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Aryene

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About Aryene

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    Female
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    Faraway
  • Interests
    Quite a few, but for now let's say Baldur's Gate.

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  1. Haha, yes! But then I went to the spider area near Larswood and Hairy Spiders from MiH spawned with these settings... holy mother of skittering GAME OVER screens I thought my over-wizarded party was just temporary to see some Xzar, Xan and Edwin banters (always played with good team), but I might just have to keep them all and add a couple more
  2. Cool! Any idea what you're eyeing next? Just curious
  3. Could use a couple more, but it's looking good It's a random spawn on the Carnival area. The two NPCs are from a book from Versza mod, but I've banned it since, too cheesy for now. Maybe whip it out in the darkest hour. (I do actually love it, I'm ever on a quest to find ways to make these games more difficult, but I've never seen this sort of glorious results before!)
  4. I've prepared the files to be ready to use and easy enough to use, so I plopped a download link as well. It's just .bmp images to cut and paste, no smart installers as I am not familiar with those things
  5. Well then, I suppose that might be something folks installing this mod on EE might want to know . I can't fix it on my own, cause I haven't the foggiest what can stay and what cannot. I also haven't the foggiest what is the purpose of that file in this mod.
  6. I found a really rather weird interaction. Haer'Dalis Romance mod makes it so the Wild Mage kit (and maybe another that was also irregular in original version) disappear from EEKeeper. The kit is present in the game and works just fine. Even if it's added to a multiclass character via EEKeeper by directing EEKeeper to draw files from a different installation. Very strange. From my extra noob limited research, I'd saaaay... incompatibility with EET, where the ids for Wild Mage isn't listed in kits IDS (as it didn't used to be there), but now in EE it is... ? I found ids.tpf file listing kits there, it's gotta be it. Though I don't know what exactly, given how, well, Wild Mage is here. Prolly some number or another. COPY_EXISTING ~kit.ids~ ~override~ REPLACE_TEXTUALLY ~.*\bTRUECLASS\b~ ~0x4000 TRUECLASS~ REPLACE_TEXTUALLY ~.*\bBERSERKER\b~ ~0x4001 BERSERKER~ REPLACE_TEXTUALLY ~.*\bWIZARDSLAYER\b~ ~0x4002 WIZARDSLAYER~ REPLACE_TEXTUALLY ~.*\bKENSAI\b~ ~0x4003 KENSAI~ REPLACE_TEXTUALLY ~.*\bCAVALIER\b~ ~0x4004 CAVALIER~ REPLACE_TEXTUALLY ~.*\bINQUISITOR\b~ ~0x4005 INQUISITOR~ REPLACE_TEXTUALLY ~.*\bUNDEADHUNTER\b~ ~0x4006 UNDEADHUNTER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ABJURER\b~ ~0x0040 MAGESCHOOL_ABJURER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_CONJURER\b~ ~0x0080 MAGESCHOOL_CONJURER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_DIVINER\b~ ~0x0100 MAGESCHOOL_DIVINER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ENCHANTER\b~ ~0x0200 MAGESCHOOL_ENCHANTER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ILLUSIONIST\b~ ~0x0400 MAGESCHOOL_ILLUSIONIST~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_INVOKER\b~ ~0x0800 MAGESCHOOL_INVOKER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_NECROMANCER\b~ ~0x1000 MAGESCHOOL_NECROMANCER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_TRANSMUTER\b~ ~0x2000 MAGESCHOOL_TRANSMUTER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_GENERALIST\b~ ~0x4000 MAGESCHOOL_GENERALIST~ REPLACE_TEXTUALLY ~.*\bFERALAN\b~ ~0x4007 FERALAN~ REPLACE_TEXTUALLY ~.*\bSTALKER\b~ ~0x4008 STALKER~ REPLACE_TEXTUALLY ~.*\bBEASTMASTER\b~ ~0x4009 BEASTMASTER~ REPLACE_TEXTUALLY ~.*\bASSASIN\b~ ~0x400A ASSASIN~ REPLACE_TEXTUALLY ~.*\bBOUNTYHUNTER\b~ ~0x400B BOUNTYHUNTER~ REPLACE_TEXTUALLY ~.*\bSWASHBUCKLER\b~ ~0x400C SWASHBUCKLER~ REPLACE_TEXTUALLY ~.*\bBLADE\b~ ~0x400D BLADE~ REPLACE_TEXTUALLY ~.*\bJESTER\b~ ~0x400E JESTER~ REPLACE_TEXTUALLY ~.*\bSKALD\b~ ~0x400F SKALD~ REPLACE_TEXTUALLY ~.*\bGODTALOS\b~ ~0x4013 GODTALOS~ REPLACE_TEXTUALLY ~.*\bGODHELM\b~ ~0x4014 GODHELM~ REPLACE_TEXTUALLY ~.*\bGODLATHANDER\b~ ~0x4015 GODLATHANDER~ REPLACE_TEXTUALLY ~.*\bTOTEMIC\b~ ~0x4010 TOTEMIC~ REPLACE_TEXTUALLY ~.*\bSHAPESHIFTER\b~ ~0x4011 SHAPESHIFTER~ REPLACE_TEXTUALLY ~.*\bBEASTFRIEND\b~ ~0x4012 BEASTFRIEND~ REPLACE_TEXTUALLY ~.*\bBARBARIAN\b~ ~0x0000 BARBARIAN~ REPLACE_TEXTUALLY ~.*\bWILDMAGE\b~ ~0x0000 WILDMAGE~ BUT_ONLY_IF_IT_CHANGES I wonder why this file is even in this mod? Is it safe to take it out? It seems to have nothing to do with the character or dialogues, but everything to do with kits, and a bit about spells? I commented out the two lines - Barbarian and Wildmage - in this section I pasted above, and the bug is gone. No idea about the consequences, but it seems so bizarre here, hmm.
  7. Heey, so I was looking through descriptions of mods on my list, and I saw in the Solaufein Rescue mod IA are mentioned. I found a readme for 6.0 on SHS saying it's the one compatible with EET, but the GitHub link there is dead and regular Download leads to version 5.1. Another Github says IA is being updated... and it's from 2019. So I am lost - does this mod not exist anymore for EET? What happened?
  8. Just upload the file to some service, Pastebin or some similar thing. And then link it, should work fine
  9. Most tweaks yeah, I think aTweaks are the ones that say in readme to be after SCS, but definitely double check that. For Tactics, all new-encounter components go before SCS, and edited-encounters after - like edited fights from vanilla game. That's my understanding. You can probably link your debug here, no? So people in the know can easily grab it.
  10. Don't know if it's got anything to do with your error, but both Tactics Remix and Butchery have components that have to go before SCS and components that have to go after SCS. I also think aTweak states it wants to be installed after SCS - but I may be misremembering.
  11. Oh, that's very cool! But at the same time, damn, I can't find it I'm using the Dragonspear UI, is it not compatible? Perhaps I should summon the creature via console if the button just sets up a variable NVM I'm an idiot, I re-installed the UI as last to test something after SCS so of course it's broken. Disregard and thank you for the info
  12. Oh no Typo must go! It seems there's a bracket missing, but it's an old report. Makes me wonder - is there a corrected branch of the mod somewhere perchance, made by someone capable of not messing up something else while attempting a fix? Or does everyone hunt the typos down on their own?
  13. I've test ran an EET install, and I don't have an innate-ability to adjust SCS settings. Does that mean something went wrong? Is it not supposed to be in innate abilities? Was it removed? Thanks for any info. (installed with PI, testing on BG1 part)
  14. Hey, so installing SCS I got these three error logs. From a noob evaluation, they struggled with patching some creatures? Parsing errors, not sure what those mean, but it says it stopped the installation at these points (didn't stop it in PI). No idea. ProjectInfinity-WeiDU-Error-stratagems-8180.log ProjectInfinity-WeiDU-Error-stratagems-6040.log ProjectInfinity-WeiDU-Error-stratagems-7090.log
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