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Posts posted by Lightbringer
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Hi David,
Using batch mode, I selected install for "new gods and goddesses for clerics," and the component was successfully registered for batch install. However, every component thereafter that "requires new gods and goddesses component" got auto-skipped by the batch installer. Thus, all the new multi-class kits for cleric/X got skipped. Previously, I have successfully installed all the above components in non-batch mode in Beta 7.
I had already fully installed Monastic Orders of Faerun, but I didn't think doing so would affect the batch mode setup of ToF. -
I have duplicated this result. BG2:EE. Only SR +TOF installed.
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Testing update.
The error does not occur when installed with BG2:EE. This appears to be an error exclusive to BG1:EE/SoD.
Since I play EET, I'm moving on to other testing.
David, thanks for all your hard work. This is a heckuva testing/fixing regime you've set yourself up for. -
I use Amber too, and the first thing I do upon acquiring her is to change her class and kit. I hope compatibility with Amber gets figured out -- it would be rather annoying to have it fail for a kit I don't even use with her.
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I can confirm that the error occurs with only the first component of Spell Revisions installed -- the basic Spell Revisions.
I also confirmed that ToF's "IWD Arcane Spells" component installs without error without SR. -
Well, that was fast.
The same error occurred with just the components from SR. Weidu log attached. BG1EE/SOD again.
I'll try to narrow down specific components, as I included a few of the misc fixes/tweaks from SR. -
Sorry I forgot to specify.
BG1:EE/SODI'm going to try to narrow it down a little to specific components. There are a lot of tweak items in that Weidu file that could cause the error.
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Hi David,
As requested, here is a bug report for the install error I experienced. I had previously installed SR, Monastic Orders of Faerun, and a few selected tweaks from aTweaks and Tweaks Anthology. This is part of my stress testing of ToF, where I see how/if ToF has conflicts with the mod components I usually install.The error occurred during this install procedure:
Including and running function(s) elemental_summoning_srThis was the actual error:
ERROR locating resource for 'COPY'
Resource [elearsu.cre] not found in KEY file:
[./chitin.key]Please find the full Weidu log attached. I aborted the install a few components after the IWD Arcane Spells install error.
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Sure enough, it's the SoD UI.
Of note, I don't plan on actually playing with a BG1:EE/SoD install -- this is just for simplicity while testing. I'm an EET player.
Thanks also to @Thacobell. Click and drag works just fine. I would've never thought to do that on PC.
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Hi David,
I'm testing ToF Beta2. I have installed only base BG1:EE 2.66, DLC Merger, and ToF. I have a full install of ToF, minus proficiencies and a few other rule system changes.
During character creation, when I needed to select from a list of items in the left panel -- and the list was long enough to require scrolling, in most cases there was no scroll bar and the list was truncated to the viewable space. Note that I did see a full, scrollable list for base classes, up through "Multiclass" at the bottom. The menus where a long list was truncated include: Cleric deity selection, favored soul deity selection, fighter-cleric multiclass kit selection, and cleric-mage multiclass kit selection.
I can confirm that UI truncation occurred. When I change my race from human to elf, the bottom-most available deity changes because Baevar and Corellon are added to the top. Using the arrow keys did not move the selection, and neither did the mouse scroll wheel. -
Keep it up, Doc, and I just might try out that mod if you make it (Compatibility with ToF's multi-class druids requested, of course)
An interesting side note about Druids retiring after level 14 -- AD&D 2e rules established limits by race on level advancement.
For example, Halflings could reach a max level of 9 as a fighter, only 8 as a cleric, but 15 as a thief. Elves could reach a max of 12 as a fighter, cleric, or thief, but 15 as a ranger or mage. The ability to level without limits was one of the major racial traits of being a human. They were the only race that could level without limits. The implication that Druids retired after winning a grove at level 14 was actually right in line with the limits of other characters.
Fortunately, Baldur's Gate did away with those limits. However, the strange xp table for Druids persisted as a relic of those RAW limitations. -
Hi David,
Continuing the idea of Druid multiclassing, have you considered Monk multiclassing? I know Monastic Orders of Faerun covers it, but it has some issues and cumbersome errors involved. I'd love to see Monks get a little love and integration with the ToF multi-classed kits, too.
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8 hours ago, subtledoctor said:
Here is an example of what brought it to my attention: it seems as if EEKeeper applies the equivalent of a ctrl-R to all party members when you edit a save. In that linked post the players could clearly perceive the nexus between ctrl-R and spell slots going haywire; when loading a save that may have been edited at a different time, players may only deduce “my spell slots are bugged!” and I ended up with bug reports that were very difficult to suss out.
And the real issue is, nobody seems to know quite what EEKeeper does to saves. Is it exactly like ctrl-R? Does it follow the same rules? Is it slightly different? How can I know how to make my mods resistant to being screwed up by this, if I don’t know the parameters of what the program actually does? Nobody is maintaining it, nobody knows answers to these questions. It’s probably fine for 98% of users 98% of the time. But how can players know?
In sum: 1) doing things to savegames without explicitly telling the user what it does; 2) nobody maintaining or knowledgeable about it; those two factors, to me, add up to “stay away.” By contrast, @argent77 has been doing amazing work updating Near Infinity. Editing party members is definitely more cumbersome in NI, but to me it is worth it. (I wonder if NI could get some kind of shortcut to editing characters in savegames?) Between NI and mods that let you change NPC stats in-game, I don’t see much utility in EEKeeper anymore.
Hey there, Doc! Thanks for the detailed explanation. The main thing I've seen is that my used spell slots get restored every time I use EEKeeper. I can confirm that limited duration good and bad effects (regen from an SR spell, and a disease) persist, and damage previously incurred is still present. I don't use the 5e spellcasting mod, so I'm probably not seeing those issues. I can certainly appreciate the wariness.
I still use 'Keeper to edit global variables attached to my save, and to mess with special abilities and effects granted by kits. -
Can someone explain exactly what EEKeeper does that is bad? I looked all over G3 and didn't see anyone spell it out. I've been using it for years on games that go at least from Candlekeep to the Underdark, and I haven't noticed any problems yet.
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21 hours ago, jastey said:
The error message means that it tries to patch the listed dlg but can't find it. Which is weird, because I4E should have created it, based on EET's bdbanter.2da. In my unmodded EET install, bdbanter.2da lists for Safana the banter dlg "BDSAFANB" which is what I4E tries to patch the banter to.
So, it seems that a mod installed prior to I4E changed the bdbanter.2da to contain a different banter dlg for Safana. (Because on my EET, I don't get an install error for it.)
1. what does your bdbanter.2da look like when you try to install I4E?
2. which mods changed it until then?
My bdbanter.2da lists "bsafan" for Safana.
All others have the BD prefix, except for: Minsc, Khalid, Jahiera, Edwin, Viconia, Neera, Dorn, and Safana.
How I determine which mods changed it?Well, removing SoD Banter Restoration allowed I4E to fully install without error, so I guess that's the culprit. I was using v0.4 of SoD Banter Restoration. It looks like this was an older version from SHS. There are other, more recent versions that I'm guessing don't have the issue I ran into.
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(Double post)
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Hi Jastey,
I've encounters install errors twice now with the I4E component that adds banter to early SoA. This time I managed to copy the error text in weidu. I also attached the debug log.
Spoiler//ERROR locating resource for 'CHAIN3'
//Resource [BDSAFANB.DLG] not found in KEY file:
// [./chitin.key]
//ERROR: preprocessing APPEND_EARLY [tb#_compile_eval_buffer/imoen_forever/sod_rejoin/dialogues/sod_banter.d]: Failure("resource [BDSAFANB.DLG] not found for 'CHAIN3'")
//Stopping installation because of error.
//ERROR Installing [Imoen 4 Ever in SoD: Give Imoen Dialogue Content in Chapters 8-12], rolling back to previous state
//Will uninstall 36 files for [imoen_forever\imoen_forever.tp2] component 14.
//Uninstalled 36 files for [imoen_forever\imoen_forever.tp2] component 14.
//ERROR: Failure("resource [BDSAFANB.DLG] not found for 'CHAIN3'")
//Please make a backup of the file: Setup-imoen_forever.debug and look for support at: Please post at G3 or Kerzenburgforum, refer to readme.
//Automatically Skipping [Imoen 4 Ever in SoD: Give Imoen Dialogue Content in Chapters 8-12] because of error.
//Using Language [English]
//[.\lang\en_us\dialog.tlk] created, 404812 string entries
//NOT INSTALLED DUE TO ERRORS Imoen 4 Ever in SoD: Give Imoen Dialogue Content in Chapters 8-12
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I would just like to add that the greatest pizza topping is, in fact, pepperoni.
Thank you. -
14 hours ago, Morgoth said:
1) If you use "better calls for help", you cannot rob Winthrop's inn upstairs. Even if you make the bystanders pass out with your fist, the flaming fist gets summoned. Intended? Wouldn't it be better for that to happen if you aren't able to make the bystander pass out on the first hit, or at least, if you aren't able to do that within a certain time frame after the first hit?
I can confirm that I was able to rob Winthrop's inn upstairs with SCS's better calls for help. As usual, I made sure I wasn't in sight of any awake NPCs, I picked the locks, pocketed the goods, and waited for the rest of the round to expire. I of course didn't rob the one chest that was next to the guy who is awake and talkative.
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Hey Angel! I've been drooling over your Made in Heaven mods -- particularly the Encounters mod -- for a while. I finally have an occasion to restart, so I'll be giving it a try.
I'll be running the full MiH Encounters alongside full SCS, Ascension, Shades of the Sword Coast, DSotSC (which adds encounters), and a generally mega-modded setup -- with max HP for all critters. I'm very much looking forward to seeing how the game is affected with all this piling on together.
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43 minutes ago, subtledoctor said:
But the tl;dr: answer is: make that edit to IWD2, and it solves the major problems; then go into MISSILE.IDS and whatever problems are leftover are easy to spot and easy to fix.
Easy enough to do. Thank goodness for PI's pause button. I went into MISSILE.IDS after ICEWIND_EET finished to look for erroneous entries, and I didn't find any. I'll look again after PI finishes everything.
I don't use IWDification, though. I wonder if your duplicate entries came from that? -
As I suspected, it appears that Icewind_EET requires both IWD1_ETT and IWD2_EET. Guess I better do a little code editing, then.
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Ah, I had version 4 of Finch. Looks like there's a version 6 now that is installed with BG2. Everything else I have in BG1 is shown as such on the compatibility list. Looks like that list wasn't as fossilized as I thought!
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Interesting. This is new in the last year or two.
I'm getting the same error with Finch NPC. I'm investigating that one now. Fortunately, it's the last one that can throw an error.
NOT INSTALLED DUE TO ERRORS Introduce new races and subraces
in Talents of Faerûn
Posted
I will confirm this still exists in Beta 7.
There are 2 SFO warnings:
Duergar and Svirfneblin races already exist in racetext.2da and will be skipped.
The following error occurs while copying to and from SODRACE.2da.
ERROR locating resource for 'COPY'
Resource [*.2da] not found in KEY file:
[./chitin.key]