critto
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Posts posted by critto
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There's also a possibility that the file is copied via batch copying. I.e., something like "COPY ModDir/spells/* override/".
In that case, you need to search for an actual file inside the mods' directories, not for a string inside the tp2 file.
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A similar problem was discussed here http://gibberlings3.net/forums/index.php?showtopic=28081
I'd recommend uninstalling components that affect high level abilities first and see if it helps. You might also try and do a text search in SETUP-*.DEBUG files in your game folder for spell.ids and see what comes up.
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SoB is compatible with BGT already (I code stuff to be EE-compatible but I play BGT myself). Tone & Blood is currently EE-only, but the next update with my wizard tweaks in it should be compatible with BGT/TobEx.
So the continuity issue is resolved by default in BGT?
What will happen to my game if I wait for you to fix all bugs from SoB, uninstall the current version, and install the new one along with the NPC kit mod?
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A couple more oddities:
Joined Neera, she's a wild mage. I got to select two cantrips for her. Is it normal?When my invoker got second level, agganazar's scorcher and glitterdust appeared in spell book. The second spell is Illusion, not Evocation. -
My protagonist is an invoker mage. No special SoB kits. And I don't plan to take that character into Siege of Dragonspear. Only into BG2EE.
Time-frame: the NPC mod should be released for BG1 in a matter of days. A bug-fixed SoB update in a week or three. The new Tome and Blood with the SoB wizard tweaks, in a few weeks.The SoB update will already be lightweight, without the wizard tweaks and npc changes?
By the way, the mod is compatible with BGT? Can you pick a class in the beginning and go all the way through to the endgame?
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I'm not even sure you can take a character with a mod kit from BGEE to BG2EE without re-rolling... I'm working on a solution to that problem.
How come? Isn't it a simple export & import issue?
Any ETA on all that stuff?
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OK, cheers. A huge update coming soon? Is it better to wait? I play slow, so if the new one is going to be improved, I'd rather hold on. Considering that I want to take the same protagonist into BG2EE later on.
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Just to clarify, when the readme says that the component 800 makes Imoen a Spellfilcher, and inside the game she's a mage/spellfilcher multiclass, that's the expected behaviour, right?
Installed on BGEE.
Oh, and the rabbit summoned by conjurer's cantrip is hostile. BTW, why Conjurer doesn't get Armor spell automatically? The description states it's school to be conjuration.
In the kit selection for the fighter class, wizard slayer is listed twice. The first occurrence seems to be the default class from vanilla game. The second one is not selectable.
I guess I'll attach my weidu.log for completeness
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These are projectile animations. They are a part of the summoning spell itself. The way to fix it would be either omitting the cloud animations or, for example, allowing to dispel them with ZoSA (which we did in the recent fix for IA6.2). Strictly speaking, it's not an SCS bug, but annoying nonetheless.
Bug reports in v30
in Sword Coast Stratagems
Posted
None of the mods copies over the new version of spell.ids either, did I get that right? I didn't find it neither in the mods' setup files nor in their mod directories?