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krevett

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  1. krevett

    Bug report

    Hi david, just a small thing I think the code has not changed since v31 for spellhold and license cost components. I never used them before but noticed a small bug (with french translation) in original BGT. The string for the license cost is messed up in the french version (ie 50.000 instead of 5.000) so it is not replaced. For the spellhold cost, the french version use "20 000" with a space so again the string is not replaced. Just need to add the following "20 000" => "%asking_price_string%" "15 000" => "%actual_price_string%" and 50.000 => %pricestring% to correct this.
  2. krevett

    Bug report

    I know you're waiting to have a stable release as it's a really niche problem as you said but I can give a bit more information about the hla not importing. If I start a multiplayer game in bgt with v31 and import they are lost as I said earlier but only for characters imported in the player 1 slot. However on eet with v32rc7 I did not manage to get them to show, in all slots result is the same. In both cases i'm using ease of use ai.
  3. krevett

    Question about component

    Ok that's what I thought better be prepared when travelling above level 3 then thanks.
  4. Hi David, Until now, I never used the " Improved Deployment for Parties of Assassins " component and I have a question about it. Since they appear during random encounter, if you flee the encounter do you get the chance to meet them again or is the encounter lost forever?
  5. krevett

    New to weidu

    Well it took me a bit of time to get used to the syntax (and still havig a hard time ^^ my only experience in scripting is for personal entertainement a bit of vb and quite a bunch of nwn scripting ^^) but anyway I managed to do what I was looking for. I found some useful macros in another topic and with a bit of research and tweaking (and looking through cdtweaks/stratagems scripting too even if stratagems is using his own libraries it's really interesting to look at). In fact macro were useful as I had more than one item to change and some with more charges than other and I also wanted to change these items in cre/sto and are so I'm using a COPY_EXISTING_REGXP to loop through. I checked with NI and it seems OK, items are there with desc and charges as appropriate as well as creatures and stores edited. Thanks for the reply!
  6. krevett

    Bug report

    Well indeed that does it in v31 in bgt too!! I told you it was not the case because I managed to import characters keeping hla at first (I don't know why it worked the first time in fact and I'm happy I kept the saved game as a backup) but it doesn't work anymore (that's really strange since I didn't change anything since...). Anyway you're right it's really niche (I'm only doing this for quick testing purposes) and NI still exists if I really want those hla back... I'm just starting to get into weidu and try to understand the code (I'm using v31 as a base) just for personal entertainment and I'm really impressed by your commitment. It was quite hard to understand at first until I found your sfo docs (nice to leave your notes and comments for others to "try" to understand). Anyway I'm happy I managed to restore ii and integrate it directly in my v31 install. Now waiting for the stable v32 to do a full reinstall of my EET Really one of the best mods in existence aroud here (can't imagine playing again on a vanilla AI)!! Edit: Export seems to work fine (by looking at files with NI) it's when importing that hla get removed
  7. krevett

    New to weidu

    Hi I'm interesred in learning how to patch files using weidu but I'm a bit lost ^^ I'd like to patch some items with limited charges to make them once/day instead as well as updating sto/cre/are that contains the item and descriptions. I've seen some macro posted in the corresponding thread but I'm really beginning and I must say that I don't know how to use all this coding... If someone has some time to lose with me and could explain how to start? Thanks!
  8. While browsing some file with NI, I've seen that mages with hla (like kangaax and odamaron) have their memorized spells as wizard rather than innate with "Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v32 RC7" thus not using them. I've browsed the same files with my v31 install and these spells are correctly memorized as innate for these creatures. Did you change something in the HLA code? Edit: What's funny is that I managed to install "Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v21" on top (by adding *.mrk files from another install to allow it). A little editing was needed to make the wraith and the sword act correctly and the cutscene to play as intended but everything is working and irenicus has HLA as innate with v21's code and is using them ^^
  9. I'm playing with "Tie difficulty of level-dependent monster groupings to the difficulty slider: v32 RC7" on hardcore and while testing Yuan-ti in mekrath lair as well as beholders and shadows past the bridge spawned correctly. However In the same area, the yuan-ti before the bridge trial were replaced by ghasts and I can confirm that there was no lich in the undead town. Edit: Indeed there seems to be a problem with the "Legacy of bhaal" setting, doing the same run no spawns...
  10. krevett

    Bug report

    OK I have done a few tests concerning hla and can give more details: If I level up and pick some mage/priest hla then save the game and load, no problem hla are still there. If I export the character, start a new game (either BG1, BG2, TOB, or BP) mage/priest hla are removed. Other hla (fighter, thief, etc...) are left untouched so no problem.
  11. krevett

    SCS v32 and the difficulty slider

    You can play on tactical but manage mage to have hla with the widget (I think).
  12. krevett

    Bug report

    I don't really know if it's a bug but when importing a mage or cleric with hla they get removed (only hla that appear in the spell submenu) when using "treat hla as innate" component. On v31 in bgt it works I can import a character with hla however importing the same character in eet with v32 gets all spell hla removed from the submenu and I can't use them any longer. If I level up and pick new hla they appear as expected (and you can see when selecting that the old one you picked earlier are still remembered) Edit: on eet I'm also using the iwd spells components if that makes a difference...
  13. krevett

    Bug report

    I managed to install improved irenicus battle from v21 on top of v31 on my bgt install and with a little trick managed to install it in eet with v32rc7. Did not fully test but it seems to work as expected (did a quick test on eet by teleporting to ar2900 with tears of bhaal added in inventory and the fight starts as expected. However i could not test the full fight as my party was wiped in less than 10 seconds the edited save was only at lvl 7 for those interested with this specific component) Will still have to test if everyone is using their powers as they should...
  14. krevett

    Bug report

    Retested some battles today after a fresh install seems to work more smoothly ^^ my install was probably too old and bloated with too much files... BTW before upgrading to most recent version I think I was still playing with v21 or 22 (can't remember) and I've seen that the improved battle with irenicus in hell was removed. Do you plan on re-adding this component? Or in the negative could you pm me the latest version that had this component in I can't find older versions to download (if you still have it of course!)...I only have v30/v31 and v32rc7 on my hdd and I regret erasing older versions as I could have borrowed some elements for personnal use on more recent versions Thanks for this mod again! Edit: nevermind I found how to browse older versions from the site
  15. krevett

    Bug report

    In v30/31 I use the component "Mages are allowed to cast spells instantly at the start of combat only when they are created near the PC". On v32 I'm playing on hardcore (Mages advance-cast any defensive spells with a duration of at least three rounds per level. If they appear in sight of the party, they also advance-cast defensive spells with a duration of at least one round per level). It might be the enhanced edition I don't know but when the fight starts, there's a small delay for the defensive spell to be cast where the mage is vulnerable. On v30/31 there was also a small delay but it was much shorter (but as I said I was not playing these versions on the enhanced edition). I saw mage cast protection from normal arrows at the start of combat even though the spell has a duration greater than 1/rd per level shouldn't it be cast in advance or do I misunderstand the component? Enhanced edition is probably demanding more from the CPU, so the scripts my be a little longer to execute. A little side note ^^ if you could set the option to exit the difficulty widget as the last one in the dialog it would be nice to avoid clicking remove the widget from my special abilities (Yes sometime I'm a bit hasted when clicking dialogs... BTW I like the widget it removes the need to play with variables in the console. Also nice for the casual user ) I'll try to give more feedback if I get the time to play a bit more (quite busy this time!) Edit: in v30/31 also the glabrezu was missing in guarded compound (kettaatk.bcs) it seems to have been restored in v32 but the mordenkainen sword from previous versions was removed.
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