Jump to content

NdranC

Members
  • Posts

    279
  • Joined

  • Last visited

Posts posted by NdranC

  1. 4 hours ago, DavidW said:

    NPC customization is definitely the most ‘beta’ feature - not that I didn’t test it, but more things always come up in the wild!

    Has anybody tested it recently? I just did an almost "barebones" install of EET with IR, SR, Ascension and Lefreut's UI and I still have the same problem. Out all the few NPCs I tried, only Imoen, Jaheira and Neera worked while Montaron, Xzar, Khalid and Kivan didn't.

  2. 13 hours ago, DavidW said:

    Can you cash out that new-area suspicion? I don’t overwrite the WP.

    When you say ‘NPC customization is incompatible’ what’s the form of the incompatibility?

    can you put up a WeiDU.log for the BGEE install where customization doesn’t work? A lot of my testing was on BGEE and I don’t recall noticing a problem.

    I've been having a lot of issues with the NPC customization as well. I haven't 100% figured it out yet but for some reason it only happens to certain NPCs and not on others. From my little testing Imoen and Jahera go down to level 0 but mortaron, xzar and kalid seem unaffected by the mod component. Haven't tried anyone else.

    I get the feeling is related to another mod that messes with the characters but I already did an install without Atweaks and Tweaks Anthology and it hasn't fixed the problem. Is there anything I can do to "track" the problem more efficiently besides removing mods one by one?

  3. Ok I got bored and decided to start a new test playthrough with the latest commits from your github repo. Everything really good so far (Whistling Sword was fixed btw) but I just encountered an issue that I'm not sure is caused by SR but I don't know where else to ask tbh and it's close enough.

    I was doing the basilisk area and I think my main character got hit and very slowly started to "petrify". Instead of looking all gray like the other statues (honestly I have never been petrified before so I don't even know what it looks like) my character turned brown and had the "held" debuff. I was expecting the game to be over but it never happened. I remained "held" but I couldn't leave the map with my other companions and I had no more stone to flesh scrolls left on me, so effectively I soft locked the game... I think.

    It's possible this is caused by some weird interaction between other mods but I though I would check over here anyway.

  4. 9 hours ago, Bartimaeus said:

    @Kilgor

    With the ini switch for making Dispel Magic penetrate Globes? Thanks for the spot, will fix.

    @NdranC If it is incompatible, I do not know how - it is a very simple component that adds a few graphical files with unique filenames without too much avenue to go wrong.

    I discovered the source of the problem for Ray Enfeeblement - it turns out, this particular spell actually has two different spells that both BG1 and BG2 use: SCRL6F and SCRLAI. Nothing to do with EET. I'll guess I'll just make a redundant copy over it.

    Finally, I also discovered the issue with Zargal and his Whistling Swords. Well, sort of - I fixed it, but I'm not sure why it was necessary, since it hasn't been a problem before. Basically, I had been using "REMOVE_CRE_ITEM sw1h09_", when it needed to be "REMOVE_CRE_ITEM ~sw1h09_~". Normally, the tildes are optional, but I guess if your item has an underscore in it, it's mandatory.

    Awesome. I'll be busy with heavy work stuff this week but maybe next weekend I'll be able to test out some of this stuff assuming you already have a new version out. Thanks!

  5. 54 minutes ago, Bartimaeus said:

    I don't see any conflict between SR and the first, second, and fourth options of that component - Dimension Jump will use the IWD-style animation if you install those. Would not recommend the third option "Use IWD animation for spells, retain BG2 animation for other visuals", since it seems to do the opposite of what it says from what I tested - the arcane spell Dimension Jump will use the BG2-style animation, while Irenicus's scripted teleport in the SoA intro will use the IWD-style animation.

    Also, Ray of Enfeeblement problem: I think EET makes copies of scrolls for redundancy purposes much the same way it did with Telbar's Armor and the Whistling Sword, so I think that might be the issue. I'll check it out more in depth sometime soon.

    Oh my bad. I could swear the EET installer was warning about a conflict between SR and that component but maybe I just assumed. I'll pay more careful attention next time I run an install. I might wait a little longer for some of the fixes you are planning to implement so I can test them out as well.

  6. I have a request if it wouldn't be too much trouble. I normally use a component from Atweaks to change the dimension door animation to the one from IWD (and speed it up a little). I can't use that component anymore with SR because it's a conflict.

    Would you be able to maybe add an .ini setting that replicates this behavior in SR?

  7. 14 hours ago, Bartimaeus said:

    @NdranC

    1. Ray of Enfeeblement isn't touched by IR - that would be an SR thing. And since SR definitely modifies Ray of Enfeeblement (unless for some reason the file name is different in Enhanced Edition games), you'd best off do a changelog to see what's reverting its description. It should be scrl6f.itm.

    2. How are you determining that the extra damaged is not being added? As I recall, a couple of other people have claimed this about these gauntlets before, but it turns out whatever text they were reading for their extra damage was simply incorrect. Try testing out with doing actual fist damage or a club (as they're low damage variance weapons) - record the maximum amount of damage you do with your fists while these are equipped for like 10 hits against a companion, then without - if it's not actually any different, then I'll be surprised and look at it. But I tested it myself a moment ago, and I was doing 5-6 fist damage without, and it immediately went up to 7-8 with.

    3. Really? I cannot imagine how that might be, since it's such a simple edit. Does Sendai in BG1 have two copies of Telbar's Armor +2? It's modified in much the same way, so I would expect it to have the same problem.

    4. Sorry, what do you mean you "tried to use [it] as an AoE potion"? That's an option? Should be "drinkable" only. Changelog potn13.itm as well, since I just used this in-game myself and it immediately functioned correctly as per its description.

    1. I'll edit this when I find out. Maybe after the next install.

    2. I was just looking at the damage breakdown in the inventory screen. My thaco goes down but my damage doesn't change. It's weird because with the Gloves or Archery that do the same thing but for Missile Weapons it does reflect properly on the inventory screen. Regardless I did test it and you are right it does seem to work despite of what the inventory screen says. I had the same problem with the Luck Spell except that it doesn't reflect at all on my stats but after some testing I did see my Thaco change in the combat log. Is there anything that can be done to force all of these spell and items to properly update the inventory stats?

    3. Sendai only drops one armor. The swords have a slightly different icon and one of the requires 4 strength while the other one requires 5.

    4. I was confused because I didn't read the description. I assumed it worked like before where it was basically a fireball spell effect. It was changed by IR so my bad.

  8. Ok I found some more bugs.

    The scroll of Ray of Enfeeblement has the vanilla description but once you learn it it displays with the proper IRR description.

    The Gauntlets of Weapon Expertise that you can get from Firewine Bridge say they boost thaco and damage for melee weapons by +2 each but only the thaco bonus gets applied.

    I'm still getting 2 Whistling Swords from the hobgoblin. I'm sure I have the latest IRR version.

    When I try to use Oil of Fiery Burning as an AoE potion instead my character drinks it and nothing happens.

     

    If I make it to Baldur's Gate City I'll try to read all scrolls carefully to make sure they all match the spell description they should have.

  9. Ok now I get to talk to you here.

    I have been getting this error for a while and after finally asking around It was pointed out to me that this could be caused by Spell Revisions messing with this file:

    Input file is stratagems/genie/ssl/dvefreet.ssl 
    
     Output file is weidu_external\workspace\ssl_out/dvefreet.baf 
    Copying and patching 1 file ...
    Compiling 1 script ...
    
    SFO: Applying patch(es) to CRE file(s) dvefreet=>dw#dvefr... 
    
    ERROR Installing [Smarter genies], rolling back to previous state
    Will uninstall  44 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 6520.
    Uninstalled     44 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 6520.
    ERROR: Failure("You are trying to edit dvefreet=>dw#dvefr.CRE, which does not exist in the game")
    Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at forums.gibberlings3.net.
    Automatically Skipping [Smarter genies] because of error.
    Using Language [English]

    Do you agree? and If so, is there anything you can do on your end to fix it?

  10. 7 hours ago, Bartimaeus said:

    Ah, I didn't realize EET did that. This explains the confusion. Thanks! I'll have to find some time play around with different configurations between BG1:EE and BG2:EE and EET to figure out exactly how I want to handle the differences in shields between them.

    It might be another mod and not EET but I have been playing EET for a year now and they have always looked like this. Thanks for working on it.

    BTW didn't you say you fixed the double whistling sword bug for 1.2.5? I think I'm using the first 1.2.5 version you put out and I still got two swords last night. I might make a new install to make sure and I'll let you know.

  11. 12 hours ago, Bartimaeus said:

    @NdranC Sorry to keep pestering you about this, but I'm trying to troubleshoot to figure out exactly what happened. I installed the latest version of BG1:EE. This is the bottom of the item list for the Candlekeep Inn in an umodded version of BG1:EE 2.5:

    I don't mind at all. It feels like I'm the one pestering you. I still have the install but I'm not sure how to find the information that you want. Just let me know if you need anything else.

    Candle Keep Inn Shields on a BGEE unmodded game:

    CB30b22.png

    EET Shields on my current modded game:

    6JbwIYX.png

    How the shields actually look ingame on both BGEE (Unmodded) and EET:

    HIlC4Qp.png

    WeiDU logs for my EET install:

    https://cdn.discordapp.com/attachments/206930057040625664/564980749057392650/WeiDU-BGEE.log

    https://cdn.discordapp.com/attachments/206930057040625664/564980784671358976/WeiDU.log

    If you need help with something else let me know.

  12. 45 minutes ago, Bartimaeus said:

    Yeah, I mentioned on the previous page: "If the item you're looking at's resource name is shld(number)(number)(letter).itm, that's a 1pp shield that I guess I should probably get around to handling via IR for the EEs sometime." However, it's a mystery to me as to how these shields are appearing to begin with, since I installed BG1:EE and the Candlekeep inn did not stock them. It's possible that since my copy of BG1:EE is a bit old, that it's been since changed, or that another mod you're using has added them to the store, etc.

    I just launched my version of BGEE unmodded and all the shields including the 3 bucklers at the canddle keep inn have this description:Buckler5.thumb.png.8e608e5c66407e0e1ec0c6f615792dc9.png

    So it seems that yes, its using the "A" version one for all the shields. I guess IR changes most of the shields except the bucklers from 1pp? Regardless, it's just a minor cosmetic issue, I just though I should point it out.

  13. 10 hours ago, Bartimaeus said:

    @NdranC Earlier, you said the unenchanted shields from "the beginning areas" had the BG:EE-type descriptions, but you just listed SHLD01 and SHLD08, and they have the IR-type descriptions. From what item did you pull your previous unenchanted buckler description from in the image you sent me before that had the BG:EE-type description? I just installed BG1:EE to see what, e.g., the Candlekeep inn stocks, but they're all the base items with the IR-type descriptions. Where was your shield from?

    Ok, so I'm assuming the IR type descriptions are the ones were it lists

    Requires:
     4 Strength

    It seems like all the non-enchanted Bucklers have a different type of description. Yesterday I noticed with EE Keeper (Shadow Keeper) that those bucklers have an "A" at the end of their name. So in my example you can see SHLD08 is the non-enchanted buckler that I imagine should be showing up but SHLD08A is the actual one at the stores with a different description. You can find 3 bucklers in canddle keep for example and they all have a different type of description compared to other shields. I wonder if another mod is messing with them. Now that I think about it I do have a component from Anthology Tweaks that allows mages to use Bucklers and thiefs to use small shields.

    Ok so it seems that all shields of any type have a "normal" version and one that ends with "A" like for example "SHLD08" and "SHLD08A". The problem seems to be that the in game stores sometimes use shields that end with "A" and sometimes uses the non-"A" version. This is always consistent and not random because it has always been like this since I started using IR so maybe it's another mod that's messing with it.

     

    Buckler4.png

  14. 14 minutes ago, Bartimaeus said:

    @NdranC If you spawn or otherwise look (e.g. with Shadow Keeper) at a shield like shld01, what about its description? Just making sure.

    Quote

    Type: Shield | Name: Small Shield | Resource: SHLD01

    A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon.

    STATISTICS:

    Armor Class Bonus: 1
    Arcane Casting Time Penalty: +1
    Stealth Penalty: -10%
    Weight: 6
    Requires: 4 Strength

    I don't know if this matters but I noticed there are Buckers called SHLD08 and SHLD08A.

    Quote

     

    SHLD08

    A buckler, also known as a target shield, is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement.

    STATISTICS:

    Armor Class Bonus: 1
    Special: No Missile Weapon Protection
    Weight: 4
    Requires: 4 Strength

     

    Quote

     

    SHLD08A

    A buckler, also known as a target shield, is a small round shield of wood or metal that fastens to the forearm. Because of its size, it is light and can be worn with very little restriction to movement.

    STATISTICS:

    Equipped abilities:
    – Armor Class: +1
    – No protection against missile and piercing attacks

    Requires:
     4 Strength

    Weight: 2

     

     

  15. 23 minutes ago, Bartimaeus said:

    I see two different formats here. Buckler which puts both the AC and -1 missile protection bonus under "Equipped abilities:" (I've never written the "abilities" as lower-case, so we can assume this is an EE description), Buckler +1 which follows the IR format, and Buckley's Buckler which also follows the IR format.

    So the one that doesn't follow the IR format is your shield...and a little part of my brain is telling me that the EEs have extra shields from when they installed 1pp that BG1 uses that the non-EE version of the game does not, so I would guess that the buckler you're looking at is one that is not affected by IR at all. If the item you're looking at's resource name is shld(number)(number)(letter).itm, that's a 1pp shield that I guess I should probably get around to handling via IR for the EEs sometime.

    As far as I can tell from the beginning areas all the Small Shields and normal Bucklers follow the format:

    Equipped abilities:
     - Armor Class: +2
     - No Missile/Piercing Attack Protection
    
    Requires:
     4 Strength
    
    Arcane Casting Time Penalty: +1
    Stealth Penalty: -10%
    Weight: 3

    Medium and Large Shields:

    Equipped abilities:
     - Armor Class Bonus: 3
    THACO: -1 Penalty
    
    Requires:
     12 Strength
    
    Arcane Casting Time Penalty: +2
    Stealth Penalty: -30%
    Weight: 6

    Special Bucklers like Buckler+1 or Buckley's Buckler:

    Armor Class Bonus: 2
    Special: No Missile/Piercing Attack Protection
    Weight: 2
    Requires: 4 Strength

    They all are inconsistent between each other... Mostly the Special Bucklers with the rest, although maybe the "THACO" part should be " - THACO" to match the other equipped abilities formating. Just a minor issue for sure but I though I would point it out anyway. I don't think they should be added by any other mods since IR conflicts with almost any mod that tries to change shops and I have IR priority over any other component.

  16. 14 minutes ago, Bartimaeus said:

    I forgot about the Wand of Lightning, but I fixed that now. Whoops! As for potions, that's correct, potions cannot be dispelled. They are considered alchemical, not magic.

    This is Buckley's Buckler's description:

     

      Hide contents

     

    A rectangle of mammoth hide forms this small shield. No amount of cleansing can dispel the pong of decay from this poorly tanned device, yet somehow the malodorous shield fortifies its wielder.

    STATISTICS:

    Equipped Abilities:
     Constitution: +1 bonus

    Armor Class Bonus: 1
    Special: No Missile/Piercing Attack Protection
    Weight: 4
    Requires: 4 Strength
    Not Usable By:
     Mage
     Monk
     Kensai

     

      Hide contents
     

    This is Kiel's Buckler's description:

      Hide contents

    This is the buckler of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. This light weight shield of excellent craftsmanship bears powerful magical enhancements, and it is said that part of Kiel's force of will imprinted itself upon this shield.

    STATISTICS:

    Equipped Abilities:
     Protects Against: Hold and Stun

    Armor Class Bonus: 3
    Special: No Missile/Piercing Attack Protection
    Weight: 4
    Requires: 4 Strength
    Not Usable By:
     Mage
     Monk
     Kensai

    The Enhanced Editions automatically reformat descriptions to a degree, but I'm not super familiar with how it does it. From your description, it sounds like Buckley's is following the IR format, while all other shields use a different format?

     

    https://imgur.com/a/TGbPEWj

    Buckley's Buckler and the Buckler+1 seem to be more consistent with each other than any other normal Buckler or even other Small, Medium or Large Shields.

  17. I'm glad I was able to help you out. I'm looking forward to starting a new playthrough with 1.2.5 and see how it goes. I really like the changes you have made to IR and SR in general and particularly the item descriptions. I though it was going to be harder for you to deal with that EE problem.

    I hope you saw my comment on  the Wand of Lightning. Didn't see any mention of it in your change log.

    I have been reading in the item descriptions that potions buffs can't be dispelled but I seem to remember reading that the original IR changes that back without updating the item description. Can I assume that since you left that line in then that means then remain undispellable?

    EDIT: I noticed this before but I forgot to bring it up. Buckley's Buckler seems to have an inconsistent type of description compared to other Bucklers or Shields for that matter. It says "Equipped Abilities: Constitution: +1 bonus" then it has the rest of it's ability text down at the bottom while other shields say "-Armor Class: +1" under equipped abilities using a different description format.

  18. 9 hours ago, Bartimaeus said:

    I tried BG1 NPC some years back, and found that it did not seem very...homogeneous with the rest of the game (not that the BG series doesn't have writing consistency problems in of itself, mind you). Not everything is for everyone (and by most measures, I am a bit of a purist in terms of mods adding new content to begin with, so). I have added an additional check to see if the item in question exists and overwrite it with an additional copy of IR's version of the ring if so.

    Thanks for the effort.

    I discovered something else but I don't know if you would be willing to fix it since you don't play with the EE versions. I didn't notice before because I was speeding through the content and I know what all the items do but reading more carefully I noticed most (if not all) of the EE added items have the wrong names and description entries (usually potion names and descriptions). So for example the belt that Gorion wears it's called "Potion of Giant Strength" or something similar. Same for Neera's Staff or the Mace of Stunning.

    I also noticed a typo in the Wand of Lightning you can get from that house in the north part of Beregoth. The description claims that they have to make a save with a -2 vs wands but the actual item "properties" at the bottom of the description claims that it's a -4 vs wands.

  19. 6 hours ago, Bartimaeus said:

    The sword problem should be fixed as well. 1.2.5 should be done within a few days...-ish. The primary thing left is fixing the percentiles of effects. Hopefully it won't be too much trouble.

    As for the ring...I mean, I guess I could just copy a version of the ring over their resource's name if it detects that it exists, effectively replacing it with IR's version. That's probably the easiest method. Is that what what you want?

    Honestly... It's your mod so it's up to you if you think its worth to maintain this change. BG1NPC Project is really popular and I'm surprised you haven't used it since it actually gives personalities to all the BG1 companions. If you think it wouldn't bother you or wouldn't be a problem for you later I would say, why not? Besides it seems that IR already takes that ring into account so you will just be feature matching in a way.

    I haven't been able to play much today but I was able to corroborate that you indeed fixed the Bastard Swords around the Friendly Arm Inn at least.

  20. 10 hours ago, Bartimaeus said:

    Thanks! I'll have to do more testing to see what's up there, since it should theoretically be the same exact animation. Only other thing I could suggest is installing IRR right now with nothing else, and seeing if those creatures break to directly confirm that this problem is indeed because of IRR.

    (e): Figured out the problem, it's a BG1 issue. Now should be confirmed fixed. Thanks for the help, @NdranC.

    No thank you for putting some effort and free time on making something the rest of us can have fun with. Once you update to 1.2.5 with some of the fixes you managed I'll try a new install and see how it goes. Technically the Ring and the Sword problem can be easily fixed by just ignoring the ring and the second sword. It's inelegant but that's how it is. If 1.2.5 will take a while I might re-install with 1.2.4 and do a quick playthrough to see if I can spot anything else.

    Quote

    @Mike1072 Thanks for the relevant info! I'm assuming this mod is installed much later in the install order than IR, so there's quite frankly not much I can do about it. Now that you mention it, I do recall that I actually made this ring give +2 Charisma vs. IR's +1, as that's what other 18 set items got (and there are already a number of +1 Charisma items, which rather stole its thunder).

    BG1NPC Project is installed pretty early I believe. At least the way it works in EET this mod needs to be installed first in your BGEE folder and then EET "imports" all the BGEE modded content into BG2EE and then you mod BG2EE with IR. I would imagine IR would be one of the last normal mods before SCS atweaks and Tweaks Anthology.

  21. 10 hours ago, Bartimaeus said:

    Whistling Sword: Interesting. Any way you can figure out for me the item resource name of the one that is not sw1h09.itm?

    According to EE Keeper the resource name for the Sword that needs 4 Strength is (SW1H09_) while the one that needs 5 strength is (SW1H09).

    I haven't tested a manual BGEE only install of your modded IR yet but I'm almost certain the missing animations for non-player races for Bastard Sword and Long Bows (Compounds are fine) are related to your 1pp components. I'll try some more to be sure but 6 months ago I played with default IR and those animations were fine. I'll try to do the same setup but with default IR and see if I get the same problem.

    Thanks for your time.

    Edit: Made the same install but changed IRR and SRR back to IR and SR. The animations were fixed. I noticed some items had different icons (darts, the belt of sex change). The Whistling Sword was fixed, only one dropped and it was the 5 strength version and lastly the Lord Foreshadow's Ring of Human Influence (that's the in game name) remained the same giving 18 char so IR is not particularly taking care of it either. Never seen this ring before and apparently he doesn't give it to all my characters. Not sure what's the condition to trigger the gift.

  22. I'm pretty sure the Ring of Human Influence that Lord Foreshadow gives you it's it's own version since it has a specific description alluding to the fact that he gave it to you. I already deleted the install to check the sword. Tonight I'll try to do some test on both modded and unmodded BGEE and maybe another EET install with the automatic tool to see if I notice any differences.

  23. I don't know if this issue is under your purview but after running an EET install last night I noticed Lord Foreshadow gave me a Ring of Human Influence that sets my Charisma to 18 and 1 charm per day. This ring doesn't seem to be affected by the changes on IRR. I found out BG1NPC project seems to be the mod that added that specific item and interaction but under their changelog it claims that they added compatibility with IR back in 2009? Wondering if your changes to IR could be undoing the compatibility.

    I also noticed the goblin that drops The Whistling Sword dropped 2 of them instead. The only difference was that one required 4 strength while the other one required 5 strength.

    And lastly I noticed most goblins and kobolds were not displaying any weapons on their hands even though they kept using them and dropping them like normal. Particularly bows and bastard swords? Maybe more, once in a while some of them would be holding a weapon like normal but didn't pay attention at the time which ones were being displayed and which ones were not.

    I'll try to do a manual install of just bgee tonight and see if the issues persist.

×
×
  • Create New...