Jump to content

southfla79

Members
  • Posts

    76
  • Joined

  • Last visited

Everything posted by southfla79

  1. In the lib folders there's three or four files to define the spheres....2nd edition, fnp, Sr and iwd/Sr. In the SR file the constructs don't appear in the creation group of spells. Going off memory, they're commented out. I had assumed at install time it would detect and use the appropriate file, or is my assumption wrong? It could also be a problem on my end. Took a look in my override folder and I have the cre, BCS and itm files but not the .spl itself.
  2. I have web in my current install (0.79.13) Took at look at the sphere definition files and it's there in the Creation Sphere, third level. I also noticed some more spells that don't exist in my game: the construct summoning spells. It looks like they get installed if you don't have SR installed. Any particular reason why they're kept out when SR is installed? As to Olvyn Spells. I have them installed after FnP. I haven't done a full check but my clerics do get the spells added by that mod.
  3. Nevermind. I missed the "original" part. Ignore me!
  4. scales of balance does what I think you're looking for. https://www.gibberlings3.net/forums/topic/26838-unearthed-arcana-presents-scales-of-balance-a-post-hac-tweak-pack/
  5. What file controls which spells show up for Shamans during their spell selection?
  6. Is disabling the FMC from character creation intended behavior when installing f&p multiclass?
  7. Mechanus Cannon. That was cool. One question, is there supposed to be such a big delay in damage?
  8. From your thread on the beamdog forums....SCS should go after EET_End now. Does this mean aTweaks should as well? I usually use both together but I thought the general rule of thumb is that majority of mods should go before EET_End. I guess that leads to the next question of is v32 still compatible with atweaks?
  9. Is there a console command to turn off NPC customization after install?
  10. The install started as a large megamod set us but when SCS initialize AI failed I started testing mod combos to figure out the issue. The last two tests were with T&b revised spec and SCS. Always failed on AI initialize. The spell revisions install was due to something subtle posted. When I get home from work I'm going to try his suggestion with near infinity and see if that works.
  11. tried Revised Spec & SCS again and same error message on SPWI707. SR, Revised Spec & SCS, made it past SPWI707 but same error on SPWI807. Can I has RC11?
  12. tagging @subtledoctor for this one since there's something odd going on with Revised Specialists of Tome and Blood and SCS RC 10. SCS always fails on initialize AI component when it gets to SPWI807.SPL and SPWI905.SPL. The error message for 807 is below, I didn't grab it for 905 but I recall it being the same: On another test install it was failing on SPWI707.SPL with the same error. Installing without Revised Specialists, everything installs fine.
  13. Believe it was moved over to Tweaks Anthology
  14. do you have full permissions in your default install directory? Most recommend copying a clean save somewhere outside the default install directory and installing mods there.
  15. been a while but i think that's how it works upon first kicking them out. if you ask them to rejoin there should be some dialogue just to take one of them.
  16. Unless they changed it recently, you can most definitely turn off auto-updates on games installed through Steam. Right click on the game, select properties. On the updates tab. Should be a drop down in there to turn off auto-updates.
  17. Tweaks has a reputation tweak. Change Effect of Reputation on Store Prices All games Your reputation affects the prices of stores throughout the game; notably prices go down as reputation goes up and this component offers ways to change the mechanic. The original variant, Low Reputation Store Discount (Sabre, Richardson, Weimer), is unchanged: reputation values of 8-13 result in no discounts; items are sold at their original prices. Every point lower or higher than 8 or 13, respectively, gives the party a 5% discount. This reaches a maximum of 35% -- meaning that the party will only pay 65% of the item's original price -- at reputation values of 1 and 20. Three new variants, courtesy of Luiz, remove the effect of reputation on storekeepers outright. The resulting prices can be set to 60%, 80%, or 100% of their listed values in general, but note that storekeepers will retain their original markups and buy discounts.
  18. Yup, that's how'd you do it on a BWS/EE Mod Tool install.
  19. So how does this revision version work with Beta 16? Are some/most/all of your changes in there?
×
×
  • Create New...