Jump to content

Raduziel

Modders
  • Posts

    225
  • Joined

  • Last visited

Posts posted by Raduziel

  1. @subtledoctor Don't worry about me, I probably won't be touching any game until September. I'm just following this thread because Psionics really got my attention since I got my arse kicked by one in a PnP session - I wish Beamdog had the smarts to do an actual expansion adding this class, Warlock and Favored Soul.

    I always give to Eldoth my Charlatan kit and Nalia is always turned into either a Bard or a Thief/Abjurer.

  2. 14 minutes ago, John said:

    I think I know what happened after reviewing it. There was another mod (might have been tweaks) that did not install correctly. When I deleted everything and reinstalled it seemed ok. I am very sorry for wasting your time. I only realised this after noticing other bugs that I had otherwise never seen. Very sorry again.

     

    No harm done, don't worry. I'm glad everything is okay.

    I hope you enjoy this kit!

  3. 5 hours ago, Jarno Mikkola said:

    Yeah, clerics can't use spears, and so that requires specific tweak. Install the first component. And if you did, well that means that there's a typo in the .tpa.

    The first component is mandatory.

    I probably messed up and forgot to do something. I'll upload a fix ASAP - this is quite easy to solve.

    Thanks for the report, @John and bear in mind that only males can take this kit (females will not be able to cast spells, will not receive special abilities and will not be capable if turning undead).

  4. 14 minutes ago, Necromanx2 said:

    Great work as always!
    Do you still have plans to introduce the Elemental Lords priest?

    I have the intention but I'm not sure when I'll have the time.

    This isn't being easy times for someone who works with finances and other than that I'm overwhelmed by tons and tons of things to study.

    But I can put them as a top priority (the current one is Laduguer or Selvetarm).

  5. Ok, my suspicious were correct.

    Beamdog gave the same spell.ids for both BGEE and BG2EE but didn't add the same spells...

    The code I wrote was developed to avoid this kind of situation; it reads spell.ids and only tries to install the spell if a entry is read on that list.

    The problem here is that there is an entry, yet that refers to a file that doesn't exist in game (SPPR730.spl)

    The easy coding would be just add the spell filename to be copied by Weidu but by doing so this kind of situation would be common. Apparently adding a IF_EXISTS to this code would not be a redundancy.  

    Should be easy to fix, though. I'll do so as soon as I have the time - probably today. My solution will be add a check for BGEE and properly add the spell.

    Thanks and sorry for this inconvenience.

  6. Wow, that's a lot of mods.

    And looks like you had a special problem with kits - within or without IHU's scope.

    I can't give a better advice than: narrow your mod list.

    I won't have the time to properly check it, sorry. Anyone who can identify the problem, feel free to answer here.

    I always give support to issues with my mods but this is a (huge) crossmodding situation. I build my codes with a little paranoia considering the interaction with other mods what makes the situation presented more challenging.

    A suggestion, though: try to install Faiths and Pantheons without those two components from I Hate Undead (or the other way around) as both mods are divine-caster related.

    Cheers.

  7. Well, you know I'm all for it. I think this idea is awesome as I always seeing new players struggling with this subject and not rarely us modders keep scratching our heads to solve a bug that is purely related to a bad install order.

    I would add another command, though: ForbidInstall (or something like that), as some mods are just impossible to be used at the same time; this one should be able to relate to another mod's component only if necessary. For instance,  DoF can't be used with some components from Tweaks Anthology but many others (most of them) are fine.

    Good initiative, Alien.

  8. 9 hours ago, Gwendolyne said:

    Which kind of issue do you encounter? I have extended this file many times and don't understand what bothers you. :blush:

    In one of my playthroughs I've noticed that a bunch of spells that were supposed to be removed by ZoSA were not affected at all by that spell. This was true for Cloud of Pestilence, Writhing Fog and Incendiary Cloud.

    To be honest, that spell only worked for Stinking Cloud and Cloudkill - and as long as those were not created by traps or through a creature's special ability.

    Now I'm wondering if I experimented some random weird bug or if I'm insane. The only mod I had during this experiment was IWDification.

  9. Version 1.9.7.6 is up and it contains:

    Quote

     

    Bug fix: Conjure Air Elemental and Conjure Water Elemental should now work properly.

    Bug fix: Conjure Water Elemental now has the correct label at Umberleer's and Valkur's .tpa files.

    Bug fix: Shar-Teel now receives the correct spells.

    Bug fix: Painbearer of Ilmater now receives +2 CON as it should.

    Bug fix: Darkwalker of Ibrandul's Charisma penalty no longer displays in the character sheet as a magical effect (red).

    Bug fix: Holy Strategist of the Red Knight has its bonus vs. Illusion stated at the kit's description as it should.

    Bug fix: Deathstalker of Bhaal's Bone Dagger now will bypass any protection against death as it should.

    Bug fix: Sphere's install process will no longer fail.

    Bug fix: PnP Healing spells will not fail when cast over a valid target.

    Bug fix: Random drops will not give the old versions of Symbol, Emotion or Fireshield.

    Bug fix: Protection From Evil 10' now has the correct AoE (vanilla's one is 16').

    Bug fix: RASLOT.spl now have Opcode 206 to prevent unwanted stacking.

    Bug fix: Mazzy Arvoreen component will no longer fail.

    Bug fix: Painbearer of Ilmater and Luckmaiden of Haela will now receive Draw Upon Holy Might as intended.

    Bug fix: DoF's versions of Symbol, Emotion and Fireshield now replace vanilla's ones in NPCs' spellbook when appropriate (by Kjeron).

    Bug fix: Lathander's Sunrise's description now correctly states that the spell may also destroy shadows.

    Bug fix: Arvoreen will now receive Remove Fear at level 5 as intended.

    Bug fix: Illusonary summoned creatures now have their gender correctly set to "Illusionary" (thanks Luke).

    New kit: Luckmaiden of Haela Brightaxe (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric - only for females).

    New kit: Truesword of Arvoreen (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric).

    New kit: Glitterbright of Garl (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric).

    New kit: Arachne of Lolth (for IWDEE and BG(2)EE - Cleric - only for females).

    New kit: Eye of Gruumsh (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric - only for males).

    New kit: Feywarden of Corellon (for IWDEE and BG(2)EE - Cleric and Fighter/Mage/Cleric).

    New kit: Sonnlinor of Moradin (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric - only for males).

    New NPC: Mazzy, the Truesword of Arvoreen.

    New NPC: Dave, the Stormcaller of Talos.

    New NPC: Helga, the Luckmaiden of Haela (thanks Skitia).

    New NPC: Jetlaya, the Dawnbringer of Lathander (from Dark Side of the Sword Coast - thanks Red Carnelian).

    Kit altering: Clerics who receive APR as Fighters will NOT receive APR due to Specialization anymore (only +0.5 at levels 7 and 13).

    Kit altering: Clerics who may allocate more than one slot in a weapon proficiency will not be able to do so at level 1 (as any other cleric).

    Kit altering: Horn Guard of Yondalla now multiclasses to Ranger/Cleric instead of Fighter/Cleric.

    Kit altering: Bloodstalker of Urdlen now receives the Claws of Urdlen.

    Kit altering: Iceguardian of Ulutiu now correctly has immunity to both cold and magical cold damage.

    Kit altering: Icevassal of Auril now has 50% resistance to both cold and magical cold damage to fit IE's mechanics.

    Kit altering: Cleric/Mage of Myrkul and Velsharoon will be treated as necromancers (specialist flag, saving thrown bonus and extra spell slot only).

    Kit altering: Cleric/Mage of Baravar and Leira will be treated as illusionists (specialist flag, saving thrown bonus and extra spell slot only).

    Kit altering: Cleric/Mage of Savras will be treated as a diviner (specialist flag, saving thrown bonus and extra spell slot only).

    Spell altering: Cure/Cause Light/Moderate/Medium/Serious/Critical Wounds were altered to fit their PnP description.

    Spell altering: Food created by Heroes' Feast now will disappear if not consumed within one hour and heals 1d4+4 HP.

    Spell altering: PnP Free Action (thanks for the help, Kjeron).

    Spell altering: PnP Slay Living.

    Spell altering: Resist Fire/Cold is split into two different effects (Resist Fire - Resist Cold) as PnP rules state.

    Spell altering: Improved behavior for Darkness.

    Spell altering: Spell Immunity no longer allows different versions to stack.

    Spell altering: Curse nullifies Bless (timed effects only).

    Spell altering: Bless nullifies Curse (timed effects only).

    New Spell: Acid Storm (imported from IWDEE - passed me by completely).

    New Spell: Faerie Fire (fixed the one added by Beamdog in SoD and made it available for BG2EE and IWDEE).

    New Spell: Light.

    Architecture: DoF is no longer compatible with Spells Revision.

    Architecture: Kits' spells that apply features now have Opcode 206 to prevent unwanted stacking.

    Architecture: DoF no longer alters CLSWPBON.2da.

    Architecture: DoF no longer alters PROFSMAX.2da.

    Architecture: QDMulticlass function updated to 0.10 (thanks for the file, Argent77 and for the heads up, Subtledoctor).

    Architecture: SEQUENCER_MENU function updated to 0.58 (thanks for the file, Kjeron).

    Architecture: DoF no longer patches Non-Joinable Cleric NPCs with a dummy kit.

    Architecture: Clangeddin-Yeslick.tpa has been updated to match Yeslick's BG2 3.0 version.

     

    As you may have noticed, I've postponed the ClearAir.2da thing. It was holding this release for too long and I'm not sure when I'll have the time to finish that file.

    Cheers.

  10. 12 hours ago, Luke said:

    I'm working on a mod that aims at revamping all Monster Summoning spells (mainly the AI) and this is how I tweaked those series of spells:

     

    I set their GENDER to ILLUSIONARY => On one hand, they're not automatically killed by Death Spell and are not subjected to the Summoning Cap (i.e., you can summon an 'unlimited' number of them, which hopefully makes sense since they're not conjured matter). On the other hand, they're instantly killed by Remove Magic, True Sight/Seeing, Thief's Detect Illusion mode and the like (which also makes sense...)

    @Luke Do you mind if I borrow this idea for DoF?

  11. 4 hours ago, subtledoctor said:

    You'll want to upgrade your QDMulti, v0.6 had some problems.  The best version is now Argent77's v0.10.

    Also Kjeron's Sequencer_Menu is now at v0.58 IIRC.

    I am on pins and needles to know what you mean by this!  I've added the 'Zone of Sweet Air' effect to various spells and psionic abilities in various places, and I am dying to know how you think the normal behavior is deficient.  Yes, I'm a big nerd about this stuff.

    Thanks for the heads up, I'll update both files for the next release.

    ZoSA is broken - at least in my end. It doesn't remove many effects that it should (a fair example is Cloud of Pestilence). This happens due to the lack of several entries in ClearAir.2da

    My goal is to entirely rework that file (if necessary) so it removes all spells that are cloud-based, including traps and some creatures' special abilities. In a vanilla game it is not a big deal but when you add more spell (again, like CoP to a BG(2) game) you start to feel a diference.

    Maybe I'm being overzealous but if I can fix something I can't see wait not go ahead and do it.

  12. Just a feedback, ladies and gentleman.

    I have some RL things to solve this week but I'll probably be able to also finish ClearAir.2da (my daughter in on a trip with her grandma and that eases my daily schedule a lot).

    In case you're wondering "why the official next version is taking so long?" here's a list of all the things that was built since 1.9.7.5 was releases and thus will be available in version 1.9.7.6 onward:

    Quote

    Bug fix: Conjure Air Elemental and Conjure Water Elemental should now work properly.

    Bug fix: Conjure Water Elemental now has the correct label at Umberleer's and Valkur's .tpa files.

    Bug fix: Shar-Teel now receives the correct spells.

    Bug fix: Painbearer of Ilmater now receives +2 CON as it should.

    Bug fix: Darkwalker of Ibrandul's Charisma penalty no longer displays in the character sheet as a magical effect (red).

    Bug fix: Holy Strategist of the Red Knight has its bonus vs. Illusion stated at the kit's description as it should.

    Bug fix: Deathstalker of Bhaal's Bone Dagger now will bypass any protection against death as it should.

    Bug fix: Sphere's install process will no longer fail.

    Bug fix: PnP Healing spells will not fail when cast over a valid target.

    Bug fix: Random drops will not give the old versions of Symbol, Emotion or Fireshield.

    Bug fix: Protection From Evil 10' now has the correct AoE (vanilla's one is 16').

    Bug fix: RASLOT.spl now have Opcode 206 to prevent unwanted stacking.

    Bug fix: Mazzy Arvoreen component will no longer fail.

    Bug fix: Painbearer of Ilmater and Luckmaiden of Haela will now receive Draw Upon Holy Might as intended.

    Bug fix: DoF's versions of Symbol, Emotion and Fireshield now replace vanilla's ones in NPCs' spellbook when appropriate (by Kjeron).

    Bug fix: Lathander's Sunrise's description now correctly states that the spell may also destroy shadows.

    Bug fix: Arvoreen will now receive Remove Fear at level 5 as intended.

    New kit: Luckmaiden of Haela Brightaxe (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric - only for females).

    New kit: Truesword of Arvoreen (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric).

    New kit: Glitterbright of Garl (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric).

    New kit: Arachne of Lolth (for IWDEE and BG(2)EE - Cleric - only for females).

    New kit: Eye of Gruumsh (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric - only for males).

    New kit: Feywarden of Corellon (for IWDEE and BG(2)EE - Cleric and Fighter/Mage/Cleric).

    New kit: Sonnlinor of Moradin (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric - only for males).

    New NPC: Mazzy, the Truesword of Arvoreen.

    New NPC: Dave, the Stormcaller of Talos.

    New NPC: Helga, the Luckmaiden of Haela (thanks Skitia).

    New NPC: Jetlaya, the Dawnbringer of Lathander (from Dark Side of the Sword Coast - thanks Red Carnelian).

    Kit altering: Clerics who receive APR as Fighters will NOT receive APR due to Specialization anymore (only +0.5 at levels 7 and 13).

    Kit altering: Clerics who may allocate more than one slot in a weapon proficiency will not be able to do so at level 1 (as any other cleric).

    Kit altering: Horn Guard of Yondalla now multiclasses to Ranger/Cleric instead of Fighter/Cleric.

    Kit altering: Bloodstalker of Urdlen now receives the Claws of Urdlen.

    Kit altering: Iceguardian of Ulutiu now correctly has immunity to both cold and magical cold damage.

    Kit altering: Icevassal of Auril now has 50% resistance to both cold and magical cold damage to fit IE's mechanics.

    Kit altering: Cleric/Mage of Myrkul and Velsharoon will be treated as necromancers (specialist flag, saving thrown bonus and extra spell slot only).

    Kit altering: Cleric/Mage of Baravar and Leira will be treated as illusionists (specialist flag, saving thrown bonus and extra spell slot only).

    Kit altering: Cleric/Mage of Savras will be treated as a diviner (specialist flag, saving thrown bonus and extra spell slot only).

    Spell altering: Cure/Cause Light/Moderate/Medium/Serious/Critical Wounds were altered to fit their PnP description.

    Spell altering: Food created by Heroes' Feast now will disappear if not consumed within one hour and heals 1d4+4 HP.

    Spell altering: PnP Free Action (thanks for the help, Kjeron).

    Spell altering: PnP Slay Living.

    Spell altering: Resist Fire/Cold is split into two different effects (Resist Fire - Resist Cold) as PnP rules state.

    Spell altering: Improved behavior for Darkness.

    Spell altering: Spell Immunity no longer allows different versions to stack.

    Spell altering: Curse nullifies Bless (timed effects only).

    Spell altering: Bless nullifies Curse (timed effects only).

    New Spell: Acid Storm (imported from IWDEE - passed me by completely).

    New Spell: Faerie Fire (fixed the one added by Beamdog in SoD and made it available for BG2EE and IWDEE).

    New Spell: Light.

    Architecture: DoF is no longer compatible with Spells Revision.

    Architecture: Kits' spells that apply features now have Opcode 206 to prevent unwanted stacking.

    Architecture: DoF no longer alters CLSWPBON.2da.

    Architecture: DoF no longer alters PROFSMAX.2da.

    Architecture: QDMulticlass function updated to 0.6 (thanks for the file, Subtledoctor).

    Architecture: SEQUENCER_MENU function updated to 0.56 (thanks for the file, Kjeron).

    Architecture: DoF no longer patches Non-Joinable Cleric NPCs with a dummy kit.

    Architecture: Clangeddin-Yeslick.tpa has been updated to match Yeslick's BG2 3.0 version.

    As soon as I can add to this list Architecture: ClearAir.2da was entirely rebuilt to make Zone of Sweet Air an actual fair and useful spell the next version will be released.

    Some of those updates are already available in the urgent 1.9.7.5.1 release.

    Cheers.

×
×
  • Create New...