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maus

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  1. You can alter the definition of the item not be a helmet. But keep the head as the place to wear it
  2. Neera joined with the possibility to level up to level 6. The level up happens in one "process" so I was able to select the abilities for Level 5 (3rd grade of spells) with the first pick. Don't know if this could be changed or is intended. But it compromises somehow the idea, that not all abilities might be selected straight forward.
  3. General consideration: Shifting the barbarian to be a class of its own, it should need some ability requirements. Otherwise it is to easy to dual-class into a barbarian. Don't think that this is a big issue regarding balance oder gameplay, but maybe just for consistency?
  4. During playing: Abilities: Extra Smite Evil; text for requirements: "NUMBER level CLASS". Well, I guess that is a placeholder Earth-Genasi: the protection against petrification is not protecting against the gaze attacks of the basiliks.
  5. This is the line that Revaniel says, when you visit the temple after the accident. After this line she leaves and is heading to the smithy so help Breagar.
  6. Could install all major components (did not like every one), especially those who failed with beta 8. Kudos for DavidW! Minor issues: - F/M/T is as expected regarding weapon proficiencies available. F/Elementalist/T can only choose the 4 weapon proficiencies available to mages and use one skill point for each. On Level 1 this is possible but I expect that future weapon proficiency points will cause problems. I did not install the component "Revised Weapon Proficiency System" obviously. I guess that would solve the problem. Same problem for "Force Mage" Option. - Blackguards are not a class of their own and the Blackguard kits are not available. I guess this is related to each other. - Confirm the multiple Saving Throw boni already reported, also for single class character (Paladin) - The description of the undead hunter is changed at character creation but ingame in the character screen ("class" tab) the "old" description is displayed. - Wild Elf with Dex and Str 19 created with "pregenerate character" option. Loaded afterwards for "new game": Str is 18/57 reduced to 18 ingame and Dex is 18. Same with Earth Genasi bonus on Str, Dex and AC.
  7. Same here with Beta 8 (EET installation, new game starting in Candlekeep). Character is multiclass and I received warnings during the installation which says that a *.2da resource was not found (received this warning for all kit installations).
  8. After installation of ToF and starting the game I receive the following message (windows-pop-up) before the game is going to the first screen: [string "M_DW_LVD.lua"]:20: attempt to index field 'imoen' (a nil value) other problems in this installation detected yet: multiple saving-throw bonus for multiclass character (already mentionend in another topic here). I can start the game anyhow. But I have not played it yet just created a character.
  9. Installation with significant less mods let me install most components. Not been able to install new races and subraces with the relevant error message: ERROR locating resource for 'COPY' Resource [*.2da] not found in KEY file: [./chitin.key] Which is a bit strange on what is not found in the chitin.key-file ... SETUP-DW_TALENTS.DEBUG
  10. The following spell components could be installed. Next critical one in line is new races and subraces. Created also a debug-file for this error by trying to install only this component. SETUP-DW_TALENTS.DEBUG
  11. New installation with Beta 8 (including Hotfix). Only tried to install one critical component (bard songs from IWD), so the debug-file is small enough to be attached. SETUP-DW_TALENTS.DEBUG
  12. Tried to install before EET-end. Doesn't change anything. Some error-messages from the DEBUG-File: ERROR: COPY ~luMT0.2da~ ~override/lu*.2da~ FAILED: cannot open target Stopping installation because of error. ERROR: [luabbr.2da] -> [override/luabbr.2da] Patching Failed (COPY) (Sys_error("override/lu*.2da: Invalid argument")) DW_TALENTS/DW_TALENTS.TP2 0 2520 Installed ~Revised Elementals~ ERROR: Sys_error("override/lu*.2da: Invalid argument") Please make a backup of the file: SETUP-DW_TALENTS.DEBUG and look for support at: DavidW Using Language [English] [English] has 1 top-level TRA files [dw_talents/lang/english/setup.tra] has 173 translation strings and the one for the subraces-component: [override/SODRACE.2da] loaded, 644 bytes override/SODRACE.2da copied to weidu_external/backup/dw_talents/20000/SODRACE.2da, 644 bytes Copied [override/SODRACE.2da] to [override/SODRACE.2da] Copying 1 file ... ERROR locating resource for 'COPY' Resource [*.2da] not found in KEY file: [./chitin.key] Stopping installation because of error.
  13. If this thread is correct, then it might be a kit or something else that blocks the installation. Didn't find other threads with this error message.
  14. Based on other topics and Davids response, I think it is an issue with EET (installed after EET_end). The error is: ERROR: Sys_error("override/lu*.2da: Invalid argument") (or similar referring to lu*.2da) for the subraces component it is: ERROR: Failure("resource [*.2da] not found for 'COPY'") This happens for quite a lot of components (IWD Bard Songs, IWD Paladins, Thiefs Evasion, Traps Rebalancing, Revised favoured enemies, Revised Shapeshift Powers, Revised Specialty Priests, Specialty mages receive one spell if possible, Bloodlines for Sorcerers, Dragon Disciples can by any chromatic, rebalanced and revised kits, elemental specialists, force mage, militant wizards, blood rager, new choices for gods, multiclass druids,... at this point I stopped the installation because I think there is something pretty wrong) I also noticed a lot of errors of this style in the debug-file, but those have not been preventing the installation of the components. DEBUG-File has the size fo 20 MB and can't be attached. Next steps: - trying to find more topcis here related to this error - trying to install the mod before EET-end to check if this changes anything. WeiDU.log
  15. How will the mod treat mods like Aura, Drake und Sirene? They provide a kit of their own for these NPCs. Will these kits stay as they are or will they be overwritten or modified? The readme says that ToF will be compatible with simple kit-mods, so I would guess there is a chance for compatibility. But ToF changes the cleric specialist system (Drake?) and removes illusionist specialists (Aura as articifier/illusionist?). And Sirene provides a paladin kit... Any comments on this issue?
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