Salk Posted October 16, 2020 Author Share Posted October 16, 2020 Oh alright, thanks. Let me know how it goes then. Quote Link to comment
Guest Klondike Posted October 10, 2021 Share Posted October 10, 2021 Hi, I was wondering if this is still active? I have also been having issues with magic resist (Playing as NE sorceror, so I think the imp is causing the trouble?). It will gradually go up until it maxes out and doesn't leave even if the familiar dies and I summon a different one. EE Kepper tells me that lots of permanent magic resistance modifiers are being stacked onto my character. I'm playing in EE with lots of other mods, if that matters. Quote Link to comment
Salk Posted October 11, 2021 Author Share Posted October 11, 2021 (edited) Hello! The person who worked on the EE port of my modification is @flamewing. I don't remember encountering this kind of problem with my latest version of the modification. But it has already been reported in 2018 (see here: https://github.com/flamewing/WTPFamiliars/issues/1) and it doesn't seem there has been any kind of progress in solving the matter. Edited October 11, 2021 by Salk Quote Link to comment
Endarire Posted October 11, 2021 Share Posted October 11, 2021 I thought the mod Tome & Blood included something like this WTP Familiars. Quote Link to comment
CajunAzn Posted July 9, 2022 Share Posted July 9, 2022 Has anyone encountered a problem in BG:EE where releasing the familiar from the pack, will not summon the familiar at all? Even though it isn't summoned, the familar item will disappear from inventory and you will not be able to summon another one. In BG2:EE, this problem doesn't offer. I'm trying to figure out why there's a difference. Quote Link to comment
Salk Posted July 9, 2022 Author Share Posted July 9, 2022 (edited) The guy in charge of the EE port has not been active for quite some time. I am the author of the original non-EE version and never met that kind of issue during my testing but I am not even sure what you mean with "In BG2:EE this problem doesn't offer". You mean it happens in BG:EE but not BG2:EE? Edited July 9, 2022 by Salk Quote Link to comment
Endarire Posted July 9, 2022 Share Posted July 9, 2022 From my present understanding, @subtledoctor adapted WTP Familiars into a component for his Tome & Blood mod and WTP Familiars's author became inactive. Quote Link to comment
subtledoctor Posted July 9, 2022 Share Posted July 9, 2022 Uh, no. Everything I’ve done with familiars was built from the ground up. Quote Link to comment
Salk Posted July 9, 2022 Author Share Posted July 9, 2022 Please Endarire do not spread such blatant disinformation. It's the second time you post to write that Tome&Blood include this modification or something similar. It's completely false. Not to mention the author is myself and it doesn't seem like I'm so inactive. Quote Link to comment
Endarire Posted July 9, 2022 Share Posted July 9, 2022 My apologies. I misunderstood the situation. Quote Link to comment
artyfox Posted July 10, 2022 Share Posted July 10, 2022 (edited) Hey guys! I'm just dipping my hands into IE modding, but I wrote a small patch to fix the issue @CajunAzn reported (and two other issues I reported on flamewing's GitHub). To summarize, the reason this is happening is that BG:EE's baldur.bcs is not getting patched with the code that handles the global variables set when the "Release Familiar" ability is used. The installer looks for the block of code in the file [oldfam.baf] to replace with the code in [newfam.baf]. But the replacement search fails because one line in BG2:EE's baldur.bcs MoveGlobalObject("fampsd",Player1) // Pseudo-dragon is changed in BG:EE's baldur.bcs to MoveGlobalObject("fampsd",Player1) // Pseudo Dragon Yes, it's weird that REPLACE_BCS_BLOCK will care what the value of the comment string is, but by patching the .tp2 and adding a new variable %pseudo% to [oldfam.baf], I was able to fix it. MoveGlobalObject("fampsd",%famsummoner%) // %pseudo% Here's a link to the patch: https://github.com/flamewing/WTPFamiliars/files/9079650/wtpfamiliars-bgeepatch.zip Happy gaming! Edited July 10, 2022 by artyfox fixed code quotes Quote Link to comment
artyfox Posted July 10, 2022 Share Posted July 10, 2022 (edited) Whoops, just corrected small bug with a hard-coded string (and now I see I can't edit the original link ). So, I'll leave a link to a fork I made, which I'll keep updating for bugs as I find them. Cheers! https://github.com/artyfox/WTPFamiliars/archive/refs/heads/master.zip Edited July 10, 2022 by artyfox Quote Link to comment
Salk Posted July 11, 2022 Author Share Posted July 11, 2022 Good job, artyfox. Thank you for helping with EE support. Quote Link to comment
artyfox Posted July 11, 2022 Share Posted July 11, 2022 @Salk, your mod holds a special place in my heart (the familiars are the most "animal-like" ever! ), so it's my pleasure. I would like to help make this mod even better. Were there any changes you made, not included in @flamewing's version? I also thought of a couple things that might be improved on: many script triggers interrupt whatever the Player or Familiar might be doing (eg. the familiar stops attacking when the player moves close) some of tables for experience and alignment restrictions could be externalized to .2da for easier debugging/customization (And would like to hear anyone else's suggestions for this awesome mod!) Quote Link to comment
artyfox Posted July 11, 2022 Share Posted July 11, 2022 Also mod update, Add SOD and IWDEE compatibility More adventures with your creature companion! https://github.com/artyfox/WTPFamiliars/archive/refs/heads/master.zip Quote Link to comment
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