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[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

17577798081

Comments

  • subtledoctorsubtledoctor Member Posts: 11,402
    edited June 3
    zelurker wrote: »
    Thanks for the detaillled explanation, well if you tune the script to keep only files beginning with d5 you still get a huge number of files with the exact same name in "faiths and powers" and this mod... now I don't know if it's normal or not of course...
    No, my point is, the files don't exist in the mods themselves. They are generated automatically, and the number and names of the generated files can actually differ from installation to installation. The only way to tell for sure is to compare the naming algorithm in MnG to every bespoke filename in FnP. That'll be a bit of work.
    zelurker wrote: »
    And for tweaks : lol, it's nice to be proficient with weidu, well I am still too lazy to really look into it, and I don't know, maybe a bard with 5 picks in a weapon would be too powerful maybe, it's your choice after all.

    It's actually not my choice. My choice is to make them exactly equal to fighter/mages. Modding fighter/mages to have better proficiency advancement without modding this particular fighter/mage in the same way, is someone else's choice.
    zelurker wrote: »
    As it is here, I find he does many things not so well (not to say "badly" !), it's an average fighter with a less than average mage but since he is multiclass he gains levels slower and his songs are not so useful (the skald doesn't get the bless song which would have been useful at low level. I used the aura which lowers the thac0 of enemies instead, but it's only useful at low level, and then the song to increase damage because it's very useful for archers and those using projectile weapons in the group). He is more useful than a basic bard, but still quite weak in the end then, so I didn't really change the way I see bards, at least the fighter/mage version !

    Just to point out a few things about the concept:
    - Vanilla skald only gets * with weapons; MnG skald gets ** (or whatever you mod it to)
    - Vanilla skald only gets 1 APR; MnG skald with ** at level 13 has 2.5 APR (!)
    - Vanilla skald is limited to 6th-level spells; MnG skald gets 7th level spells
    - Vanilla skald is limited to Vancian casting; MnG skald has flexible casting
    - Vanilla skald cannot use bard song while fighting; MnG skald can
    - Vanilla skald is limited to a single bard song; MnG bard can learn many songs

    On the other hand:
    - Vanilla skald advances very fast; MnG skald advances slowly (appropriate, I think, given their divided skill set)
    - Vanilla skald's song eventually gets very powerful; MnG songs are more flexible but weaker overall

    Like I say, not arguing, but using your post to highlight the changes. I think the MnG Skald is personally far more powerful than a vanilla Skald... but his companions affected by his bard song are not as powerful at high levels. But overall, as far as changing the way you see bards... it's not really supposed to. Bards are still supposed to represent "jacks of all (some?) trades, masters of none. :wink:

    zelurkerThacoBell
  • zelurkerzelurker Member Posts: 120
    edited June 3
    New playthrough without faiths this time, paying extra attention to the feats I get and so :
    - khalid got 2 feats when joining at level 1, and he can choose feats in the thief category, but he seems to have warrior feats at the same time. He has the formations already which makes him much more useful than usually !
    - will o'hara who seems to come from Ntotsc got 4 feats to choose from when joining at level 1 ! He is a bard, mage/rogue with the new definitions. With 4 feats he can be very powerful for a level 1, and maybe it's normal after all, it was 3 feats for thieves, maybe 4 is normal for a pure bard ? He got all the spells mentioned in the doc except the vocalize at level 1 which is replaced by the spell which makes the target to sleep for 1 turn... Might be some kind of conflict with scs or spell revisions, although all the other spells are here (although unusable since level 1 only).
    - an archer, emily a little further in beregost got 1 feat to choose from at level 1, which seems normal, but she can take already hammer shot and stun shot, which are supposed to be available at level 9 only from the doc...

  • kaldgordkaldgord Member Posts: 29
    so im trying might and guile for the first time in a new playthrough (BG EE, without SoD).
    I see some characters with an ability called choose an ability. I think this is part of the feat system ?
    Thing is when i click on choose an ability i am rpesented with an empty window.
    There's nothing to choose, and in the case of imoen in the description box it says "feat_selection_string".

    What would be the problem ?

  • subtledoctorsubtledoctor Member Posts: 11,402
    kaldgord wrote: »
    so im trying might and guile for the first time in a new playthrough (BG EE, without SoD).
    I see some characters with an ability called choose an ability. I think this is part of the feat system ?
    Thing is when i click on choose an ability i am rpesented with an empty window.
    There's nothing to choose, and in the case of imoen in the description box it says "feat_selection_string".

    What would be the problem ?

    I need to know more about your setup. What game version are you playing? What platform is it on? What other nods are you using? (Can just copy the contents of your weidu.log file and paste it into a post, in [ spoiler ] tags.)

  • kaldgordkaldgord Member Posts: 29
    It's baldurs gate enhanced edition, non-steam version, it's the one directly from the beamdog client, and without siege of dragonspear.
    Here's the weidu.log
    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~AC_QUEST/AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.05
    ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Seachart Sources: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the House of the Lady and the Bitch Queen's Temple: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: v18
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.0
    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Ajantis Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #40 // The BG1 NPC Project: Coran's Romance Core (adult content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #50 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #60 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #70 // The BG1 NPC Project: Xan's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #110 // BGEE Banter Timing Tweak -> Banter Timing: Normal (about 27 minutes between banter dialogs): v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v24.0
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #41 // The Messenger 2: Rain or Snow or Gloom of Night, by Thimblerig and tibicina: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #42 // Camryn and Tamah, by tibicina: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #43 // Minor Disclosures, by jastey: 2.7
    ~BG1RE/SETUP-BG1RE.TP2~ #0 #44 // Cloakwood Lovers, by tibicina: 2.7
    ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v15
    ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #1 // Extended Lighthouse area: v15
    ~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 3.1.1
    ~NTOTSC/NTOTSC.TP2~ #0 #1 // Keelor the Dwarf: 3.1.1
    ~NTOTSC/NTOTSC.TP2~ #0 #2 // Llindellyn's Lucky Arrow: 3.1.1
    ~NTOTSC/NTOTSC.TP2~ #0 #4 // Pilar and Gheldehar: 3.1.1
    ~NTOTSC/NTOTSC.TP2~ #0 #6 // Will O'Hara NPC: 3.1.1
    ~NTOTSC/NTOTSC.TP2~ #0 #7 // Fighting Encounters: 3.1.1
    ~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 2.1
    ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00
    ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
    ~AURA_BG1/SETUP-AURA_BG1.TP2~ #0 #0 // Aura NPC for Baldur's Gate: Enhanced Edition: 2.1
    ~ISHLILKAMOD-SETUP.TP2~ #0 #0 // Ishlilka mod for BG [FULL VERSION 1.3]
    ~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu: v2.3
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #4 // Choose an alternate class for Sirene? -> Undead Hunter
    ~VYND/SETUP-VYND.TP2~ #0 #0 // Vynd for BGTutu, BGT and BG:EE: v2
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4b11
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Archery: 4b11
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4b11
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 4b11
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4b11
    ~WANDCASE/WANDCASE.TP2~ #0 #0 // Wand Case: v1.3
    ~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #0 // Chatty Imoen: Expanded Character Sounds: v1.3
    ~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #1 // Chatty Imoen: Add NPC Interactions: v1.3
    ~NEERABANTERS/NEERABANTERS.TP2~ #0 #10 // Neera Banters: Dialogue Banters and Interjections: v0.9.1
    ~NEERABANTERS/NEERABANTERS.TP2~ #0 #20 // Neera Banters: Interaction Banters: v0.9.1
    ~NEERABANTERS/NEERABANTERS.TP2~ #0 #30 // Neera Banters: DLC Portrait: v0.9.1
    ~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
    ~NEERA/NEERA.TP2~ #0 #3 // How much time would you like between talks (approximately)? -> 1 hour: v1.1
    ~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magic weapons with nonmagical "fine" ones -> Fine weapons are immune to the iron crisis: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32.1
    ~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
    ~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
    ~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
    ~LEUI/LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 3.9
    ~LEUI/LEUI.TP2~ #0 #1 // lefreut's Enhanced UI - BG2 vanilla bams for spells: 3.9
    ~LEUI/LEUI.TP2~ #0 #2 // lefreut's Enhanced UI - BG2 vanilla fonts for descriptions: 3.9
    ~LEUI/LEUI.TP2~ #0 #3 // lefreut's Enhanced UI - Disable item comparison feature: 3.9
    ~LEUI/LEUI.TP2~ #0 #4 // lefreut's Enhanced UI - Reverse +/- buttons position: 3.9
    ~LEUI/LEUI.TP2~ #0 #5 // lefreut's Enhanced UI - Single Click to Map Travel: 3.9
    ~LEUI/LEUI.TP2~ #0 #6 // lefreut's Enhanced UI - Show Sidebar toggle button: 3.9
    ~LEUI/LEUI.TP2~ #0 #7 // lefreut's Enhanced UI - Show Quicksave button: 3.9
    ~LEUI/LEUI.TP2~ #0 #8 // lefreut's Enhanced UI - Show Highlight button: 3.9
    ~LEUI/LEUI.TP2~ #0 #9 // lefreut's Enhanced UI - Small right sidebar buttons: 3.9
    ~LEUI/LEUI.TP2~ #0 #10 // lefreut's Enhanced UI - Quests in journal collapsed by default: 3.9
    ~LEUI/LEUI.TP2~ #0 #11 // lefreut's Enhanced UI - Left click on portrait to level up: 3.9


    There you go, any help is much appreciated :)

  • subtledoctorsubtledoctor Member Posts: 11,402
    edited June 10
    kaldgord wrote: »
    It's baldurs gate enhanced edition, non-steam version, it's the one directly from the beamdog client, and without siege of dragonspear.

    Are you on the latest 2.5.17 patch? These new feats won't work with anything earlier than 2.5.16.

  • kaldgordkaldgord Member Posts: 29
    alas im afraid im using the latest version

  • subtledoctorsubtledoctor Member Posts: 11,402
    @kaldgord is it only Imoen who can't get feats, or does everyone (all rogues and fighters and rangers) have the problem?

    Investigating now.

  • subtledoctorsubtledoctor Member Posts: 11,402
    edited June 11
    @kaldgord I can't reproduce, at least not yet. With a basic install of MnG 4b11, I meet Imoen on the Coast Way and she can choose feats no problem:
    zx8cdn2hhe6m.png

    EDIT - duh me, I shouldn't have wasted time installing and tested, I could have just looked at your weidu.log.

    LeFreut's UI, to my knowledge, overwrites UI.menu. At least the core component probably does, not sure about the smaller components. In any event, any UI mod that overwrites instead of patches should be installed at the beginning of your order, not at the end. MnG's feat system makes a small patch to the UI to reuse the Spell Sequencer interface, and then LeUI comes in later and destroys what MnG did.

    You'll find the same thing happens with various mods that use little UI tweaks, such as Faiths & Powers, Deities of Faerun, Tome & Blood, and Shadow Magic.

    Wise_Grimwald
  • ArdulArdul Member Posts: 210
    edited June 11
    @subtledoctor I have tried a new install and had the same issue with Imoen where no feats show up .

    I have attached my Weidu log.

    edit: I tried to uninstall the Lefreut UI, and that was the issue. Afterwards I had access to the feat selection screen.

    Wise_Grimwald
  • subtledoctorsubtledoctor Member Posts: 11,402
    edited June 11
    @Ardul see above, what I posted at just about the same time as you. I can't see your weidu.log (can't open attachments on a phone... in general pasting the contents of the log in spoiler tags is a superior way to report it) but I assume it's the same problem. Are you using LeUI? If so move it to the front of your install order.

    Ardul
  • ArdulArdul Member Posts: 210
    @subtledoctor yes, that was exactly the issue, and removing the mod fixed the problem.

  • DymeDefDymeDef Member Posts: 62
    @kaldgord I can't reproduce, at least not yet. With a basic install of MnG 4b11, I meet Imoen on the Coast Way and she can choose feats no problem:
    zx8cdn2hhe6m.png

    EDIT - duh me, I shouldn't have wasted time installing and tested, I could have just looked at your weidu.log.

    LeFreut's UI, to my knowledge, overwrites UI.menu. At least the core component probably does, not sure about the smaller components. In any event, any UI mod that overwrites instead of patches should be installed at the beginning of your order, not at the end. MnG's feat system makes a small patch to the UI to reuse the Spell Sequencer interface, and then LeUI comes in later and destroys what MnG did.

    You'll find the same thing happens with various mods that use little UI tweaks, such as Faiths & Powers, Deities of Faerun, Tome & Blood, and Shadow Magic.

    Would installing LeUI after Quest and NPC mods be the correct place to install UI mods that overwrite? And do you know if EEUITweaks has this same problem or if it is fine to install near the end?

  • subtledoctorsubtledoctor Member Posts: 11,402
    edited June 11
    I don't see any reason not to install all UI mods FIRST in the order. (That doesn't mean there isn't one... I'm not an expert in UI stuff.)

    Like, why do you want to install LeUI after quest and NPC mods? If you can't articulate an actual reason, that should tell you something. Once upon a time, people started making UI mods, and they didn't fit in the regular mod install order because they didn't really conflict with any other mods; UI mods were different in kind from most Weidu mods. So people just said, "install them at the end." Because why not.

    But now there is actually a reason why not. You give up the ability to change UI mods on a whim if you install them first... but then again, you give up the same thing if you install Ascension, or ACQuest or BG1NPCProject or Item Revisions, etc. etc. etc. IMHO it's time to start treating UI mods just like any other Weidu mods: if they overwrite major files, they should be installed as early as possible, and you therefore have to commit to your UI choice when you do your install.

    Small price to pay for everything working together! :smiley:

    Wise_Grimwald
  • DymeDefDymeDef Member Posts: 62
    I don't see any reason not to install all UI mods FIRST in the order. (That doesn't mean there isn't one... I'm not an expert in UI stuff.)

    Like, why do you want to install LeUI after quest and NPC mods? If you can't articulate an actual reason, that should tell you something. Once upon a time, people started making UI mods, and they didn't fit in the regular mod install order because they didn't really conflict with any other mods; UI mods were different in kind from most Weidu mods. So people just said, "install them at the end." Because why not.

    But now there is actually a reason why not. You give up the ability to change UI mods on a whim if you install them first... but then again, you give up the same thing if you install Ascension, or ACQuest or BG1NPCProject or Item Revisions, etc. etc. etc. IMHO it's time to start treating UI mods just like any other Weidu mods: if they overwrite major files, they should be installed as early as possible, and you therefore have to commit to your UI choice when you do your install.

    Small price to pay for everything working together! :smiley:

    I see. I dont really see it as a major issue. It's not like were dealing with Fallout or Skyrim sized mods and having to install/reinstall 6 gigs worth of stuff every time we mess up or want a change. I dont find the install setup of a mod list to be that bad. I just figured you guys knew more about how to install these mods than I did so I followed your guys sort of basic install order most of you seem to have in your readmes. I guess I'm starting over again hah, that was more of why I asked. I just wrapped up all my quest and npc mods installed and usually make a backup here as this stuff usually doesnt change much if at all unless something updates (like ascension). And then work from there and was curious if I should start over but I might as well get it right.

  • subtledoctorsubtledoctor Member Posts: 11,402
    DymeDef wrote: »
    I dont really see it as a major issue. It's not like were dealing with ... having to install/reinstall 6 gigs worth of stuff every time we mess up or want a change.

    You haven't seen my modded game... :naughty:
    DymeDef wrote: »
    I followed your guys sort of basic install order most of you seem to have in your readmes. I guess I'm starting over again hah, that was more of why I asked.

    UI mods are still relatively new, and other mods incorporating UI tweaks is even newer, so we're all sort of figuring this stuff out.

    FWIW, I just tried the LeUI SoD skin and MnG (in that order) and feats work fine. (Well, you have to right-click on a feat to read what it is, which isn't ideal, but the thing is functional at least.) I haven't tried the BGEE or BG2EE skins, but I hope they should work equally well.

  • DymeDefDymeDef Member Posts: 62
    DymeDef wrote: »
    I dont really see it as a major issue. It's not like were dealing with ... having to install/reinstall 6 gigs worth of stuff every time we mess up or want a change.

    You haven't seen my modded game... :naughty:
    DymeDef wrote: »
    I followed your guys sort of basic install order most of you seem to have in your readmes. I guess I'm starting over again hah, that was more of why I asked.

    UI mods are still relatively new, and other mods incorporating UI tweaks is even newer, so we're all sort of figuring this stuff out.

    FWIW, I just tried the LeUI SoD skin and MnG (in that order) and feats work fine. (Well, you have to right-click on a feat to read what it is, which isn't ideal, but the thing is functional at least.) I haven't tried the BGEE or BG2EE skins, but I hope they should work equally well.

    Like it doesnt bring up a tool tip? Interesting. I wonder if EEUITweaks UI mods have this issue as well.

  • kaldgordkaldgord Member Posts: 29
    Silly me, i naively thought installing the UI mod wouldn't impact other stuff. Any way to revert back to the base game ui without touching anything else ?

  • subtledoctorsubtledoctor Member Posts: 11,402
    kaldgord wrote: »
    Silly me, i naively thought installing the UI mod wouldn't impact other stuff. Any way to revert back to the base game ui without touching anything else ?

    You should be able to run the LeUI installer and tell it to uninstall each component. That should let you continue playing with the rest of your mods.

  • BillyYankBillyYank Member Posts: 2,768
    kaldgord wrote: »
    Silly me, i naively thought installing the UI mod wouldn't impact other stuff. Any way to revert back to the base game ui without touching anything else ?

    Delete ui.menu from override.

  • southfla79southfla79 Member Posts: 194
    Since it's at the very end, that'll be the only thing that gets uninstalled. that being said, I'd make a copy of your override folder first before uninstalled just in case something goes wrong.

  • kaldgordkaldgord Member Posts: 29
    I succesfully run the uninstaller for LEui.exe , the game reverts back to the basic UI. But, there's an entirely different problem: the game crashes back to desktop as soon as i now select the feats button with imoen (she's the only one having them in the special skills panel)

  • subtledoctorsubtledoctor Member Posts: 11,402
    edited June 11
    kaldgord wrote: »
    I succesfully run the uninstaller for LEui.exe , the game reverts back to the basic UI. But, there's an entirely different problem: the game crashes back to desktop as soon as i now select the feats button with imoen (she's the only one having them in the special skills panel)

    Huh. That's unfortunate. Well, you realistically have two options.

    1) Run the Might & Guile installer, say [ S]kip components not already installed (if asked); say [A]sk about components already installed; say [R]einstall the feats component; and say [Q]uit when asked about other components. This will uninstall MnG and all mods after it, and then reinstall them. Theoretically that should set things straight... but given your game has a problem, and this will reinstall things the same way, there's no guarantee you won't still have a problem. And this will likely take about 45 minutes, given that SCS has to be reinstalled.

    2) Since you haven't really progressed into the game, you might want to just reinstall all the mods on a clean game. This time move LeUI right before MnG. This will take longer (~1.5 hours?) and be more hands-on, but will have a higher likelihood of success.

    If you opt for #2, you might want to wait about 12-24 hours, at which time I should have MnG 4b12 ready.

    DymeDef
  • DymeDefDymeDef Member Posts: 62
    kaldgord wrote: »
    I succesfully run the uninstaller for LEui.exe , the game reverts back to the basic UI. But, there's an entirely different problem: the game crashes back to desktop as soon as i now select the feats button with imoen (she's the only one having them in the special skills panel)

    Huh. That's unfortunate. Well, you realistically have two options.

    1) Run the Might & Guile installer, say [ S]kip components not already installed (if asked); say [A]sk about components already installed; say [R]einstall the feats component; and say [Q]uit when asked about other components. This will uninstall MnG and all mods after it, and then reinstall them. Theoretically that should set things straight... but given your game has a problem, and this will reinstall things the same way, there's no guarantee you won't still have a problem. And this will likely take about 45 minutes, given that SCS has to be reinstalled.

    2) Since you haven't really progressed into the game, you might want to just reinstall all the mods on a clean game. This time move LeUI right before MnG. This will take longer (~1.5 hours?) and be more hands-on, but will have a higher likelihood of success.

    If you opt for #2, you might want to wait about 12-24 hours, at which time I should have MnG 4b12 ready.

    What will be in this update?

  • subtledoctorsubtledoctor Member Posts: 11,402
    DymeDef wrote: »
    What will be in this update?

    Just a few bug fixes.
    - Fixed bards getting too many feats
    - Fixing Tracking and Quickstride not appearing sometimes
    - Fixing some missing/incorrect icons
    - Hopefully going to fix the random appearance of the Aggressive Posture feat

    DymeDefArdulThacoBell
  • kaldgordkaldgord Member Posts: 29
    kaldgord wrote: »
    I succesfully run the uninstaller for LEui.exe , the game reverts back to the basic UI. But, there's an entirely different problem: the game crashes back to desktop as soon as i now select the feats button with imoen (she's the only one having them in the special skills panel)

    Huh. That's unfortunate. Well, you realistically have two options.

    1) Run the Might & Guile installer, say [ S]kip components not already installed (if asked); say [A]sk about components already installed; say [R]einstall the feats component; and say [Q]uit when asked about other components. This will uninstall MnG and all mods after it, and then reinstall them. Theoretically that should set things straight... but given your game has a problem, and this will reinstall things the same way, there's no guarantee you won't still have a problem. And this will likely take about 45 minutes, given that SCS has to be reinstalled.

    2) Since you haven't really progressed into the game, you might want to just reinstall all the mods on a clean game. This time move LeUI right before MnG. This will take longer (~1.5 hours?) and be more hands-on, but will have a higher likelihood of success.

    If you opt for #2, you might want to wait about 12-24 hours, at which time I should have MnG 4b12 ready.

    Im quite into the gameplay unfortunately, around level 6 and 7 with my characters and on the last stretch of durlag tower, ive cleared most of the south of the map. I didnt even realize the feats werent working until too late. Oh well, ill try that in the next playthrough

    Wise_Grimwald
  • HypaspistHypaspist Member Posts: 24
    edited June 25
    My game crashes after I select spells for Bard classes - it happens when I accept my final selection of spells. Strangely enough, a horn sound plays right before the crash.

    I also have Faith & Powers and Tome & Blode installed, but both priests and mage spell selection works fine.

    I've tried re-installing Might & Guile, but it didn't help unfortunately.

    I also have: Song & Silence, Rogues Rebalanced installed and Cleric Remix (without new spells). On that note, are these mods worth installing if I use yours in the first place? You have them in your Installation order.

  • southfla79southfla79 Member Posts: 194
    do you have any UI mods installed?

    subtledoctor
  • HypaspistHypaspist Member Posts: 24
    edited June 26
    southfla79 wrote: »
    do you have any UI mods installed?

    Yes, I have lefreut's enhanced UI. Although removing it doesn't solve the problem. After selecting which spells to memorize and accepting the selection the game crashes (Bards only).

    If it's any help, here's the complete list of mods installed: https://imgur.com/a/FOYn0wq

    Also this is screen past which the game crashes (upon pressing DONE; only for Bards though): https://imgur.com/a/MJ91Vsp

    Post edited by Hypaspist on
  • subtledoctorsubtledoctor Member Posts: 11,402
    @Hypaspist I've seen instances where uninstalling LeUI doesn't leave things in a functional state. I'm not sure why - I don't really know how that mod is coded. But in general, but UI overhauls that overwrite important files should be installed early in your order, not at the end. It might be worth installing your list again, with LeUI at the beginning.

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