First, let me thank you for yours excellents mods, good work!
Second, can you help me? I'm using EET Setup to play EET and installed (via EET Setup) your another mod, Sirene. Before installing Rogue Rebalancing, i paused EET instalation, installed Aura, and resume the work of EET.
All installed, no errors in log. New Game, make Sirene join my party, but in Beregost, nothing of Aura.
Reload the save, tried another save, tried to not take Sirene... no sucess.
This is a wonderful mod - I find Aura an absolute hoot to play with her path a nice balance of humour, seriousness and damn interesting story telling.
I have come across a problem. She's reached Level 8 as a cleric, and thus has a "Protection From Evil" icon appearing in her intrinsic attributes section (I was too dumb to spot it at levels 6 & 7!) If I click on the item I get a spell thingy as my cursor, but I can't get her to use it. It lights up when aimed at an individual member of the team, but when I click it nothing happens.
I'm not entirely sure what issue you're describing. The Protection from Evil icon should always be there - it's part of her undroppable amulet. Could I get a screenshot?
I can't get screen shots to work. What I am doing is selecting Aura, going to the very bottom of the screen, then pressing the "Special Abilities" star button on the very right.
In the Special Abilities bar a Protect Against Evil icon appears between her Thief Ability icon and her Set Alchemical Snare icon.
If I press this icon I get a spell casting cursor. I then click the cursor on a member of the group. She then moves to that person but does nothing after she gets there. If I try to get her to cast on herself, nothing happens.
She shouldn't have that spell. I removed the single-target Protection from Evil spell when I updated the Priestess class and gave her more uses of the AoE version instead. Maybe you updated the mod and midway through the game and she still has that spell as a result.
I've not changed the mod at all since loading a totally new version of BG:EE/SoD on July 11th.
If this is not the correct way to activate her innate Protection from Evil 10′ Radius that come with her Priestess of the Way kit?
The spell works exactly as the priest spell does in a clean install. No targeting, it's self-cast and affects everyone around her. I don't know what's messing it up in your game.
It doesn't appear among her priest spells, when you click the Cast Spell icon on the very bottom bar - I assume from what you say that's where it should be.
I'm still running into the issue with the Idol of Kozah not recharging. Jaheira finally used the last of the original 3 charges, and now it is dead, even after sleeping and waiting for well over 24 hours.
I have recharged it manually in EEKeeper, but is this a bug?
Well drat. I'm not sure how to fix that in this install.
As an aside, the 19 STR requirement for the modified Dead Shot +2 seems awfully steep given the bow's starting strength requirement. I made the mistake of having Aura make that mod, only to discover that none of my party had the strength to fire it. Given the description, that isn't unreasonable, but a bit of warning might be nice. With how often you need a bow, depending on strength potions makes a bow requiring them unattractive.
Hmm, could have sworn it was 19, but maybe I got that bit wrong. However, even 17 is more than any of my archers can manage, so it's a bit of a moot issue.
I was able to use NI to fix the Idol of Kozah in my install, though. That makes it much more useful.
Having a new playthrough with Aura and Isra in the same party, and surprisingly found that there are crossmod content, I remember this crossmod was not stated in the readme of both Aura and Isra mod, really amazing~
Hopefully Isra has crossmod with Sirene and Drake as well, especially Drake, since they come from different orders in Amn.
Enjoying Sirene, Aura and Drake so far, the more I play BG1, the more I hope I can travel with them in BG2 during this playthrough, but I guess I have to wait and leave Drake and Aura for future~
Thank you for the great work, I always looking for NPC mod that the writing and lore fit the original game seamlessly~
@marcnivar The robot is probably flagged as "familiar" for technicsal reasons. At least I know from experience that "familiars" will show up in cutscenes where the PC is teleported to (meant to be so alone).
If someone knows a general solution to this please let me know...
BG1 and SOD don't have many dream cutscenes so generally it's not a big problem.
In BG2 there will be more and I remember there is one or two cutscene that the charname is actually moving around and has some battles...so probably may look weird if the robot is there and fighting together (when Aura comes to BG2)~
Updated Healing Arrows: faster healing effect, quality of life changes
Updated Lightning Arrows: more reliable chaining effect
Updated Artificer kit: THAC0 penalty changed to -3 melee
Updated Automaton: automaton no longer acts as familiar in terms of cutscene behavior
Fixed a few typos
Updated items: Idol of Kozah and Gold Digger upgrades
Added crossmod with Glam Vrock's Littlun, Flara, Moidre, Dave, Vynd
New portrait by made by myself, which can be seen in the front page, and an exciting new soundset—yes, Aura now has her own unique voice, done by the wonderful Kait! While only her soundset is voiced currently, more lines will hopefully be added in the future. The sound mixing may still need a bit of work on my part, so speak up if any of the lines sound a bit off in terms of volume.
I also took the time to try and get the healing arrows to work a bit better. I changed the regeneration effect to a quicker burst of healing, and now the amount of healing now scales with Aura's level instead of the duration. Also a big quality of life change: the user will now automatically stop attacking after launching an arrow, and will also no longer automatically fire them when using up the previous stack of ammo—no more accidentally firing them at enemies!
In response to the automatons appearing in cutscenes, I did some changes to the automaton so it no longer behaves as a familiar. This does have some undesirable results, like the creature 'jumping' in between area transitions, but it does that one particular issue.
The Idol of Kozah now is properly flagged to recharge on rest as intended, but its 3 uses of Call Lightning are removed, with only Storm Shield remaining as a charge effect. Instead, equipping the idol now passively has a 5% chance to strike random nearby enemies with lighning for 2d8 damage. The Gold Digger upgrade's on-kill effect now directly adds gold to the party's coffers instead of dropping it in their inventory, but only has a 50% chance of occurring.
Crossmod with Glam's NPCs was done and laying around for a while, and finally got added in. All credit goes to him for these ones. Content for Sirene and Drake will also come with their updates.
Not a big problem, just to report, before entering Arvenus, after a small talk with Aura, she will keep coming out with this generic talk here. However, this will stop when I enter the Arvenus.
I have problem too with her talking like @marcnivar have, she want to talk always it is after i have done Bandit Camp and i took longbow Dead Shot+2 from the Tazok Tent...
I have problem too with her talking like @marcnivar have, she want to talk always it is after i have done Bandit Camp and i took longbow Dead Shot+2 from the Tazok Tent...
My problem solved after changing map (luckily just few more steps down to Arvenus for my case), maybe you can try that when this happen.
Comments
First, let me thank you for yours excellents mods, good work!
Second, can you help me? I'm using EET Setup to play EET and installed (via EET Setup) your another mod, Sirene. Before installing Rogue Rebalancing, i paused EET instalation, installed Aura, and resume the work of EET.
All installed, no errors in log. New Game, make Sirene join my party, but in Beregost, nothing of Aura.
Reload the save, tried another save, tried to not take Sirene... no sucess.
I have come across a problem. She's reached Level 8 as a cleric, and thus has a "Protection From Evil" icon appearing in her intrinsic attributes section (I was too dumb to spot it at levels 6 & 7!) If I click on the item I get a spell thingy as my cursor, but I can't get her to use it. It lights up when aimed at an individual member of the team, but when I click it nothing happens.
I'm not entirely sure what issue you're describing. The Protection from Evil icon should always be there - it's part of her undroppable amulet. Could I get a screenshot?
In the Special Abilities bar a Protect Against Evil icon appears between her Thief Ability icon and her Set Alchemical Snare icon.
If I press this icon I get a spell casting cursor. I then click the cursor on a member of the group. She then moves to that person but does nothing after she gets there. If I try to get her to cast on herself, nothing happens.
She shouldn't have that spell. I removed the single-target Protection from Evil spell when I updated the Priestess class and gave her more uses of the AoE version instead. Maybe you updated the mod and midway through the game and she still has that spell as a result.
If this is not the correct way to activate her innate Protection from Evil 10′ Radius that come with her Priestess of the Way kit?
The spell works exactly as the priest spell does in a clean install. No targeting, it's self-cast and affects everyone around her. I don't know what's messing it up in your game.
No, it's supposed to be a special ability. I'm just not sure why it's not working for you. I'm certain it's a local issue.
I have recharged it manually in EEKeeper, but is this a bug?
As an aside, the 19 STR requirement for the modified Dead Shot +2 seems awfully steep given the bow's starting strength requirement. I made the mistake of having Aura make that mod, only to discover that none of my party had the strength to fire it. Given the description, that isn't unreasonable, but a bit of warning might be nice. With how often you need a bow, depending on strength potions makes a bow requiring them unattractive.
The upgraded Dead Shot requires 17 Strength...
I was able to use NI to fix the Idol of Kozah in my install, though. That makes it much more useful.
Hopefully Isra has crossmod with Sirene and Drake as well, especially Drake, since they come from different orders in Amn.
Enjoying Sirene, Aura and Drake so far, the more I play BG1, the more I hope I can travel with them in BG2 during this playthrough, but I guess I have to wait and leave Drake and Aura for future~
Thank you for the great work, I always looking for NPC mod that the writing and lore fit the original game seamlessly~
If someone knows a general solution to this please let me know...
In BG2 there will be more and I remember there is one or two cutscene that the charname is actually moving around and has some battles...so probably may look weird if the robot is there and fighting together (when Aura comes to BG2)~
- Added new default portrait
- Added new custom soundset, voice acted by Kait
- Updated Healing Arrows: faster healing effect, quality of life changes
- Updated Lightning Arrows: more reliable chaining effect
- Updated Artificer kit: THAC0 penalty changed to -3 melee
- Updated Automaton: automaton no longer acts as familiar in terms of cutscene behavior
- Fixed a few typos
- Updated items: Idol of Kozah and Gold Digger upgrades
- Added crossmod with Glam Vrock's Littlun, Flara, Moidre, Dave, Vynd
New portrait by made by myself, which can be seen in the front page, and an exciting new soundset—yes, Aura now has her own unique voice, done by the wonderful Kait! While only her soundset is voiced currently, more lines will hopefully be added in the future. The sound mixing may still need a bit of work on my part, so speak up if any of the lines sound a bit off in terms of volume.I also took the time to try and get the healing arrows to work a bit better. I changed the regeneration effect to a quicker burst of healing, and now the amount of healing now scales with Aura's level instead of the duration. Also a big quality of life change: the user will now automatically stop attacking after launching an arrow, and will also no longer automatically fire them when using up the previous stack of ammo—no more accidentally firing them at enemies!
In response to the automatons appearing in cutscenes, I did some changes to the automaton so it no longer behaves as a familiar. This does have some undesirable results, like the creature 'jumping' in between area transitions, but it does that one particular issue.
The Idol of Kozah now is properly flagged to recharge on rest as intended, but its 3 uses of Call Lightning are removed, with only Storm Shield remaining as a charge effect. Instead, equipping the idol now passively has a 5% chance to strike random nearby enemies with lighning for 2d8 damage. The Gold Digger upgrade's on-kill effect now directly adds gold to the party's coffers instead of dropping it in their inventory, but only has a 50% chance of occurring.
Crossmod with Glam's NPCs was done and laying around for a while, and finally got added in. All credit goes to him for these ones. Content for Sirene and Drake will also come with their updates.
Is there any plan for Sirene and Drake to have crossmod with Isra?
Not a big problem, just to report, before entering Arvenus, after a small talk with Aura, she will keep coming out with this generic talk here. However, this will stop when I enter the Arvenus.
My problem solved after changing map (luckily just few more steps down to Arvenus for my case), maybe you can try that when this happen.