ScuD Posted March 1, 2010 Author Share Posted March 1, 2010 I have fixed the first post. If you want, I can remove it completely. Link to comment
Guest Michayel Posted March 1, 2010 Share Posted March 1, 2010 Thanks for the quick reply sir. Actually, the install I had planned included most of Spell Revisions anyway. Reading the descriptions and details of these two mods makes me so excited to play BG2 again, but it seems I will have to wait until this issue is resolved. One question: if I 'comment out' the problem spells during installation of SR, will that solve the issue for my install, albeit at the expense of which ever spells those are? Link to comment
Demivrgvs Posted March 1, 2010 Share Posted March 1, 2010 Thanks for the quick reply sir. Actually, the install I had planned included most of Spell Revisions anyway. Reading the descriptions and details of these two mods makes me so excited to play BG2 again, but it seems I will have to wait until this issue is resolved. One question: if I 'comment out' the problem spells during installation of SR, will that solve the issue for my install, albeit at the expense of which ever spells those are? Well, if you also install the Remove Disabled Spells from Spell Selection Screens component then commenting out spwi319 and spwi320 won't cause any "serious issue" because they won't be available to player characters anyway. Be sure to not comment out the respective scrolls though, but do something like this: /* COPY ~spell_rev\spwi3##\spwi319.spl~ ~override~ // Protection from Fire SAY NAME1 @535 SAY UNIDENTIFIED_DESC @536 */ COPY ~spell_rev\spwi3##\scrl6h.itm~ ~override~ SAY NAME2 @535 SAY IDENTIFIED_DESC @536 /* COPY ~spell_rev\spwi3##\spwi320.spl~ ~override~ // Protection from Cold SAY NAME1 @537 SAY UNIDENTIFIED_DESC @538 */ COPY ~spell_rev\spwi3##\scrl6i.itm~ ~override~ SAY NAME2 @537 SAY IDENTIFIED_DESC @538 The drawback is that spwi319 and spwi320 will still be used by the AI and it would be better if I and David can fix the compatibility issue (which wasn't there with SCSII v12 and I wasn't prepared to face) to make them match their 5th lvl versions. Link to comment
DavidW Posted March 2, 2010 Share Posted March 2, 2010 The drawback is that spwi319 and spwi320 will still be used by the AI and it would be better if I and David can fix the compatibility issue (which wasn't there with SCSII v12 and I wasn't prepared to face) to make them match their 5th lvl versions. I think it was; it just might not have been breaking install. Since v1 I've been producing new, silent versions of certain spells for prebuff purposes. (I suspect this may be the origin of reports of pro-fire spells failing on SR+SCS installs, back a few months ago.) Link to comment
Demivrgvs Posted March 2, 2010 Share Posted March 2, 2010 The drawback is that spwi319 and spwi320 will still be used by the AI and it would be better if I and David can fix the compatibility issue (which wasn't there with SCSII v12 and I wasn't prepared to face) to make them match their 5th lvl versions. I think it was; it just might not have been breaking install. Since v1 I've been producing new, silent versions of certain spells for prebuff purposes. (I suspect this may be the origin of reports of pro-fire spells failing on SR+SCS installs, back a few months ago.) Well, then let's fix this. Could you tell me why the current hotfix still doesn't work even if I restored the spells as you said? Do you need a particular opcode or value to be present in the spells in order for the patch to do its work? Link to comment
DavidW Posted March 2, 2010 Share Posted March 2, 2010 The drawback is that spwi319 and spwi320 will still be used by the AI and it would be better if I and David can fix the compatibility issue (which wasn't there with SCSII v12 and I wasn't prepared to face) to make them match their 5th lvl versions. I think it was; it just might not have been breaking install. Since v1 I've been producing new, silent versions of certain spells for prebuff purposes. (I suspect this may be the origin of reports of pro-fire spells failing on SR+SCS installs, back a few months ago.) Well, then let's fix this. Could you tell me why the current hotfix still doesn't work even if I restored the spells as you said? Do you need a particular opcode or value to be present in the spells in order for the patch to do its work? The current version of SR v3 replaces SPWI319 with a spell that just says "cast spell SPWI524". This confuses SCS, which is expecting to find a spell which looks basically like a protection-from-fire. I'm not clear exactly why SR doesn't just copy SPWI524 over SPWI319. (And similarly mutatis mutandis for SPWI320) Link to comment
Demivrgvs Posted March 2, 2010 Share Posted March 2, 2010 The current version of SR v3 replaces SPWI319 with a spell that just says "cast spell SPWI524". This confuses SCS, which is expecting to find a spell which looks basically like a protection-from-fire. I'm not clear exactly why SR doesn't just copy SPWI524 over SPWI319. (And similarly mutatis mutandis for SPWI320) As I said in my previous posts I did what you're suggesting and put it in the latest hotfix, but a player still encountered the problem. That's why I'm asking if "you need a particular opcode or value to be present in the spells in order for the patch to do its work". Can you take a look at it please? When it comes to bugfixes or compatibility issues I try to intervene as fast as possible but I'm stuck because I don't know what to do. Link to comment
Guest deducter Posted March 2, 2010 Share Posted March 2, 2010 I just installed the newest hotfix of SR, and I had no problem installing the SCSII smarter mages opt 2 components. Thanks!! Link to comment
DavidW Posted March 3, 2010 Share Posted March 3, 2010 The current version of SR v3 replaces SPWI319 with a spell that just says "cast spell SPWI524". This confuses SCS, which is expecting to find a spell which looks basically like a protection-from-fire. I'm not clear exactly why SR doesn't just copy SPWI524 over SPWI319. (And similarly mutatis mutandis for SPWI320) As I said in my previous posts I did what you're suggesting and put it in the latest hotfix, but a player still encountered the problem. That's why I'm asking if "you need a particular opcode or value to be present in the spells in order for the patch to do its work". Can you take a look at it please? When it comes to bugfixes or compatibility issues I try to intervene as fast as possible but I'm stuck because I don't know what to do. I'm right in thinking it now seems fine? (suggesting that the player originally had the wrong files or something) Link to comment
Demivrgvs Posted March 3, 2010 Share Posted March 3, 2010 The current version of SR v3 replaces SPWI319 with a spell that just says "cast spell SPWI524". This confuses SCS, which is expecting to find a spell which looks basically like a protection-from-fire. I'm not clear exactly why SR doesn't just copy SPWI524 over SPWI319. (And similarly mutatis mutandis for SPWI320) As I said in my previous posts I did what you're suggesting and put it in the latest hotfix, but a player still encountered the problem. That's why I'm asking if "you need a particular opcode or value to be present in the spells in order for the patch to do its work". Can you take a look at it please? When it comes to bugfixes or compatibility issues I try to intervene as fast as possible but I'm stuck because I don't know what to do. I'm right in thinking it now seems fine? (suggesting that the player originally had the wrong files or something) Yes, there's no compatibility issue anymore. Speaking of which, are you going to handle the incompatibility issue with SR's Simulacrum? I've changed it so that you can avoid overwriting it when SR is installed, and I also provide a way to fix it over a SCS install here. I'd be glad if you could prevent the issue in your next update. Thanks. Link to comment
DavidW Posted March 3, 2010 Share Posted March 3, 2010 The current version of SR v3 replaces SPWI319 with a spell that just says "cast spell SPWI524". This confuses SCS, which is expecting to find a spell which looks basically like a protection-from-fire. I'm not clear exactly why SR doesn't just copy SPWI524 over SPWI319. (And similarly mutatis mutandis for SPWI320) As I said in my previous posts I did what you're suggesting and put it in the latest hotfix, but a player still encountered the problem. That's why I'm asking if "you need a particular opcode or value to be present in the spells in order for the patch to do its work". Can you take a look at it please? When it comes to bugfixes or compatibility issues I try to intervene as fast as possible but I'm stuck because I don't know what to do. I'm right in thinking it now seems fine? (suggesting that the player originally had the wrong files or something) Yes, there's no compatibility issue anymore. Speaking of which, are you going to handle the incompatibility issue with SR's Simulacrum? I've changed it so that you can avoid overwriting it when SR is installed, and I also provide a way to fix it over a SCS install here. I'd be glad if you could prevent the issue in your next update. Thanks. I'll need to confirm that it works; if so, sure. Link to comment
Guest temujin. Posted March 3, 2010 Share Posted March 3, 2010 a script that's supposed to be dynamically generated during install (dw#2fmgl.bcs) if the enemy's class is fighter-mage and race is lich doesn't get created. (mage.tph) PATCH_IF ~%kit2%~ STRING_EQUAL_CASE ~fighter-mage~ THEN BEGIN SPRINT ~scriptbase~ ~dw#2fmg~ ADD_CRE_ITEM ~dw#fgmag~ #0 #0 #0 ~NONE~ ~INV3~ END <snip> PATCH_IF ~islich~=1 THEN BEGIN SPRINT ~maxlevel~ ~L~ END <snip> SPRINT ~scriptfull~ ~%scriptbase%~^~%maxlevel%~ WRITE_EVALUATED_ASCII ~%whereisscript%~ ~%scriptfull%~ #8 Link to comment
ScuD Posted March 7, 2010 Author Share Posted March 7, 2010 After the installation NI reports DW#ABBL2.DLG as corrupted: File: DW#ABBL2.DLG Offset: c4h Error message: Text(c4h) overlaps Text(c4h) by 34 bytes It should not be a game-breaking issue, but maybe there's smth with a way the dialog is created? I'm not very good with dialogs in IE, so I cannot figure out the reason. Link to comment
DavidW Posted March 8, 2010 Share Posted March 8, 2010 @Temujin: it's not exactly a bug, since there are no lich fighter-mages and so I don't have a script for them. I agree there's a theoretical compatibility problem that I ought to fix. EDIT: actually, checking the code, I don't think it's possible for a creature to be flagged both as a fighter-mage and as a lich. @ScuD: I'm aware of this, but since it's harmless and I don't immediately know what causes it, I'm not inclined to "fix" it. Link to comment
Guest temujin. Posted March 9, 2010 Share Posted March 9, 2010 @Temujin: it's not exactly a bug, since there are no lich fighter-mages and so I don't have a script for them. true, there are no lich fighter-mages in the unmodded game, but there are a couple added in by mods. you'll be surprised at the number of strange things you'll see should you ever do a mega mod install. EDIT: actually, checking the code, I don't think it's possible for a creature to be flagged both as a fighter-mage and as a lich. not sure i understood you here, but trust me, it's most definitely possible (i wouldn't be wasting your time with theoretical problems). to see this yourself, suppose the following "new" creature was introduced earlier by a mod pre-SCS: COPY_EXISTING ~ppguy01.cre~ ~override/a_test.cre~ WRITE_BYTE 0x272 150 // race (150 = lich) WRITE_BYTE 0x273 7 // class (7 = fighter-mage) WRITE_ASCIIT 0x250 "mage11" // class script now, once SCS' Smarter mages gets installed, check the new class script of a_test.cre this isn't a serious issue, except for the fact that the previous existing class script of such creatures get replaced with a nonexistent dw#2fmgL... @ScuD: I'm aware of this, but since it's harmless and I don't immediately know what causes it, I'm not inclined to "fix" it. i thought we already had this discussion some time back, and concluded it was an empty action that's causing the dialog to be shown as corrupted. anyway, to "fix" it, all you have to do is change line 4 and line 9 in scsII/abazigal/multidragon.d from IF ~~ THEN DO ~~ EXIT END to IF ~~ THEN EXIT END we're just removing the empty (& unnecessary) DO statement that's making it "corrupted". Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.