southfla79
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Posts posted by southfla79
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Been waiting for this to start my new run. thanks for the update!!
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Thank you very much!
Sorry - one last question....which FnP kit did you base the beast hunter FMC off of? I tried checking in the various mod files but couldn't figure it out.
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I've been meaning to ask, what spheres do you assign if F&P is installed on your cleric kits?
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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
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Looks interesting! Is there a cap on the Electrocannon and revitalizer effects?
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Here's a novel idea....install it and try it out
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Suggestion on naming - Thrown Weapons instead of Hurled Weapons. Hurled Weapons just looks funny to the eye.
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There's a version out by a different author, Tipun I believe. It can be downloaded from IWD1-IWD2-EET - Arcane Coast
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Tweaks Anthology has a component to remove XP cap.
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Was it a BG pop up or a Steam pop up (assuming you launched through steam)?
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Never used it but according to the readme, EET is supported. Try installing it and see what happens?
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Tried making a new bestlord and seeing the same thing with SR. Only Animal Summoning I. I think something's off with the focus access granted by the kit. Tried another kit with major access to animal and i'm getting all versions of the spell
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Focus, iirc, moves spells one level down.
Kit selection by dialogue.....was like that in older versions since, again iirc, they couldn't get the kits to show at character generation.
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Couldn't find the extra mod files. Can you repost?
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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.
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Until the next update, SODBG2_IU needs to be installed on bg2ee before you begin the EET setup
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disregard. something must've went wrong in my download. reinstalled and everything was fine.
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Did you click the green "Restart" icon in the upper right of the window? Just tried it on an older build and it's working fine for me.
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CMSTQ04.itm is from the Dark Horizons mod.
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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
SpoilerIF
!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)
ENDThe other two have GENSHT01.BCS. Changing the juggernaut to this script fixes the dying on summon issue
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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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You can find the spell descriptions in the docs folder of the mod
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Stone of Askavar is compatible (used it many times) and it's listed as being EET compatible. You just need to install it on the BG1 portion of the install
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Gotcha. Back to the constructs.....figured out why I couldn't find them. First, was looking for the wrong spell name, second, they're all flagged as innate spells. Is that how it should be?
Sandrah Saga
in General Mod Discussion
Posted
The NPC is needed for pretty much everything in the mod.