack Gets 2 charges of "check for wild talent" innate. This is just cosmetic because both disappear once used. 6. Dragon Disciple from the Artisan's Kitpack In game description is the base game description and not the Artisan's Kitpack description. The correct description is shown during character creation The level 15 stat bonus to constitution shows up in green in the character record window, like a bonus from an item and not an innate state increase. It appears that the revised kit and refinements overlap, giving the Dragon Disciple all the base sorcerer HLAs as well as all the Refinements sorcerer HLAs. A cleaner approach would be to give the kit its own set of HLAs, but it appears as though some changes might need to be made to Refinements since this kit shares a name with a base game kit. 7. The Tome & Blood innate to summon a familiar Does not have any text showing the familiar names during the selection screen and the pop-up tooltips doesn't show anything either. Text does show if you right click on a selection, but not if you left click. The find familiar spell is still selectable at character creation and level up for a sorcerer (Dragon Disciple). I think if it is turned into an innate it should probably be removed. Speaking to the familiar (Psuedo-dragon) and asking if it if has any advice gets a "NO VALID REPLIES OR LINKS" error. Asking it if "everything is okay down there" gets a response of "I am a little hurt and the cuts sting and I am bleeding" when the familiar shows as uninjured. Note that this is after I spoke to it and put it in my bag then released it. The summon familiar innate is back after resting. Casting it again does not appear to do anything and you only get a message that you already have a familiar. The familiar icons for the ferret, black cat, and rabbit are all summon monster icons. Consider using a recoloured Cat's grace icon for the cat, The Summon Weasel icon from Lava's Weasels! mod for the Ferret, and The 8. The Tome & Blood Arcane Crafting is obtained by the Dragon Disciple at level 5. This isn't a bug but the readme indicates that only Wizards gain the skill and Mages get it at level 1 or 2. They get the Brew Potion variant. Xzar got the scribe scrolls variant. If different classes get different variants, this should probably be listed in the documentation. 9. Tome & Blood Innate Spell Sequencers component doesn't catch "minor spell matrix" or adds Minor Spell Matrix to the list of spells that Sorcerers can learn on level up, when I believe it should be listed as an innate ability (this is with "Innate Metamagic (Spell Sequencers and Contingencies) - 3rd option" selected at install time. Contingency also shows up in the spells you can choose at level up.
  14. I tested all of these mods and none of them were the culprit.
  15. 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.
  16. 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 arrive at the Friendly Arm Inn. @Lava, @jmaeq, @Gwendolyne, @Skitia I'll also post this in applicable threads over on the Beamdog forums. I don't have access to the other forum sites sadly. I'll try doing a test install later with just these mods and see which one is causing the problem. EET install. Attached Weidu.log and Weidu-BGEE.log for completeness. WeiDU.log WeiDU-BGEE.log
  17. 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.
  18. 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?
  19. 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.
  20. 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.
  21. 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 related to the SCS components, I installed Trial of the Luremaster for BG2 which increased the override folder to 43,066 files and a total size of 1.43 GB. Of note, A7TotLMBG2EE also adds a bunch of arcane spells from IWD if SCS or IWDification are not installed. There were no problems with the auto-roller and it functioned as smoothly as before. I'm not sure why this is happening @lefreut@DavidW.
  22. It sounds like Grey is a lot more than I first thought. I am looking forward to discovering more.
  23. 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.
  24. I've fixed this by swapping PPE/Portraits/Hull.bmp with PPE/RandomPortraits/Fighters/S9LFM74.bmp. The new, younger Hull is below HULL.bmp
  25. 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.
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