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Barbed Club of Pain (BETA)

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V0.2 is ready for the daredevil!



I'm creating a new Club for BG because I think it's lacking a weapon for my evil Cleric/Thief (assassin).

Barbed Club of Pain

Unidentified description:

Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This one is very light weight and slim, so it’s easy to handle but can’t do much damage. Only the metal pieces in it, make it appear dangerous. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use.

Identified description: (Thanks @Kamigoroshi )
[spoiler]
A Loviatan priest from the Resting Place of the Whip in Melvaunt created the Barbed Club of Pain to use as an offhand weapon beside his whip. It was used as a reward for an allied Bhaalist assassin who fulfilled a mission for the temple. Since then the Barbed Club of Pain was used for several assassinations and always left distinct marks on the dead, cold bodies. While not efficient for one-hit backstab kills, a successful hit with this club lets victims to be overcome by excessive pain and critical blood loss that can eventually lead to their demise.

In contrast to most other clubs, this weapon is crafted from a simple thin stick. Its slim size and low weight makes the club easy to handle and allows for dangerously precise maneuverability. Numerous metal barbs grew out of the wood, carefully created through the priest's magic and Loviatar's fell blessing. With every strike sharp barbs dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow.
[/spoiler]

Stats
[spoiler]

Item value 2000 GP

Weight 3 lbs.
Identify ??

Combat
Combat type Melee
Proficiency Type Clubs
Handing 1-handed
Damage 1d4 +1, +2 bleeding damage/round, lasting two rounds.
THACO +1 bonus
Damage type Crushing
Speed 4

Minimum requirements
Strength 3
Usable All (even mages)
[/spoiler]

Other thoughts:
Cold iron or silver for greater werewolfs/wolfweres? Loviatar and Malar are Allies so not likely.

Poison? Bleeding is better. Why? Loviatar likes pain and suffering. Poison is better suited for Talona (who is an enemy of Loviatar)

1d4 why? Because it will easily become a very overpowered weapon. It’s now a lightweight stick, instead of a thick club.

+1 Thac0 an damage why? Because it’s easier to handle (like the masterwork items in IWD) the +1 damage will maybe get lost if it’s to overpowered.

Alignment restiction: is it used on any weapon? I think not. Loviatar will be pleased if an Ilmateri priest uses it.

Where to place it? Maybe an encounter with a priest? Firewine, Ulcaster?



Progress V0.2:
The weapon works
Bleeding damage works (copied from Valygars blade)
Bleeding icon works on Imoen
Description not yet in dialog.tlk
added to store for testing

TO DO:
name and icons from normal club used (I think i have to use IWD or BG2 files, because BG lacks icons.
It says Imoen: poisoned if i hit her.


V0.2 ready for the daredevil

[Mod] Faiths of Faerûn Kitpack v0.5c (Ready for testing)

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The Faiths of Faerûn Kitpack by @Requiem & @Mordeus

Version 0.5c is out for testing.

The following link will take you to the developer's dropbox where past and present versions of the mod are archived. It's recommended you download the latest version.

https://drive.google.com/folderview?id=0BwxUZXZbu5bpeTVBV3RUMFJTQjg&usp=sharing

Readme Documentation can be found here:

http://danpugh.eu5.org/

Also in the following link is a voting form where users can vote on their favourite D&D deities. Those with the highest votes will make it into the mod.

https://docs.google.com/forms/d/1HUcQC-wMWQZ-RJ8FB9p-uLcubS9zYtTcCVYtyphtxR4/viewform

[spoiler]
- Over 25 Cleric Kits from 2ed organized into just 1 Character Creation Kit Slot, each with their own deity specific spells.

image

- Pre-existing Divine Spells are organised into spheres with 30 additional new spells from 2ed.

image

- A new Usability Flag System allowing for unconventional equipment combinations.

image

- New enlarged spell icons that reflect the schools they come from.

Divination = White
Conjuration = Purple
Abjuration = Green
Alteration = Blue
Invocation = Red
Enchantment = Yellow
Illusion = Pink
Necromancy = Cyan

image

Beta Version ETA: Late March 2013

We are into the finer stages of the project. Most of the kits are done, the spells are nearly finished and the graphical work is close to complete. However before our first release, we're going to use this thread to test out our ideas so we can quickly course correct the more unpopular ones.

The first idea up for discussion is the new look for spell icons. I've tried to emulate the original white/red/blue look but I couldn't achieve the same look when it came to the stone interface icons. So instead the Conjuration/Divination/etc... glow effect icons shown above were created. The plan is to give an option to make them universal for all Divine priests, and to use the same effect when we start work on mage kits. When shown in the spellbook, the icons take on a drawn look.

So yes or no to changing the look of the divine spell icons?
[/spoiler]

The Undying Mod BG2:EE Compatible

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This mod is an NPC/Quest/Store mod. There are two NPCs who will join your party, Callisto and Ninafer.
Callisto is a Chaotic Evil Berserker elf who is looking for action because she is bored with Amn. She has quests that you can take that are not timer dependent.
Ninafer is a Lawful Neutral Fighter/Mage elf who is looking for action as well. She has spent most of her life sheltered in an elven city and she is looking to know more about the world outside her city.
The NPCs will banter with your character and the other joinable NPCs in the party as well as interact with others in the world.
There are a couple of minor quests to under take.
There are a couple of new stores with new items.
A new inn, the Dwarven Hammer can be found in the Slums.
Optional installs include smarter creature scripts and Harder enemies who have been beefed up.

Forums: http://www.baldursgatemods.com/forums/index.php?board=36.0
Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=8

TESTERS NEEDED: Finch v4.0 BETA 5 for Tutu, BG:EE and BGT!

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I have tested the mod myself on Tutu, BG:EE and BGT, and it should work fine. However I would appreciate some additional testing and feedback. In particular, the mod needs to be more thoroughly tested for languages other than English.

Known issues for which there is no solution (at least for now):
1) the large portrait in BG:EE is a bit blurry. Unfortunately an higher resolution image is not currently available.
2) Finch's Glasses don't do anything (other than wasting a charge) if activated from the "USE ITEM" icon (they work as usual if you right click on the unidentified item and select "SCROLL"). Unfortunately the Glasses behaviour is hardcoded, so there is nothing I can do about that.

[spoiler=Previous Versions]Download Link: Finch v4.0 BETA

Download Link: Finch v4.0 BETA 2

Download Link: Finch v4.0 BETA 3

Download Link: Finch v4.0 BETA 4[/spoiler]
Download Link: Finch v4.0 BETA 5

Some BG:EE screenshots:

[spoiler=Record Screen]image[/spoiler]

[spoiler=Inventory]image[/spoiler]

[spoiler=A Banter]image[/spoiler]

High Level Abilities as Innate Abilities

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I would like my HLA's to be added to my innate abilities instead of simply my memorized spells. Now, I realize that there is a mod that supposedly does this "BG_EE_HLAs106.rar". However, when I first tried to install a similar mod it failed, so I figured I'd simply do it manually.

I used NearInifinity and changed the Summon Planetar from "Wizard Spell" to "Innate", and then added the "new" ability to my character using EEKeeper. That all worked well. However, I've since tried doing the same thing with "Comet", but it doesn't work. For one, it seems there are two different, but the same, SPL's for the Summon Planetar(Deva) (Not including the Dark Planetar), while there is only the one for Comet. I don't know if this is significant.

As modding it manually failed, I figured I'd go back and look into the HLA mod. I found the one mentioned in my opening sentence and installed it just fine. However, after choosing my new HLA it is still added to my spell list, not my innate abilities. Perhaps I'm misreading this mod and this isn't what this mod is supposed to do.

If someone can point my in the right direction of doing this manually I'm open to doing that as well.

So in short;

I would like a mod that adds all HLA's as innate abilities instead of 9th level spells. Many thanks and much appreciation!

Can Mods cause Beregost bug?

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Hey guys, I am currently getting the Beregost bug on my games.

I explored Beregost - did my raiding, collected quests, ect. Left, created a separate save file as I have been troubleshooting this for awhile, exited the game, started game and verified that fresh save could re-enter Beregost. Then reloaded that save and went from there.

So I continued, explored nashkel and nashkel mines outlying area, and now I am getting a Beregost bug.

I read some old old posts about the door to the jovial juggler causing the bug if it was left open. But that isn't linear with what I've been seeing as I have been able to go back with it open.

This has happened three times now... where I was watching my saves, went through, happened again.

I am using SCS, BG2Tweaks and BG1NPC mods.

Is there a chance the mods may have something to do with this? I can't really get around it because it's happening in each playthrough. I have at least been smart enough to make so many save files this time around that I have not lost my game yet. I have a file that will load Beregost - but it's only a matter of time. It is not very immersive when I have to paranoid load-save-check every time I am at the edge of a map.

I haven't even made it into the Nashkel Mines yet without stumbling into this =(

Sigh. This game is amazing. Should I just uninstall all the dang mods and play??

Kivan and Deheriana Companions for BG2EE

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I know I'm not alone when I say we eagerly await this mod for BG2EE, any news?

[Mod] TeamBG's Weapon Pack for BG:EE, BGT & TuTu

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TeamBG's Item Pack v1.03

Information:

This is the second installation of the "pack" mods that I will be making for Baldur's Gate: Enhanced Edition. This mod is an weapon pack. There is a dwarf, Maltz, located outside of the Friendly Arm Inn who will
sell you these weapons. Some of the weapons are color variations of what you find in the game, some from BG2 and some of them are new. The magical weapons are expensive so you will have to save a lot of gold to buy them.


Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=7868.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=186

Where the new store clerk is at in the Friendly Arm Inn.

image

1.3 Android modding

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Did the update allow for modding on the Android other than the override... i.e. weiDU mods

language glitch on mods

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Hello Everyone!

Need help with a problem. When I download mods for bgiiee, they download in either Hebrew or Arabic, neither of which I read. Can someone tell me what causes this glitch and how to fix it?

Thanks in advance for any help.

Best Regards
Blackjack

Spider Kit

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It is a ranger kit that summons spiders. As you level you get more spiders to summon, which also gain a limited amount of power as you level. You also get web immunity and poisoned weapons.

As a drawback you have less hit points than a normal ranger and less options of weapons to become proficient in.

It works as shown on my live stream. If people are interested I can link to my videos, otherwise I will just keep posting my mods here as I finish them. I plan to do a 12 hour live balancing play test stream of it in a week or two.

I would appreciate feedback from people here.

I am working on a new kit as suggested by my viewers.

"Infinity Engine" Error message

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Here's the thing: I've tried installing a few mods for BGII:EE. They have all failed. The common complaint is failure to properly track down the "dialog.tlk" file. If I ever have to face a mod whining that although the file does show up in Windows Search and although EE Keeper knows where it is, well... suffice it to say, I'll have to shop for a new laptop.

I've got the files extracted to the folder containing the game data. If I try to put the data in the game's overarching folder it whines about missing "chitin.key" instead. What am I doing wrong?

Q for weidu experts: ACTION_IF inside ACTION_IF?

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Here the situation: I'm installing a new kit, the Halfling Slinger. I'm also installing an overhaul of the weapon proficiency system which affects almost every kit's values in weapprof.2da. Because I can never know which column any particular new kit will have in that file, I need to offer the prof overhaul as an earlier component, and then my add_kit component will check for it and install one of two versions of the kit, which have different prof limits. I can account for this with a require_component line, or with a file_exists_in_game check for a dummy file added by the earlier module.

Now, on EE games and BG2 games modified by TOBEx, this will be a ranger kit (and halflings can be rangers). On vanilla BG2 games, it must be a fighter kit. I can account for this by checking for the presence of clsrcreq.2da, via action_if or require_predicate.

Finally, on EE games it will be necessary to include the fl#_add_kit subroutine for the kit to work. I can check for this again via require_predicate/action_if game_is ~bgee bg2ee~

So three variables, and eight possibilities to account for. Any suggestions as to the best way to make this work?

Could you do:
begin component
require_predicate
..action_if begin
....action_if begin // result #1
....end else begin // result #2
....end
..end else begin
....action_if begin // result #3
....end else begin // result #4
....end
..end

begin alternate component
require_predicate
..action_if begin
....action_if begin // result #5
....end else begin // result #6
....end
..end else begin
....action_if begin // result #7
....end else begin // result #8
....end
..end

Song & Silence + EE?

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Greetings!

I recently took a gander at the Song & Silence mod, a mod I never used before but I think is very interesting. Seeing as how it works with BG2, I was curious if anyone knew whether or not it was compatible with BG2 (or BG1 even) EE?

I am not familiar with modding the EE games so I am not sure what tends to break them and what doesn't.

Thanks in advance :)

[Item Mod] Dual-wield Stupefier with bow equipped combo

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This morning I got an idea for Minsc to dual-wield and have bow equipped in my current BG:EE run and it worked. I edited Stupefier so it would create undroppable composite long bow +1 and off-hand mace +1 on equipping. When I put arrows into slots, the bow activates (it is edited to remove the off-hand mace on equipping) and then, I can switch between those in quickbar. You can remove the bow by activating its special ability in the item slots.
One disadvantage is that you must click on the bow twice on the quickbar, or the swing animation remains that of a mace (it won't break anything though). I will try to fix that somehow.
Important: Make sure to clear all weapon slots and shield slot before equipping and equip Stupefier *in the first weapon slot* (the bow is created in the second slot).

To install, extract the rar below and put the three files in the override.

How to edit the spells per day and spells known for a sorcerer kit?

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I noticed that their is a file called MXSPLDD.2da that I believe controls the Dragon Disciples 1 less spell per day disadvantage. I have attempted to create my own .2da spell table for my kit to use as well. How would I go about having my sorcerer kit utilize my new spells per day table in Weidu?

Also, I would like to create a spells known table for my sorcerer kit and have him use that as well. I see that there is a table SPLSRCKN.2DA for that as well. How would I go about implementing a custom table for my kit?

[Development In progress] Yeorg NPC mod for BGEE

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Who is Yeorg
Yeorg is a level 4 dragon disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. Specifically he mentions he is looking for a yet unnamed artifact that he needs as a component (which happens to be for returning to the lair of Shakiel, something that would only happen if this mod was expanded into BG2EE). The existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.

image


Yeorg, Dragon Disciple (level 4)
Half-Dragon (labelled as a human)
Neutral Evil

STR: 18
DEX: 7
CON: 15
INT: 15
WIS: 16
CHR: 10

Total = 81

Starting HP: 24 hp (which includes the constitution bonus)

*Innate abilities:

- Flame Burst: Causes 4d8 damage (this increases with level to 5d8 at level 6 and 6d8 at level 9) with no save. Knocks back enemies (save vs breath -2). (he gets both this and the dragon disciple's breath weapon)

- Alter Form: Can change appearance to an elderly human mage once per day. Grants him +5 charisma. Using this leaves Yeorg temporarily taxed. He cannot use any spellcasting or any other special abilities for the first two rounds. This includes reversing the illusion.

- Cease Illusion: Cancels "Alter Form"

Unique Items: Yeorg's Wings (I've made his normal forms hair to be red, which gets reflected in his wings, but as you may know there isn't too much in the way of options here) and Yeorg's Robes (just adventurers robes that I believe I custom coloured). He also has a quarterstaff that I believe I've uniquely coloured. The purpose of these items is mainly aesthetic (they don't really do much from a powergaming standpoint).



Biography: When asked about his past Yeorg is unusually transparent. He mentions that at a young age Yeorg was traded to be a slave to a Djinni known as Shakiel. He is unsure as to what was traded for his life, though knowing Shakiel it was probably material goods that were consumed soon after. He remains unsure of his origins. He knows that his birth name is not Yeorg and that Yeorg was the name of his mothers human husband, a warrior of some renown. It was chosen as a name of failure, cast on him by Shakiel as a means of establishing Yeorgs place in life.

From what Yeorg has since been able to gather his mothers husband was part of a group of men attacking the lair of a red dragon. The attack ended with everyone except the dragon having been slaughtered. Yeorg's mother, a magic user mostly only interested in her own aims, tipped off the red dragon in exchange for the promise of great wealth and power. Some point later Yeorg came to be, though he personally doesn't like to think too much on those details.

From what you can tell it seems like Yeorg was left broken while in the clutches of Shakiel. As he describes it in his time as a slave he did gradually gain a small level of power, but in such poor conditions this ended up being largely wasted on examining the assortment of magical items Shakiel came across.

Eventually Yeorg gained his freedom, though he has no interest in saying how this came about. He will however say that leaving the lair for the first time in his memory didn't prove to be easy.

It wasn't long before he realised that he was considerably different than most humans. His increasingly large stature and great strength, along with the wings he had been born with, made him seem unsightly to those he met along the road. Out of a need of supplies and companions he ended up on the streets of Athkatla. It was there that he fully realized the extent and potential, as well as the danger, of his innate magical abilities.

In time Yeorg's power grew, enough so that he learned a few more spells at least. As a half-dragon Yeorg has gained some unique magic that few in the realms can claim to have. This includes the ability to send out a burst of fire on at his enemies, as well as an ability to make his physical appearance appear that of a much older human mage. He appears unwilling to discuss this latter ability any further, including its origins, though you suspect it comes with its own restrictions. Regardless, it seems to have served him well in his current home in Gullykin.



Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)


Stats


Yeorg is physically strong but his torture has left him with enough physical damage that this has had an impact particularly on his dexterity and constitution.


Strength

His extremely high strength for a mage is because of his ancestry. At level 6 he will gain an additional point in this (as well as continue to get the constitution, fire resistance and AC bonuses a dragon disciple would normally get).


Dexterity and Constitution

The reason his dexterity and constitution is that like Aerie the torture he took at the hands of Shakiel left him scarred. Unlike Aerie however he started out being unusually hearty given his ancestry, so the effect on his constitution wasn't as significant. Essentially he has become physically much stronger (in the sense that he can lift more weight) since leaving but lacks the fortitude to diseases and other ailments that he might otherwise have. Had he not lived an early life that involved torture he never would have been a particularly dexterous person either, so the torture has only made things worse for him there.


Intelligence and Wisdom

As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg has been making his way along the Sword Coast and slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.

Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).


Charisma

Technically his charisma is an illegal amount given the class (the minimum should be 15). The intention here is to reflect the impact that his wings has on his perception by others (its just the easiest way of doing this).



Alignment

Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer (for instance a group of goody two shoes adventurers have uncovered part, if not all, of his plans). He also has no interest in slaughtering a village on a whim.


Starting Location: AR4013 (a small hut in the north-east part of Gullykin)



Quests and more detailed explanation for his presence in Gullykin

[spoiler]
He's actually partly responsible for the Kobolds being released into Gullykin. He originally actually came to Gullykin looking for information about treasures in Durlag's Tower and the Firewine Ruins and after staying in the village for a bit of time he learned about the secret passage between the villages winery and the ruins. Shortly after that he was approached by Jenkal. Jenkal had this idea where Jenkal, the Ogre Mage, and Yeorg would collaborate in order to gain money from the rest of the villagers.

Essentially the Ogre Mage and Jenkal would allow Kobolds loose into the village. As an outsider who was viewed by the villagers as a capable spellcaster Yeorg would then offer (to Gandolar Luckyfoot) to investigate how the Kobolds were entering the village. Needless to say this was a task that Yeorg demanded a relatively large amount of money for (given the limited wealth of the village). By the time your adventuring party has arrived the village coffers are largely dry (and the kobold attacks have only become bolder). In addition, though nobody but Yeorg and Jenkal know this, Yeorg recently used a portion of the funds he has acquired from the villagers in order to eliminate the band of hunters that Luckyfoot is hoping are returning shortly (he mentions them in the vanilla game).

Not surprisingly Luckyfoot tasks your party instead with discovering the truth behind how the kobolds are entering the village as by this point he doesn't believe Yeorg is capable of doing so (he hasn't however caught on to the arrangement between Yeorg and the others).


Essentially when you arrive you have 3 branches you can take with the mini quest. These may change if turn out to be too complicated to implement.

A) Without first talking to Yeorg at all you kill both Jenkal and the Ogre Mage, and then talk to Yeorg (this branch is also the same as if you talked to him but didn't have him join). Having heard about the deaths of Jenkal and the clearing out of the Firewine Ruins Yeorg may accept the premise of joining your group (this will also depend on your alignment and what you say to him). The downside with this is that by not having Yeorg in your party (at least when you confront Jenkal and the Ogre Mage) you miss out on a few banters about these plans (Jenkal and the Ogre Mage don't otherwise make any mention of the plans).

B) Having killed either Jenkal or the Ogre Mage (but not both) you talk to Yeorg and agree to have him join your party. Yeorg agrees to join your group however you have 3 days to eliminate whoever it is that you have not yet killed. The reason for this is that Yeorg has basically decided that with your arrival the jig is up and its time to clean house. While prior to this he was fairly confident in his ability to survive if the halflings were to discover this arrangement and attack him, your arrival has complicated matters and he'd rather just leave as soon as possible.

C) You talk to Yeorg before killing either Jenkal or the Ogre Mage and have him join your group (as with the other approaches how effective you are at this will in part depend on your alignment). If you are looking to learn about the plan and the situation as a whole this ends up being the best approach. I'm planning on giving both Jenkal and the Ogre Mage special dialogue if Yeorg is in your group. Like with option B Yeorg will only remain in your party for 3 days. If by that point the Ogre Mage and Jenkal are both still alive Yeorg will leave.

[/spoiler]


Spells:

Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher

Progress:
Biography - 90% (may tweak a few things)
Dialogues - 70%
Interjections - 0%
Banters - 0% (not sure I plan on having much of these given that its BGEE)
Portrait - 75% (I'd personally prefer to find another picture but at the moment this is all that I've got)
TP2 File - 98%
Audio - 0%
cre file - 100%
Unique Items and Spells - 99%
Scripts - 75%
Readme - 0%
Find Place to Host Mod - 40%

Any Monk HLA mods?

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Hey all. Sorry if this is old news, but I was wondering if there were any interesting Monk HLA mods out there. The G3 Oversight mod won't work with EE and I can't find any others around. Any suggestions?

Can't Install Sword Coast Stratagems AI Components

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Hi there,

This is my first post on this forum, so I apologize in advance if this isn't the correct place to start this discussion.

Well, getting straight to the point, I'm not able to install many components of SCS on my BG2EE install. Mostly AI related ones, with a few others such as the "Antimagic attacks penetrate improved invisibility" component. I have no other mods currently, and I have the latest version of the game and weidu installed. I installed the game through the BeamDog client, and I previously had no problems installing mods.

The main problem I can pinpoint seems to be this:

ERROR: error loading [stratagems_external/workspace\ssl_out\0dw#gen.baf]
ERROR: compiling [stratagems_external/workspace\ssl_out\0dw#gen.baf]!

And I also get this:

ERROR: Unix.Unix_error(20, "stat", "stratagems_external/workspace\\ssl_out\\0dw#gen.baf")

I've been able to find a few people with similar problems, and the suggestions I got were to downgrade weidu to v234, or installing the game on a 32 bit windows. I'm not able to reproduce either of those fixes, as I have no 32 bits windows available, and I have not been able to find v234 of weidu. I'm not familiar with weidu, so I can't really make out what those errors mean, or why those "fixes" would work.

If there's any files I can post to help please ask.

Any help or suggestions would be greatly appreciated. This mod is looking absolutely amazing, and I never played it in the original BG2 out of fear for my sanity (had some really bad experiences with Improved Sendai back in the day). But right now I just can't imagine playing the game without that Improved Dragons component. =P

Can't Install Sword Coast Stratagems AI Components

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Hi there,

This is my first post on this forum, so I apologize in advance if this isn't the correct place to start this discussion.

Well, getting straight to the point, I'm not able to install many components of SCS on my BG2EE install. Mostly AI related ones, with a few others such as the "Antimagic attacks penetrate improved invisibility" component. I have no other mods currently, and I have the latest version of the game and weidu installed. I installed the game through the BeamDog client, and I previously had no problems installing mods.

The main problem I can pinpoint seems to be this:

ERROR: error loading [stratagems_external/workspace\ssl_out\0dw#gen.baf]
ERROR: compiling [stratagems_external/workspace\ssl_out\0dw#gen.baf]!

And I also get this:

ERROR: Unix.Unix_error(20, "stat", "stratagems_external/workspace\\ssl_out\\0dw#gen.baf")

I've been able to find a few people with similar problems, and the suggestions I got were to downgrade weidu to v234, or installing the game on a 32 bit windows. I'm not able to reproduce either of those fixes, as I have no 32 bits windows available, and I have not been able to find v234 of weidu. I'm not familiar with weidu, so I can't really make out what those errors mean, or why those "fixes" would work.

If there's any files I can post to help please ask.

Any help or suggestions would be greatly appreciated. This mod is looking absolutely amazing, and I never played it in the original BG2 out of fear for my sanity (had some really bad experiences with Improved Sendai back in the day). But right now I just can't imagine playing the game without that Improved Dragons component. =P

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