Guest Mantis Posted September 23, 2021 Share Posted September 23, 2021 No problem at all. Thank you for your time. I'm playing no-reload anyway so it shall be nice to wander through Amn with a bit less stress than usual until I have to take on Ascension's bosses! Link to comment
Lianos Posted September 24, 2021 Share Posted September 24, 2021 In combination with SRR, the installation of SCS 34.3 gives errors for druid.tph (there is no error without SRR) Relevant console output: //Including file(s) spellchoices_defensive/demivrgvs/druid.tph //Copying and patching 1 file ... //In state 560, I expected one of these tokens: // [2] ~~ // [20] ID_OF_LABEL // [25] DIRECTORY_EXISTS // [26] IDS_OF_SYMBOL // [28] STRING_LENGTH // [39] SLONG_AT // [43] SBYTE_AT // [44] RINDEX // [53] BUFFER_LENGTH // [60] BNOT // [66] FILE_EXISTS_IN_GAME // [110] GAME_INCLUDES // [130] VALID_SCRIPT_TRIGGERS // [137] ENGINE_IS // [146] SHORT_AT // [152] INDEX_BUFFER // [167] RESOLVE_STR_REF // [168] FILE_EXISTS // [171] NEXT_STRREF // [178] BYTE_AT // [182] LONG_AT // [194] GAME_IS // [205] VALID_SCRIPT_ACTIONS // [208] RANDOM // [217] FILE_CONTAINS_EVALUATED // [235] FILE_MD5 // [251] ANY // [273] RESOURCE_CONTAINS // [275] FILE_SIZE // [282] LPAREN // [284] DEFAULT // [302] SIZE_OF_FILE // [306] BIFF_IS_COMPRESSED // [309] TRA_ENTRY_EXISTS // [319] FILE_CONTAINS // [323] RINDEX_BUFFER // [327] INDEX // [338] VARIABLE_IS_SET // [353] SSHORT_AT // [357] STATE_WHICH_SAYS // [360] FILE_IS_IN_COMPRESSED_BIF // [371] NOT // [377] INSTALL_ORDER // [388] DOLLARS // [394] IS_AN_INT // [398] MOD_IS_INSTALLED // [409] EVALUATE_BUFFER // [425] IS_SILENT // [428] ABS //Parse error (state 560) at END //[weidu_external/workspace/spellchoices_defensive/demivrgvs/druid.tph] PARSE ERROR at line 59 column 1-9 //Near Text: END // GLR parse error //[weidu_external/workspace/spellchoices_defensive/demivrgvs/druid.tph] ERROR at line 59 column 1-9 //Near Text: END // Parsing.Parse_error //ERROR: parsing [weidu_external/workspace/spellchoices_defensive/demivrgvs/druid.tph]: Parsing.Parse_error //Stopping installation because of error. Link to comment
Lianos Posted September 24, 2021 Share Posted September 24, 2021 2 hours ago, Lianos said: In combination with SRR, the installation of SCS 34.3 gives errors for druid.tph (there is no error without SRR) In ...\stratagems\priest\spellchoices_defensive\demivrgvs\druid.tph Line 41 a bracket is missing. PUSH_RANDOM spells (DEFENSIVE_HARMONY null should be PUSH_RANDOM spells (DEFENSIVE_HARMONY null) This fixed it for me. Link to comment
TotoR Posted September 24, 2021 Share Posted September 24, 2021 Hi, After some testing on oBG2, there are 1 major and some minor 'incompatibilities' between IWD spells components and some other mods. Major - With Infinity Animation installed : I have an error when installing, the component 1510 [divine spells] - (It seems to be linked to a resource not copied during the installation process) : '[./override/sppr613.spl] loaded, 3130 bytes override/sppr613.spl copied to weidu_external/backup/stratagems/1510/sppr613.spl, 3130 bytes Copied [sppr613.spl] to [override/sppr613.spl] Copying and patching 2 files ... ERROR locating resource for 'COPY' Resource [gisbomb.cre] not found in KEY file:' 1pp component 202 (spell tweaks) should be installed after divine spells component - if not, there are warnings for cause_light_wounds and Cause_Medium_Wounds installing arcane spells component with IR or IRR mod create a warning for wand10.itm (wand of summoning) : no added/altered effect In addition, I think that there are some "small inconsistencies" with the new invocations spells and some wrong animations : Level 1 : DW#MS1OA and DW#MS1OW have wrong animations (0xffffffff) leading to CTD Level 1 : goblins creatures use race =161, but in oBG2 this race does not exist (this is also true for Shadow creatures SS1GOB, SS2GOB...) Level 1 spell let you summons up to 6 creatures (as said in description) but in oBG2, you are limited to 5 summons Level 2 : Lizard man creatures use race =162, but in oBG2 this race does not exist (this is also true for Shadow creatures SS1liz, SS2LIZ...) Level 2 spell let you summons up to 6 creatures (as said in description) but in oBG2, you are limited to 5 summons Level 4 : OGREMASU has more hp (52) than a all Lv5 summon (45 and 50hp), is quite powerfull with its spells and is equiped with a magical weapon. it sems better than all Lv5 summons. should'nt it be a lv5 summons ? Level 4 : DW#MS4YU has a TACH0 of 11. this is better than nearly all summon (TACH0 is around 15 for Lv5, 13 for Lv6 and 11 for Lv7) Level 5 : MS5MINO has less hp (45) than all Lv4 summons (48 and 52hp), has a non-magical weapon. Minautor use race =171 but in oBG2 this race does not exist In addition class is set to fighter - 2; it is ususally OGRE - 125 - . this summon seems not as good as Lv4 summons. Level 6 : DW#MS6GT has more hp than all other summons (pv = 101), has regeneration and great statistics (st21, dex20, 3atk...) it seems more powerfull than all lv7 summons... MS6SALC weapon is "only" 1d6+2d4 (cold) (max=14) with 2apr and it hasn't the regular stats of a frost Salamander; in BG2 it is usually 5 attack/round and ST17. In addition race = 169, but in oBG2 it does not exist MS6SALF weapon is 2d8+1d de6 (fire) + 4 (max=26) with 2apr making it far better from the frost salamander (usually, frost salamander has 5 apr to compensate). In addition, and like frost salamander, it does not have its regular stats; in BG2 it is usually ST16, INT14 Level 7 : DW#MS7ET has a non-magical weapon making it kind of useless for a lv9 spell MS7UMBH : has not the usual stats for an umber hulk. usually it is 72hp, st 19, con 15, dex16, int 10, TACH0 11... Water elementals creatures class are set to: unknown - 219. It Should be no_class - 255 in oBG2 Anyway, thanks for this great mod. Link to comment
DavidW Posted September 24, 2021 Author Share Posted September 24, 2021 Thanks - this is a really helpful detailed run through. Will attend to shortly (may end up not being for a week or two for RL reasons.) Link to comment
CamDawg Posted September 25, 2021 Share Posted September 25, 2021 I've got the divine/Infinity Animations issue sorted. Essentially we were checking for a variable being =1 instead of !0. The animation/race/class issues for summons are sorted and I'm looking into the 1pp and IR conflicts. For balance issues, I'll defer to David. Link to comment
Guest Min_Carolin Posted September 25, 2021 Share Posted September 25, 2021 Hello. I have a problem installing the "Initialize AI Components" component. Returns an error, as in the attachment. What could it be? The old version is present in the screenshot, but everything is repeated in the new one. Spoiler Link to comment
Guest Min_Carolin Posted September 25, 2021 Share Posted September 25, 2021 1 hour ago, Guest Min_Carolin said: Hello. I have a problem installing the "Initialize AI Components" component. Returns an error, as in the attachment. What could it be? The old version is present in the screenshot, but everything is repeated in the new one. Reveal hidden contents Here is the DEBUG-file: https://disk.yandex.ru/d/CLJ0Y346Y2V1HA. Sorry, I forgot. Link to comment
DavidW Posted September 25, 2021 Author Share Posted September 25, 2021 Can you post the contents of your 'weidu.log' file? Link to comment
Graion Dilach Posted September 25, 2021 Share Posted September 25, 2021 DW#KOB01.itm (the Noma Stika dagger from the Kobold Guards) lacks the dagger proficiency set. Link to comment
CamDawg Posted September 25, 2021 Share Posted September 25, 2021 10 hours ago, CamDawg said: I've got the divine/Infinity Animations issue sorted. Essentially we were checking for a variable being =1 instead of !0. The animation/race/class issues for summons are sorted and I'm looking into the 1pp and IR conflicts. For balance issues, I'll defer to David. The 1pp and IR conflicts have been resolved. Link to comment
Chitown Willie Posted September 25, 2021 Share Posted September 25, 2021 3 hours ago, Graion Dilach said: DW#KOB01.itm (the Noma Stika dagger from the Kobold Guards) lacks the dagger proficiency set. That got me thinking - Why are Kobold Guards coded with the old school proficiencies: And Kobold Commandos with Effects (i.e., 233's)? Link to comment
CamDawg Posted September 25, 2021 Share Posted September 25, 2021 Those fields still work for BG2. The only creatures that need to use the new 233 setup are party joinables, as it's what the UI uses. Link to comment
Guest Velehal Posted September 26, 2021 Share Posted September 26, 2021 There is a small grafical bug in the latest version (34.3) on EE 2.6 with Siege. Effect of Spell Emotion: Hope is not graphically represented on the portraits of npcs. The spell works normally, gives appropriate bonuses, but grafical representation that is on character´s portrait is missing. I don´t know if the bug also affects Emotion: Courage (I don´t have that spell yet). Link to comment
Luke Posted September 26, 2021 Share Posted September 26, 2021 (edited) @DavidW I know that your AI is well-consolidated as of now, but have you ever thought about simplifying your scripts? By "simplifying" I mean: have you ever thought about using object selectors in place of static objects? According to the IESDP (and unless I'm missing something!), TargetBlock(s) like this one TARGET=PCsInOrderShort [PC] SecondNearest([PC]) ThirdNearest([PC]) can be reduced to just [PC], i.e.: the engine will automatically switch to "SecondNearest([PC])" if "[PC]" is not a valid target, to "ThirdNearest([PC])" if "SecondNearest([PC])" is not a valid target, and so forth. In other words: "[PC]" is not necessarily the nearest Party Member! In other words: script blocks containing "SecondNearest([PC])", "ThirdNearest([PC])", etc. never fire. Similarly, this one TARGET=EnemiesInOrder NearestEnemyOf(Myself) SecondNearestEnemyOf(Myself) ThirdNearestEnemyOf(Myself) FourthNearestEnemyOf(Myself) FifthNearestEnemyOf(Myself) SixthNearestEnemyOf(Myself) can be reduced to just [GOODCUTOFF]. Sure, there may be cases where you want to use static objects (f.i. "*FarthestEnemyOf(Myself)"), but as far as targeting the nearest creature is concerned, it may be better to stick with object selectors... In so doing, scripts will be even easier to debug (hopefully...) Edited September 27, 2021 by Luke Link to comment
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