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Salk

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Everything posted by Salk

  1. Hello! I will investigate the occurrence and check whether the magic resistance is correctly applied. I wouldn't recommend playing with the EE version of this modification though. It was made by a third party and it is not updated, meaning that at best there will be critical issues that I have been fixing since then and at worst there will be other problems which I cannot identify and solve. Cheers!
  2. The topic about WTP Familiars is here. There is an EE compatible version released in the past by @flamewing but I don't recommend it because it has not been updated and the only version one should play is the latest (2.5) which is only compatibly with ToB/BGT. If you do play with my modification, feedback is always welcome.
  3. Unfortunately it is. The frequency of the crashes and the less than prompt return to full functionality may be cause for considering a merge. Gibberlings3 is, very probably, the strongest community website for IA game and keeping its name and content unaltered may shave a sense but wouldn't you think SHS and Pocketplane (I would add Black Wyrm's Lair but I know that there is unfortunately bad blood) could just pool their resources and manage a shared website? I know there would be problems, starting with what the name should be but... It feels a bit anachronistic and ineffective to not change
  4. Hello! I tested the rabbit in my BGT game and the HPs are correctly removed at level 1 or higher. I had tested the HP gains/losses extensively in the past so I was very surprised to read CHARNAME's HP adjustment was not working properly for you. It'd be good if someone else could confirm this issue. Cheers! EDIT: Another player confirmed the HP loss working correctly. Would you please attach your WeiDU.log?
  5. Bartimaeus, should we still use version B16 to install SRR 1.2.0? Thanks!
  6. Hello Chitown Willie! Thanks for reporting this bug. It should not happen, of course. Is it happening with every familiar? Cheers!
  7. Hello, Bartimaeus. Are you saying that the Weapon Speed factor has no effect? I thought that what it'd do was to prioritize the timing of the attacks so that a weapon with lower speed factor would cause its damage earlier during a combat round, possibly killing the enemy and avoiding taking damage from the opponent's slower weapon?
  8. Thanks for this new update, Bartimaeus. Looking forward to playing with SRR in a not too distant future, hopefully.
  9. Hello bob_veng! Thanks for your assist. From what I can see, I don't have any other issue with the other icons but this was just at character creation. If I encounter a problem, I will make sure to give appropriate feedback. Cheers!
  10. WTP Familiars 2.5 is out! It can be downloaded here. CHANGE LOG: -Fixed critical bug with Rabbit crashing the game when asked to return to backpack (thanks Chitown Willie) -Fixed critical bug with familiars not levelling up more than once (thanks enkku) -Fixed minor bug with empowered familiar not showing the correct name at the end of the dialogue-based level up process -The level up process now shows the amount of XP the familiar has gained -Updated WeiDU to version 246
  11. My pleasure and thanks for the feedback. Cleaning after my own mess in a timely manner is the least I can do. The file has been sent to the host and I am just waiting for the confirmation of the upload. Cheers!
  12. All the best, Bartimaeus. And thanks for your continued effort and presence.
  13. Even if the project is not going to be fully completed, you have still done quite some work already (30 spells is no small amount). Take heart and grind on...
  14. At character creation, there seems to be problem with the alpha channel for the Obscuring Mist spell icon.
  15. The two bugs have been fixed. A new version will be uploaded in the next few days.
  16. The bug reported by Chitown Willie is taken care of. I am in the process now of checking on another, even more serious bug with the level up process. Once confirmed, I will try to remedy it and then a new version will be released. Until then I recommend to not play with WTP Familiars. Sorry for the inconvenience.
  17. Chitown Willie, I can reproduce the crash and I have other issues to take care of. I will start investigating. Thanks for the report.
  18. Hello there! Thanks for the warning. I am at the moment unable to verify anything since I don't even have the game installed but I will take a look at it since I got another bug report in private. Are you using version 2.1? Could you attach your WeiDu.log please? Thanks!
  19. Congratulations for this new, massive release, DavidW! And thanks for the continued support.
  20. Hello, Leandro! Thanks for the feedback. It is always useful to see what people who tried the modification think. For starters, it is really hard to make sure there aren't compatibility problems with heavily modded games like your own. While I do believe few of the issues you described may be solely related to WTP Familiars, I'd take a guess about most of them being due to poor interaction between different mods (including my own) and honestly I tested WTP Familairs on my own standard BGT install which includes a good number of modifications but nothing like "banter accelerators" or increased party movement speed tweaks. In particular, the added Quest mods you have mentioned may have caused some problems with the party spawning such that any familiar (which is not really considered a party member by the original engine which limits it to six) would have caused the same. But the core of the matter is that I believe you are right saying that this is not the mod for you because I do believe that from a RP point of view and also a gameplay point of view the Familiar should be out of the backpack as often as possible. And yes, the time does take in consideration travel time so it is normal that after a trip the familiar wants out because, role play wise, it would have possibly stayed in your backpack for hours. Still, the familiar doesn't leave the backpack after the first warning. It takes three unheard pleas before it should just take matters in their hand. So the fact that your cat left for good after your trip to another region is a bug. Said that, the familiar is quite useful when out (some more than others, but I tried hard to make them be good at something), especially after introducing Empowerment for the Thief/Warrior classes and Spell Bounce but it is normal that they are very vulnerable. I don't account for the difficulty being higher than Core. If you play on Insane with SCS installed then it is natural a familiar could even be killed by a bear in the BG1 portion of the game. The micromanagement is instead a valid complaint. It is not something I could really solve and I realize that it can cause frustration. I don't sympathize much with the "a familiar in the backpack takes a valuable slot" argument to convince me that keeping a familiar hidden there is an inconvenience. If you talk to other BG players you will know they are all happy to keep a familiar there and leech off them to boost the protagonist's total HPs, which is the first thing this modification wanted to avoid. Again, playing "solo" is a legitimate choice like playing on "Insane" but then such extremes come with drawbacks. WTP Familiars is tailored after my own gaming choices and do not scale well (but this could at least partly be remedied). Lastly, from a pure RP point of view, I do believe Familiars, being intelligent, wouldn't want to be confined in a small backpack for hours of in-game time. And yes, being intelligent they have an instinct for survival and that instinct is scripted. They should not get out in the middle of a combat and they should be running back to the backpack when their health hits a critical value (if the owner is in range). Like any "pet", they need a certain amount of care. I tweaked their dialogues too to give them more depth. I know they can die pretty easily but keeping them alive can be rewarding in itself. The loss of the familiar is fully accounted for and the way it is done is, in my biased opinion, quite good. The protagonist suffers the consequences but they are limited in time, unlike the permanent Constitution loss of the original Find Familiar implementation. One more thing: the last version is 2.1. Not sure why your WeiDU log reports a 2.2 version. Cheers!
  21. Hello! As jarno pointed out, this is out of scope for this mod. I can understand the frustration for having to wait for familiars to regroup with hastened/sped up party members but it is not something I can do anything about from this side. Having an option to keep the Familiar in the bag when it is convenient goes against the mod's vision of having the Familiar on the field as much as possible and counter the cheap exploit of having just free HPs for the protagonist. This modification tries hard to compensate that by making them more useful though, including the cat. This instead sounds like a bug. The familiar should not nag at all about wanting out under ongoing combat (unless you are using a version that is earlier than 1.7). And once it is in the backpack, it should not just ask to leave it again shortly after. There are timers that keep track of this and I should investigate it further. Problem is: I have not installed nor played Baldur's Gate for well over a year and this may take some time. I am not sure I understand what you mean with "leaving one of the characters outside of the area boundary" but it may be another bug. About the penalty: it is not permanent. There is a mourning time after which the penalty is completely gone and you are free to summon a new familiar. This has been introduced to make keeping the familiar alive something that has tangible consequences and I am quite proud of the implementation. You can get rid of the familiar easily and the penalty is only temporary. You can also choose another type of familiar once you are able to summon a new one, unless you are playing with a True Neutral character. Cheers!
  22. Hello! I tried the download link but I get an error message saying the page does not exist.
  23. As old BGT player, I am interested in this as well. Thanks for your work, zelazko!
  24. Oh okay, I understand then that we'd need a workaround for it. Probably not too terribly complicated but yes, it'd require some testing. Cheers!
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