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Endarire

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Everything posted by Endarire

  1. In the documentation, a "comparison of spell progression tables" links to someone's local hard drive.
  2. @lefreut I generally preferred your UI to 2.5's, but I have these requests as install options: -Swap the positions of the left and right buttons (accept/cancel, etc.) to EE 2.5 standards. -Use the EE 2.5 spell preparation interface. Thankee!
  3. Greetings, all! Maybe this sort of step-by-step guide with handy screenshots/videos already exists, but if so, I wasn't sure where. I know the Near Infinity wiki exists, but it doesn't seem newbie-friendly. It's a reference manual but not a step-by-step guide for these, at least from what I can tell. These are at least some of the things that are useful for new modders to know and for modders in general to be able to reference quickly. -Add new items and edit some existing items. -Change what services and items a vendor has. -Adding and editing containers on a map and the contents and boundaries of these containers. -Making and editing NPCs, recruitable and not. -Adding and editing dialog. -Adding and editing spells. -Adding and editing kits. -Adding and editing creatures' stats/abilities and animations. -Adding and editing PC paperdoll sprites and animations, like to add new types of equippable items and recolored/retextured versions of existing ones. -Adding EE & EET support to a mod that doesn't already have one. -How to determine what game versions a mod is compatible with (BGT, BG2EE, EET 2.5, 2.6, etc.) -Packaging a mod with a WeiDU installer of a specific version. -How to find and fix bugs. -Whatever else you believe is wise for people with NO IE MODDING EXPERIENCE to know that's likely useful to making such mods. Thankee!
  4. Thankee for the new release! What say you to adding support for more spell mods that are 2.6.6 compatible, like the Made in Heaven spell pack?
  5. @Avenger After thorough testing, this list includes bugs for the pre-EET mod. Some of them are due to BG1 components not installing onto EET. Some of them use the wrong strings for activating ("DRINK POTION" to activate a staff or a hat instead of "ACTIVATE"). Some of them involve reusable items that are consumed after their first use. Some of them involve NPCs (Imoen, Xan, Yoshimo, and others according to the documentation) who should be able to have familiars due to this mod not having their familiars.
  6. Some of OlvynSpells requires EEex. I specifically noted my recommendations and whether they require EEex. SCS edited the UI to include configurable controls for various arbitrary mod-added abilities. What about adding a remappable hotkey there for your scripts?
  7. @subtledoctor Your 5e casting likely needs updating to work with the Made in Heaven Spell Pack which adds spell matrix, which is another sequencer.
  8. @morpheus562 I would like some sort of toggle/ini option to determine which OlvynSpells metamagic feats should be included in your scripts. If players wanted to add Extend Spell (or Persistent Spell or Mass Spell or whatever) to shield as part of their script for themselves, they could. They could also add metamagics to spells cast in combat, like Empower Spell to fireball. This assumes they have spell slots of that spell level available and know the appropriate base spells. I also updated this list of spells from other mods that seem appropriate to include in your scripts. Thankee!
  9. @morpheus562 I would like a user-bindable key to toggle AI scripts on PC units. I also like ? (shift-/) because it's like a command in some games, and it isn't yet part of my default allotment. My current preferred key bindings for CRPGs: EDSF or/and Arrow Keys: Move camera up/down/left/right. B: Backpack/Inventory C : Cast U: Use Item R: Rest/Camp Y: Character Sheet Q & W: Quick Save & Quick Load For Infinity Engine games: ] & \: Divine & Arcane Spellbooks/Preps O: Options Thankee!
  10. Argent77's quest mods (Test Your Mettle! and Trials of the Luremaster in EET) have EXP multipliers specific for their areas. I'm unsure if a general EXP multiplier would affect these areas too and, if so, how they would stack.
  11. For some reason, the G3's EXE for Windows got a warning on my Firefox saying it's a virus or malware. It shouldn't be.
  12. Greetings again! It's been a few days and I still seek help on how to update MSFM to full EET compatibility as described above. Thankee again for your assistance!
  13. +1 to INSTALL DLCMERGER AS YOUR VERY FIRST MOD IN YOUR INSTALL ORDER! CAPS are for EMPHASIS. When I didn't do this, I got weird strings, like a Friendly Arm Inn priest talking about murder gods.
  14. Old EET versions are 2.5 compatible. The newest EET versions are 2.6 only.
  15. That was a minimalistic install where the scripts didn't install but the other mods did. MESpells is OlvynSpells.
  16. @morpheus562 Error log below installing on game version 2.5 with script version 5.4. Error log: //ERROR locating resource for 'COPY' //Resource [SPPR712A.SPL] not found in KEY file: // [./chitin.key] //Stopping installation because of error. //Stopping installation because of error. //Stopping installation because of error. //ERROR Installing [Install Enhanced Powergaming Scripts -> Accelerated Pre-Buffing Speed], rolling back to previous state //Will uninstall 161 files for [enhanced-powergaming-scripts\enhanced-powergaming-scripts.tp2] component 15. //Uninstalled 161 files for [enhanced-powergaming-scripts\enhanced-powergaming-scripts.tp2] component 15. //ERROR: Failure("resource [SPPR712A.SPL] not found for 'COPY'") //Please make a backup of the file: Setup-enhanced-powergaming-scripts.debug and look for support at: morpheus562 //Automatically Skipping [Install Enhanced Powergaming Scripts -> Accelerated Pre-Buffing Speed] because of error. //Using Language [American English] //NOT INSTALLED DUE TO ERRORS Install Enhanced Powergaming Scripts -> Accelerated Pre-Buffing Speed // //WARNING: enhanced-powergaming-scripts : 15 has encounter errors durring installation, exited with ExitCode = 2 //WARNING: unpausing installation will continue from next component. //[C:\a\PI\Tools\WeiDU\247.00\weidu.exe] WeiDU version 24700 //Using Language [American English] //Using .\lang\en_us\dialog.tlk //Couldn't open the readme: file not found. //Installing [Install Enhanced Scripts for Summoned Celestials] [v5.4] //Copying 1 file ... //Copying and patching 1 file ... //Copying 1 file ... //Copying and patching 1 file ... //Copying 1 file ... //Copying and patching 1 file ... //Copying 1 file ... //Copying and patching 1 file ... //loading 1 tra file //loading 1 tra file //loading 1 tra file //Copying 1 file ... //Copying 1 file ... //Copying 1 file ... //Copying 1 file ... //Copying and patching 3 files ... //[enhanced-powergaming-scripts/baf/upload/devaevil.baf.BAF] PARSE ERROR at line 957 column 1-47 //Near Text: ) // [CheckSpellState] argument [RAISED] not found in [splstate.IDS] //[enhanced-powergaming-scripts/baf/upload/devagood.baf.BAF] PARSE ERROR at line 957 column 1-47 //Near Text: ) // [CheckSpellState] argument [RAISED] not found in [splstate.IDS] //[enhanced-powergaming-scripts/baf/upload/plangood.baf.BAF] PARSE ERROR at line 2049 column 1-47 //Near Text: ) // [CheckSpellState] argument [RAISED] not found in [splstate.IDS] //SUCCESSFULLY INSTALLED Install Enhanced Scripts for Summoned Celestials //[C:\a\PI\Tools\WeiDU\247.00\weidu.exe] WeiDU version 24700 //Using Language [American English] //Using .\lang\en_us\dialog.tlk //Installing [Install Enhanced Scripts for Simulacrum] [v5.4] //Copying and patching 7 files ... //ERROR: error loading [enhanced-powergaming-scripts/baf/upload/morang.baf] //Stopping installation because of error. //Stopping installation because of error. //ERROR Installing [Install Enhanced Scripts for Simulacrum], rolling back to previous state //Will uninstall 0 files for [enhanced-powergaming-scripts\enhanced-powergaming-scripts.tp2] component 10. //Uninstalled 0 files for [enhanced-powergaming-scripts\enhanced-powergaming-scripts.tp2] component 10. Weidu log below. Note that I installed DLCMerger and EET on a prior install. EET worked properly on a separate minimalistic install. // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~EET/EET.TP2~ #0 #0 // EET core (resource importation): 1.0 RC12 ~MESPELLS\MESPELLS.TP2~ #0 #11021 // Make it so that Command takes control of the target for 1 round instead of putting them to sleep: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #11061 // Improve Magical Stone: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #14131 // Increase the duration of Negative Plane Protection to 8 hours: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #17041 // Make it so Nature's Beauty charms enemies rather than blinding or killing them: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #14021 // Original BG1-style Monster Summoning and Animal Summoning spells: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #25011 // Restore original BG1 Animate Dead (one skeleton per level, which ignore the summoning limit) -> Restore original Animate Dead for both priests and wizards: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #21151 // Improve Shocking Grasp, Chill Touch and Ghoul Touch: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #21191 // Improve Larloch's Minor Drain and Vampiric Touch: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #22211 // Improve spells that merely weaken enemies rather than disable them (e.g. Deafness, Ray of Enfeeblement, Contagion): 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #24042 // Improve Ice Storm -> IWD-style improved Ice Storm: 6d10 damage all at once: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #26071 // Make it so Mislead's invisibility becomes partial invisibility when you attack or cast a spell, just like Improved Invisibility (regardless of whether the image is still alive): 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #26151 // Improve Chain Lightning: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #27121 // Improve Delayed Blast Fireball (1d6 per level, up to 20d6): 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #29141 // Improve Energy Drain: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #29221 // Revise Comet and Dragon's Breath: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #26171 // Let Contingency and Chain Contingency be cast as a free action: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #14151 // Let Farsight be cast as a free action: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #23011 // Let Clairvoyance be cast indoors: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #980 // Let Rangers and Paladins gain spells quicker and up to 6th-level spells: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #990 // Let Rangers and Paladins cast spells at their full caster level: 2.2.0 ~MESPELLS\MESPELLS.TP2~ #0 #1000 // New spells -> Add all the new spells to the game, including the really powerful spells: 2.2.0 ~EET_END\EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation ~ENHANCED-POWERGAMING-SCRIPTS\ENHANCED-POWERGAMING-SCRIPTS.TP2~ #0 #9 // Install Enhanced Scripts for Summoned Celestials: v5.4
  17. EDIT 10 20 21: After thorough testing, this list includes bugs for the pre-EET mod. Some of them are due to BG1 components not installing onto EET. Some of them use the wrong strings for activating ("DRINK POTION" to activate a staff or a hat instead of "ACTIVATE"). Some of them involve reusable items that are consumed after their first use. Some of them involve NPCs (Imoen, Xan, Yoshimo, and others according to the documentation) who should be able to have familiars due to this mod not having their familiars. Intro Greetings, all! I ask for your help in updating this mod to EET compatibility due to my inexperience with Infinity Engine modding. (My last IE mod was a sound pack I made for BG around 1999 but never publicly released.) I have modded other games, but each game and each mod may have its own way of doing things. For the Infinity Engine, I like More Style for Mages, among other mods. GitHub user LarryErb and I have been working together to update MSFM to full EET compatibility, MSFM uses assets from BGEE and BG2EE and it kinda works already if some the mod components are installed pre-EET and others post-EET. As of this writing, the public version of MSFM isn't yet EET compatible, but the goal of this update is to make it fully EET compatible. As this is only a technical update, it doesn't require explicit prior author permission to post the new version once it's done, but having asked the author (Renegade0 AKA Pecca), he showed no signs of opposition to having someone else update this mod to EET. We intend to give the author access to the revised version for a new public release. What's Been Updated Since The Author's Last Official Public Release -The arcane familiar components for player characters (but seemingly not NPCs) work on EET. What May Need Doing for Full EET Compatibility -Arcane familiar components for certain NPCs. -Staves of Wizardry: They're always +3 weapons priced as +3 weapons, even in BGEE, when they should be +1 versions in BGEE - at least initially. Problem may be caused due to item naming. A Wizard's Staff (+1) is seemingly the BGEE version while a Staff of Wizardry (+3) is seemingly the +3 version. -Teleport Stone: This warps parties to maps with specific area codes that likely differ in EET. -Wizard's Hat: It's an item with a custom animation for male human Mages & Sors. -More. Finally Thankee for your aid!
  18. @CoraMoose If you play EET, install the Drizzt Saga before EET but after DLCMerger.
  19. @subtledoctor May we split this discussion caster/non-caster handling into another thread outside how it directly relates to your install and playthrough? My opinion: Casters have variety, but require more setup (spells and foreknowledge) to work properly. Non-casters have the simplicity of clicking the thing until it dies as a more viable option. (I didn't realize how fast I could win BG until I played a throwing axe Kensai and could just keep going!) The classes aren't balanced 1:1, but they have different sorts of spotlight time.
  20. @KrispyVS I recall Subtledoctor said Revised Specialists needed fixing. Another user (Necromanx?) mentioned the Necromancy spells problem.
  21. I thought the mod Tome & Blood included something like this WTP Familiars.
  22. I was disappointed that I beat the assassins but had no dialog option - even with 18 CHA and a moderate-high reputation - to persuade the guy who scolded me afterward that it wasn't my fault, and that I should gain instead of lose reputation.
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