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southfla79

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Posts posted by southfla79

  1. Not sure if reported, but using latest version Mana Sorcerer isn't showing up as an option in character creation. No other mods installed.

    Spoiler

    // 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]
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #1201 // Rebalanced Arcane Opposition Schools -> No Opposition Schools: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #40 // Revised Specialists: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #51 // Revised Metamagic -> Innate metamagic, learned automatically by everyone: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #63 // Cantrips -> Cantrip Wands: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #71 // Sorcerer Spell Switching -> Change spells every level: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #82 // Mage Kit: Arcanist (Do not install if you plan to use 5E spellcasting for everyone): 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #85 // Sorcerer Kit: Mana Sorcerer: 0.9.43
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #92 // Make +Spell Slot Items work with MultiSorcerers/Arcanists -> Bonuses for both memorization and casting slots: 0.9.43
     

     

  2. Posted earlier about Smarter Mages failing on trying to copy "dw#sumfi.spl". First I thought it was a bad download since everything installed fine on an clean install of just SCS. Started a larger install again and smarter mages again failed on that spell so some prior mod seems to be mucking things up.

    I have an EET install that ended up going south that already has the spell in the override folder. I searched the SCS repository but couldn't find the spell itself so I assume it gets created at install time? Would things go horribly wrong if I copied the EET install version to get smarter mages to install solely on BG2EE? Note, haven't tried this idea yet.

  3. RE:Construct Spells. From my prior post, the juggernaut dies as soon as he is summoned. Fiddled around in the .cre files. The has it's override script set at TOMEGOL4.BCS which from my limited knowledge tell it to kill itself

    Spoiler

    IF
        !CheckStatGT(LastSummonerOf(Myself),0,STONESKINSGOLEM)
        !CheckStatGT(Player1,0,STONESKINSGOLEM)
        !CheckStatGT(Player2,0,STONESKINSGOLEM)
        !CheckStatGT(Player3,0,STONESKINSGOLEM)
        !CheckStatGT(Player4,0,STONESKINSGOLEM)
        !CheckStatGT(Player5,0,STONESKINSGOLEM)
        !CheckStatGT(Player6,0,STONESKINSGOLEM)
    THEN
        RESPONSE #100
            Kill(Myself)
    END

    The other two have GENSHT01.BCS. Changing the juggernaut to this script fixes the dying on summon issue

  4.  

    5 hours ago, subtledoctor said:
    • The "Animate Construct" spells in the Creation sphere will properly appear under the "spells" button.

    So tried out a new install, just F&P. The animate construct spells aren't getting added to the kits (well, at least the Azuth cleric kit). I can add them in via eekeeper, but they're all first level spells. Additionally, the adamantium golem dies right after he's summons. The Stone and Clay golems look like they have the same creature animation/sprite and they also aren't getting a proper name. In my install they had a number, 52093 or something like that.

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