View Full Version : Aura Master Druid HLA bug


Silverstar
Wed, 7th Jun '06, 3:13pm
OK I have Aura Master druid kit mod, it is a druid kit with cool bonuses, basically, it is a druid, with some mage spells, +1 spell per level, increased castign speed, and new and unique a few abilities. Ofcourse, penalties are severe too, like no armor allowed, hefty ability score penalties (-4 to STR DEX CON which means no combat bonus is possible even with a natural 18 roll).

I tried it, it seemed fine, I CLA consoled XP, and leveled up, but did not get ANY HLAs. I leveled up up to lvl 40 and not a single HLA was chosen. Why?

Is the mod buggy, or is it a mod conflict, and how can I work around it? Thank you for your helps in advance.

Andyr
Wed, 7th Jun '06, 8:12pm
Perhaps you should ask at the mod's site. http://forums.blackwyrmlair.net/index.php?showforum=92

I don't think the creator posts here.

Silverstar
Wed, 7th Jun '06, 8:40pm
OK may do that, but maybe somebody has tried the momd, encountered the same bug, and/or has a solution? Please?

Saber
Wed, 7th Jun '06, 11:58pm
Did you CLUAConsole the xp in for each level, or just do the 40th level? If you did the latter, sometimes it screws up HLA scores... I don't have that mod, but something similar happened to me. If you did give xp for each level, then nevermind.

Silverstar
Thu, 8th Jun '06, 11:06am
I first leveled up to 3 M XP, or appropriate druid level for first HLA. No HLA. Then I leveled up ONE more level. No HLA again. Frustrated, I leveled up to level 40. No HLA again. Argh! :(

Drew
Thu, 8th Jun '06, 12:04pm
Hey, Silverstar. I downloaded the mod and took a look at it. After looking over the .tp2 for the mod, I noticed that the kit references a HLA table that doesn't exist in the unmodded game and no custom HLA table is added. I'd reccomend reporting this at Sikret's forum, but the hard and fast solution is to open up the .tp2 file in a text editor, scroll down to the section that says "high Level abilities" and change ~LUDr0~ to ~LUDR1~. Go ahead and re-install the mod after that and everything should work just fine. I think Sikret accidentally referenced a refinements HLA table when he should have been referencing the standard one.

Silverstar
Thu, 8th Jun '06, 5:54pm
^Cool! Thanks Drew. So I should edit the file. .tp2 right? Just...just where can I fidn the file? What is it? I am totally newbie to this stuff but they say I am a good pupil. :)

Drew
Thu, 8th Jun '06, 8:37pm
Look in your BG2 directory for a file called "Setup-AMDK.tp2".

Silverstar
Wed, 28th Jun '06, 11:53am
Gosh. I edited the file, and uninstalled the kit, BUT it started uninstalling and re-installing ALL my mods. I was patient, I waited and then electicity went off and came, then my PC was locked, it could not detect my HDD, I was about to go mad when a friend came and helped via DOS set-up and fixed it, luckily.

I thought my PC was gone for good.

Anyway the procces was halted so now I am afraid it can cause new bugs, I re-started AMDK.exe and it thought the mod was installed even though it was NOT.(there was no AM kit in the game) so I re-installed it, and it uninstalled ALL my mods and re-installed again I was about to go nuts.

Luckily, there was Desperate Housewives on TW so I watched it while my PC was busy re-installing them, it was finished just in time.

Yet still the blasted kit does not have HLAs!

Agh I worked so hard, risked my Personal Computer being ruined, my precious mods getting corrupted and buggy, and all for nothing!

NO offense intended, but I just hate this mod. :( :( Such a cool idea wasted by such a parlor mistake!

Baronius
Wed, 28th Jun '06, 2:57pm
Weird bug. Since two of you confirmed it, I suppose it somehow got into the current version, as originallly I remember a player who posted in its forum with full satisfaction and reported no bug!
I will contact the author.

Gosh. I edited the file, and uninstalled the kit, BUT it started uninstalling and re-installing ALL my mods. It has nothing to do with this mod that when reinstalling something, WeiDU (the system that controls your mods) always does that.

NO offense intended, but I just hate this mod. :( :( Such a cool idea wasted by such a parlor mistake! No wonder, I would also hate a mod which makes so much mess, even if accidentally. ;) But don't give it up so easily! If there is such a bug (I don't doubt it, but let's hear the author), the author will definitely correct it and you can play it again! (And others too. Your feedback is very valuable to the mod author, don't forget! :) )

[ June 28, 2006, 15:08: Message edited by: Baronius ]

Silverstar
Wed, 28th Jun '06, 3:08pm
Funny that, I now realise I don't have the latest version of the mod. :shake: But you say old version was bug-free? Hmm this is curious indeed.

I agree poor AM kit does nothing with the electricity problem though, it was a local problem here actually, everybody was pissed off and most electronic things had problems, we even did not have mobile phone and internet connection for the last night, it was weird. And annoying. Sorry for blaming AM mod for that. :good:

My mods seem to be working as for now, but who knows? I completely have them re-installed, but I had a few weird error messages in the procces.

And I doubt a single screen shot will cover all my mods. I have so many, my BG2 folder is a total mess and I have to scroll down a lot to find what I am looking for. :p Thanks for the offer of help, though.

Baronius
Wed, 28th Jun '06, 3:12pm
And I doubt a single screen shot will cover all my mods. I have so many, my BG2 folder is a total mess and I have to scroll down a lot to find what I am looking for. :p Thanks for the offer of help, though. :lol:
By the way, I edited out the offer meanwhile (cross-posting)because I thought you managed to reinstall them correctly :D

But you say old version was bug-free? Hmm this is curious indeed.No... I thought that you had the newest version, and the report of the player who said it to be bug-free was an older...
...but it seems that the opposite is true: the player who reported no bugs had the NEW version, and you didn't! :flaming: :D

Anyway, will you download the newest version and try it out?

Silverstar
Wed, 28th Jun '06, 3:18pm
I may do that, but what if it again tries to uninstall all my mods and re-install them? :( No no I will stay away from it for a while, I still have other character ideas for my next campaigns, and I am still quite busy with my spiffy little Chorister and his merry band, thank you. ;)

Baronius
Wed, 28th Jun '06, 3:24pm
Okay. :)

I may do that, but what if it again tries to uninstall all my mods and re-install them? However, you didn't read what I said about the reinstallation in my first post.

Gosh. I edited the file, and uninstalled the kit, BUT it started uninstalling and re-installing ALL my mods.It has nothing to do with this mod that when reinstalling something, WeiDU (the system that controls your mods) always does that.I.e. if you reinstall ANY mod which is not the last installed mod, it will ALWAYS do that with the mods that you installed after it. It has absolutely nothing to do with the Auramaster mod. It happens in case of any mod. :)

Silverstar
Wed, 28th Jun '06, 3:26pm
^And I should have known that before yelling out such bad words about the AM kit mod. :shake: I am terribly sorry. Really.

So if I get the new version, I will have to uninstall the old one first, which will cause a lot of trouble again, or can it be installed on top of the old one?

Baronius
Wed, 28th Jun '06, 3:35pm
The older one should be uninstalled first (and unless electricity turns off, you shouldn't get any errors), and then the new one installed.
However, I contacted Sikret, the author, let's wait for his reply.

I am worried about this BTW:
My mods seem to be working as for now, but who knows? I completely have them re-installed, but I had a few weird error messages in the procces.If by "error message" you also mean possible "warnings", the situation is not severe. However, error message in strict meaning means that there was an error (how surprising!) during the installation of the given mod. Which may result in malfunctioning. I don't want to spook you though, but if something goes mad, it might not be of AM primarily :D Anyway, if all the installations has ended with "SUCCESSFULLY INSTALLED blah blah", it should be okay but as I said the "few errors" you mention are not promising.

Silverstar
Wed, 28th Jun '06, 3:45pm
Yep, it waited a little at the end, but it said SUCCESFULLY INSTALLED this, and that, and also these, and those too, so I guess I will have no big troubles?

Ah I am really waiting for the mod-maker's reply, it seems I owe him an apology. Thank you for your help.

Sikret
Wed, 28th Jun '06, 8:28pm
Hi, Silverstar!

I'm deeply sorry for all the inconvenience you have experienced. I wish you had listened to Andyr's suggestion and had sent a short note to me in the mod's forum. In that way, I would learn about your case earlier and you would not face so many problems.

Not gaining HLAs is not a bug. It's one of the kit's disadvantages. But unfortunately, I had forgotten to mention it in the kit's description, for which I honestly apologize. I'm glad that you like the kit. Would you still like it if you knew that it doesn't gain HLAs?

As I said, if you had contacted with me sooner, I could explain this to you at that time. Andyr even gave you the link to the forum. (Thanks Andyr!)

I will update the mod's description and will release a new version with the correct description as well as a corrected readme. I hope that you will forgive me for causing all this inconvenience for you.

It's not a bad idea if you visit the mods' forums every now and then. It has two benefits: First, you will learn about the updates quickly; second, you can report your problems and bugs directly to the author.

Cheers
Sikret

PS: In order to install and play the kit, you do not need to wait for the new release. The mod's content (i.e. the kit's abilities) do not need any changes. Version 2 is fully playable. It's only the kit's description (the text) which needs correction.

[ June 28, 2006, 22:52: Message edited by: Sikret ]

Felinoid
Wed, 28th Jun '06, 11:36pm
I'm deeply sorry for all the inconvenience you have experienced. I wish you had listened to Andyr's suggestion and had sent a short note to me in the mod's forum. In that way, I would learn about your case earlier and you would not face so many problems. This bears quoting, simply because it's oh so very true. As much as the people here love to try to help you with your problems, sometimes we're simply not the right ones to ask about all and sundry. If you've got a problem with ONE mod, common sense says you should go ask the person who created the mod! Maybe a post here with your results to warn (like, maybe a review or something), but asking a question to us when you know someone else would have a better answer is...I'm not sure how to finish that.

Baronius
Thu, 29th Jun '06, 12:29am
That's true.
The reason why most (or many) people prefer posting here because they got used to SP, they like it, and they know how to use it. Since not all mod makers, in fact only a small percent of them, visit SP regularly, it's wise to go to the mod's forum and ask the problem there. Even if the author is not available, other players/mod makers will surely be able to help.

It's a totally false belief that registering on another forum (at least on any of the current IE modding forums) would be difficult. TWO minutes, no more. This includes filling 4-5 short fields where nothing more than a username, email address and password is asked; it also includes the time needed for the validation email to arrive (in forums where this option is turned on). There aren't insecure either, i.e. you won't risk more if you register on any of them than at Bioware forums or e.g. here at SP.

NOTE: This isn't meant to discourage people in any way to use the SP forums for mod-related discussions. In fact, it's one of the best places to ask whether a mod is good and should be tried out or not. However, bug reports is another matter. All in all, in case of most mods, it's best to go to their forums to report bugs. :)

Silverstar
Thu, 29th Jun '06, 12:21pm
OK guys I took my lesson. Thank you all.

Thanks Sikret for answering me and clearing my confusion.

So the kit originally does not have HLAs? Umm I had NO idea about it really.

Still I fail to see the good of it, I mean, some druid HLAs are really cool, and making a non-HLA kit is a very significant penalty, I don't know if it is a good idea or not, but I am sure you have your own reasons. In any case, I can still ad HLAs via SK, if I so badly want, eh? With your allowing, first, ofcourse.

Sikret
Thu, 29th Jun '06, 2:17pm
Of course, the kit has its own specific HLA: A very powerful ability called "Aura of Invulnerability" which will be gained at certain high levels. (But please make sure that you have version 2 and not v.1 of the mod. Version 3 will be on the way soon, but as I said before, its only difference with version 2 will be the corrected text of the kit's description.)

And yes, since the game's main purpose for the player is to have fun, feel free to add any kind of ability you want via SK if adding them will increase the fun of the game for you.

Sikret
Fri, 30th Jun '06, 3:34pm
By the way, we have a new poll in the mod's forum to see whether the majority of players want the kit to gain druid HLAs or not. I will do as the players say and vote, because the kit is designed for them and for their joy.

Feel free to vote there, Silverstar. Here is the link to the poll:

http://forums.blackwyrmlair.net/index.php?showtopic=1921

Silverstar
Fri, 30th Jun '06, 8:51pm
Wow, thank you, I voted already, you really are a shining example of mod-makers, thinking about what the player's want. So far all of the 4 votes say yes, which is good news. :D

Sikret
Fri, 14th Jul '06, 12:56am
Hi again, Silverstar!

The new version of Auramaster kit is available now. Just check these threads:

http://forums.blackwyrmlair.net/index.php?showtopic=1948

http://forums.blackwyrmlair.net/index.php?showtopic=1474

Silverstar
Fri, 14th Jul '06, 12:56pm
Cool Sikret, thank you! You indeed value the feed backs of players! Hope I didn't put you through much trouble! I liked new additions too! I will get it for my next campaign! Only, will I have to uninstall the old version first?

Sikret
Fri, 14th Jul '06, 1:52pm
You are welcome, Silverstar!

Yes, uninstall the older version, then unzip the new version into your main BG2 folder and Install the mod.

When you played it, please don't forget to send me your opinion and feedback.

Desuma Malevois
Thu, 20th Jul '06, 9:21pm
Hi Sikret,

Since the Black Wyrm forums are down right now, do you have a URL where one can directly download your kit? I've finally the urge to try the new version, and would rather not wait. Thanks.

Mike

p.s.

Please ignore the above request - I've answered my own question via web search. If anyone wants to know, the kit may be directly D/Led at

http://dragonshoard.blackwyrmlair.net/bwl_mods_download.php?mod=25

I'm really looking forward to playing it.

[ July 20, 2006, 21:49: Message edited by: Desuma Malevois ]

Sikret
Fri, 21st Jul '06, 2:06am
Hello, Mike!

Glad to hear that you are going to try Auramaster druid kit in your next game-through. Please send me your opinion about the kit when you played with it for a while.

As for BWL site, only the forums are currently down. Other pages (including the Download Center (http://dragonshoard.blackwyrmlair.net/download.php)) are available.

Cheers
Sikret

Die_Bad_Guys
Fri, 21st Jul '06, 4:04am
I have just downloaded the new auramaster kit and I must say it looks rather overpowered on paper. The only saving grace is the druids' abbysal exp table. I will give it a shot and tell you what I think.

Sikret
Fri, 21st Jul '06, 11:03am
The main idea (and motive) behind making this kit was the fact that the original druid and druidic kits in the game are too weak and underpowered. So, yes, the kit is powerful enough as we should expect a druid (with his connection with nature - and all the energies floating in it) to be. But I won't call it overpowered; it just fits well with my expectations of a druid in BG2 and TOB.

Die_Bad_Guys
Sat, 22nd Jul '06, 5:59am
I have just tried it and the only spells he knows are the extra mage spells and the custom ones. I do not have the druid remix from divine remix installed. Is this a problem only I am having? This is version 3.

Sikret
Sat, 22nd Jul '06, 6:45am
I didn't understand your question and problem. Auramaster druid kit does not require any other mod. It is tested and it works fine. What exactly is missing? (Doesn't he have the regular druid spells? What are your other mods?)

Die_Bad_Guys
Sat, 22nd Jul '06, 7:31am
I tried creating an auramaster PC. He only had the bonus spells in his spellbook, his normal druid spells were missing. I added the fact that I did not have druid remix as there might be a compatability issue (I doubt it).

My other mods include: expanded thief stronghold, rogue rebalancing, Tactics, divine remix, sorcerers place stuff mod, Saerilith npc mod, Solaufein npc mod, improved planer sphere, unfinished business, ques pack, deeper shadows of amn, chosen of mystra encounters, keto npc mod, npc flirt pack, 1 pixel productions, warrior kit pack, ease of use, improved battles, and the baldurdash fixpack.

My question was: am I the only person having this problem with the auramaster? I hope this is the information you were asking for.

nataben1314
Sat, 22nd Jul '06, 8:43am
I started one of these guys today and I'm not experiencing any kind of bugs so far: my spellbook is fine.

All I use is Ease-of-use, Item Upgrade, and a couple kit mods though.

PS: This is a very cool kit! The only thing that might keep me from continuing to play it is I really want to try the Riskbreaker too!!! :D

Sikret
Sat, 22nd Jul '06, 9:47am
PS: This is a very cool kit! The only thing that might keep me from continuing to play it is I really want to try the Riskbreaker too!!!
Thank you, nataben!

You can have both Riskbreaker and Auramaster in a single game. Install both mods, pick a Riskbreaker PC and then let Cernd join your party. He is an Auramaster now! :)

@Die_Bad_Guys
Your problem is a very strange one. It seems that one of those mods which have installed has deleted all the regular clerical spells and then has added its own spells only to the game's original kits (or has tampered with clerical spells one way or other). I know some of the mods you mentioned and I'm sure they can't be responsible. What I recommend is this:

1- Try changing the order of installation and see if it solves the problem or not. Once install Auramaster after all other mods and once install it before all other mods. If in both cases, you have the same problem, go to the next step.

2- Try uninstalling your other mods one at each time to find the mod which has made this mess. You won't need to test it for the following mods, because I'm almost sure that they can't be the culprit:
Item Upgrade, Tactics, Ease of Use, expanded thief stronghold, rogue rebalancing, keto npc mod, npc flirt pack, improved battles, and the baldurdash fixpack.
Try uninstalling your other mods one at each time (start it with divine remix) and see if uninstalling any of them will solve the problem and let us know the result as well. But first, try the previous step and change the order of installation to see if it is helpful. Thank you.

[ July 22, 2006, 10:09: Message edited by: Sikret ]

Silverstar
Sat, 22nd Jul '06, 10:23am
I have the same problem with aura master, not only that, when I create a multi-classed cleric he starts with NO cleric spells. I have tons of mods so it is no suprise. Oh well, SKing all spells back takes only a few minutes though.

Sikret
Sat, 22nd Jul '06, 1:35pm
@Die_Bad_Guys
Please remember that each time you change your installation, you will need to start a new game to see whether the problem is fixed or not. The incorrect spellbook in your saved games will not be fixed.

Silverstar
Sat, 22nd Jul '06, 2:38pm
It is easy enough to solve it though, just open up save game via SK an put all druidic spells to your priest scroll, and you are done. A mere inconvenience rather than a bug to me. :p

Die_Bad_Guys
Sat, 22nd Jul '06, 4:14pm
Alright Sikret I will try that and see if it works. Im leaving for a camp tomorrow so I wont have time for another week.

Desuma Malevois
Sat, 22nd Jul '06, 6:42pm
Die_Bad_Guys, a similar problem has occurred before with Jaheira in some of my games, but after she levelled up she received a full complement of druid spells. After removing certain components of the Natural Selections and Twistpack mods things seemed to be OK.

Andyr
Sun, 23rd Jul '06, 4:09am
I tried creating an auramaster PC. He only had the bonus spells in his spellbook, his normal druid spells were missing. I added the fact that I did not have druid remix as there might be a compatability issue (I doubt it).

My other mods include: expanded thief stronghold, rogue rebalancing, Tactics, divine remix, sorcerers place stuff mod, Saerilith npc mod, Solaufein npc mod, improved planer sphere, unfinished business, ques pack, deeper shadows of amn, chosen of mystra encounters, keto npc mod, npc flirt pack, 1 pixel productions, warrior kit pack, ease of use, improved battles, and the baldurdash fixpack.The cause of the problem is most likely trying to use the Auramaster and Divine Remix together: because of the way the engine handles spells, Divine Remix removes and then re-assigns them to all divine kits and classes as appropriate. Most mod kits are taken care of, but judging by this bug report I imagine the Auramaster isn't. This is something Sikret and the Divine Remix team (CamDawg, myself and others) will have to sort out for future versions...

In the meantime, I would suggest if you want to use the Auramaster you will need to remove Divine Remix.

Sikret
Sun, 23rd Jul '06, 9:53am
Thanks for the clarification, Andyr! I had guessed that something like this should be the cause of the problem. Please tell me what is there needed to be done to make the two mods compatible and we will work on it for the future versions as you said.

Silverstar
Mon, 24th Jul '06, 9:20am
Ah, no suprise here, I conveniently have Divine Remix. But you already knew that right? ;)