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Ulb

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About Ulb

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  • Gender
    Male
  • Mods Worked On
    D2 Werebear & Bear Animations for BG2
    Bear Walker - Werebear/Ranger Kit
    Silver Fur of Selûne - Werewolf/Priest Kit
    Animal Companions for Rangers and Druids
    Spirit Hunter - Shaman Kit
    Spiritwalker - Shaman Kit
    Dreamwalker - Shaman Kit
    Far Realm Seer - Shaman Kit
    Druid Grove Makeover - Area Art Update Mod

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  1. @Glam Vrock Flara didn't leave for SoD, I assume though there is no SoD content for her, right?
  2. I have dw#rnd 74-105 in my override. WeiDU.log
  3. You know, it just dawned on me that DW#RND100 is 9 characters long. At least in the old engine the maximum characters for items was 8 (spells would start acting weird post 7 characters if I remember correctly) so unless the EE engine did away with that limitation or random treasure items are a special case, I think this is the cause of the problem (the last zero of the resource being ignored by the engine, thus turning it into a 10). Just strange that I seem to be the only one having issues with that?
  4. @jastey Since you've guilt-tripped me into installing all components this time around, I thought I give you a little feedback on the encounters I didn't enjoy that much, now that my memory is refreshed. Note: Spoilers ahead!
  5. @DavidW I just had another CTD when entering the NE Baldur's Gate district, adding a copy of DW#RND100 as DW#RND10 to my game fixed that issue as well. So either there is an issue with the current SCS version (a typo, 10 instead of 100?) or something messed up SCS in my installation and warrants further investigation.
  6. I'm really no expert on this but from my understanding scrolls should be fine since those are distributed by SCS, so it's just cerlics and sorcerers. I think removing those spells from hidespl.2da would make them reappear, though I do not know how exactly the engine adds spells to clerics, so no idea if it works for characters that already have those spell levels assigned to them. As for the safty part, just make a backup copy of hidespl.2da and try it, if anything bad happens just put the backup back in and you're good. Again, I want to stress that I'm really no expert on this and I take no blame for burning computers or AI's becoming selfaware through muliple copys of Curse in Jaheira's spell book... Could be that the random treasures are actually assigned at random by SCS, meaning it would effect different (or no) creatures in different installations. That or something else is involved in my installation.
  7. I've got a list of feedback/reports on Flara. I'm trying to not spoiler her quest but obviously, just talking about the quest might give people ideas, so don't open the spoiler if you haven't played her yet.
  8. From taking a quick glance at the post linked above; It looks like Trials of the Luremaster (without IWD spells for players) prior to SCS (with IWD spells for players) causes some spells to not show up. Presumely this is because TotLM still adds those spells for NPC use but puts them into hidespl.2da and SCS doesn't undo that when installing. I checked my own installation (which has TotLM as well) and Curse as an example is indeed in hidespl.2da. Tagging @argent77
  9. In my current installation neb_.cre (EET's Neb in the Flaming Fist compound) had DW#RND10 assigned, which doesn't exist and caused a CTD when entering the area. Changing it to an existing random treasure fixed the issue.
  10. Well, you wanted to know if there was a way to disable the stone skin colour effect and there is. I didn't suggest that you adapt EEex right this moment, nor that it would at any point become essential to SCS without you wanting it to be.
  11. Yes I do, old habits I guess.. :)
  12. EEex allows to recreate Stone Skins with all kinds of customization (no or different visual effects, effects triggered when a layer is consumed, effects triggered when all layers are gone), the latest version has example spells in the rep. (You could even create a custom invisible stone skin with 1 layer that triggers the real 'pre-buff' stone skin effect if it is consumed) Of course that would require EEex but I think its going to be as popular as ToBEx or more so anyway once EET and IWD-in-EET require it.
  13. @argent77 I can't really find any options that would suggest there is additional content with questpack/ub/golems? What exactly am I missing here? Regarding the improved AI for spell casters in Golem Construction, do you foresee any issues when installing it together with SCS?
  14. Just to make sure, the only thing that determines what PI installs is whatever is listed in the lower right window, right? So PI will never install any unchecked mods or components of they aren't listed there? And one more thing, as general feedback: I think it's a bit confusing that you can check the main mods (not any component but the main mod name that has all components under it) but nothing seems to happen when you do that. In BWS/EET-Setup checking the main mod box would mean that all components/sub-components get installed but in PI that seems to not be the case.
  15. @AL|EN Ah, I see. That makes things a lot easier. I assume the auto-check feature is coming though? Because right now, let's say I've forgotten a mod I want to include. I can't just load my old installation-order and add that mod via checking it because everything is going to be unchecked and creating a new install sequence would be blank except for that mod? So I would have to edit my old installation order in a text editor, right? Is there a difference between using an .ini file and a .csv file? I did try using the first list I posted as an .ini file and it seemed to work alright. (I am aware that generally you would want to use a list with only complete mods instead of listing imcomplete sets of components.)
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