Jarno Mikkola Posted November 21, 2017 Share Posted November 21, 2017 (edited) I'm playing BG:EE and I don't have 1PPv4 installed. What is it? One Pixel Production mod... A graphical enhancing mod the IR used past resources from.... as does the EE versions of the games. This question is obviously Mike just asking on how he search a diagnose to the problem. Edited November 21, 2017 by Jarno Mikkola Quote Link to post
Luke Posted November 21, 2017 Share Posted November 21, 2017 I'm playing BG:EE and I don't have 1PPv4 installed. What is it? One Pixel Production mod... A graphical enhancing mod the IR used past resources from.... as does the EE versions of the games. This question is obviously Mike just asking on how he search a diagnose to the problem. So? How can I fix my problem? It seems that this 1PPv4 refers to non-EE games.... Quote Link to post
Jarno Mikkola Posted November 21, 2017 Share Posted November 21, 2017 Mike needs time to find the exact facts and (hopefully) he'll be able to tell how to fix this. Quote Link to post
Luke Posted November 23, 2017 Share Posted November 23, 2017 Mike needs time to find the exact facts and (hopefully) he'll be able to tell how to fix this. In the meantime, is it possible to fix these issues with Nearinfinity? Quote Link to post
Mike1072 Posted November 23, 2017 Author Share Posted November 23, 2017 Your best bet would be to remove the files for the half-elf paperdolls from the override folder (CE*INV.BAM and CE*INV.PLT), which would revert them to the BGEE versions and hope that fixes them. The animations and paperdolls for particular items (e.g. shields) can be altered by loading the .itm and changing the value at 0x22 (item animation). Quote Link to post
Luke Posted November 24, 2017 Share Posted November 24, 2017 Your best bet would be to remove the files for the half-elf paperdolls from the override folder (CE*INV.BAM and CE*INV.PLT), which would revert them to the BGEE versions and hope that fixes them. The animations and paperdolls for particular items (e.g. shields) can be altered by loading the .itm and changing the value at 0x22 (item animation). Fixed, thanks! Quote Link to post
Arthas Posted November 29, 2017 Share Posted November 29, 2017 So basically, we should just go for bartimaues version and forget this, am I wrong? Quote Link to post
Salk Posted November 29, 2017 Share Posted November 29, 2017 It'd seem a good choice to me. Quote Link to post
janoha Posted December 3, 2017 Share Posted December 3, 2017 I don't know if this has been reported already, but Legacy of the Masters gauntlets do not in fact add +2 damage to the character using them. Or at least, the damage bonus doesn't show up on the inventory screen. Quote Link to post
Jarno Mikkola Posted December 3, 2017 Share Posted December 3, 2017 I don't know if this has been reported already, but Legacy of the Masters gauntlets do not in fact add +2 damage to the character using them. Or at least, the damage bonus doesn't show up on the inventory screen. The index tells that it only works on melee weapons, so are you using ranged weapon ? Quote Link to post
janoha Posted December 3, 2017 Share Posted December 3, 2017 No I checked with both melee and ranged. It doesn't show any extra damage in either case. Quote Link to post
subtledoctor Posted December 3, 2017 Share Posted December 3, 2017 (edited) No, it's simply that the EE damage calculation display doesn't include partial bonuses like that (e.g. melee-only, or slashing-only, or whatever.) Just a quirk of the EE engine, nothing the mod can do about it. (Unless it applied a universal +2 bonus, and then applied a -2 penalty for ranged damage... but then the display would simply be wrong when you have a ranged weapon. :shrug: Edited December 4, 2017 by subtledoctor Quote Link to post
Mike1072 Posted December 4, 2017 Author Share Posted December 4, 2017 To clarify, the bonus will be applied, but it won't be listed on the character sheet. Quote Link to post
Luke Posted December 11, 2017 Share Posted December 11, 2017 (edited) So, up to now I've found some inconsistencies/bugs: Some shields use the BG2 icon and the BG1 equipped appearance; Some large shields cannot be used by Barbarians and Wizard Slayers for no apparent reason; some BG1 large shields are displayed as BG2 small shields -> what a mess! Everyone can use the dagger of venom; moreover, its icon is different from the vanilla one for no apparent reason..... Items that grant resistance to a certain type of damage (Robe of Fire Resistance and the like) have no longer the "Display Portrait Icon (142)" effect -> is this intended? Edited December 11, 2017 by Luke Quote Link to post
Luke Posted December 27, 2017 Share Posted December 27, 2017 (edited) Your best bet would be to remove the files for the half-elf paperdolls from the override folder (CE*INV.BAM and CE*INV.PLT), which would revert them to the BGEE versions and hope that fixes them. Now I have the same problem with helmets -> whenever an elf/half-elf equips a helmet, this is misaligned with the body in the Inventory Screen.... To sum up: if I remove the files for the elf/half-elf paperdolls from the override folder (CE*INV.BAM and CE*INV.PLT), then weapons are displayed correctly but helmets are not; if I don't remove those files, then helmets are displayed correctly but weapons are not. EDIT: I found out that it is possible to fix this issue by choosing the first option and changing with NI the equipped appearance attribute of all the helmets from H0,....,H6 to J0,......,JC. So: H0 must be replaced with J0, H1 with J1 and so forth.... Edited January 2, 2018 by Luke Quote Link to post
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