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Shin

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    Stockholm, Sweden

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  1. Great news, looking forward to this one for the next playthrough.
  2. That's been known to happen as well, yeah.
  3. It's directly to the left+north of where the stone stairs start , by the little grove of mushrooms.
  4. Hmm, yeah, I mean like with BG1/SoD, even without mods the BP1 resources are included and you can essentially just teleport your party to the BP starting area and the scripts will kick in. Is it the same with BP2?
  5. Been away from the game for awhile, but really cool to finally have it all available as a single, comprehensive and moddable install. Only Black Pits 2 missing now.
  6. This is a bit of a longshot, but just in case the answer is obvious to someone: My current 2.5 EET multimod install has started off well with the exception of one small bug with the journal: every quest I acquire gets added not to the part of the journal that keeps track of quest progress but to the general info tab where all other updates and chapter summaries end up. Switching the UI.menu file to one from an older but somewhat similar install that doesn't have this issue doesn't do anything to solve it, which leads me to believe the problem lies somewhere else. Also there doesn't seem to be any difference in the dialogue/triggers that create the journal entries. Grateful for any ideas on where to look.
  7. This is quite similar to an install I got going just the other day, plus/minus a few mods. As you may know already, with that many mods and EET on top, even if there are no hard incompatibilities you are exceedingly likely to run into various bugs and issues throughout the playthrough. I'd only recommend such an endeavour to someone fairly used to how the engine works.
  8. That's colossally disappointing if so, after all this time and the issue by all accounts having been introduced by an update to begin with. I don't recall noticing it back in the beta, but maybe wasn't thorough enough.
  9. I thought this was brought in at some point to have the end result work much like imprisonment in practice but prevent certain consequences of the actual imprisonment effect, like the game ending if Charname gets imprisoned, or NPCs just disappearing. Maze is more forgiving.
  10. I'm leaning toward the opposite camp here. For me, the main upgrade with 2.6 (that you can't do anything about through modding/editing) is the pathfinding -- but I'm not sure that's worth the risk of having your playthrough diminished by malfunctioning mods/compatibilities. EET on 2.5 has been stable for a long time afaik -- even during my last playthrough more than a year ago, the relatively few issues I had were caused by other things.
  11. You think? It doesn't seem that way as long as there's still access to 2.5-compatible versions of the mods - those multi-mod installs were pretty stable.
  12. Thanks. So still a pretty risky endeavour then it seems, especially for a trilogy install.
  13. With any bigger update usually being followed by a period of mod adaptation and, somewhat simultaneously, a period of uncertainty regarding what works and what doesn't: what's the rough status of 2.6 plus mods today? Can you expect a stable trilogy multi-mod install (eg EET, SCS, EEex, Ascension, Spell- and Item Revisions and various quest, NPC, kit and tweak mods) or is it still too early? Sorry for asking without doing any research myself; just want a general idea before deciding whether to plan a playthrough (in 2.6, at least).
  14. @jastey I'm running an EET and EEex game on the Beamdog version 2.5.16.6, Windows. It's a completely new and different install from my last report, and also the mod was updated since. My mod setup however is rather similar. Anyway, when investigating this the only suspicious thing I found was in SPCL721.spl itself, the storm shield ability given to priests of Talos. Unlike their other kit ability SPCL722 (lightning bolt), SPCL721 is designated as a priest spell rather than innate ability, and also has exclusion flag 30 (cleric/paladin). My hypothesis was that this could cause issues when the game attempted to add it as an innate ability as part of the kit, hence why it might have caused a loop adding it over and over. I'm not sure if this is vanilla behaviour or brought on by something else in my install, though -- seeing as no one else seems to have run into this issue, it could well be the latter. And also if that ability is indeed the problem it should cause the same issue for all NPC priests of Talos.. not that I've had any others than Dave in my game. At any rate, as far as I could observe the behaviour started after I had picked up Dave into the party and then kicked him out again. He essentially stands inside the Friendly Arm and amasses thousands of memorizations, to a point where his spell list takes up more space than everything else in the save file put together. By the time this became noticable (slowdowns when loading a game), several weeks of in-game time had passed, and a fair amount of travel and resting done by me. To soIve the issue I ended up replacing Dave's script with one that auto-casted a spell to erase all his memorization, which worked well. I then switched back to his normal script + edited SPCL721 to be innate and with no exclusion flags, and so far he seems to be ok.
  15. Quoting myself as after a new install I'm having the exact same issue with Dave; for some reason he keeps amassing copies of SPCL721 inside his .cre file until it bloats the save and causes slowdowns. Still can't really find a good reason for this: nothing that seems to explain it in his script, items or dialogue. The ability in question is from his kit, but can't see how that would cause it either.
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