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Kit Revisions Beta 20


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Better than nothing...but I hate flaws. We might try one more thing: increasing the projectile speed. This thing is crucial to fix because if Tactician doesn't work flawlessly, all paladin's auras will share this flaw. :(

Damn.

edit:

I tried increasing projectile speed (dvcl115a.pro) via NI, by setting it to 100 (originaly it was 40, didn't see much difference) and then to maximum possible allowed.

It kind of works, but not flawlessly. AC changes (rarely, and I can't seem to notice a pattern) but generally it stays on the correct value. I tried this out by observing AC in inventory sheet (ToBEx enabled) and how it changes. AC/THAC0 fluctuation happens sometimes (+1/-1), and lasts less than a half a second, then it continues as normal. I saved a game twice, once when it's working normal, once when bonuses were at +1. Edited them via Shadowkeeper, effects are present but I can't say what actually is causing this behevior.

Otoh, Refinements mod incuded some Auras for Paladins. Maybe those files could help out.

More edit:

Tried Paladin Aura in Refinements....even there it dissapears for a split second before it triggers again (shows a graphic effect and Prot.Evil icon). :( .

Edited by kreso
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Another bug - Kensai's Ki pool is empty. No icons nor abilities.

+1 more - Barbarian's "Leap Attack" triggers even when there are neutrals close by.

I was thinking that Barbarians will be able to drink potions in Rage....

Edited by kreso
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Another bug - Kensai's Ki pool is empty. No icons nor abilities.
WTF?!? I'll double check it as soon as I get up tomorrow morning. :( In the meanwhile (if you have time), try using the 2da file attached to this post (simply put it in the override).

 

+1 more - Barbarian's "Leap Attack" triggers even when there are neutrals close by.
Ok, case closed. The opcode doesn't work as it should. I'll remove it for the next beta tomorrow. :(

 

I was thinking that Barbarians will be able to drink potions in Rage....
Ehm... :D

 

P.S I had no time to reply but thanks for the Berserker's feedback. :)

dvcl144.rar

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Thanks for the fast fix....it worked. Gonna try Kensai in BG1, will post feedback in the evening.
Great.

 

I'm working on the new beta this evening instead. ;) Specifically, I'm working on the monk. Handling the class description is tougher than coding the abilities themselves. :D

Edited by Demivrgvs
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Oh joys of the internet ! I'd forgotten about those... This is my first post in any forum whasoever in many years, and I just hit my "last page" mouse button as a mistake, making my entire wall of text disappear in an instant. Weee. I think i'm going to cry. People, can you tell me if the frustration ever wears off? :p

Damnit. Anyways... Here I go again.

 

 

Hello there.

 

I'm a new face... well, kind of.

 

I've actually been there for quite a lot of time in a way. I've been using and following Spell Revisions' progress for 3 or 4 years now. Which corresponds to the moment I first started playing Baldur Gate 2 & TOB in my entire life. It had become THE mandatory part of my Baldur Gate builds.

During all this time, every few months, I would check the Spell Revisions forums and feel disappointed, saddened by the lack of news (I was especially interested in the familiar rework ;) ). I thought you were gone to do something else with your life and that you'd probably never come back.

 

Nevertheless I kept hesitating to create an account and write "Hey! There's someone who loves your work and keeps checking for progress. What you're doing's excellent and that person can never mention Baldur Gate to his friends without Spell Revisions. I hadn't said a word of appreciation before, but here I am now, and I'm certain I can't be the only one like that."

 

But then, a few weeks ago, I realized my mistake. I discovered not only that was I wrong, but that there was another mod already out (Item Revisions, which has since then ALSO become mandatory for me), and yet another one in development. Oh, and if that wasn't enough, you keep mentionning the fact that you'll go back to Spell Revisions for its fourth iteration. That made 4 reasons for me to feel surprised, happy, and stupid all at the same time. :D

 

 

So... here I am now. ;)

 

This is actually my first time writing on an online board in many many years (well, maybe not that many, I'm only 22 after all). Feels strange (and frustrating, considering the event mentionned at the top of this post).

 

Since there musn't be that many people interested enough in baldur gate to help you with whatever you're doing, I thought I could maybe, finally help out. by beta-testing Kit Revs.

 

Thus I downloaded the latest Kit Revisions beta (11) yesterday and tried it out. Unfortunately, both the Ki Pool and Called Shot abilities made my game crash to desktop with a Windows Seven "This program has stopped working" kind of error. Today I checked in and downloaded the hotfix. I believe I applied it (replaced the file of the same name in "C:\Program Files (x86)\Black Isle\BGII - SoA\kit_rev\data\fighters\kensai" and re-applied the mod via the WEIDU setup) but it didn't change anything.

So I started NI up and checked the items involved. And I found out that the Ki Pool ability was referencing DVCL112.2DA instead of DVCL144.2DA, so I made it reference DVCL144.2DA instead and it works fine now. :)

The Called Shot ability still doesn't though. I tried everything in my abilities to make sense of what could possibly be the cause of the problem (comparing the two spells' inner working and the two 2DA files mostly) and haven't found anything of interest. Am I the only person with this issue?

 

By the way, since I'm here and I've already written a wall of text (2 actually, if you're counting the one which got lost into the depths of the internet), I might as well ask you something that's been on my mind for these last few weeks since I learned that you were still modding. You see, I've been working quite a bit with near Infinity for some time and have made quite a lot of re-revisions of your mods' spells and items (for instance to solve the shortbows/longbows discrepancy) in a way to balance some more what I felt wasn't just there yet.

 

So I was thinking of creating a thread within the Spell Revisions forums called something like "Andimar's Spell re-Revisions" where I'd share some of my modest work and maybe get some feedback, advice and help. Maybe even see some people be happy with the changes I've made. ;)

 

The reason why I'd want to do that there is that I'm working on YOUR files, using YOUR work as a base. And I figured that if there was any place to find some people interested in that sort of stuff, it'd be within Spell Revisions' forums themselves. Of course I'd need to have your agreement first, since I'd effectively be a kind of squatter. :p

 

I'm not saying it will definitely happen. I tend to take my time and do things when it pleases me to do them (too ? :p).I'd just like to know if you would consider it possible. So when I do get in the mood to do that, I can get to it right away.

 

 

PS : ONE LAST THING, I swear. Since I'm relatively new to all this, and my coding ability is pretty much non-existent besides extremely basic stuff (I did some HTML 7 years ago or so, does that count?), I might find myself in a position to ask for some tips. Would that be okay? I haven't really dabbled into the WEIDU-ing of my "mod" yet for instance.

 

PS2 : Oh, did I forget that? hello everyone !

Edited by Andimar
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Thus I downloaded the latest Kit Revisions beta (11) yesterday and tried it out. Unfortunately, both the Ki Pool and Called Shot abilities made my game crash to desktop with a Windows Seven "This program has stopped working" kind of error. Today I checked in and downloaded the hotfix. I believe I applied it (replaced the file of the same name in "C:\Program Files (x86)\Black Isle\BGII - SoA\kit_rev\data\fighters\kensai" and re-applied the mod via the WEIDU setup) but it didn't change anything.

So I started NI up and checked the items involved. And I found out that the Ki Pool ability was referencing DVCL112.2DA instead of DVCL144.2DA, so I made it reference DVCL144.2DA instead and it works fine now. :)

The Called Shot ability still doesn't though. I tried everything in my abilities to make sense of what could possibly be the cause of the problem (comparing the two spells' inner working and the two 2DA files mostly) and haven't found anything of interest. Am I the only person with this issue?

I can't comment on this specific issue, but in general, if your game is installed in the Program Files directory (and your OS is Windows Vista or newer), mod installations are a lot less reliable. The OS sometimes (silently) redirects changed files to a different directory, leaving the ones used by the game unmodified. There might be a setting that disables this behaviour, but it's easiest just to advise installing the game somewhere else.

 

By the way, since I'm here and I've already written a wall of text (2 actually, if you're counting the one which got lost into the depths of the internet), I might as well ask you something that's been on my mind for these last few weeks since I learned that you were still modding. You see, I've been working quite a bit with near Infinity for some time and have made quite a lot of re-revisions of your mods' spells and items (for instance to solve the shortbows/longbows discrepancy) in a way to balance some more what I felt wasn't just there yet.

 

So I was thinking of creating a thread within the Spell Revisions forums called something like "Andimar's Spell re-Revisions" where I'd share some of my modest work and maybe get some feedback, advice and help. Maybe even see some people be happy with the changes I've made. ;)

Many of the changes in mods like SR and IR are based on community feedback. I know Demi would appreciate hearing your ideas.

 

PS : ONE LAST THING, I swear. Since I'm relatively new to all this, and my coding ability is pretty much non-existent besides extremely basic stuff (I did some HTML 7 years ago or so, does that count?), I might find myself in a position to ask for some tips. Would that be okay? I haven't really dabbled into the WEIDU-ing of my "mod" yet for instance.

We have a Modding Q&A forum designed just for this sort of thing. Ask away.

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@Andimar, wow, someone with greater wall-text skills than me! :D Jokes aside, you're welcome, and I'm truly sorry for the lack of updates to IR and SR in the last years. For some time (half a year) I actually stopped modding because of RL, and when I was back I put all my efforts on KR because I needed something "new", to refresh my modding spirit and creativity. That being said, KR ig going relatively well, and as soon as I'll find the patience to face IRvs1PPv4 issues I'm going to update the other Revisions mods too.

 

So I was thinking of creating a thread within the Spell Revisions forums called something like "Andimar's Spell re-Revisions" where I'd share some of my modest work and maybe get some feedback, advice and help. Maybe even see some people be happy with the changes I've made. ;)

 

The reason why I'd want to do that there is that I'm working on YOUR files, using YOUR work as a base. And I figured that if there was any place to find some people interested in that sort of stuff, it'd be within Spell Revisions' forums themselves. Of course I'd need to have your agreement first, since I'd effectively be a kind of squatter. :p

As Mike already said, I always appreciate feedback. :) Revisions mods in general are shaped combining PnP rules with players suggestions, which is actually a harder process than it might sound, but leads to the best results imo. Anyway, you are free to create your own mod or tweak SR as you wish, but if your intention is to contribute to SR just open a feedback/suggestion topic of your own, rather than uploading a Revised SR mod. I'm not sure I'd like to have a non-official modified SR lying around within SR's forums, but if your ideas are good rest assured I'll implement them myself.

 

(I was especially interested in the familiar rework ;) ).

 

I feel like crying.... (I put my heart on that familiar revision a long time ago and I tried to find a coder for my own interpretation of the spell here: http://forums.gibber...showtopic=23874

I'm truly sorry about this. I did not enjoyed too much working on familiars and the tremendous amount of work it was requiring pulled me off. In a distant future I might resume my work, but considering I have to do most of KR's classes, and release a new version of both IR and SR, I would not hold my breath on it. :( Edited by Demivrgvs
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@Andimar

First of all, welcome.

My wot's also tend to dissapear since I sometimes write before I log in...then I have to edit out strange puctuations etc..., you're not alone in "joys of the Internet". :D

For your installation problem, I can only second what Mike1072 said, never install games where Windows tells you. ./.....x86..../ is a sure failure on gaming, and not only for BG2. Whish I still had my WinXP.

As for tweaking SR....well..I don't mind tweaking/fixing mods, for my own use. I'm no modder, but after using NI, DLTCEP, SK I can sometimes tweak/fix things myself as well.

However, this is generally not a good idea to do. For example, I can easilly tweak my Kensai to have extended Ki duration as per my suggestion (12 over 6 seconds). Yet, I don't do it. I post my opinion, hear what others say about it, debate etc. That's how mods are usually made, at least those with a certain degree of quality. People's view on how to play BG2 is very different from one person to the next, and keeping everyone happy will more often than not result in disaster. That's why consensus are made, that's why forums exist, and that's why feedback from players is important.

Now, all said and done, I'd prefer to keep 1 version of SR, made by people who went through several years of listening to community, coding/hacking/fixing/testing/meeting disturbing bugs of vanilla and dealing with them/etc. than a tweaked version of how you think that spells should function. I also don't agree with all of SR content (or any mod, for that matter). Still, tweaking its content to your leisure and uploading it as a seperate file download I don't approve of. Suggestions are on the other hand, always welcome from what I've seen.

If you have fixed some IR/SR content, you can always ask modders to inculde your files in fixes and new versions. I'm sure they will gladly accept, given how much work they usually impose on themselves.

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Hello again,

 

What I actually had in mind is making a patch-like mod for people to apply on the latest Spell Revisions. I didn't want to integrate Demi's work with my changes as a single re-packaged "My Spell Revisions". That would feel very weird even to me, and it might indeed cause some confusion.

It would also be a platform for trying some ideas. Being another person than you guys, I've got my own free time and own ability to make changes, :p so I'd be in a position to experiment and make whatever gets done available for download separately (or in a single component-based mod).

In brief, I'd like a) to be able to share my experiments and b) also use them as a base for discussion on the next Spell/Item Revs (mostly interested in Spells Rev anyway) version.

 

Oh, and I want you to be certain I'm not trying to push my "agenda" here, just explaining what I was exactly thinking of. If it doesn't sound like a good idea to you, I'll put it to rest like I said I would. ;)

 

About the install directory... That's kind of funny because I have a directory where I put/install all of my games myself. I chose to let Baldur Gate install where it(/Windows) wanted to so it wouldn't cause any problems with mods who'd thought it'd be at the default place.... :D

 

 

I guess I was wrong all along... Eh.

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