Sequencer bug - icon shows, but not available
Sequencer bug - icon shows, but not available
I have an annoying problem - one of my party (Jan) has a bug with showing a sequencer active icon on his portrait, but he doesn't actually have one in special abilities. I can't just recast, as I get the "You can't have multiple sequencers" message.
Is there a way I can delete the icon using Shadowkeeper? It's been a bit since my last good saved game.
Thanks in advance,
Is there a way I can delete the icon using Shadowkeeper? It's been a bit since my last good saved game.
Thanks in advance,
I have given up all lesser evils as inadequate to my purpose.
Yes, there's an effect you need to remove, though I can't remember which one off-hand. IIRC, it was rather obvious which one it was, once you start looking through the effects list.
There's nothing a little poison couldn't cure...
What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
On another sequencer error note, I had a problem where my wild mage PC had triple skull trap in the 7th level sequencer and when he released it, I got 3 casting error messages. It was a bummer, I mean triple skull traps with spell 50 rocks. Any ideas why it failed? It happened on 2 occasions before I sadly ditched doing it and moved to other sequencer strategies.
Tired of working here wanted a holiday was thinking of retiring probably going to die. Time to move on under down... down down.
On another note, when I try to do sequencers and contingencies with simmies and projected images, I'm usually not able to actually create a sequencer and, worse, I'm stuck in a situation where I can't cancel out and need to re-start BG.
Any ideas???
Any ideas???
"Stupidity: Quitters never win. Winners never quit. Those who never win or quit are idiots."
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Originally posted by Hesperus
On another sequencer error note, I had a problem where my wild mage PC had triple skull trap in the 7th level sequencer and when he released it, I got 3 casting error messages. It was a bummer, I mean triple skull traps with spell 50 rocks. Any ideas why it failed? It happened on 2 occasions before I sadly ditched doing it and moved to other sequencer strategies.
yes...
you see, you tried to target the sequencer on a invalid target...it was out of range!!!!
skull trap has a range that is actually shorter than its effective damage radius...that's why its a difficult spell to use...
hint...I never try to cast skulls at targets, i use fireball or flame arrow for direct damage 3rd level spells...
cast protection from magic energy on yourself, then trigger the sequencer of skulls on yourself, or use solely as a trap spell...
or a spell trigger of prot from magic energy and two skulls is the dreaded skullfire blast...demon killer like you wouldn't believe...
now skulls will work with chain contingency, since the contingency will only trigger if the enemies are within range...
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
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Originally posted by Sojourner
Yes, there's an effect you need to remove, though I can't remember which one off-hand. IIRC, it was rather obvious which one it was, once you start looking through the effects list.
it will be at or near the bottom of the list...
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
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Originally posted by Sker
On another note, when I try to do sequencers and contingencies with simmies and projected images, I'm usually not able to actually create a sequencer and, worse, I'm stuck in a situation where I can't cancel out and need to re-start BG.
Any ideas???
that's because that's not allowed.. a simmy or image may not cast chain contingency or spell sequencers...sorry...
but they can cast improved acuity if the original is high enough level, so they can cast a lot of spells very fast...and they override the summon limit, so you can have an image summon 20 skeleton warriors, or 8 planetars...
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
Doh!
Jeez, of course!
I'll try those trigger combos, and on contingency, would have made the Eclipse fight even better, have been doing the pro magic energy on party and time stop-alacrity skull trap barrage, especially on imp demogorgon, dragons...
(BTW, Userunfriendly, after studying the Xyx spellguide and your updated cheeseguide, my gaming has never been so fun
, currently wildmage PC, Sola, Jan, and Sarevok just blasting through ToB w/tactics w/spell 50, time soon for the Ascension... (dark background music looms...) (and/or to scale up the difficulty...))
you see, you tried to target the sequencer on a invalid target...it was out of range!!!!
Jeez, of course!
I'll try those trigger combos, and on contingency, would have made the Eclipse fight even better, have been doing the pro magic energy on party and time stop-alacrity skull trap barrage, especially on imp demogorgon, dragons...
(BTW, Userunfriendly, after studying the Xyx spellguide and your updated cheeseguide, my gaming has never been so fun
Tired of working here wanted a holiday was thinking of retiring probably going to die. Time to move on under down... down down.
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you're welcome...
ascention is quite difficult to cheese properly...no elegant cheese tactics, i usually summon 10 planetars, via project image, then let the swarm go after all those pesky guys...
since they can see invisible, they will attack sendai, who is the priority target...
sendai with smarter mages installed is nasty and tough...he uses spell immunity divination...
good luck on ascention!!! it is tough...btw...have you played eclipse yet??? a monster barrage of sunfires and teleport fields whacked those jokers in one round...hehehheheh!!!!!!!!
ascention is quite difficult to cheese properly...no elegant cheese tactics, i usually summon 10 planetars, via project image, then let the swarm go after all those pesky guys...
since they can see invisible, they will attack sendai, who is the priority target...
sendai with smarter mages installed is nasty and tough...he uses spell immunity divination...
good luck on ascention!!! it is tough...btw...have you played eclipse yet??? a monster barrage of sunfires and teleport fields whacked those jokers in one round...hehehheheh!!!!!!!!
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
Eclipse, yes. And my wildmage could use all the luck he can get, especially for falling cows and sex changes
. And talk of triggers and contingencies might keep this on topic. My trial was not nearly as elegant as the sunfire inferno. Pulled it off on the 4th reload and in a fair part of a turn when we did. Jan chained 3 moki swords (not so helpful b/c of their sorc's dalzim), summoned a deva (which two of the buggers went for in a time stop, nice), then launched a dragon breath. His telefield failed from their initial assault, should have chained/triggered it, boohoo. My PC, lv 32 at the start of the fight, chained 3 dalzims, so did Sola. Charname triggered a remove magic and 2 chain ltns (with fair results). Had those suckers gulping their potions... Sola sequencered 3 remove magics, and did cast and attack with moonray, FoA and Unyielding. PC, Sola, and Jan were immunity abjuration, pro magic energy (but not sola who was immune), pro magic weapons, improved haste... PC had pro magic weapons contingency at 50% (serious lifesaver during the time stops), Sola had contingency tensors at 50%. Sarevok, under pro magic energy, went to work under improved haste with the big metal unit and the Ravager, scoring 2 vorpal hits. It was a bloody afair, and could have exploited my mages NRD but he was caught up in the excitement and played it safe, but everyone survived and now Jan is using the eclipse club in his offhand... Almost too bad Sarevok isn't now able to wield the eclipse 2 hander...
Off to Sendai and the end... certainly will do the planetar party with triple chained pro images...
Off to Sendai and the end... certainly will do the planetar party with triple chained pro images...
Tired of working here wanted a holiday was thinking of retiring probably going to die. Time to move on under down... down down.
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now here is how I made the eclipse jokers cry like little girls...
i had an almost all mage/sorc party, tashia and pc sorceress/kensai...
after i whacked sendai, i exited her lair during daylight hours...then i went to the wood cutter's hut, and rested...when I was sure that it was night outside, i saved, and went outside, eclipse triggered immediately, so i knew my timing was perfect...
reloaded, then it was time to prepare all my most powerful short term protections...
each mage cast stoneskin, and I cast protection from energy on jaheira, so her protection from fire was above 100%...each mage prepared a triple sunfire in spell trigger, and the pc used a telly field sunfire sunfire combo...actually i had tashia prepare the same...then each mage also did a chain contingency triple sunfire...I think i actually prepared the spells before resting, that's a lot of sunfires...
each mage then cast spell immunity evocation, this makes them immune to each other's sunfire spells. every one got improved hasted, and the weaker members, aerie, tashia, imoen got cleric regeneration spell cast on them...with the improved haste (doubles regen rate) they were close to unkillable..
then we all went outside immediately while the spell immunity, and regen spells were still near the beginning of their duration...
got sucked into eclipse...
the first volley of triple sunfires(chain contingency) killed off most of their fighters and ALL the shades, since in overlapping areas, where a group of shades and eclipse warriors were hit by the sunfires of more than one mage in my party, they took around a thousand points of fire damage...they all carry rings of fire resistance, but with around a thousand points of fire damage, that's like using a wet tissue to protect yourself from a fire elemental....then i moved my party to where the rest of the eclipse jokers were cowering in terror, paused, and hammered them with all my spell triggers...
every single member of eclipse were chunked big time...
too bad about saravok having the alignment change...imho, the eclipse avenger is the second most powerful sword in wes mod history...second only to sola's moonblade in pure power...every hit blinds???
^%%$$##@@!**@@@@!!!!!
blinded makes even the unholy avenger, the itemupgrade to holy avenger and that evil sword from underdark look paltry in comparison...
used by an antipally, with dispell on melee hit, and it just rocks...

i had an almost all mage/sorc party, tashia and pc sorceress/kensai...
after i whacked sendai, i exited her lair during daylight hours...then i went to the wood cutter's hut, and rested...when I was sure that it was night outside, i saved, and went outside, eclipse triggered immediately, so i knew my timing was perfect...
reloaded, then it was time to prepare all my most powerful short term protections...
each mage cast stoneskin, and I cast protection from energy on jaheira, so her protection from fire was above 100%...each mage prepared a triple sunfire in spell trigger, and the pc used a telly field sunfire sunfire combo...actually i had tashia prepare the same...then each mage also did a chain contingency triple sunfire...I think i actually prepared the spells before resting, that's a lot of sunfires...
each mage then cast spell immunity evocation, this makes them immune to each other's sunfire spells. every one got improved hasted, and the weaker members, aerie, tashia, imoen got cleric regeneration spell cast on them...with the improved haste (doubles regen rate) they were close to unkillable..
then we all went outside immediately while the spell immunity, and regen spells were still near the beginning of their duration...
got sucked into eclipse...
the first volley of triple sunfires(chain contingency) killed off most of their fighters and ALL the shades, since in overlapping areas, where a group of shades and eclipse warriors were hit by the sunfires of more than one mage in my party, they took around a thousand points of fire damage...they all carry rings of fire resistance, but with around a thousand points of fire damage, that's like using a wet tissue to protect yourself from a fire elemental....then i moved my party to where the rest of the eclipse jokers were cowering in terror, paused, and hammered them with all my spell triggers...
every single member of eclipse were chunked big time...
too bad about saravok having the alignment change...imho, the eclipse avenger is the second most powerful sword in wes mod history...second only to sola's moonblade in pure power...every hit blinds???
^%%$$##@@!**@@@@!!!!!
blinded makes even the unholy avenger, the itemupgrade to holy avenger and that evil sword from underdark look paltry in comparison...
used by an antipally, with dispell on melee hit, and it just rocks...
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!