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ABlake

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Everything posted by ABlake

  1. Yes, that is what I wished to confirm. One of those few things that are truly outside the realm of possibilities. But that's ok, I guess. I've been trying to build an "ideal" copy of BG2 for myself for close to 6 years now, and I've been able to manage alright without advanced CS stuff. Anyways, thanks for the replies guys.
  2. What ? The weidu-log, you just open it with Notepad for example, and copy paste the text... even if it's in Germany or Russian, most members can read it as it has the mod name in the .tp2 file and the component numbers, which don't need a translation. Which is why the whole log is used, mostly.Yes, the ToBEx is part of the Strategem's install for example. I know the thing, but the weidu.log that I have right now has exactly only one thing in it, which is Bear Animation. Either I deleted it or it somehow got overwritten, I don't know. This installation was done years ago, I've kept it and transferred it between three laptops now. And I've always been able to figure things out without it - this is the first time I asked for help on here (or anywhere). So when you "demanded" that I post the log, what I thought to do was to reinstall all the mods I have real quick into a clean installation (hence "require a bit of work"), then give you the log file. In doing so, the first thing I needed to install was TOBEx. I was reading through the readme again to see what is what, and decided to search for "number of attacks" or "attacks per round", cause, who knows. And I actually found it. It was indeed very fortunate that this is the very first thing to install. Indeed, knowing which mod causes your problems helps tremendously, no doubt. So even though I essentially figured this out by myself, it was still thanks to your demand that I found the root of the problem. So you have my thanks.
  3. Now retrieving that file is going to require a bit of work, but I think I've found the cause of this. Was reading through Throne of Bhaal Extender Modder Reference and found this Sounds to me like this is it. Even though the description says "specialisation-associated" but apparently this makes "all non-monk classes receive such a bonus based on their average level". EDIT: Having found this, I found out I can toggle this behavior on and off in TobExTweak.ini. PROBLEM SOLVED.
  4. Hi there, Long story short, I'm having this problem: in my installation right now, all classes receive the extra 1/2 attack per round at level 7 and 13, which is not right. At the moment, every class will have 2 APR from level 13 and beyond if they have one star in the weapon they're wielding. I know the vanilla game doesn't have this issue, and I have no idea which mod causes it. It's strange because I can't imagine any mod among the ones I use would have a reason to alter this behavior. Could it be from a newly added kit? So my main question is: how do I revert this back to vanilla behavior, i.e. only warriors receiving the extra APR at level 7 and 13? BG2:EE handles this by introducing a new .2DA called CLSWPBON.2DA, which decides which class receives the extra APR. So my secondary question is: what do I have to do to introduce this .2DA into BG2 like EE does - if that's possible? Or generally, how do you insert a new .2DA into the game and make the game recognize it - if that's possible? Knowing which mod caused this in the first place would be a bonus, but what I really care about is how this particular change is made, and how to undo it. I'm listing the mods I'm using just in case: - 1pp - Ascension - aTweaks - BG2 Tweaks - BG2 Fix Pack - Celestials PnP - Divine Remix - just the core component and the Feralan and Justifier kits - Expanded Thief Stronghold - IE Animations - Item Revisions - Level 1 NPCs - Oversight - Monk HLAs only - Refinements - revised HLAs and Sword Angel kit only - Revised Battles - new kits only - Rogue Rebalancing - Spell Revisions - Strategem - Tactics - only a bunch of encounters Any pointer regarding this issue would be greatly appreciated. I really really want to get it fixed.
  5. That's what Dispel Magic is supposed to do, as opposed to Remove Magic. I opened up the arcane.tra file, and I think there are some mistakes in the descriptions of these two spells. As for Paralyze/Hold, as far as I know, there are quite a few instances of something saying "paralyzation" but the actual effect used is Hold. In my installation of SR which must be pretty old compared to what it is now, the Beholder Paralyzation ray is actually using the Hold effect, and the portrait icon as well as the effect text will be those of Hold. I find that it isn't really a big deal in most cases, since many items just grant immunity to both Hold and Paralyzation anyway. While there is indeed a "Paralyzation" effect, sometimes "paralyze" is just another way of describing something that immobilizes you, rather than implying that it is strictly distinct from Hold. If you change the ray's effect to Paralyzation, items that grant immunity to Web will now work against this ray, because Web includes Paralyzation. That might not make a lot of sense, since Web is something else entirely. Unless you're really bothered by this inconsistency between combat feedback and actual effects.
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