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Sergio ingame issues


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#1 Sergio

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Posted 24 May 2014 - 05:08 AM

Hey,
I've got a weird problem with my main character. Everytime I cast an innate ability, a wild surge will be launched together with the spell I've chosen. The problem is that I'm not a wild mage, but a ranger. Suggestions?
I've got to add that the problem seem to have appeared from one day to the next; I just played and I didn't install stuff.

Yesterday the innate spells worked properly. And the fact that the bug seem to be plaguing all my savegames makes me think it is not quest related.

Edit: okay, tested with a new game. I do not get this problem. My ranger launches his abilities without problems. Any suggestion?


Edited by Sergio, 24 May 2014 - 05:38 AM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#2 Sergio

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Posted 24 May 2014 - 10:19 AM

For anyone wondering, the solution to the problem is here:

http://www.shsforums...-surge-problem/

Holy shit -.-


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#3 The Imp

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Posted 24 May 2014 - 10:46 AM

So it was the cursed item ? Yeah, don't put undefined items to ring slots and expect to be anything but a mouse right after.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#4 Sergio

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Posted 24 May 2014 - 11:44 AM

Well, it isn't said it is a cursed item. Also, the cute fact is that you can't remove the curse via the normal ways, you have to use shadowkeeper, so definitely, something is messed up xD.. The mod is kinda buggy..


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#5 Lollorian

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Posted 25 May 2014 - 03:07 AM

Fucked up item is fucked up :lol:

 

clftrg.itm (Troll's Whisper) had a level drain -2 and 100% wild surge effect that was attached to the wearer until death (instead of until unequip) - fixed :cheers:

 

Here's the fixed item for you - drop it into the override folder (the description might be wonky if you use it but it will give you the effects without the bugs)

Attached Files


Edited by Lollorian, 25 May 2014 - 03:07 AM.

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#6 The Imp

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Posted 25 May 2014 - 03:46 AM

Here's the fixed item for you - drop it into the override folder (the description might be wonky if you use it but it will give you the effects without the bugs)
Also note that if you had already gained and equipped the old item, the new replacement one won't remove it's effect ... cause the items effects are ... lamo'ies.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#7 Sergio

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Posted 26 May 2014 - 08:11 AM

Well, the imp, I had already removed the effects via shadowkeeper. Thanks for reminding me, though.

 

Thanks Lollorian. <3 You are a boss.

I've got another question.

I've done a mess. I acted impulsively.

I've had a weird problem with Saemon havarian; I took the help by Arain Linvail, but when the cutscene ends, and I found myself with Saemon + Lime, nothing happens. I thought it was a problem related to fading promises, because the ghost appears right after the cutscene, and I thought it was his fault nothing happened.

So, by acting compulsively, I thought that just by reinstalling the compilation, I could have removed some mods and just try again, without fading promises this time, that I thought was the culprit.

Boy ,if I was wrong. Not only now I've got a savegame that doesn't work, because all the dialogues are messed up, but Saemon and Lime still do not speak with me. Has any of you some idea on how to fix 1) The dialogs 2) the fact that saemon doesn't speak with me?

Thanks for help

Edit 2: it seems the problem about dialogues is only with the custom added npcs. :(

Edit 3: I've discovered that I could have just ignored saemon havarian meeting, and just go into the isle, and it would have worked well. I'm a fool.


Edited by Sergio, 26 May 2014 - 08:28 AM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#8 The Imp

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Posted 26 May 2014 - 08:30 AM

Boy ,if I was wrong. Not only now I've got a savegame that doesn't work, because all the dialogues are messed up, but Saemon and Lime still do not speak with me. Has any of you some idea on how to fix 1) The dialogs

Start a new game and don't load the old and now unusable/incompatible saves... :cookie:

Or drop all your party members, go to a new area and take the party members from there and completely switch all your equipment too. And never return to that areas you had visited in the save game(which can be kinda, admittedly hard). And then wish for the best... :devil:

 

PS, you could also learn to never think of doing that again. :lol:


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#9 Sergio

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Posted 26 May 2014 - 08:44 AM

Boy ,if I was wrong. Not only now I've got a savegame that doesn't work, because all the dialogues are messed up, but Saemon and Lime still do not speak with me. Has any of you some idea on how to fix 1) The dialogs

Start a new game and don't load the old and now unusable/incompatible saves... :cookie:

Or drop all your party members, go to a new area and take the party members from there and completely switch all your equipment too. And never return to that areas you had visited in the save game(which can be kinda, admittedly hard). And then wish for the best... :devil:

 

PS, you could also learn to never think of doing that again. :lol:

This is hard... I've spent over 25 hours over my savegame. Is there a way to extract all the mods that had some influence on the savegame?


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#10 The Imp

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Posted 26 May 2014 - 10:46 AM

This is hard... I've spent over 25 hours over my savegame. Is there a way to extract all the mods that had some influence on the savegame?

What do you mean "extract all the mods". You are probably just dreaming here. So no.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#11 Sergio

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Posted 26 May 2014 - 12:52 PM

When I mean extract all the mods, I mean if there is a program that will just tell me the name of the mods used on a savegame, kinda like wrye bash with the elder scrolls - oblivion - so I can avoid just trashing my savegame.


Edited by Sergio, 26 May 2014 - 12:53 PM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#12 The Imp

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Posted 26 May 2014 - 01:16 PM

Ah well, the technology that the tES4:O uses hadn't existed during the making of BG's, and the moding tools were created from the ground up by the people that used them. And also the engine powering the game is a lot different. Moding games during the BG1's starting years... not very common, while making game mods during tES4:O times, far more so. Take for example, the ModDb.com, started in June 2002.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#13 Sergio

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Posted 26 May 2014 - 01:37 PM

well, so for me nothing left to do. Just RIP for the game. And I wanted even to start a no-reload challenge finished this playthrough - god I'm such a fool - should have had a backup :(


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#14 Sergio

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Posted 28 May 2014 - 04:48 AM

Hey Lollorian,

I was looking for the item pack by Daulmakan, and I saw he tweaked a bit Malla's stone.

I was wondering, if you could make it so , that when both item upgrade + Item pack by him are installed, the bonus you get from the human flesh are coherent.

I mean, that's what Item pack does to malla's stone:

Malla’s Soul Stone’s cast of Neutralize Poison is replaced by plain immunity to Poison and Disease, as well as providing +1 Strength and +1 AC in addition to its other stat bonuses

Any chance you could add that +1 strenght and +1 ac to the human flesh embedded with malla's stone? ;)


Edit 2: I've got another question to ask: what is the difference between SCSII v24 and SCSII v28?
Why if the second is unstable, it gets advised to be installed? I've got some difficulties installing it - and the debug gives me no point on what is going wrong and why I can't install the component "smarter mages"...
 


Edited by Sergio, 28 May 2014 - 04:52 AM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#15 Almateria

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Posted 28 May 2014 - 04:54 AM

Malla's Soul Stone + Human Flesh = Rejiek NPC????



#16 Sergio

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Posted 28 May 2014 - 05:01 AM

Malla's Soul Stone + Human Flesh = Rejiek NPC????

what do you mean? :P


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#17 The Imp

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Posted 28 May 2014 - 05:49 AM

Malla's Soul Stone + Human Flesh = Rejiek NPC????
Rejiek also needs the sewer hand(misc5s.itm) and Ned's head. :devil:

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#18 Almateria

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Posted 28 May 2014 - 04:10 PM

Also a demon heart and dog bones.









I'll write the romance

#19 Lollorian

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Posted 28 May 2014 - 05:24 PM

Can be done :cheers: It should probably be handled by Daulmakan's mod because his is installed later (he can add 2 effects with opcodes 0 and 44 to C2LEAT01.ITM if it's present - I'll try to code it up this sunday if no one else does :P)

 

Also, I noticed what seems like a bug in Daulmakan's AMSOUL1 - it provides an immunity to 'Cure Disease' (79) rather than 'Disease' (78)

I dunno if this is intentional or not so you might wanna verify and report this to Daulmakan :cheers: (just check the item descrip for clues that it allows poison but doesn't let you get treated for it :lol:)


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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#20 Sergio

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Posted 30 May 2014 - 05:00 AM

Can be done :cheers: It should probably be handled by Daulmakan's mod because his is installed later (he can add 2 effects with opcodes 0 and 44 to C2LEAT01.ITM if it's present - I'll try to code it up this sunday if no one else does :P)

 

Also, I noticed what seems like a bug in Daulmakan's AMSOUL1 - it provides an immunity to 'Cure Disease' (79) rather than 'Disease' (78)

I dunno if this is intentional or not so you might wanna verify and report this to Daulmakan :cheers: (just check the item descrip for clues that it allows poison but doesn't let you get treated for it :lol:)

Thanks a lot Lollorian! :D
I've already made a post inside the item pack and told everything to Daulmakan ;)
By the way, I've still got the weird issue where Saemon and Sime do not talk to me.

I seem also to be unable to sleep, because the game will tell me that "monsters are about to.."

From what I remember, Sime should tell me that Saemon wants to say me something, and then saemon will make vampires ambush me.
 

But nothing of this happens, and it seems that neither Sime and Saemon have anything to say.


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.