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Ravenwind286Of Paths and Ways - IWDEE Issues
#1
Lava,
       Good evening. I'm a long time Infinity Engine game player, but I'm still very new to the world of IE modding. I decided to test out some of your kits on IWD:EE but ran into a few issues, two with the Roseblade Monk and one with the Honey-Sipper Paladin. I'm not sure if these issues would be specific only to IWD:EE or not, but I wanted to share them with you, just in case. I tested these kits without any other mods and in general, used the console to set the characters I created to max level for testing purposes.

Regarding the Roseblade Monk, I am unable to cast haste or improved haste upon them despite the description saying this should be allowed. The wilderness area bonuses also do not appear to be applying for me. Even when casting Barkskin, which should apply the bonuses outside of wilderness areas, I still unfortunately see no changes.

With the Honey-Sipper Paladin, the issue I am running into is with Pestering Bee. When cast once upon a target, it slows them as per the kit description. However, if I pick the same target two or three times, the opposite is happening. Instead of being slowed, they are gaining great amounts of speed. I tried testing this also on one of my other party members and they almost appeared to teleport around the map for the duration of the spell.

Here is hoping my issue report can be of some help to you. Thank you in advance for your help and time!
#2
Hi! Thanks for the report. I won't be lying, I am having a little crisis when it comes to creating a fixing my mods, I think it's the burnout, but I will check some these, not sure if today or in few days... Let me address some stuff, however:

In regard to wilderness areas -- sadly, there are no wilderness areas in IWDEE. These are area types in these games.

Wilderness isn't "non-city areas", but deep forests etc. In BG those would be for example Larswood. Actually, I should probably change it to Forest to make it less confusing.

In regard to the bee -- that's kinda sad, but I think I will need to code it the way so the penalties cannot stack Sad I think this is the only way to do it.

In regard to monk -- I will need to check it, I have no idea what may be the problem, I checked it, but maybe I made some other mistake? Dunno.

Cheers!
#3
No worries, I appreciate you taking a look. I only have a small understanding of a few things in Near Infinity, so can't imagine how challenging it is to actually mod things on your own. Hopefully you're able to find something that works out for the best. Thanks again!
#4
Thanks!

I actually updated the mod. All things you mentioned are fixed, but I have to ship a little tweak with the monk -- it makes haste work more like in BG2EE rather than IWDEE, but it's so small change. But that allowed to make it all work fine. I included a note in the readme, of course. 

Cheers!
#5
That was some fast work, much appreciated Big Grin ! I just tested things out and everything is working well, but I did have a Rose Blade Monk related question. I can now see the Thaco bonus being applied as well as hide in shadows and move silently bonuses. The only thing I don't see reflected in the character information page is the +2 damage bonus. I'm wondering if this would still apply regardless of what is displayed in that damage range? I'm curious if the damage range only displays the base of what fists or a weapon are capable of. In any event, thank you much again for fixing things so quickly!

Adding an edit here instead of a new post. Hope you don't mind me doing some further play testing with the kits, I find it fun, but don't want to end up being a pain in your butt   Tongue . I spent some time today with the Arcane Trickster and there were three things that I wanted to mention:

1. Arcane Trickster has the same smaller list of proficiencies as the Wilderness' Trickster. I'm not sure if this was by design, though I can see that the other two trickster kits have limited weapon selections as well, so this would be understandable to me. They also currently still have access to Two-Handed Weapon Style but are unable to put proficiencies in any two-handed weapons. That being said, they can still equip all weapons available to unkitted thieves, even though they cannot gain proficiency with some of them.

2. The kit can only dual class to fighter or mage and not cleric. Again, not sure if this was by design, but it would make sense to me, due to their focus being on the arcane.

3. Arcane Thievery is working 100% of the time for me in IWD:EE instead of being a 10% chance. It is recharging everything to full each time, including Arcane Thievery itself. I've seen an animation appear for it at times while testing, and am going to assume those are the times when it should normally be recharging.

4. This issue appeared only in BG2. Upon reaching level 36, would gain an innate ability listed as "Quick Weapon" that doesn't seem to do anything in particular from what I can see.

Thanks again for looking into things for me. I'll most likely end up doing a full playthrough with some of your kits for fun once I'm done testing things out. Have a good one!
#6
(04-16-2025, 10:26 PM)Ravenwind286 Wrote: The only thing I don't see reflected in the character information page is the +2 damage bonus. I'm wondering if this would still apply regardless of what is displayed in that damage range?
Truth be told, I have no idea. I will take a look, but I was always more of a story-modder, than a skilled technical modder, thus I don't make many technical mods like kits Smile I will take another look, but... It's really hard for me to say.

(04-16-2025, 10:26 PM)Ravenwind286 Wrote: 2. The kit can only dual class to fighter or mage and not cleric. Again, not sure if this was by design, but it would make sense to me, due to their focus being on the arcane.
I think that was more or less the idea Smile

(04-16-2025, 10:26 PM)Ravenwind286 Wrote: Arcane Trickster has the same smaller list of proficiencies as the Wilderness' Trickster.
I think it's smaller than I planned, will take a look at this. Wilderness' Trickster was the very first I made and my main focus, so when copying some stuff and updating it for the next kit, I think I might have missed something.

(04-16-2025, 10:26 PM)Ravenwind286 Wrote: That being said, they can still equip all weapons available to unkitted thieves, even though they cannot gain proficiency with some of them.
They should have quarterstaff proficiency available and I think I missed it. Will get updated.

(04-16-2025, 10:26 PM)Ravenwind286 Wrote: Arcane Thievery is working 100% of the time for me in IWD:EE instead of being a 10% chance. It is recharging everything to full each time, including Arcane Thievery itself. I've seen an animation appear for it at times while testing, and am going to assume those are the times when it should normally be recharging.
Okay, that's super weird.

(04-16-2025, 10:26 PM)Ravenwind286 Wrote: This issue appeared only in BG2. Upon reaching level 36, would gain an innate ability listed as "Quick Weapon" that doesn't seem to do anything in particular from what I can see.
Will check.
#7
Thanks again for looking into everything. Hopefully I'm being more helpful than I am being a pain, not my intent to try and keep you super busy, but I appreciate you taking the time to look over the things I am finding.
#8
It's good that these were fixed and you helped with that. That said, I just hope I can have a break from fixing that mod now. Everything you mentioned is now fixed. Furthermore, I improved the trickeries, so when you click on any trickery now with your right mouse button to see the description, it won't only say which spells you may cast by using it, but you will also get at least these simplified item descriptions. While they aren't as thorough as the original descriptions, it will at least help you a bit to remind the player what this specific spell does. I suppose that's better than nothing, heh. 

Now I think I need a break  Rolleyes Hope you will enjoy this version of the mod.
#9
Thank you again for all of your hard work, I do appreciate you taking the time out of your day to work on things. My apologies if I made things overwhelming, I tend to have the bad habit of getting tunnel vision when I focus on doing something, so again, sorry for putting so much on your plate all at once! I completely understand you wanting a break, and in the future, if I find anything, I'll do my best to check in with you first to see if you'd be up for taking a look at things rather than just dropping everything on you at once.

I know I originally posted as I was testing things out in Icewind Dale. However, I've been looking for a reason to start a new playthrough of Baldur's Gate 1 and 2. I think I'll give the Rose Blade Monk a shot, thanks for the motivation to play some Baldur's Gate again  Big Grin !

Thanks again and take care!
#10
Do not apologize, please. The fact I feel less inspired when it comes to some of my projects has nothing to do with you. I only replied that I hope for a break from this mod because it's feel like this will never be a huge mod and this has been somewhat rough so far Smile

I hope you will enjoy the mod, if you decide to give one of the kits a try Smile I have been helping CamDawg with his The Calling and there is a monk quest planned for the mod, just saying Wink
#11
Thanks for letting me know about The Calling mod. I took a look at it over on the G3 website and will be interested in seeing what quests you come up with together for each class.

I also wanted to say that even though you might not feel as inspired with some of your projects, I hope you don't mind me giving you some credit where credit is due. I like that some of your kits are things that are quite different and that not a lot of people would conceive of. A Paladin based around beekeeping is not something I ever expected to see, but is something that I do find quite enjoyable  Big Grin .

Best of luck on your future modding ventures, I look forward to seeing them.

Have a good night!
#12
Thank you Smile
  


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