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Terminus Est

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  1. That was quick work! Out of curiosity, I checked to see how it what would happen if I gave a character just enough XP so that they were only level 1 in one class but a higher level in another class. I chose to test level-1 Imoen (Heya!) right after Gorion's death. I gave her 2000 XP, enough for level 2 thief but not only good for level 1 wizard. After reading the book: Changing Imoen to wizard, she got level 1 and went through the normal level up screen, including assigning proficiency pips. Changing Imoen to thief, I got the dialog to assign level 1 proficiencies after which I could level up normally to level 3. I also tested to see if the proficiency dialog would allow me to assign multiple pips to a weapon for fighters and this appears to be the case. Unrelated question: What is the "Skill Focus" innate that thieves get? It appears to give a one-time bonus to a single thief skill. Bards get it, too, but you can only give them a bonus to pickpocketing. I didn't know that this skill bonus was a thing; it doesn't appear on the character generation screen.
  2. Aha! You need to level up before you run the innate. I was using the innate at level 0, before leveling up. Everything works as expected now.
  3. I should have said that the dialog runs for however many times the character has unassigned pips. Once only for mages, four times for fighters, etc. If it allows me to assign multiple pips, then it properly limits the number if the kit is so limited, e.g., a ranger can only assign up to two pips per weapon.
  4. The dialog runs multiple times but in one instance I can select, say, long sword each time but in the other instance long sword can only be selected once. It is no longer an option in subsequent runs. Here's d5cprff.d BEGIN ~d5cprff~ IF ~True()~ THEN BEGIN d5cprff SAY @2091 IF ~GlobalGT("D5_PROF_89","LOCALS",0) ProficiencyLT(Myself,89,1)~ THEN REPLY #25000 GOTO d5cprff_189 IF ~GlobalGT("D5_PROF_89","LOCALS",1) Proficiency(Myself,89,1) CheckStatGT(myself,0,LEVEL)~ THEN REPLY #25000 GOTO d5cprff_289 IF ~GlobalGT("D5_PROF_89","LOCALS",2) Proficiency(Myself,89,2) CheckStatGT(myself,1,LEVEL)~ THEN REPLY #25000 GOTO d5cprff_389 IF ~GlobalGT("D5_PROF_89","LOCALS",3) Proficiency(Myself,89,3) CheckStatGT(myself,4,LEVEL)~ THEN REPLY #25000 GOTO d5cprff_489 IF ~GlobalGT("D5_PROF_89","LOCALS",4) Proficiency(Myself,89,4) CheckStatGT(myself,8,LEVEL)~ THEN REPLY #25000 GOTO d5cprff_589 IF ~GlobalGT("D5_PROF_89","LOCALS",5) Proficiency(Myself,89,5) CheckStatGT(myself,8,LEVEL)~ THEN REPLY #25000 GOTO d5cprff_689 IF ~GlobalGT("D5_PROF_90","LOCALS",0) ProficiencyLT(Myself,90,1)~ THEN REPLY #25001 GOTO d5cprff_190 IF ~GlobalGT("D5_PROF_90","LOCALS",1) Proficiency(Myself,90,1) CheckStatGT(myself,0,LEVEL)~ THEN REPLY #25001 GOTO d5cprff_290 IF ~GlobalGT("D5_PROF_90","LOCALS",2) Proficiency(Myself,90,2) CheckStatGT(myself,1,LEVEL)~ THEN REPLY #25001 GOTO d5cprff_390 IF ~GlobalGT("D5_PROF_90","LOCALS",3) Proficiency(Myself,90,3) CheckStatGT(myself,4,LEVEL)~ THEN REPLY #25001 GOTO d5cprff_490 IF ~GlobalGT("D5_PROF_90","LOCALS",4) Proficiency(Myself,90,4) CheckStatGT(myself,8,LEVEL)~ THEN REPLY #25001 GOTO d5cprff_590 IF ~GlobalGT("D5_PROF_90","LOCALS",5) Proficiency(Myself,90,5) CheckStatGT(myself,8,LEVEL)~ THEN REPLY #25001 GOTO d5cprff_690 IF ~GlobalGT("D5_PROF_91","LOCALS",0) ProficiencyLT(Myself,91,1)~ THEN REPLY #99258 GOTO d5cprff_191 and d5nprff.d BEGIN ~d5nprff~ IF ~True()~ THEN BEGIN d5nprff SAY @2091 IF ~GlobalGT("D5_PROF_89","LOCALS",0) ProficiencyLT(Myself,89,1)~ THEN REPLY #25000 GOTO d5nprff_189 IF ~GlobalGT("D5_PROF_89","LOCALS",1) Proficiency(Myself,89,1) CheckStatGT(myself,0,LEVEL)~ THEN REPLY #25000 GOTO d5nprff_289 IF ~GlobalGT("D5_PROF_89","LOCALS",2) Proficiency(Myself,89,2) CheckStatGT(myself,1,LEVEL)~ THEN REPLY #25000 GOTO d5nprff_389 IF ~GlobalGT("D5_PROF_89","LOCALS",3) Proficiency(Myself,89,3) CheckStatGT(myself,4,LEVEL)~ THEN REPLY #25000 GOTO d5nprff_489 IF ~GlobalGT("D5_PROF_89","LOCALS",4) Proficiency(Myself,89,4) CheckStatGT(myself,8,LEVEL)~ THEN REPLY #25000 GOTO d5nprff_589 IF ~GlobalGT("D5_PROF_89","LOCALS",5) Proficiency(Myself,89,5) CheckStatGT(myself,8,LEVEL)~ THEN REPLY #25000 GOTO d5nprff_689 IF ~GlobalGT("D5_PROF_90","LOCALS",0) ProficiencyLT(Myself,90,1)~ THEN REPLY #25001 GOTO d5nprff_190 IF ~GlobalGT("D5_PROF_90","LOCALS",1) Proficiency(Myself,90,1) CheckStatGT(myself,0,LEVEL)~ THEN REPLY #25001 GOTO d5nprff_290 IF ~GlobalGT("D5_PROF_90","LOCALS",2) Proficiency(Myself,90,2) CheckStatGT(myself,1,LEVEL)~ THEN REPLY #25001 GOTO d5nprff_390 IF ~GlobalGT("D5_PROF_90","LOCALS",3) Proficiency(Myself,90,3) CheckStatGT(myself,4,LEVEL)~ THEN REPLY #25001 GOTO d5nprff_490 IF ~GlobalGT("D5_PROF_90","LOCALS",4) Proficiency(Myself,90,4) CheckStatGT(myself,8,LEVEL)~ THEN REPLY #25001 GOTO d5nprff_590 IF ~GlobalGT("D5_PROF_90","LOCALS",5) Proficiency(Myself,90,5) CheckStatGT(myself,8,LEVEL)~ THEN REPLY #25001 GOTO d5nprff_690 IF ~GlobalGT("D5_PROF_91","LOCALS",0) ProficiencyLT(Myself,91,1)~ THEN REPLY #99258 GOTO d5nprff_191
  5. With 6.3, the issue is now reversed! You can put multiple pips in proficiency straight from the book but only one pip if using the innate.
  6. I installed it into my already-running game. Still no go. Addendum: OK, I was just testing changing proficiencies from the book, which doesn't work. But if I choose to drop the character down to level 0 and use the innate, then it does work.
  7. After a bit more experimentation, I've discovered that the changing proficiencies dialog, either via the book or via the innate, only lets you put one pip in each proficiency. No big deal if the character is, say, a mage, but fighters lose out big time.
  8. In my preliminary testing, I am pleased to report that all the issues in my previous report appear to have been resolved, including the weird contingency issue. I was also going to report that the innate ability to restore level 1 weapon proficiencies was missing, but that's also been resolved. This is great! I think I'm going to reset my current run to include this latest update. (I'm only up to the Nashkel mines, so no big loss.)
  9. The last two choices, "4. Change proficiencies / 5. No change", appear to be inverted. If I select #4, then I get a message "This will take a few moments, please be patient...", but nothing seems to happen. If I select #5, I get the same message then a further dialog "1. Remove weapon proficiencies and choose new ones / 2. No change". HOWEVER, if I choose either option, nothing happens. My weapon proficiencies remain unchanged. Addendum: I'm using the EEex component "Timer module - Show contingencies". If I select "5. No change", then choose "2. No change" from the change proficiencies dialog, nothing appears to happen BUT I get a green bar next to my character portrait. This green bar continuously shrinks and resets itself, so something appears to be going on. The green bar doesn't appear if I choose the option "1. Remove weapon proficiencies...".
  10. So it's 2023 and I still see only v13 available, both here and on github.
  11. Playing classic BGT [not EE] again I finally transitioned to BG2. Playing through Irenicus dungeon, I have acquired two Swords of Chaos, one dropped by the cambion and one given to me by Malaaq the djinn. Also, Malaaq was hanging around outside the library rather than in his flask in the Plane of Air. Lastly, I've also acquired two long swords Varscona (I don't recall where I got them). So which of my many mods is responsible for these changes? WeiDU.log attached. WeiDU.log
  12. Happy New Year everybody! I'm resurrecting this thread because I've encountered almost exactly the same problem as the OP. I'm running classic BGT+SCS+Turambar fixes (and a whole host of other mods), and Viconia made my game crash. The difference is the BG1 Viconia was perfectly fine when I rescued her south of Beregost (moved there by cdtweaks). However, in BG2, by game crashed to desktop the first time entering the Government District with the exact same error as the OP: "An Assertion failed in ObjCreature.cpp at line numer 12349" I traced the crash to a bogus spell "E.SPL" that Viconia somehow had in her list of memorized spells. Removing this let my game work again. Affected .CRE files were: VICONI6.CRE VICONI8.CRE VICONI9.CRE VICONI11.CRE VICONI13.CRE VICONI16.CRE My WEIDU.LOG:
  13. I went to the troll mound outside the Druid Grove and the giant trolls there did lie down so I could finish them off. It's only Torgal's bodyguards that are specifically unkillable, even by Ctrl-Y. One thing I did notice while replaying the TorGal encounter: His giant trolls were susceptible to petrification by Chromatic Orb. Both of them shattered into little tiny rocks after getting hit by Chromatic Orb. Maybe I just got lucky, but in all my years of playing BG, I've never seen Chromatic Orb work fully before. Now I got two for two.
  14. Playing classic BGT with SCS on Tactical difficulty. I've been able to kill everything in de'Arnise Hold except for those damn giant trolls that TorGal has with him. Regular trolls go down without a problem. Spirit trolls are annoyingly tough but still killable. Even TorGal isn't that difficult. But those two giant trolls guarding him simply won't go down. I can get them to "Near Death", but they never lie down so I can finish them off. I've tried backing off hitting them so their death animation kicks in, but it never does. I've never had this problem with any kind of trolls before. WeiDU.log
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