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Endarire

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About Endarire

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    http://CampbellGregE.com

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  1. We were agreeing regarding SCS and Infinity UI but using different terms. Thankee!
  2. As reported, here by Sour, the new arcane spells component was causing launch errors for people using EEex. It seems important to sort this out. Thankee!
  3. Thanks. I figured you wanted to ensure everything worked before trying to add Infinity UI compat.
  4. Greetings, David! On SCS 34.x with Spell Revisions installed, the Wider Scroll Selection for BG/BG2 sometimes crashed the game since it tried to place Stone to Flesh scrolls when SR has no such spell. I wasn't sure if this was fixed in the latest SCS release.. Spell Revisions includes stats of summoned creatures in its spell descriptions such as Conjure Earth Elemental. With your Conjure Elemental overhauls, I assume the spell descriptions are no longer accurate, and if they are no longer accurate, I request that SCS update the spell descriptions at least for SR users to match the new unit stats. For thieving skill assignment, is SCS compatible with Infinity UI? Infinity UI isn't done yet, but some other mods are compatible. (I wasn't sure if these were truly bug reports worthy of a separate topic, but since you seemingly wanted these here, enjoy!) Thankee!
  5. Making the items of infinite spells a separate component seems fair, as does including the updated 5e compat file I linked earlier in a near release. (I only briefly checked T&B for C0SA exclusion code but didn't find it yet for +stats to spell slots.) Thankee!
  6. Level 1 cantrips already does infinite level 1 spell slots. Your call, doc.
  7. This thread was split from "The Gate Project" starting here. It deals with some of the unauthorized and not recommendable mod uploads from Endarire. I can only advice @Endarire to take this seriously. - jastey Original post: You have asked of me and I shall answer you. Regarding Kim the Pirate, the EET update I did I submitted to the original author or its maintainer via email for them to include on their site. I also emailed them a GitHub tutorial. I have sent follow-up emails. Overall, I have encouraged them to accept and publish the update, even if I didn't get credit for the bit I did. They have not responded in 4 months, and the last time the official Kim the Pirate mod page had a new download was January of 2022 (version 1.63) with the update before that (1.62d) being released over a decade prior in 2010. After further digging, the last post made by anyone on the official Kim the Pirate forum was in 2014. I tested the version I sent them for EET compatibility and it, to my present understanding, worked properly. Technical updates - at least on inactive mods - are allowed without an author's prior permission, which is simply what I did. Otherwise, resurrections of inactive mods would at their core be entirely against Infinity Engine modding philosophy and policy. This also applies to you, JohnBob. Maybe you received official permission for every mod you've updated or hosted on The Gate Project and good for you if so, but if you didn't, you're in a similar situation here about updating others' mods without their explicit permission, even if these mods are or were inactive.
  8. I made a new SoD Shadow Magic Wizard with this updated 5e Casting Shadow Magic compatibility file and used the second install option for spell slot items. I cast some level 1 spells, pushed the Use Item Key, used Evermemory, and the slots were refreshed as expected. (5e Shadow Bards also worked.) Enjoy!
  9. I tried installing Askaria 2.0 today on BGEE with SoD. It failed because it skipped the Chaos Knight installation. This happened regardless of whatever language I tried using (0, English, or French).
  10. To clarify regarding vanilla haste and attempting to balance it for SR, are we more concerned about players using it against the AI or the AI using it against players/parties?
  11. According to the spells directory, all Shadow Magic spells start with C0SA. (Sometimes the case is different, like c0sa.) You filtered out 5e functionality from C0SA before, and it's likely true that this is a simple way to do it here. Thankee!
  12. These were things I (re)discovered via testing Shadow Magic and 5e Casting but which are specific to the Tome & Blood mod interacting with Shadow Magic 3.0.x. -Innate find familiar shouldn't be given to Shadow Magic users. Shadow Magic users instead get Find Shadow Familiar as an innate ability at level 8 (Bard) or level 6 (Sor or Wiz). -Revised Specialists probably shouldn't get access to Shadow Magic spells known automatically. Since normal Weave users (non-Shadow Magic users) can't normally learn Shadow Magic spells and vice versa, then, for example, every Gnome Illusionist shouldn't automatically know every Shadow Magic Illusion spell. (Since I also used OlvynSpells, some of the extra non-Shadow Magic spells this character knows are from there. All Shadow Magic spells are arcane spells - not divine spells - and have entirely black or purple icons.) Doc, if you wanna fix these, now you know how they interact. Enjoy! Thankee!
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