Brogan Posted September 4 Share Posted September 4 (edited) Initially: - Tiefling Specialist Wizards and Militant Wizards revert to Human on new games, including removing any racial and ability bonuses. The new Elementalist and Favored Soul classes work fine. After checking to make sure this was not affected by any other mods, checked if any other subraces followed suit and found some similar bugged subrace builds: All of the "Planetouched" subraces revert to Humans when created as Specialists or Militant Wiz's and lose their racial bonuses and any ability pts set @19. (So not just Tieflings) All of your other new races, 4 sub Elf types, 3 sub Dwarfs, 3 Halflings, and 2 Gnomes, also lose their racial bonuses and any ability pts set @19, BUT still show their correct race in the Char Record screen (i.e. Moon Elf Necromancer). If you create a Strongheart or Ghostwise Halfling Specialist or Militant Wiz, he reverts to a Lightfoot Halfling Specialist or Militant Wiz, with some of the requisite racial abilities (i.e. extra proficiency for Strongheart). And if you create a Deep Gnome Specialist or Militant Wiz, he reverts to a Rock Gnome Specialist or Militant Wiz. ------------ And even further testing shows the 2 classes affect more than just the new sub-races: Half-Elf Specialist or Militant Wiz's also lose their racial bonuses and DEX and CHA scores set to 19 revert to 18's. Half-Orc Specialist or Militant Wiz's lose their racial bonuses and STR scores that are set to 19 revert to 18, AND INT and CHA score set to the max of 17 revert to 18's. Edited September 4 by Brogan Quote Link to comment
DavidW Posted September 4 Share Posted September 4 Can you clarify what you mean by "on new game"? I created a Tiefling invoker (on Siege of Dragonspear), and everything seemed to work fine. It was also fine when I closed the game and reloaded the save. So I think I'm misunderstanding your description - can you explain exactly how to reproduce the bug? Quote Link to comment
Brogan Posted September 4 Author Share Posted September 4 (edited) "on new game" = fresh BG2EE + ToF install Created a Male Teifling Invoker, "Venture Forth", skip thru Imoen dialogue, Char Screen shows Male Human Invoker. INT an DEX are 18's, No infravision/resistances, etc. Saved, closed game, restarted, No change. Edited September 4 by Brogan Quote Link to comment
DavidW Posted September 4 Share Posted September 4 That's odd. I've just done exactly the same thing and it's working fine (Char screen description fine, resistances fine, innate Blindness spell fine; no infravision but ToF doesn't give it to tieflings iirc). So I'm not sure what's going on there. (I assume waiting a couple of seconds doesn't resolve it?) Otherwise can you post your WEIDU.log? It might be some weird interaction between components. Quote Link to comment
Brogan Posted September 4 Author Share Posted September 4 (edited) OK. Just did another test, a Grey Dwarf Diviner. He did not revert to human, but his 19 CON reverted to 18, his 16 (max) CHA reverted to 18, and he has no Invisibility 1/day, Infravision, or +2 to Poison/Death, Wands, and Spells. No, on the waiting couple seconds. I even make sure to save and restart the game. WeiDU.log Edited September 4 by Brogan Quote Link to comment
Brogan Posted September 4 Author Share Posted September 4 (edited) I don't have 'all' components installed. Should I reinstall it with all options and re-test? EDIT: OK, I did reinstall with every component and it seems to be working correctly. So now I guess I'll try and find out which component is the guilty party. Edited September 4 by Brogan Quote Link to comment
Brogan Posted September 4 Author Share Posted September 4 OK. After.... *checks watch* .... 6 hours of testing, , I am pretty confident I've found the component that must be installed or the subraces get a little... erratic: ~DW_TALENTS/DW_TALENTS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: Beta 13 How ironic my disdain for the class led to days and days of head scratching and befuddlement. Welp. At least I got a lot of cleaning done! Quote Link to comment
DavidW Posted September 4 Share Posted September 4 OK, I can basically reproduce this. Playing with only the subrace component installed, I get the bug. Playing with subrace + bards, I don't. Weird. Many thanks for your help diagnosing this, and I'll see if I can figure out what's going on. Quote Link to comment
Brogan Posted September 4 Author Share Posted September 4 (edited) 8 hours ago, DavidW said: OK, I can basically reproduce this. Playing with only the subrace component installed, I get the bug. Playing with subrace + bards, I don't. Weird. Many thanks for your help diagnosing this, and I'll see if I can figure out what's going on. Out of curiosity, is it in fact only the Specialist and Militant Wiz kits effected? I obviously have not been testing every combination. And were you able to find out how adding additional bard songs to non kitted bards affects the new subraces abilities using those kits? Edited September 4 by Brogan Quote Link to comment
DavidW Posted Thursday at 12:27 PM Share Posted Thursday at 12:27 PM OK, solved this. The gory details, if you're interested: 1) The subrace component works by (i) getting the UI to assign a secret extra proficiency to each creature that records their subrace; (ii) applying a first-level ability assigned to every kit and class that actually applies the subrace effects (including the marker that the UI uses to display their subrace) based on the proficiency. 2) The game engine applies kit/class abilities by storing them in 'clab' files - for instance, CLABPA01.2da is the clab file for trueclass paladins. The CLAB file for each kit is recorded in kitlist.2da. 3) There is a vanilla-game bug where the CLAB files for specialist wizards don't exist: Invokers, for instance, are assigned CLABMA07.2da, but there is no such file. This has no consequences in the vanilla game because specialists don't actually get any special abilities (or rather: the ones they do get are hardcoded). 4) The functions I use to edit kits and classes automatically fix the vanilla-game bug when they are called. One of those functions gets called by the IWD bardsong component (to assign the new bard songs), so if you install that component, the bug is gone. 5) The subrace component patches CLAB files manually (it's inefficient to use the function library since we're patching every CLAB in the game) and so doesn't fix the bug. So if it's not already fixed (e.g., by the bard component), it fails to add the apply-subrace ability to specialist mages (and then it's not correctly cloned to militant wizards, since they use the specialist mage one as a starting point iirc). It only affects specialist wizards (and militants), and it only applies if you haven't already installed the bard component, which is why I hadn't come across it before, and probably why no-one else has reported it before. Anyway, thanks again for the help. Fixed locally, will be in beta 14; you can hotfix by dropping the attached file into dw_talents/lib. (I've moved the bugfix into the always block that gets applied before any component, since there are a couple of other edge cases it might mess with if unfixed.) always.tpc Quote Link to comment
n3ige Posted Thursday at 01:05 PM Share Posted Thursday at 01:05 PM Ok, it should explain why EEKeeper is lost in the count of proficiency and not showing some. Quote Link to comment
Brogan Posted Thursday at 04:35 PM Author Share Posted Thursday at 04:35 PM (edited) Thanks, David. It's funny. I've never once attempted to mod, nor am I any kind of coder. I've never used Near Infinity. But I understood every word of that, and it's pretty cool. Looking fwd to beta14. Edited Thursday at 04:36 PM by Brogan Quote Link to comment
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