Quick Question. I'm trying to install this mod (last to be exact) but I noticed that I'm stuck in queried (pid = 244) because of Setup-35weaponstyle.exe
I'm stuck in queried (pid = 244) because of Setup-35weaponstyle.exe
I just installed all components of that 3.5 weapon style mod, and then installed the two kit-change components of NPC_EE on top of them, and it went without a hitch. So your problem does not seem to be with the mods themselves...
Incidentally, if you can't get that to work, you might want to try my own weapon style rebalance (component #124 there), which is more aggressive than that one but I think pretty fun.
Thank you for the quick reply. I got it to work. don't ask me how, but its working now. Thank you for an awesome mod btw.
I've changed Xan's class to Fighter/Mager (He's a Bladesinger), but now we he cannot use his Moonblade. Also, despite having "Yet Another Revised Armor System" installed (from the Scales of Balance), he cannot cast spells with armour.
By the way - if I wish to change Xan into fighter/mage, should I select the option when installing his mod or with NPC EE? Apparently the former makes the Moonblade into a longsword (and upgradable).
Same problem with Cernd - he's not able to wear any armour or use his items (staff and cloak). Although in this instance maybe it's connected to the Item Revisions component, "Item Restriction Changes"? Another problem with Cernd is that doesn't get the spell selection he should when switching kits. I've used EE Keeper to give him "Select Deity" innate ability and that fixed it, but sadly also broke Bardic casting (from Might&Guile).
How does the kit selection component of this mod interact with the npc management and customization component of SCS? I tried using them together and for one thing npc's seem to be getting way more proficiency points than they should.
How does the kit selection component of this mod interact with the npc management and customization component of SCS? I tried using them together and for one thing npc's seem to be getting way more proficiency points than they should.
Can these be used together?
Why would you? Seems like they are two ways to do the same thing.
You can turn off NPC_EE proficiency changes in the settings file.
Agreed, thanks! Will continue using NPC_EE for multiclass kit options though.
The last time I installed mods on BGEE, I did some combination that (1) made Xan a fighter-mage, (2) automatically made him a Bladesinger, and (3) turned his Moonblade into a longsword. I am pretty sure this mod, NPCEE, is what I used to make him a fighter-mage. But I do not remember what accomplished the other changes. I'm especially concerned with (3), making his moonblade a longsword. Can anybody help me out -- how can those two things be achieved?
(With those modifications and the Xan friendship/banter mods, he has become one of my favorite companions in these games.)
Thanks! Could the bladesinger kit he had possibly have been from an earlier version of Might and Guile? The current readme on that makes a bladesinger a bard kit, and I can't seem to find another mod with a bladesinger kit for fighter-mage.
Hello @subtledoctor ,
could you tell me what is the "Advance weapon proficiency" innate ability Imoen got thanks to (I suppose) this mod? Why exactly I can add points in this way?
Edit: "New to v3.0: now, when you use the kit-choice ability, the NPC's proficiencies will be set to zero, and you will receive a number of innate abilities that will let you rebuild their proficiencies however you like. (Be warned, this follows the basic rules for proficiencies, so any NPCs that have illegal values in some weapon will lose that benefit.)"
While, to do this: "Note: if you don't like the proficiency dialogues and want to leave NPC proficiencies as they are, you can disable this functionality by editing /npc_ee/NPC_EE_settings.ini.".
Do I have to do it BEFORE installing the mod, is that right?
I'm asking because I did some tests, and Imoen as a level 12 assassin has 8 points (including fighting styles), while she should have a total of 5. Minsc gets one extra point adding a kit and using the innate abilities to give him proficiency points. Apparently there's something wrong.
You'd have to configure the settings before installing the mod. Since you already installed the mod, the characters in your copy of the game don't have any weapon skills, but do have the special ability to assign them.
Hello @subtledoctor, I'm getting this error. It's clearly something my end as normally this mod installs fine. Any ideas?
Cheers
Update: It would appear to be a problem related to tnb .8.37, as I've gone back to .35 and it installs fine.
Copying and patching 1 file ...
[npc_ee/spl/d5_sckt.spl] loaded, 298 bytes
ERROR: cannot convert new_profs_state or %new_profs_state% to an integer
ERROR: [npc_ee/spl/d5_sckt.spl] -> [override] Patching Failed (COPY) (Not_found)
Stopping installation because of error.
ERROR Installing [NPC kit choices], rolling back to previous state
Unable to Unlink [npc_ee/backup/2000/OTHER.2000]: Unix.Unix_error(1, "unlink", "npc_ee/backup/2000/OTHER.2000")
[npc_ee/backup/2000/UNSETSTR.2000] SET_STRING uninstall info not found
Will uninstall 35 files for [NPC_EE/NPC_EE.TP2] component 2000.
Restoring backed-up [npc_ee/backup/2000/d5dfile1.txt]
npc_ee/backup/2000/d5dfile1.txt copied to npc_ee/class/fi/d5dfile1.txt, 2 bytes
As an addition to above, certain spell mods break if you load up the save in eekeeper.
What spell mod. I've never noticed an issue.
Specifically, MIght and Guile's bard spellcasting rework. Loading up EEkeeper completely breaks the new system, adn you need to start a new game to fix it.
In my game I chose illusionist kit for Imoen, but she doesn't get the extra spell slot she is supposed to get as specialist mage. Even after leveling up.
I also tried starting a new game, same result.
Do you know what could be the reason and how could I solve the problem?
Thank you very much @Gusinda and @Wise_Grimwald , although I'm starting to think that the problem is some mod interaction, because another user on Baldursextendedworld forum reported spell slots being correctly added.
Thank you very much @Gusinda and @Wise_Grimwald , although I'm starting to think that the problem is some mod interaction, because another user on Baldursextendedworld forum reported spell slots being correctly added.
You could well be right, particularly if you have a mod focussed upon her.
However, if you want to have her as a mage in all your games, here is a useful mod. I have used it a lot in the past and it is quite nifty.
I have also used the idea behind it to modify other characters.
I am not SURE if it works with EE, but don't foresee any problems. It is NOT Weidu. I have used it with Tutu in the past.
Note: This mod makes her a conjurer, by default but that can easily be changed to another mage speciality. You may have to change all 4 cre files to the speciality that you want.
I would keep copies of the original cre files if I were you, so that you can revert to your original set-up if required. The Read me is self-explanatory.
I'm having an issue with a new modded installation of BG2 EE with NPC_EE installed. Imoen is starting BG2 SoA with only 1250xp, split between Mage and Thief.
The only items on my WeiDU log that would seem to factor in are as follows:
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32.5
~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v3.8
On game start I get a message about levelling up Imoen as a Thief before levelling up as a Mage, but Imoen is multiclassed. Is there a known issue with using this SCS component with NPC_EE?
I can fix this by using EE Keeper to force Imoen to the correct starting xp, but I'm a little puzzled as to why this is occurring.
Comments
Is this mod not compatible with this mod? see attached two links;
https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice/p1
Specifically this; http://www.shsforums.net/files/file/1205-35-edition-weapon-style-rebalance/
Because I would love to use your mod and hopefully keep the weapon styles as well. Any help or fixes would be appreciated guys.
Thank you for the quick reply. I got it to work. don't ask me how, but its working now. Thank you for an awesome mod btw.
What spell mod. I've never noticed an issue.
I've changed Xan's class to Fighter/Mager (He's a Bladesinger), but now we he cannot use his Moonblade. Also, despite having "Yet Another Revised Armor System" installed (from the Scales of Balance), he cannot cast spells with armour.
By the way - if I wish to change Xan into fighter/mage, should I select the option when installing his mod or with NPC EE? Apparently the former makes the Moonblade into a longsword (and upgradable).
Same problem with Cernd - he's not able to wear any armour or use his items (staff and cloak). Although in this instance maybe it's connected to the Item Revisions component, "Item Restriction Changes"? Another problem with Cernd is that doesn't get the spell selection he should when switching kits. I've used EE Keeper to give him "Select Deity" innate ability and that fixed it, but sadly also broke Bardic casting (from Might&Guile).
Can these be used together?
Agreed, thanks! Will continue using NPC_EE for multiclass kit options though.
(With those modifications and the Xan friendship/banter mods, he has become one of my favorite companions in these games.)
could you tell me what is the "Advance weapon proficiency" innate ability Imoen got thanks to (I suppose) this mod? Why exactly I can add points in this way?
Edit: "New to v3.0: now, when you use the kit-choice ability, the NPC's proficiencies will be set to zero, and you will receive a number of innate abilities that will let you rebuild their proficiencies however you like. (Be warned, this follows the basic rules for proficiencies, so any NPCs that have illegal values in some weapon will lose that benefit.)"
While, to do this: "Note: if you don't like the proficiency dialogues and want to leave NPC proficiencies as they are, you can disable this functionality by editing /npc_ee/NPC_EE_settings.ini.".
Do I have to do it BEFORE installing the mod, is that right?
I'm asking because I did some tests, and Imoen as a level 12 assassin has 8 points (including fighting styles), while she should have a total of 5. Minsc gets one extra point adding a kit and using the innate abilities to give him proficiency points. Apparently there's something wrong.
Cheers
Update: It would appear to be a problem related to tnb .8.37, as I've gone back to .35 and it installs fine.
[npc_ee/spl/d5_sckt.spl] loaded, 298 bytes
ERROR: cannot convert new_profs_state or %new_profs_state% to an integer
ERROR: [npc_ee/spl/d5_sckt.spl] -> [override] Patching Failed (COPY) (Not_found)
Stopping installation because of error.
ERROR Installing [NPC kit choices], rolling back to previous state
Unable to Unlink [npc_ee/backup/2000/OTHER.2000]: Unix.Unix_error(1, "unlink", "npc_ee/backup/2000/OTHER.2000")
[npc_ee/backup/2000/UNSETSTR.2000] SET_STRING uninstall info not found
Will uninstall 35 files for [NPC_EE/NPC_EE.TP2] component 2000.
Restoring backed-up [npc_ee/backup/2000/d5dfile1.txt]
npc_ee/backup/2000/d5dfile1.txt copied to npc_ee/class/fi/d5dfile1.txt, 2 bytes
Specifically, MIght and Guile's bard spellcasting rework. Loading up EEkeeper completely breaks the new system, adn you need to start a new game to fix it.
I also tried starting a new game, same result.
Do you know what could be the reason and how could I solve the problem?
It's a shame that this cannot be done automatically, but at least it can be done.
Note that you have to change the values for ALL the levels not just the current one.
Edit: wait, you mean with NearInfinity?
Is there a way to alter her, and only her, spell table (with NearInfinity?) so that I don't have to check and modify with EEKeeper every level up?
I THOUGHT that you could change them all in one go with EE Keeper. If you can't, I'm sure that somebody will correct me.
When using EEKeeper to change to the specialist, go to her Effects tab and add the following:
Type: Spell: Wizard Spell Slots Modifier [42]
Target: Self
Flags: Instant, Permanent
Dispel/resistance: Cannot Dispel/Can Bypass Resistance
Slot amount modifier: 1
Spell level: 511
That should get your extra spell for her. Not sure about NearInfinity though.
Gus
You could well be right, particularly if you have a mod focussed upon her.
However, if you want to have her as a mage in all your games, here is a useful mod. I have used it a lot in the past and it is quite nifty.
I have also used the idea behind it to modify other characters.
I am not SURE if it works with EE, but don't foresee any problems. It is NOT Weidu. I have used it with Tutu in the past.
Note: This mod makes her a conjurer, by default but that can easily be changed to another mage speciality. You may have to change all 4 cre files to the speciality that you want.
I would keep copies of the original cre files if I were you, so that you can revert to your original set-up if required. The Read me is self-explanatory.
https://sorcerers.net/Games/dl.php?s=BG2&f=BG2/ImoenConjurer.rar
I'm having an issue with a new modded installation of BG2 EE with NPC_EE installed. Imoen is starting BG2 SoA with only 1250xp, split between Mage and Thief.
The only items on my WeiDU log that would seem to factor in are as follows:
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32.5
~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v3.8
On game start I get a message about levelling up Imoen as a Thief before levelling up as a Mage, but Imoen is multiclassed. Is there a known issue with using this SCS component with NPC_EE?
I can fix this by using EE Keeper to force Imoen to the correct starting xp, but I'm a little puzzled as to why this is occurring.
As I said I've fixed the issue with EEKeeper which hopefully should resolve things.