Mike1072 Posted December 15, 2008 Share Posted December 15, 2008 I've read, that you will expand your BG1 item revisions. Is it possible, to put this in a separate component in the future? We could probably do that. For our future reference, here's the list of items that BGT overwrites: //////////////////////////////////////////////// // BG1 items existing in BG2 but not used by BG2 //////////////////////////////////////////////// amul18 blun11 book87 book88 bow07 bow08 clck08 dagg09 dagg10 helm14 misc1f misc1h misc1j misc2h misc2m misc2n misc2p misc87 misc94 misc95 misc98 plat08 ringjoia scrl2j scrl2k scrl2l scrl2m scrl2n scrl2o scrl2p scrl2q scrl2r scrl2s scrl2t scrl2u scrl2v scrl2w scrl2x scrl2y scrl2z scrl3a scrl3b scrl3c scrl3d scrl3e scrl3f scrl3z scrl5r scrl5s scrldra scrljala scrlkar scrlnei scrltar scrlvail scrlzha sw1h13 sw1h18 sw1h19 And these are BG1 items that have been renamed - we'll have to modify the renamed versions: ///////////////////////////////////////////// // BG1 items existing and used in BG2; rename ///////////////////////////////////////////// helm15 -> bghelm15 misc56 -> bgmisc56 misc79 -> bgmisc79 ring08 -> bgring08 scrl1v -> bgscrl1v staf04 -> bgstaf04 sw2h07 -> bgsw2h07 wand12 -> bgwand12 Link to comment
Leomar Posted December 16, 2008 Author Share Posted December 16, 2008 Thanks for your interest and the information, Mike1072. Greetings Leomar Link to comment
lac Posted December 17, 2008 Share Posted December 17, 2008 You need to install the core component of IR before Rogue Rebalancing, and the rest of if after RR. See RR compatibility guide: http://www.shsforums.net/index.php?showtopic=27171 I am installing IR core before SR. In place of the 1PP -- because we have the 1PP graphics in IR. Then I install the rest of IR after 23.2 SCSII (which is also after RR) because then I can install it just after the changed place to put the SR Fiend Hotfix, so I am keeping IR and SR together. This works great for me. It may be that you would want IR (the not core) in before Ashes of Embers, but since I have never used that mod, I don't know. Laura Link to comment
aVENGER_(RR) Posted December 17, 2008 Share Posted December 17, 2008 I am installing IR core before SR. In place of the 1PP -- because we have the 1PP graphics in IR. In this particular case a minor problem will occur - RR bucklers won't have 1PP's round animations. This happens because RR currently only looks for 1PP (and not IR) when determining whether the round buckler animations are present or not. Anyway, this is a fairly trivial issue, and it certainly won't affect the gameplay in any way, but I'll still try to address it in RR's next maintenance release. Link to comment
Mike1072 Posted December 17, 2008 Share Posted December 17, 2008 I am installing IR core before SR. In place of the 1PP -- because we have the 1PP graphics in IR. In this particular case a minor problem will occur - RR bucklers won't have 1PP's round animations. This happens because RR currently only looks for 1PP (and not IR) when determining whether the round buckler animations are present or not. I guess they'll look like ginormous round bucklers (aka small shields) currently. Perhaps you can change your check to also compare the MD5 checksum of one of the .bams in question - there are probably a lot of people who don't use the 1PP all-in-one installer at the moment and just grab the 'drop in override' version. Link to comment
Salk Posted December 17, 2008 Share Posted December 17, 2008 I am installing IR core before SR. In place of the 1PP -- because we have the 1PP graphics in IR. In this particular case a minor problem will occur - RR bucklers won't have 1PP's round animations. This happens because RR currently only looks for 1PP (and not IR) when determining whether the round buckler animations are present or not. Anyway, this is a fairly trivial issue, and it certainly won't affect the gameplay in any way, but I'll still try to address it in RR's next maintenance release. It'd be very nice to have RR look also for IR in the next maintenance release! Link to comment
aVENGER_(RR) Posted December 17, 2008 Share Posted December 17, 2008 It'd be very nice to have RR look also for IR in the next maintenance release! Coded, tested and implemented locally for the upcoming RR v4.02. FYI, Rogue Rebalancing will now take the main component of Item Revisions into account while searching for Erephine's round buckler animations. As an additional bonus, RR's Ioun Stones will use WoRm's visual animations if IR is detected. Link to comment
Salk Posted December 17, 2008 Share Posted December 17, 2008 It'd be very nice to have RR look also for IR in the next maintenance release! Coded, tested and implemented locally for the upcoming RR v4.02. FYI, Rogue Rebalancing will now take the main component of Item Revisions into account while searching for Erephine's round buckler animations. As an additional bonus, RR's Ioun Stones will use WoRm's visual animations if IR is detected. That's just great! Thanks! Link to comment
aVENGER_(RR) Posted December 18, 2008 Share Posted December 18, 2008 Just to clarify, RR contains neither Erephine's nor WoRm's artwork within its own archive. However, it can detect the artwork in case it was already addded by another mod (such as 1PP and/or IR) and adjust its own items to properly utilize it. This is accomplished by ACTION_IF blocks which contain item patching code. Here's an example: // Erephine's round buckler animations check // Should now automatically detect 1PP v2.6 and higher as well as the main component of Item Revisions ACTION_IF MOD_IS_INSTALLED 1PP.TP2 7 OR MOD_IS_INSTALLED ITEM_REV.TP2 0 THEN BEGIN // Checks for 1PP v2.6+ and/or Item Revisions COPY_EXISTING ~RR#BUC01.ITM~ ~override~ // Fading Glory ~RR#BUC02.ITM~ ~override~ // Buckler +1 ~RR#BUC03.ITM~ ~override~ // Buckler +2 ~RR#BUC04.ITM~ ~override~ // Buckler +3 ~RR#SHL01.ITM~ ~override~ // Stalwart Defender ~RR#SHL02.ITM~ ~override~ // Safeguard ~RR#RWARD.ITM~ ~override~ // Rogue's Ward ~RR#LYRE.ITM~ ~override~ // Lyre of Progression ~SHLD20.ITM~ ~override~ // Kiel's Buckler WRITE_ASCII 0x22 ~D1~ #2 // Set the animation to round buckler (D1) BUT_ONLY_IF_IT_CHANGES END // If the main component of Item Revisions is detected, make the RR ioun stones use WoRm's animations ACTION_IF MOD_IS_INSTALLED ITEM_REV.TP2 0 THEN BEGIN // Checks for Item Revisions (which contains WoRm's Ioun Stone animations) COPY_EXISTING ~RR#HEL05.ITM~ ~override~ // Deep Red Ioun Stone READ_LONG 0x64 "abil_off" READ_SHORT 0x68 "abil_num" READ_LONG 0x6a "fx_off" READ_SHORT 0x70 "fx_num" INSERT_BYTES("%fx_off%" ) 0x30 // add new equipping effect (visual animation part 1) WRITE_SHORT ("%fx_off%" ) 215 // effect: #215 (play 3d effect) WRITE_BYTE ("%fx_off%" + 0x02) 1 // target: 1 (self) WRITE_LONG ("%fx_off%" + 0x08) 1 // param2: 1 (play over target) WRITE_BYTE ("%fx_off%" + 0x0c) 2 // timing mode: 2 (while equipped) WRITE_BYTE ("%fx_off%" + 0x12) 100 // probability: 100% WRITE_ASCII ("%fx_off%" + 0x14) ~ION1R~ #8 // resref: ION1R (red ioun stone animation part 1) INSERT_BYTES("%fx_off%" ) 0x30 // add new equipping effect (visual animation part 2) WRITE_SHORT ("%fx_off%" ) 215 // effect: #215 (play 3d effect) WRITE_BYTE ("%fx_off%" + 0x02) 1 // target: 1 (self) WRITE_LONG ("%fx_off%" + 0x08) 1 // param2: 1 (play over target) WRITE_BYTE ("%fx_off%" + 0x0c) 2 // timing mode: 2 (while equipped) WRITE_BYTE ("%fx_off%" + 0x12) 100 // probability: 100% WRITE_ASCII ("%fx_off%" + 0x14) ~ION2R~ #8 // resref: ION2R (red ioun stone animation part 2) SET "fx_num" = ("%fx_num%" + 2) // indicate that 2 global effects have been added WRITE_SHORT 0x70 "%fx_num%" // update the number of global effects BUT_ONLY_IF_IT_CHANGES END // ends the Item Revisions check block I'm posting this in hopes it might help other modders who don't want to mirror the material from these mods but would still like to utilize it in case it's present. Link to comment
Mike1072 Posted December 19, 2008 Share Posted December 19, 2008 However, it can detect the artwork in case it was already addded by another mod (such as 1PP and/or IR) and adjust its own items to properly utilize it. This is accomplished by ACTION_IF blocks which contain item patching code. Here's an example: // Erephine's round buckler animations check // Should now automatically detect 1PP v2.6 and higher as well as the main component of Item Revisions ACTION_IF MOD_IS_INSTALLED 1PP.TP2 7 OR MOD_IS_INSTALLED ITEM_REV.TP2 0 THEN BEGIN // Checks for 1PP v2.6+ and/or Item Revisions I'm posting this in hopes it might help other modders who don't want to mirror the material from these mods but would still like to utilize it in case it's present. MOD_IS_INSTALLED is always useful. What I was mentioning earlier is that you might want to change that first check to: ACTION_IF (MOD_IS_INSTALLED 1PP.TP2 7 OR MOD_IS_INSTALLED ITEM_REV.TP2 0 OR FILE_MD5 ~override/wqld1g1.bam~ e1322a2c948b8997fe182603d6284f4a) THEN BEGIN So that you can catch this download. Alone, the MD5 check should detect all 3 valid options, but if the animation gets updated sometime, the mod checks might still be handy. Link to comment
aVENGER_(RR) Posted December 19, 2008 Share Posted December 19, 2008 Alone, the MD5 check should detect all 3 valid options, but if the animation gets updated sometime, the mod checks might still be handy. Cheers, MD5 check added to the ACTION_IF block. Link to comment
Lollorian Posted December 16, 2009 Share Posted December 16, 2009 Ok, sorry for this blatant thread necro but I felt the matter at hand didn't warrant a new thread Like Leomar said in the last post of the previous page, BGT currently overwrites IR's items when installed according to the recommended BWP install order. The overwrite could be saved by separating the BGI and BGII components (which you're probably taking into consideration for IRv3 ) But considering that IRv3 is still far off from release, I tried to separate all the items mentioned in Mike1072's first post in this page into a new component (only for the BWP) If either of you could please have a look at this, Leomar says this could be included in the BWPFixpack (the stuff changed is only a few added lines in the .tp2 and a new .tpa for the BGI items) Ok, since I can't seem to attach it here for some reason, this is an external link Thanks, Lol Link to comment
Mike1072 Posted December 16, 2009 Share Posted December 16, 2009 Hmm, it has been about a year since I made that list... While I appreciate the work you've put into this, there are a few things I'd do differently and I'd like to keep the version of the mod used in the BWP the same as the version used elsewhere so long as I'm providing support for it. I'll try to dedicate some time to this before the month is over. Link to comment
Lollorian Posted December 16, 2009 Share Posted December 16, 2009 Well, the good thing is that you're looking at this yourself now It wasn't too much work though, I just copied the lines from main_comp.tpa that contained the items you mentioned Now that I look at your list, it seems like you listed all the items found under BGT\Modify\ITM, so, you're right that there are new items in the newer BGT versions The additions are: gibberil helm15 (which is modded by IR) misc56 misc79 misc83 ring08 scrl03 scrl1v scrl3i staf04 sw2h07 tasloiil wand12 xvartil And for the renaming list, there are 2 additions: misc83 -> bgmisc83 scrl3i -> bgscrl3i Btw, the original intention was never to create 2 different versions of the mod, sorry if it seemed like that. It's just that it looked like the components were gonna be separated in IRv3 (which looks pretty far away right now ... and I wanted my next BWP install in Jan to be as perfect as possible ) Whenever the components were officially separated, the BWPFixpack would remove them (PS: Is there some kind of post count I need to reach before I can attach stuff?? ... Worse, am I banned or sommin?? ) Thanks for looking into it Lol Link to comment
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