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Mar 20 2026, 06:52 PM
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#41
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![]() Premium Member Posts: 149 Joined: 27-March 08 |
Ran into another issue. The Master Brain won't die. I know in prior games you had to kill the elemental golem before it would die, but no elemental golem spawned so maybe that's why it won't die.
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Mar 20 2026, 07:09 PM
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#42
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Forum Member Posts: 3017 Joined: 10-May 13 |
Can you send me your save game? The Master Brain should become vulnerable after some Brain Golems are dead. Did he spawn them at all?
EDIT: I think I've fixed the bug, though I had no way of testing it, please check the newest version. If the Golems do spawn, then the Master Brain should be killable now. This post has been edited by SparrowJacek: Mar 20 2026, 07:14 PM |
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Mar 20 2026, 07:26 PM
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#43
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![]() Premium Member Posts: 149 Joined: 27-March 08 |
The golems did spawn for me. I will download and check.
EDIT: New version = dead Master Brain This post has been edited by Hideous the Wu Jen: Mar 21 2026, 12:20 AM |
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Mar 21 2026, 07:51 PM
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#44
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Forum Member Posts: 3017 Joined: 10-May 13 |
QUOTE EDIT: New version = dead Master Brain biggrin.gif Good to hear QUOTE -Beastmaster's Animal Fortitude spell does not block "Death Spell" Turned out that my last fix worked TOO well and the game stopped seeing the creatures as summons entirely, which meant they did not count to summon limit. I had to reimplement quite a few things, patching enemy scripts and many spells/items in order to prevent that. My initial tests showed that everything should work, but if you see any further issues please let me know. |
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Mar 22 2026, 05:05 PM
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#45
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Forum Member Posts: 3017 Joined: 10-May 13 |
Pushed a change that reworks how Nishruu-type creatures heal from spells cast on them. Now they should heal 8HP as before, but their healing should not break their actions and should work only on real spells cast on them (there might be some exceptions, but much fewer than before). Thanks kilorew for pointing that out.
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Apr 11 2026, 02:21 AM
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#46
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Forum Member Posts: 3017 Joined: 10-May 13 |
Pushed a few changes:
- Amber Golems can be polymorphed now (thanks to kilorew for pointing that out) - Keldorn as a Cavalier has ** in S&S, not in Dual Wield style, his sword is now a 1h weapon with no changes to its stats - Reimplementation of how the bonus APR from weapon styles is applied, previously you could encounter issues when reequipping the item |
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Apr 11 2026, 06:27 PM
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#47
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![]() Premium Member Posts: 149 Joined: 27-March 08 |
Is Storm Shell functioning properly? I'm battling Firkragg and have SS up and I still get reduced to negative fire resistance.
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Apr 11 2026, 07:24 PM
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#48
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Forum Member Posts: 3017 Joined: 10-May 13 |
Storm Shell was not changed by IATweaks. From what I remember the spell increases your resistances when a script notices that your res is negative, it might have some slight delay, as most scripts are evaluated once per second.
I'll take a look at its implementation later today to check the details. EDIT: The script checks your resistance to X, if it's lower than -5, it applies a spell that grants +5 resistance to X for 10 min. So the script has to evaluate a few times before it brings the resistance up from -50 for example. This post has been edited by SparrowJacek: Apr 12 2026, 02:44 AM |
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Apr 12 2026, 03:17 AM
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#49
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![]() Premium Member Posts: 149 Joined: 27-March 08 |
That makes sense, when I noticed it, I was at -5. Excellent, thank you!
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May 31 2026, 12:01 PM
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#50
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Forum Member Posts: 11 Joined: 25-October 07 |
I'm getting a very odd error with this mod, originally thought it was an issue with some other mods I'm using, but still getting it on a clean install of just IA7 + Sibel + IATweaks.
The Inquisitor kit is getting their unusable items set to the same thing as Wizard Slayer. It doesn't actually say that Inquisitors can't use them, but all rings, cloaks, amulets, things like that are red and cannot be equipped. It's fixable in NearInfinity by editing KITLIST.2DA and replacing the code in the Inquisitor's unusable column (which is 32 instead of hexcode like everything else) with the Undead Slayer's or Cavaliers. Specifically seems related to the IA Rebalancing component. I used option 4. This post has been edited by Aledeth: May 31 2026, 12:24 PM |
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May 31 2026, 11:55 PM
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#51
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Forum Member Posts: 3017 Joined: 10-May 13 |
Thank you for finding that. Turns out that KITLIST.2DA treats the values in a strange way and although decimal 32 should behave exactly like 0x00000020, it does not... The fix is already on the repo.
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Jun 13 2026, 10:25 PM
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#52
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Forum Member Posts: 683 Joined: 30-November 20 |
Hey,
I'm getting the following error. Installed: Improved Anvil *** WARNING: no effects added to SPJA01.spl WARNING: no effects added to SPPR504.spl WARNING: no effects added to SPPR550.spl WARNING: no effects added to SPPR712.spl **** Sibel mod Works Chateau Irenicus Works IA Tweaks + Rebalancing Tweaks install ok! Rebalancing doesn't install at all. *** SKIPPING: [IA Rebalancing -> Rebalance without Controversial Changes and without changes to Sibel mod items] This component has to be installed before Simplified Economy SKIPPING: [IA Rebalancing -> Rebalance with Controversial Changes without changes to Sibel mod items] This component has to be installed before Simplified Economy SKIPPING: [IA Rebalancing -> Rebalance without Controversial Changes with changes to Sibel mod items ] This component has to be installed before Simplified Economy SKIPPING: [IA Rebalancing -> Rebalance with Controversial Changes with changes to Sibel mod items] This component has to be installed before Simplified Economy *** |
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Jun 13 2026, 10:35 PM
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#53
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Forum Member Posts: 3017 Joined: 10-May 13 |
QUOTE Improved Anvil What version of BG2 do you have? I doubt these warnings will matter too much.*** WARNING: no effects added to SPJA01.spl WARNING: no effects added to SPPR504.spl WARNING: no effects added to SPPR550.spl WARNING: no effects added to SPPR712.spl QUOTE SKIPPING: [IA Rebalancing -> Rebalance without Controversial Changes and without changes to Sibel mod items] This component has to be installed before Simplified Economy Sorry, when saying that IA_Rebalancing should go last, I forgot about that condition. Some creatures have changed equipment with IA_Rebalancing, the items are removed/added/swapped, so Simplified Economy could cause problems if it's installed first. Just uninstall Simplified Economy, install IA_Rebalancing and then install Simplified Economy, it should work |
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Jun 13 2026, 10:44 PM
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#54
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Forum Member Posts: 683 Joined: 30-November 20 |
Hey,
Thanks for the reply. Bg 2 version 2.6.6.0 I removed simplified economy but it still doesn't install, but the error message is now different. Now it says; "SKIPPING: [IA Rebalancing -> Rebalance without Controversial Changes and without changes to Sibel mod items] This component has to be installed before The Judgement Day plot and sword are available for all protagonists" Even though Sibel mod is installed and works fine. Edit: Works now. But apparently IA rebaalancing needs to installed first, then Simplified Economy, JD plot etc. last. This post has been edited by pekkae: Jun 13 2026, 10:51 PM |
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Jun 13 2026, 10:53 PM
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#55
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Forum Member Posts: 3017 Joined: 10-May 13 |
QUOTE Bg 2 version 2.6.6.0 Do you have access to Near Infinity? Could you send me SPJA01.spl file, or post a screenshot showing the list of effects that the spell has?QUOTE "SKIPPING: [IA Rebalancing -> Rebalance without Controversial Changes and without changes to Sibel mod items] This component has to be installed before The Judgement Day plot and sword are available for all protagonists" Hmm, I don't remember why this connection was made, but it seems that both Simplified Economy and "The Judgement Day plot and sword are available for all protagonists" have to be installed after IA_Rebalancing, sorry for the inconvenience ;/ those are the only 2 rules regarding installation order that I see for IA_Rebalancing. |
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Jun 13 2026, 10:56 PM
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#56
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Forum Member Posts: 683 Joined: 30-November 20 |
QUOTE Do you have access to Near Infinity? Could you send me SPJA01.spl file, or post a screenshot showing the list of effects that the spell has? Sorry, I don't have near infinity :/. "SUCCESSFULLY INSTALLED IA Rebalancing -> Rebalance with Controversial Changes with changes to Sibel mod items" This post has been edited by pekkae: Jun 13 2026, 10:57 PM |
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Jun 14 2026, 01:54 PM
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#57
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Forum Member Posts: 683 Joined: 30-November 20 |
A few notes from very initial testing.
*** Rings don't seem to work as intended - no regular standard rings of protection / cloaks are counted with AC bonuses or saving throws initially. So if I give character a ring of protection +4, the ring doesn't count - there's no AC bonus. Only when equipping the ring and then continuing the game for a few second, the bonuses are added. The items behaving like that do add the corresponding AC to "ability bonuses" and saves. Other items that behave like standard rings of protection (don't give out any bonuses initally) Ring of gaxx, Yeti Hide, Improved Yeti Hide - giving the bonuses as "ability bonuses". Maybe it was intended like that. Damascus Steel Blade gives an AC bonus of -6. Giving Keldorn 3* in two handed weapons doesn't increase APR's (so the 3rd * doesn't add half an APR) If a character is wearing ring of gaxx (regular), the sidebar says attack per round are doubled & there's the IH icon on the portrait. Even when that ability is not activated. The attacks are not doubled, only the icon shows. No new items were added. (EDIT: not sure what happened, but now the items are added) My game crashed a few times after F/I levelled up to 15+ and I trried to open the character screen ("record"). *** could these be 2.6.6.0 things? the IA tweaks version is rebalance with controversial changes with changes to sibel mod items. This post has been edited by pekkae: Jun 14 2026, 02:10 PM |
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Jun 14 2026, 02:24 PM
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#58
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Forum Member Posts: 3017 Joined: 10-May 13 |
QUOTE Rings don't seem to work as intended - no regular standard rings of protection / cloaks are counted with AC bonuses or saving throws initially. So if I give character a ring of protection +4, the ring doesn't count - there's no AC bonus. Only when equipping the ring and then continuing the game for a few second, the bonuses are added. The items behaving like that do add the corresponding AC to "ability bonuses" and saves. If I understand correctly, after a second or two the bonuses are properly applied, right? It's a known "problem", that was listed in the 1st post:Other items that behave like standard rings of protection (don't give out any bonuses initally) Ring of gaxx, Yeti Hide, Improved Yeti Hide - giving the bonuses as "ability bonuses". QUOTE Known issues (the list might change): [...] - If Controversial Changes component is applied, then most rings and cloaks +X will apply their bonuses with a slight (1s) delay, so their effects won't be visible immediately. Sadly the game's engine is quite limited and I was not able to find any way to prevent stacking of those items that would work instantly, this 1s delay is the best I could come up with. QUOTE Damascus Steel Blade gives an AC bonus of -6. [...]If a character is wearing ring of gaxx (regular), the sidebar says attack per round are doubled & there's the IH icon on the portrait. Even when that ability is not activated. The attacks are not doubled, only the icon shows. Thanks for pointing that out,the patch fixing this is ready on the repository. QUOTE Giving Keldorn 3* in two handed weapons doesn't increase APR's (so the 3rd * doesn't add half an APR) Try re-equipping the item, it should work.QUOTE No new items were added. What do you mean? QUOTE My game crashed a few times after F/I levelled up to 15+ and I trried to open the character screen ("record"). Hmm... it did not happen before level 15, right? Is it random, or does the game crash every time you try to open character screen? Can you see "Spell Sequencer Active" icon on the character? This post has been edited by SparrowJacek: Jun 14 2026, 02:26 PM |
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Jun 14 2026, 03:53 PM
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#59
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Forum Member Posts: 683 Joined: 30-November 20 |
Yes, thanks! Makes sense now
I'll see if the game still crashes and will try to pinpoint the cause. I think the *** for two-handed weapon style works now, though I also think DSB gives out a full +1 APR. About the items> I'm not sure what happened, I re-installed and yes, they are there now. Most likely my mistake. This post has been edited by pekkae: Jun 14 2026, 03:54 PM |
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Lo-Fi Version | Time is now: 1st August 2026 - 02:11 PM |