Crash : I suddenly started to get a crash when reloading my save game, actually all my recent save games. So I started to move things out of the override directory to find the culprit (there is no debug option in bg2ee to get a nice log about what happens ? I guess not, it wouldn't crash in this case it would simply output some nice error message !) Finally these are d5_sns1.spl and d5_sws1.spl Having one of these files in the override directory now crashes my game, moving them away allows to load the game. I don't know what they are doing by the way. It's probably related to an effect that I didn't have before but I don't know what it is.
Just began a new run in BG1 using most components in this mod. While most components seem to improve the game, the stat component already seems to be unbalanced some minutes into the game. It is specifically the caster level bonus for high intelligence that wrecks it. The two additional caster level at the beginning means a ton. You kill most mobs now with magic missile alone. It also make some opponent mages super dangerous as their magic missiles now kill you outright, while they only heavily damaged you before.
Have you considered changing that part of the stat component. Most of the other stuff seems okay at the start of the game at least.
Crash : I suddenly started to get a crash when reloading my save game, Finally these are d5_sns1.spl and d5_sws1.spl Having one of these files in the override directory now crashes my game,
Very weird. What game version are you playing on?
Maybe also check the save in EEKeeper and look at the effects on a character who is specialized in SWS and/or has been using a 1-handed weapon a lot.
It started to happen just after I cleared an area added by a mod, so maybe it's a side effect of this mod although it seems unlikely, amber, an npc mod, I didn't even know it added an area like that. sws ? Short swords ? Latest 2.3 version, linux, no problem except that. Anyway since it started to happen after reloading a game and not during game play, maybe it's an engine bug, maybe some effect linked to a dead body which simply disappeared, it would explain the crash ?
Anyway here is a nice screenshot of the effects for my main character, he would be the one concerned by this... eekeeper complained it wouldn't find the list of effects when I launched it, ran it from linux from the command line, hope it helps anyway...
I can only guess that some .cre somewhere has both a shield and a 2-handed weapon equipped, or something like that.
Well taking all the cre files out of the override directory and then taking the 2 spl files back in the override directory still triggers the crash, so it's not a cre file. No character in the party has such a weirdness of course. Not much idea here.
Actually amber is abducted at this point, so she leaves the party and there are some fights to get her back of course, all my saves since she was abducted are broken, the last one which works is the one just before that. So well maybe there is some kind of incompatibility with this mod then ?
What are these 2 effects precisely ? Is it risky to continue to play with these 2 moved outside the override directory ? (actually that's what I've been doing so far, works well for now).
Ok, thanks for the info... For installation/uninstallation, yeah it happened to me, but I take great care to reinstall exactly what was there before using a script to reinstall everything to the exact same state. No fancy stuff installed or reinstalled when the crashes started.
Half the game no, I am still at the end of chapter 2, but there are quite a lot of things in chapter 2, yeah it started to happen suddenly, it can probably be redone to determine precisely at which point the crashes begin. Whatever produces this, it's linked with this abduction, I can be almost totally certain of that.
EDIT : well I'll just take back the save before the abduction and get rid of amber, easiest and safest solution here, I don't loose a lot of gameplay here, most of it was spent getting her back, I can skip all this now. I tried to reproduce the problem, but the abduction is random and it didn't happen this time, it's not worth investigating about this anymore I think... thanks for the help anyway !
Why reinstall ? Easy, because I worked on a french translation for bg2ee, since it had to be the 1st installed weidu mod, but I wanted to test all this with some mods installed anyway, I had to have something to uninstall everything, and then reinstall everything once the translation is updated. Easy to do, just use the weidu.log file, and follow what's in it to uninstall/reinstall. Works perfectly well, I lost count on how many times I did that.
No I don't have this particular item in the override folder, but yeah I can belive this mod has some weird stuff inside, the abduction part is very weird, not the kind of stuff I expected in this mod. As I said in the other post, the best and easiest way is just to go back to my stable save and restart from there, not a big deal anyway...
Is changing the casting level making all mages into wild mages? I ask, because all my mages are getting stunned after they level up and then try and cast magic missile.
And thank you for replying. This bug always shows up in Beregost with Karat, and seems to occur no matter who succesfully hits him. It also always occurs with the Flaming Fist who captures Viconia. In other words, I've led you on a wild missile chase. Sorry!
On a more uplifting note: some of the changes your mode has made have created almost a new game for me. I love that there are no "dump" stats now. Thank you for your dedicated work to the community.
Bug report: Component 200 stat bonus overhaul. The extra (1st level) spell granted for having high intelligence does not appear. I have tested this with generalist and specialist single-classed mages and a multi-class c/m (mage/acolyte of Shar). I have not tested further than 1st level because I don't have ee-keeper or the console mode enabled just yet. I have not leveled up, in case that is important.
This is a game with IWDNPC, RR, F&P, Tweaks Anthology, and elements of M&G and SoB. Weidu attached. The only component I can see that changes spell progression is
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80
But that seems to concern only bards?
I was rather banking on my cleric/mage getting those extra spells for extraordinary Intelligence.
ALSO, note that the Wisdom score bonus spells are listed differently in the Readme and in-game. For instance, the game says 13: 1st, 14: 1st, 15: 2nd, 16: 2nd, whereas the Readme has 1st, 2nd, 1st, 3rd, 2nd, 4th ....
Yeah, that did it. My guy jumped from one to three 1st-level spells instantly upon leveling up*, one more than he would've had in vanilla. Thank you!
(*but only if I went through kit selection dialogue at level 1, before leveling up. When I tried it the other way around, leveling up before choosing a kit, the INT-based bonus spell slot never materialized. But I suppose you'd always choose a kit at level 1, so the point is moot except perhaps as an interesting quirk of the engine).
Ok. I've installed 3 components -WPO, Stat bonuses, HP tables. All good (Stat bonuses is a fantastic idea), but WPO seems quite odd. It seems that weapons get pathced with some EE opcodes (I assume that's how you tweak single-weapon style to apply +0.5 apr). However, now my fighter is level 5, has 2 pips in flails, and gets 1 single attack per round (should be 1.5 judging from wspatck.2da). Is this intended? Also, my f/m/c can't put pips in s&shield style. Intended?
Well, I noticed something is flunky since despite character record saying 1 apr, she still hits quite often. She doesn't have any pips in sws, and using a shield.
Question about proficiencies - I've noticed that druids can only use Bucklers now (even MC druids). I'm not sure if this is due to this mod or FnP; is there a reason for this change?
Seems bastards swords do not reduce your strength by 1 when you dual-wield them. Maybe because they are "greatswords", and they are supposed to be used with your "full strength", i.e. with both hands ?
Just b/c you may neeed to steady your grip with two hands from time to time doesn't mean that's your usual fighting mode. You can probably use quarterstaves and spears single-handedly in the heat of the moment, too, that doesn't mean you get to wield a shield too.
Comments
Finally these are d5_sns1.spl and d5_sws1.spl
Having one of these files in the override directory now crashes my game, moving them away allows to load the game. I don't know what they are doing by the way. It's probably related to an effect that I didn't have before but I don't know what it is.
It happens with the latest 5.6.5 version.
Have you considered changing that part of the stat component. Most of the other stuff seems okay at the start of the game at least.
sws ? Short swords ?
Latest 2.3 version, linux, no problem except that.
Anyway since it started to happen after reloading a game and not during game play, maybe it's an engine bug, maybe some effect linked to a dead body which simply disappeared, it would explain the crash ?
Anyway here is a nice screenshot of the effects for my main character, he would be the one concerned by this... eekeeper complained it wouldn't find the list of effects when I launched it, ran it from linux from the command line, hope it helps anyway...
No character in the party has such a weirdness of course.
Not much idea here.
Actually amber is abducted at this point, so she leaves the party and there are some fights to get her back of course, all my saves since she was abducted are broken, the last one which works is the one just before that.
So well maybe there is some kind of incompatibility with this mod then ?
What are these 2 effects precisely ? Is it risky to continue to play with these 2 moved outside the override directory ? (actually that's what I've been doing so far, works well for now).
For installation/uninstallation, yeah it happened to me, but I take great care to reinstall exactly what was there before using a script to reinstall everything to the exact same state. No fancy stuff installed or reinstalled when the crashes started.
Half the game no, I am still at the end of chapter 2, but there are quite a lot of things in chapter 2, yeah it started to happen suddenly, it can probably be redone to determine precisely at which point the crashes begin. Whatever produces this, it's linked with this abduction, I can be almost totally certain of that.
EDIT : well I'll just take back the save before the abduction and get rid of amber, easiest and safest solution here, I don't loose a lot of gameplay here, most of it was spent getting her back, I can skip all this now. I tried to reproduce the problem, but the abduction is random and it didn't happen this time, it's not worth investigating about this anymore I think... thanks for the help anyway !
No I don't have this particular item in the override folder, but yeah I can belive this mod has some weird stuff inside, the abduction part is very weird, not the kind of stuff I expected in this mod. As I said in the other post, the best and easiest way is just to go back to my stable save and restart from there, not a big deal anyway...
And thank you for replying. This bug always shows up in Beregost with Karat, and seems to occur no matter who succesfully hits him. It also always occurs with the Flaming Fist who captures Viconia. In other words, I've led you on a wild missile chase. Sorry!
On a more uplifting note: some of the changes your mode has made have created almost a new game for me. I love that there are no "dump" stats now. Thank you for your dedicated work to the community.
This is a game with IWDNPC, RR, F&P, Tweaks Anthology, and elements of M&G and SoB. Weidu attached. The only component I can see that changes spell progression is
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80
But that seems to concern only bards?
I was rather banking on my cleric/mage getting those extra spells for extraordinary Intelligence.
ALSO, note that the Wisdom score bonus spells are listed differently in the Readme and in-game. For instance, the game says 13: 1st, 14: 1st, 15: 2nd, 16: 2nd, whereas the Readme has 1st, 2nd, 1st, 3rd, 2nd, 4th ....
(*but only if I went through kit selection dialogue at level 1, before leveling up. When I tried it the other way around, leveling up before choosing a kit, the INT-based bonus spell slot never materialized. But I suppose you'd always choose a kit at level 1, so the point is moot except perhaps as an interesting quirk of the engine).
All good (Stat bonuses is a fantastic idea), but WPO seems quite odd. It seems that weapons get pathced with some EE opcodes (I assume that's how you tweak single-weapon style to apply +0.5 apr).
However, now my fighter is level 5, has 2 pips in flails, and gets 1 single attack per round (should be 1.5 judging from wspatck.2da).
Is this intended? Also, my f/m/c can't put pips in s&shield style. Intended?
(Though spears and shields would be cool)