Endarire Posted October 3, 2020 Share Posted October 3, 2020 @Wisp I think you should know about this Weidu install problem. What say you to fixing it? Thankee! Quote Link to comment
Angel Posted October 3, 2020 Author Share Posted October 3, 2020 Linux version of WeiDU 247 does not work at all. It fails to read translation files. So guessing these issues are with WeiDU, not with my mod. Quote Link to comment
Angel Posted October 3, 2020 Author Share Posted October 3, 2020 It's not just my mod, Stratagems fails completely too. I suppose there is something in WeiDU 247 that makes SFO fail. Quote Link to comment
Angel Posted October 3, 2020 Author Share Posted October 3, 2020 I think I found a solution, issue seems to be that some internal variables have slightly changed behavior. Testing a fix now. @DavidW This affects SCS too as the issue is install_sfo.tpa is not finding any libraries to include. If my fix works you're welcome to have it of course, I'll send it to you on Discord once I have tested it with SCS as well. Quote Link to comment
Angel Posted October 3, 2020 Author Share Posted October 3, 2020 I found a solution, will be drafting up new releases as soon as I finish some more testing. Quote Link to comment
Angel Posted October 4, 2020 Author Share Posted October 4, 2020 Item Pack v5 and Spell Pack v3 are available, they solve the issues with WeiDU 247. Still working on Encounters & Quests, but I'll update the alpha release as soon as I have some time. Quote Link to comment
Chitown Willie Posted October 4, 2020 Share Posted October 4, 2020 Cool beans. Just a heads-up that the readme still says "Version 3": Made in Heaven: Item Pack A Gibberlings Three ModAuthor: Angel Version 3 - Check for the most recent versionLanguages: EnglishPlatforms: Windows, Mac OS X, and Linux Quote Link to comment
Chitown Willie Posted October 4, 2020 Share Posted October 4, 2020 (edited) Two initial thoughts: 1. Noticed that you moved the Ring of Anti-Venom: Spoiler mh#ringe Ring of Anti-Venom Sorcerous Sundries (shop) Now poison becomes deadly again - interesting! Can't just rush off to Mutamin's with Enhanced Basilisks. 2. Was hoping you would include more axes in BG1 - Kagain feels left out. Edited October 4, 2020 by Chitown Willie Quote Link to comment
Angel Posted October 4, 2020 Author Share Posted October 4, 2020 8 hours ago, Chitown Willie said: Two initial thoughts: 1. Noticed that you moved the Ring of Anti-Venom: Reveal hidden contents mh#ringe Ring of Anti-Venom Sorcerous Sundries (shop) Now poison becomes deadly again - interesting! Can't just rush off to Mutamin's with Enhanced Basilisks. Yeah, I'm still pondering the situation with the cloak, but the ring is now a late-game item. I'm also still working on making Mutamin's Garden not a cakewalk even if you do have the right gear for the job. 8 hours ago, Chitown Willie said: 2. Was hoping you would include more axes in BG1 - Kagain feels left out. Mm, I already give two (IMHO) very decent ones, and Durlag's Axe is about as powerful an item as I will ever put in BG1. Surely you weren't expecting the Axe of the Dwarven Lords here. There might be room for a +1 axe of throwing and returning, considering that the +2 one is all the way in chapter 6, but I'm still thinking on it. Quote Link to comment
Endarire Posted October 4, 2020 Share Posted October 4, 2020 Having played an axe-focused Kensai, I would have loved to have gotten an earlier throwing/returning magic axe! Quote Link to comment
Chitown Willie Posted October 4, 2020 Share Posted October 4, 2020 "Mm, I already give two (IMHO) very decent ones, and Durlag's Axe is about as powerful an item as I will ever put in BG1. Surely you weren't expecting the Axe of the Dwarven Lords here. " My bad - How did I miss those two? Agree w/ Endarire, though; Would be nice to have something early game on par with the free +1 Bastard Sword in the Thunderhammer Smithy. Quote Link to comment
grodrigues Posted October 6, 2020 Share Posted October 6, 2020 (edited) I do not know for certain if this is your fault's mod, but using the alpha I get a crash when entering Candlekeep Catacombs level 1. To proceed the game I have to Console myself to level 2 (and while I am at it, the tomes as well) and then proceed. I can give you my weidu.log if you need it and even the save just before entering the level (the crash is reproducible -- even if I move myself to level 2 and then walk backwards). My suspicions simply arise because doing a changelog on the area file (on EET on linux, using an ext4 case-insensitive partition via case-folding) it spits out: Mods affecting BG2615.ARE: 00000: /* created or unbiffed */ ~EET/EET.TP2~ 0 0 // EET core (resource importation)1.0 RC12 00001: ~MIH_EQ/SETUP-MIH_EQ.TP2~ 0 8 // Enhanced Battles: Candlekeep Catacombsv4 00002: ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.201) 00003: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.4 I would assume item_rev is doing wand charge patching and/or other harmless stuff, so that leaves your mod is the likely culprit, so you might want to take a look -- I could be wrong in my suspicions of course, in which case my apologies for sending you in what could be a wild goose chase. Edit: doing checks in NI, there is a cre undefined resource mh#wght4 -- whether this is enough to crash the game I do not know. Edit2: just did a simple test. Saved one of the existing wight creatures of your mod as mh#wght4 in the override folder and the game does not crash anymore when entering the area. Edited October 6, 2020 by grodrigues More info. Found the cause. Quote Link to comment
Angel Posted October 6, 2020 Author Share Posted October 6, 2020 14 minutes ago, grodrigues said: I do not know for certain if this is your fault's mod, but using the alpha I get a crash when entering Candlekeep Catacombs level 1. To proceed the game I have to Console myself to level 2 (and while I am at it, the tomes as well) and then proceed. I can give you my weidu.log if you need it and even the save just before entering the level (the crash is reproducible -- even if I move myself to level 2 and then walk backwards). My suspicions simply arise because doing a changelog on the area file (on EET on linux, using an ext4 case-insensitive partition via case-folding) it spits out: Thanks for the heads up. Yeah, there is a reason I call this an alpha, the revised Candlekeep component has not been tested yet at all. Looks like I misspelled a monster's filename, in bg1/candlekeep_catacombs/catacombs_l1.tpa, "mh#wght4" should be "mh#wight". Fixed locally, will be in next release. Quote Link to comment
Chitown Willie Posted October 9, 2020 Share Posted October 9, 2020 (edited) Hey Angel, Although self-explanatory, the "readme" doesn't include anything on: Install Component [Change item type of Holy Symbols]? [N]o, [Q]uit or choose one: 1] Holy Symbols are Amulets 2] Holy Symbols are Belts Edited October 9, 2020 by Chitown Willie Quote Link to comment
Chitown Willie Posted October 9, 2020 Share Posted October 9, 2020 (edited) Also, any spoilers/details for : ~MIH_IP/SETUP-MIH_IP.TP2~ #0 #9 // Add Potions of Extra Healing in BG1: v5 Just trying to compare to SCS's: [Re-introduce potions of extra-healing] There are three potions at the temple in the Friendly Arm Inn, five each at the Song of the Morning temple at Beregost and the Lady's temple in Baldur's Gate, and eight at the High Hall of Wonders in Baldur's Gate. Edited October 9, 2020 by Chitown Willie Quote Link to comment
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