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critto

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Posts posted by critto

  1. 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.

  2.  

     

    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?

  3. 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?

  4. 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

     

    WeiDU.log

  5. 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.

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