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Incantatar

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Everything posted by Incantatar

  1. Has been reported before but Find Familiar is not working for me too. ​Edit: The scroll works, the innate ability does not.
  2. If you'd be willing to write up clear and concise directions for Linux that address both original and EE games, we could update the template used for all G3 mods. A Markdown-formatted version of our current template is available here if you want to view and edit it directly. Yes, let me do that. Unfortunately we need to use the most complex method, because some mods (Tweakpack) change the .tlk files and don't work with a simple script. The best method I tested is ciopfs to mount the game case insensitive. There is a tutorial here: https://forums.beamdog.com/discussion/45332/tolower-breaks-the-new-bg1ee-linux-edition But I'll rewrite it to make it more newb friendly and clear. I'll need to check out some things and report back. ​
  3. For your mods you should change the Linux installation notes in the readme. Using tolower in BGEE and BGEE2 breaks the game. This is because Beamdog unfortunately didn't lowercase their code on a case sensitive OS release and WEIDU only works with all lower case. There are 2 solutions i know of: use restoration scripts or mount the game to a special file system. https://forums.beamdog.com/discussion/45053/how-to-install-bg2-tweak-pack-into-bgee-bg2ee-and-iwdee-on-linux-modfix-script http://askubuntu.com/questions/535999/lowercase-to-all-files-in-a-directory-expecting-to-undo-it-at-some-point/536012 (recursive option)
  4. This is a problem for my solo games too, with Improved Shapeshifting installed. Anyone know where the script problem lies? Perhaps i foundthe problem. Line 305 and 306 of his script (cernd.bcs) IF !Allegiance(Myself,ENEMY) !InParty(Myself) Global("NPCFight","LOCALS",1) THEN RESPONSE #100 SetGlobal("NPCFight","LOCALS",0) ChangeAIScript("",GENERAL) ChangeAIScript("",SPECIFICS) Continue() END Should possibly be: ChangeAIScript("druidx",SPECIFICS) ChangeAIScript("useitem",GENERAL) -> No. That didn't help.
  5. The elementals summoned by the rings of elemental control are totally different to those summoned by SR spells. They don't have a script and lack correct statistics. I'd say instead of sumelfir.cre use elfirsu1.cre in case of the Ring of Fire Control (ring27.eff) likewise for the other two.
  6. http://www.shsforums.net/files/file/1135-disable-enhanced-edition-npcs/ or https://forums.beamdog.com/discussion/30322/bg-ee-mod-disable-ee-npcs-ee-items-available-in-shop Thank you! You say they stack with each other but if i put Arla's Dragonbane and Traveller's Robe on i can't see any difference to only Traveller's Robe. I counted but this might be too inaccurate.
  7. I don't know if that's intended, probably not, but these bonuses simply can't stack so... Ok, i had not thought of that. Does it stack with monk's bonus, haste and oil of speed? It's a seperate issue. Anything that adds apr will lower your speed factor, since the engine needs to squeeze all apr in 6 seconds window. So your overall speed factor will be better the more apr you have. If monks get innate speed factor increase, then no, it won't stack with it. I was talking only about movement speed bonus. Sorry if that wasn't clear. Kreso, since you know the engine well, an offtopic question: do you know how difficult it would be to mod the added Beamdog content out of the EEs? I like the engine refinements but i think every single content addendum (NPCs, items,..) sucks majorly. Static content shouldn't be a problem but i think of scripts, triggers and global variables, can they be just removed or ignored without ill effect? And is there hardcoded "enhancement" involved?
  8. I don't know if that's intended, probably not, but these bonuses simply can't stack so... Ok, i had not thought of that. Does it stack with monk's bonus, haste and oil of speed?
  9. It's an optional component, you are perfectly able to 'leave it.' I, for one, enjoy using it. I'm glad you and I both the have ability to play the game as we want, and that SR gives us that ability... When you don't care that people think this mod is too undocumented or simply think it has messy parts, ok, Demi posts in other forums and says this version not a real beta and people should install it instead of the older versions. I bet he cares what people think. -The message "You have already cast a polymorph spell on yourself" displays everytime i cast Polymorph Self. I don't think it means anything -There are still two Dispel Magic spells around with slightly different text. -Fireburst sometimes doesn't fire. Can't reproduce it at the moment. -There is some inconsistency with summoned monster's immunities and their reaction. Summon an Air Elemental and a Skeleton Warrior, cast Cloudkill on them. Both are immune but the Air Elemental will try to attack the caster now while the SW doesn't care. This is because ELEMTYPE.ITM doesn't make immune to the spell just to the damage. UNDTYPE.ITM has the protection from spell SPWI502.SPL and therefore no damage animation. Should be added to ELEMTYPE.ITM too, no? -I'd add Web and Stinking Cloud too -And Cone of Cold to UNDTYPE.ITM -During tests i found something highly interesting. When you cast a Cloudkill (any attack spell?) on a summon wether it wants to attack you or not, it will follow through area transitions. It's like the trick with the attack button on caster, which is erratic. It's not directly controllable anymore but the script follows the caster. Very useful.
  10. On topic: -There is small problem with different potions of the same type in the potion bag. When you click one potion the other stacks get automatically highlighted and you must remove one of each stack. Could be just a BG2:EE bug or has something to do with SCS added potions. -Is it intended that speed bonuses from items don't stack?
  11. When you create a char you need to learn one specialty school spell per level but what you memorize is under no constraint other than the forbidden school.
  12. That makes sense. To be frank i think this behavior is a mess and will not be intuitive for new mod users. If we can't make a consistent and sane change due to engine constraints perhaps it's perhaps better to leave it.
  13. Doesn't make any sense to me. It's inconsistent why? (M)SD actually tells you in it's description it isn't protecting against AoE spells. No need to change that?
  14. Just found +3 Arla's Dragonbane in the first area of Irenicus' dungeon. (This is a full SR/IR/SCS install on newest bg2:ee). Wtf Beamdog? ...Just read when you import a char you get a 4th imported item. I didn't even went to the lower levels of Durlag's Tower. Great feature.
  15. Made a fresh install just with SR. This is on BG2:EE 2.1.63.2 GOG version See attachment screenshots. weidu.log setup-spell_rev.debug Note: SPWI318.SPL (Minor Spell Deflection) doesn't get patched by the component. How can this even work?
  16. Have you installed the modmerger ? Look at Grammarsalad's post above for the link. I don't have SoD installed. No, i installed after the patch. GOG version for Linux. (Game mounted to ciop file system to have it insensitive to upper and lower case.) I haven't got it installed atm. I had only SR installed without any errors or warnings.
  17. Quite a few beta testers used it and it worked fine. Please don't tell me that 2.0 or 2.1 screwed it. For me it does (on 2.0). Nothing helpful in the .debug. It must be an incompatibilty with the patch script. Anyone else can test this on BG:EE 1 or 2?
  18. Is the NWN-Spell Deflection component supposed to work? It doesn't in my installs. Neither spell description nor spell effects.
  19. I don't have SoD installed. Beamdog changed string references for the v2 patch.
  20. I'd rather see the necessity to have one spell of the school be memorized per level.
  21. This isn't EE specific. It's documented there, but it's an original game feature. Tbh, I use "100% spell success" from BG2 tweaks. Wow, i never knew that.
  22. I said this before but with the changes to specialist wizards in EE it's even more grave. With the potion changes there is no reliable way anymore to learn spells on core or higher difficulty. Specialist wizards now get a malus on learning non specialized spell schools. Together with the steep prices of scrolls this is really really inconvenient. Try playing a specialist wizard with 16 int. 45 % of all non specialist scrolls will fail to be scribed. Now try to learn some higher level spells and see tens of thousands of gold flush down the toilet. No way to mitigate. In BG2 there is the +1 int dagger, with one of the more difficult SoA encounters beforehand. That doesn't cut it. Would be cool to add SR's Monster Summoning IV as a scroll in BG somewhere.
  23. I found a bug. Spirit Armor's description says it gives +2 general saving throws. It actually gives only +3 against death. The giant spiders in MS IV could have similar stats and scripts as SCS improved spiders if installed. Edit: Effect 16-18 of SPWI416.SPL (Polymorph self) display the wrong string in BGEE. The same with effect 8 of SPWI318.SPL (Minor Spell Deflection)
  24. Fwiw, DS tweak is a *major* nerf to mage class(es). If you decide to implement this, forget about tank-mages and similar. With dispels flying in ToB battles (every demon seems to have it!) you'll want proper fighters as tanks. Also, this really should be used with "AoE Spell Deflection". Or Dragon's Breath and similar (ADHW) will kill your mages instantly should dispel check ever be succesfull (and it will be). I like it (since I hate how mages can be played in BG2, omnipotent-can'-t-touch-me-tank-slayers of everything) but it's a matter of taste more than anything else. It changes how the game is played more than a bit. I'd definitely go with it for the next build, see how people feel about it. If DS protects against dispel, why is it a nerf to mages?
  25. I would like it if IR uses the enhanced stacks of BGEE or makes it optional. Using throwing daggers with a stack of 10 is really awkward.
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