@mled - It's a Polish letter "ł". Could you unzip that and see if changing the folder name is going to fix it? I changed "informacje o tłumaczeniu" to "informacje o tlumaczeniu" -- if it does, then I will change it to prevent Linux users from encountering this problem.
Sorry, I missed your post.
I deleted the directory with the previous mane inside SotSC/, unzipped the archive in its place inside SotSC/
It now installs perfectly.
Thanks, that works!
Thanks, there are some other mods with the "ł" letter, as the same group translated a couple of my mods, but I will try to update the folder name in these mods systematically, so Linux users had less problems and riddles while preparing their new setups.
@JanW -- while changing the problematic "ł" in the directory name, I also implemented all reported typos, added the missing reward you noticed and I *think* Night's Passionate Kiss should work a bit better now. In regard to Sword of Shard-Shatterer -- I kept it as it is for now. The way you edited the sword (changed probability for an equipped effect) doesn't mean there is a 50% chance to cast the spell, but that there is a 50% that for that effect to be set (so once you equip the sword, it will be either all kills that does that, or none of them). So I will keep it as it is for now. Will it change? I'm not saying no to that, but I don't want to ponder too much about that sword right now.
And about the Energy item:
"When a target is killed, the one that holds the Energy gains +1 Casting Speed and +1 Casting level for 2 rounds"
That's not exactly true, because the check is for that character killing the enemy. So if someone else kills the enemy, the bonus won't trigger. If you kill with the item, it will trigger. AND if the character that hold the item kills the target with a spell, while holding the item, the effect will also trigger. Your suggestion, however, could be misleading, as some could think that if A and B are attacking an enemy, B is holding the item and A kills that enemy, the bonus should be applied and it won't I allowed myself for this little thing to stay as it is for now.
However, thanks for all the reports, I included your name in the Version History ("fixed some typos and improved grammar (by JanW)") -- I hope that's fine with you and you will enjoy the mod, even if those 2 minor things weren't edited as you suggested. Cheers!
Hi guys,
Unfortunately, there are far too many cursed items in this mod. What are they good for? What do they do besides occupying valuable inventory space? Can you sell them all safely, or are they quest items? Thanks for your answers :-).
It's the same as in the original game: they are traps for the players, the purpose for remove curse spell and role-playing. Most player already know which items are cursed, so this is a set of new trap-items. (BTW, there are 4 such items in the mod, so I wouldn't call that much + there are like 3-4 items that are cursed, but they provide decent bonuses)
I don't think any quest items are cursed, you may just drop or sell them and be happy that you haven't fall for the trap.
ok thx.
I'm still in Chapter 4 and carrying around 8 cursed items (not from the original game). They might belong to other mods, although they could somehow be yours. ;-)
I
Some of them are probably from SotSC, but I doubt all of them. 4 of them were only trap-items and some were "nicer", with a price, but still useful (like "Halo of the Infesting Light" amulet). Then again, you can probably sell most of them...
...unless you should role-play a cursed items collector! If not, then be evil: just drop them all around Noober, just for the laughs! Hah!
I still remember falling for one of the cursed scrolls from the bard in Xvarts Village. I also fell for the cursed healing potion, which you can buy from the merchant in Baldur's Gate who sells cursed potions. The evil thing about the potions is that the description doesn't reveal that they're cursed (if I remember correctly).
It was pretty funny when one of my companions got drunk while fighting.
That was at least 20 years ago. I agree that cursed items are great for roleplaying, especially when they're so good that you can "hardly" tell if they're cursed, but that's just my personal opinion, of course.
I still remember falling for one of the cursed scrolls from the bard in Xvarts Village. I also fell for the cursed healing potion, which you can buy from the merchant in Baldur's Gate who sells cursed potions. The evil thing about the potions is that the description doesn't reveal that they're cursed (if I remember correctly).
Actually, the cursed potions do mention that there seems to be something a little bit off with the fluid. For example, he's the regular and cursed healing potions (underline mine):
I still remember falling for one of the cursed scrolls from the bard in Xvarts Village. I also fell for the cursed healing potion, which you can buy from the merchant in Baldur's Gate who sells cursed potions. The evil thing about the potions is that the description doesn't reveal that they're cursed (if I remember correctly).
Actually, the cursed potions do mention that there seems to be something a little bit off with the fluid. For example, he's the regular and cursed healing potions (underline mine):
I see, thanks for pointing out. Falling for the cursed potions(objects) makes the roleplaying even more interesting, since the signs are there, but not with 100% certainty, that it's cursed.
I assume that a character with very low intelligence and wisdom would always fall victim to a cursed object, even if it is clearly described as such .
I don't think too many cursed items improve anything in roleplaying. As a modder, I'd rather spend my time enhancing a new quest than wasting time enhancing cursed items ;-).
I returned to this mod (and the game in general) after a four-year hiatus and finally finished it all, I think. A truly awesome experience to add piecemeal encounters everywhere, along with interesting items. My favorite was definitely a spear in SoD that does 100% more piercing damage after a crit (which will probably crit again lol), though the scepter + book combo was unlike any item I've ever seen in this game. However, getting the smelly socks from that xvart from a random encounter was memorable for other reasons .
I also recognized where that lantern in Zee's shop was originally from, as well as the murdered halfling in the sewer... he was my favorite NPC mod of yours in IWDEE. What a way go out all those years later.
I really liked your IWD mods and look forward to finally exploring your BG2EE content.
OK am I going crazy here? Met Zee and his additional wares/discount because of helping him with his Friendly Arm Inn quest. All additional items are there, except the Dragonsbane Shield.
Consoled in the item and it looks all normal to me. Anyone else see this?
Edit: the fire damage states 4d8 but it's set at 3d8:
Edit: Sure Striking Spear
Bug: The effects should be moved to Global effects rather than on melee effects. Otherwise they're permanently stacking on each hit. Sword of ruin is a good example with similar effects. Attached file is a fix.
Comments
I deleted the directory with the previous mane inside SotSC/, unzipped the archive in its place inside SotSC/
It now installs perfectly.
Thanks, that works!
And about the Energy item: That's not exactly true, because the check is for that character killing the enemy. So if someone else kills the enemy, the bonus won't trigger. If you kill with the item, it will trigger. AND if the character that hold the item kills the target with a spell, while holding the item, the effect will also trigger. Your suggestion, however, could be misleading, as some could think that if A and B are attacking an enemy, B is holding the item and A kills that enemy, the bonus should be applied and it won't
However, thanks for all the reports, I included your name in the Version History ("fixed some typos and improved grammar (by JanW)") -- I hope that's fine with you and you will enjoy the mod, even if those 2 minor things weren't edited as you suggested. Cheers!
Unfortunately, there are far too many cursed items in this mod. What are they good for? What do they do besides occupying valuable inventory space? Can you sell them all safely, or are they quest items? Thanks for your answers :-).
I don't think any quest items are cursed, you may just drop or sell them and be happy that you haven't fall for the trap.
I'm still in Chapter 4 and carrying around 8 cursed items (not from the original game). They might belong to other mods, although they could somehow be yours. ;-)
I
...unless you should role-play a cursed items collector! If not, then be evil: just drop them all around Noober, just for the laughs! Hah!
It was pretty funny when one of my companions got drunk while fighting.
That was at least 20 years ago. I agree that cursed items are great for roleplaying, especially when they're so good that you can "hardly" tell if they're cursed, but that's just my personal opinion, of course.
Actually, the cursed potions do mention that there seems to be something a little bit off with the fluid. For example, he's the regular and cursed healing potions (underline mine):
I see, thanks for pointing out. Falling for the cursed potions(objects) makes the roleplaying even more interesting, since the signs are there, but not with 100% certainty, that it's cursed.
I assume that a character with very low intelligence and wisdom would always fall victim to a cursed object, even if it is clearly described as such
I really liked your IWD mods and look forward to finally exploring your BG2EE content.
Legion of the Chimera Emblem
Currently uses effect 250 (maximum damage each hit) which as the name implies, makes weapons roll max damage, applying the effect to both weapons.
If solved, description could read better like:
- Main weapon will always deal at least 6 damage (only half-orcs, half-elves, tieflings, aasimars, half-dragons)
Ubal typo:
we're free. And we live. (or And alive.)?
Consoled in the item and it looks all normal to me. Anyone else see this?
Edit: the fire damage states 4d8 but it's set at 3d8:
Edit: Sure Striking Spear
Bug: The effects should be moved to Global effects rather than on melee effects. Otherwise they're permanently stacking on each hit. Sword of ruin is a good example with similar effects. Attached file is a fix.