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NdranC

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Posts posted by NdranC

  1. 2 hours ago, Bartimaeus said:

    ...I am generally a supporter of function and usability over anything else, and from that perspective, it only makes sense to add them, especially since there are other mods to mass remove them if a person wants. The one I am most leery about is Periapt of Life Protection, but in my brain, I'm going to sort of just consider the Death Ward and Negative Plane Protection portrait icons as "Protection from Death" and "Protection from Level Drain" respectively instead.

    Funny that you bring up Charm/Domination, since I always thought it was weird the Domination spells don't mention that they're actually just charms as well.

    I mean... Is there a mechanical difference between "Death Ward" the spell effect and "Protection from Death" or "Negative Plane Protection" and "Protection from Level Drain"? or "Chaotic Commands" vs "Protection from Charm and Confusion".

  2. 29 minutes ago, Bartimaeus said:

    2. SRR's version of the spell uses "SPARMOR", which is an original BG2 graphic. For EE games, I have it set to patch the spell to use the 1pp effect instead (1WDSARMR, also used by the EEs) - problem is, there's a typo that's preventing it from patching correctly, so it's using the original graphic. I've now fixed it. Thanks!

    I went ahead and fixed it myself. Thanks for the names.

  3. I do notice a little black border edges around some of them. Next time I might try not using those bams and I guess it will default to the SR ones.

    Quick question, what happened to the Spirit Armor animation? The vanilla one is so awesome with a big green skull that eats your paperdoll. But currently in my install is vaguely similar but but not a defined skull and a lot tinier? It used to be one of my favorite animations.

  4. 13 minutes ago, Bartimaeus said:
    • Periapt of Form Stability: It's intentional to not give it the "Protection from Petrification" portrait icon - similarly, Periapt of Life Protection does not give either the Death Ward or Negative Plane Protection portrait icons. I'm not one hundred percent if this is the correct decision (after all, at one point, I had decided to add them), but there are pros and cons either way you go. The Protection from Cold bit: nice spot, this is supposed to protect against Druids' Polymorph Other from SR, but it'll have to be done through patching instead due to dynamic resource name changes.

    As some one that played for quite a while with the Anthology Tweak that removes all icons from equipment and now is playing without that component I much prefer icons for a couple reasons:

    Baldur's Gate is the type of RPG that is all about pre-buffing (not a huge fan of this but it is what it is). Every time I rest and proceed to prebuff it's so much easier to visually see who has what buff. It's a pain in the ass with, for example aid, to keep track of who has it and who doesn't need it based on the fact the spell doesn't have an icon. Every time I'm going to buff I need to do a little mental gymnastics trying to remember who needs death ward and who doesn't, who needs chaotic commands and who doesn't, who needs freedom of movement and who doesn't based on their current gear loadout that I then have to proceed to go into their inventory and right click on a lot of items. Is it doable? Of course, just a little of a pain in the ass. Maybe since I'm scared brained it's worse for me but I even forgot that Lilacor has charm protection and I've been wasting some of my chaotic commands on it's user.

    I would KILL for a feature that would allow me to mouse over an enemy and see all their buffs, or even just print in the chat log all their buffs. With so many of them and how reliant this game seems to be on buff management having your character portrait have very rarely just a few less icons doesn't seem to solve anything since half your portrait will be filled with buff anyway for other stuff.

    I think it might help with clarity as well. At the beginning I wasn't supper clear on weather or not a shield or a weapon that says "Immune to Charm" would protect me from just Charm or would it also work with Dominate? I would imagine that a lot of people very familiar with the engine understand that charm effects are all the same, but this rule is broken often with stuff like Invisibility vs Improved Invisibility or all the tiers of spell protections.

    That's just my opinion though.

  5. 1 hour ago, Bartimaeus said:

    Doh, yes, Cause Light Wounds. It's supposed to look like the bottom one. Since you haven't yet reinstalled, can I get a screenshot of a spellbook of yours that contains it?

    FZDVikg.jpg

    You know what, now that I look it it does look a little chuncky but I believe I'm using the Spell Bams that come with Lefreut's Enhanced UI.

  6. 1 hour ago, Bartimaeus said:

    I've been meaning to fix the Light Cure Wounds icon that comes with Spell Revisions for years, but I kept forgetting. Now it's finally done.

    bgmain_vovkwc9Nhg.png

    bgmain_jmVJEasSJ3.png

    I don't know why it looked that way when none of the other Cause Wounds icons did - I remade it from scratch rather than try to fix up the broken one. ...Might be just a touch too red, but it's pretty close to right.

    Don't you mean Cause Light Wounds? Cure Light Wounds look the same to me? Cause Light Wounds on the other hand, mines look like the bottom one, is it supposed to look like the thicker/rounder one?

  7. 1 hour ago, Bartimaeus said:

    I think I said once upon a time that -4 may be too severe for Banishment, though from my tests, it's never been nearly as reliable as what you experienced, haha. It's such a particular case-use spell that I don't really want to nerf it even so.

    And now, we finally have the root problem - both IR and SR (including the non-Revised versions) install a file called "dvbanish" which differ in implementation. IR's grants a saving throw in the .spl of the effect itself, SR's does it before that - in other words, by installing IR after, SR's Banishment is subject to a double saving throw. This is a problem inherited from IR, as IRR has never made any modification to it. However, it's easily fixed...and this mess has now been officially solved. Thanks for your patience and cooperation!

    Special Abilities: Yeah, it's an engine thing, nothing I can do about it. Although...I don't know what you mean regarding Staff of Curing, I just put it in my second slot, then Staff or Rynn in my first, and I was able to use the Mass Cure ability (after identifying Staff of Curing, of course).

    No really, thank you for your patience. I thought maybe I was just an idiot that was overwhelmed by the SCS RTwP combat not to notice some basic stuff. Minor thought, do you think dispelling screen should block banishment once? I'm not a big summon kind of guy but maybe there could be a way to involve banishment into the mage chess even if minor.

    Staff of Curing: Hmmm, well that is interesting. I went to try it again and just realized it happens (or doesn't happen in this case) if you have a range weapon (maybe launcher types since boomerang dagger seems fine) active. In other words, if you current active weapon is a (I tested crossbow and sling) launcher? it will hide the special skills from other melee weapons that you have equipped but not active. Shrug.

    Random Suggestion:

    - Dispelling Screen smaller circle? It's really bright and really wide. Maybe 3/4 diameter or even half?

    - Should Negative Plain Protection protect you from attribute drain? The buff is already pretty specific in its use as is, maybe it could be expanded a little?

    - Should invisibility/improve invs have a buff icon? This is just about improving clarity in combat but I'm noticing is hard sometimes to tell if you are still invisible, specially for mages with mirror images/stoneskin, since only the original gets the transparency effect. My friend is also trying to backstab with the Pixie Prick +2 and that has a 15% chance to proc invis on swing. He also finds it hard to tell if his character is transparent or not on certain tile sets due to the black hood he wears matching the dark grimy dungeon floors.

    Random Weird things about IR items: I'm gonna bug you again over here about IR stuff.

    - The Periapt of Life Protection claims to protect from Death and Level Drain. I haven't tested this but isn't this the same as having Death Ward + Negative Plane Protection? If this is the case, should it give you both of those buff icons to your character?

  8. 10 minutes ago, Jarno Mikkola said:

    Here's how. And yes, technically it's --change-log ... because of the command.

    ❤️

    @Bartimaeus https://drive.google.com/drive/folders/1MsmId9uHpyOsuhkLN74bf0BuhIk_X8H9?usp=sharing

    I also went ahead and uploaded my spell_rev folder that was extracted into my bg2 folder just in case you think maybe the original files could have been the problem. All in all it seems that your new files work because after trying a little longer I finally managed to get 2 grabrezus to succeed their saves and didn't get banished. Apparently they were just that unlucky when I tried NO JOKE 10 times.

    I don't know if there is anything we could learn from this experience. Your new files are good so it's definitely something you can't "fix" since it's not a problem. Maybe I feel a little better about myself since I was not imagining things.

    Speaking of other issues. This is an IR thing but I guess might as well  post it here. I noticed some items that give a special abilities allow you to cast these abilities even if you don't have them as the 'active' weapon. For example Ilbratha +1 and Silverblaze both allow you to cast Mirror Images/Negative Plain Protection by just having them in your weapon slots. While the Staff of Curing +1 doesn't allow you to use Mass Cure unless it's active as you current weapon.

    btw, I don't know why but I lost the ability to upload files to these posts, says I can upload files of 0 mb. I contacted support a couple days ago but no one replied.

  9. Ok yeah, I did what you told me and my banished is not working correctly. All summons are getting a save, and it seems its not just a fake chat save since I quicksaved while having a Glabrezu, Nishruu, Hakeashar (which btw not sure if you fixed this but is named and looks exactly like a nishruu), a djinn which in turn summoned a lesser air elemental and my own Earth Elemental.

    The first thing I noticed is that there is no animation when they "die" they just go plop and disappear. The second thing is that all of those summons are randomly going or not going. There isn't a single one of them that the spell works on the 100% of the time. Afaik, the nishruu should die 100% of the time and it isn't, it's getting a save because I've seen him die some times.

    Now interestingly enough, with your updated one (that still targets party summons) I've been testing it for the last 5 minutes and no one is getting a save. And I mean I've tried it 10 times now and unless they've all gotten really unlucky with their saves I've managed to dismiss the demons, elementals and djinnis every time.

  10. @Bartimaeus It's possible that I could just be a derp, and missed something really obvious. But the thing that sold me on something being wrong was the fight against the mage after you meet firkraag. He was alone in the room, I was the only one in the room with him (my party was behind in the hallway) and I decided to use a summon Nishruu Scroll since I didn't know how tough was he. The first thing he did after getting all of his SCS buffs (insane difficulty) was to cast banished on my nishruu. The chat was very clean because it was only one enemy, no one was attacking him except the nishruu and the banished projectile went forth and nothing happened. The nishruu didn't even display a save message.

    Sigh... Out of curiosity, what is the part that changes the projectile from enemies to everybody? Is it only contained in spwi605 and nowhere else? I might try make the change to my old spwi605d and test it to see what happens.

  11. 7 hours ago, subtledoctor said:

    Weird, it’s 100% fine in my tests and I haven’t had any bug reports.

    Ah yes, I think we may have found the weak link.

    This is what I though at the time, it must be me because almost half of the components or even some parts of single components were broken somehow. And this was consistent with Blood&Magic, Faith & Powers and Might & Guile. Do you think the install tool is not ideal? I DID notice that when I downloaded some mods manually including your mods and I tried to manually install them I had a lot more options and components that were not available as an option with the tool install.

    That being said, I did try once where I just made a basic EET with no mods except IR, SR and Rogue Rebalanced and then I manually installed your mods and I still had similar issues to what I had before. I haven't tried again since, some of your components worked. Like the Style Changes and the Potions for Everyone but a lot of the kits like the sorc kits and mage kits where just broken with even the wrong text entries on their description.

    I would ignore this though. Next time I try make a new client I'll try to test them more carefully and see what happens. The failure was so catastrophic that I knew it probably had nothing to do with the mod itself and more with something I was doing wrong.

  12. 2 hours ago, Bartimaeus said:

    Well...everything looks right to me.

    https://dl.dropboxusercontent.com/s/we3dmbg5et6rig7/Banishment.zip

    This is a copy of the required files for Banishment from the latest SRR repository, except it's set to target friendlies. Create a sorcerer in ToB and see what it works on. I would also open up spwi605.spl and take note of its string references (name and description) so that you can set them to the correct ones again (although there's no need to do so with this test spwi605, since it only targets friendlies and you obviously don't want that).

    So... You gave me 5 files, spwi605 (not D), dvbanish (eff/spl), dvgateba (eff/spl). The thing is I don't have any dvgateba (eff/spl) in my override or anywhere else according to NI.

    If I understand this correctly. The file spwi605 that you gave me calls a "spell ability" with 3 "effects" on it. The first 2 of those effects use dvbanish resource to check for gender summoned - 6 and unknow - 20 and the last effect uses dvgateba resource to check for summoned_demon - 9.

    If I check my spwi605 it looks differently presumably because it's actually just a stepping stone to use the real spell which is spwi605D since I have the Spell Deflection blocks AoE component. When I get to my original spwi605D I noticed that the last effect that checks for summoned_demon - 9 is using dvbanish.eff as a resource instead of dvgateba like in yours. Which I guess it makes sense since I don't have any dvgateba files in my default install.

    Do you think that has anything to do with it? Because you were correct that if I use all your files (including adding the dvgateba ones) I get the pretty animation and all my summons and gated creatures go away.

  13. 1 hour ago, Bartimaeus said:

    @Banishment: No graphical effect? The graphical effect is built into the same spell as that which does the delayed slaying - no graphical effect means...well, it means something is wrong, that's for sure, but we already knew that! :pAlso, alas, I actually need SPWI605D.spl, as you have the Spell Deflection Blocks AoE Spells component installed, which turns the base spells of AoE spells into shells that don't actually contain any of its original effects. And while we're at it, can I get a copy of your DVBANISH.spl? Might as well make sure here.

    https://drive.google.com/drive/folders/1MsmId9uHpyOsuhkLN74bf0BuhIk_X8H9?usp=sharing

    1 hour ago, subtledoctor said:

    (EDIT - also could just role-play. Who cares if you don’t totally max out your possible spell slots? When was the last time you expended every single spell slot?)

    I guess different people roleplay differently. I for one hate resting. I think it's immersion breaking to "rest" in the middle of irenicus dungeon or something like that. I've modded my game with this in mind and I almost double spell slots on all my characters with a more (in my opinion) sensible spell progression. But this is all done with the caviat that I'm not trying to rest after every encounter.

    I also love rogues rebalanced because the mod author gives a lot of unique items to bards and rogues that make them feel a little more special. Even if "annoyingly so" the items stand out in comparison with IR items.

    It would be awesome if as a sorc I could get a ring like the one Baeloth uses that increases the amount of know spells or something more flavorful to sorcs. Honestly I almost think that wizard items that give spell slots, or some of them, should give int bonus since it's so hard to find int bonuses for my party. For example, I'm thinking of using haer'dalis but he has an int of 15 and it's going to SUCK to teach him new spells.

    @Tome&Blood: I tried to play with it but like I said before half of the components were not working or very buggy for some reason. Like for example I tried using your metamagic as innate and it flat out was completely broken while the SCS component that does the same works fine. I'm not sure if it has something to do with EET or the Baldur's Gate Extended World Installer Tool but I figured I would rather stick to 2da editing and some basic overhauls for my first full playthrough.

  14. Gibberlings says I can't upload files and doesn't explain why. I've contacted support but they haven't replied. Here is the link to my file My Banished SPL.

    Yeah I didn't mean to imply it's your fault. It's definitely something weird in my end not sure what it could be since the Nishruu's are correctly gendered. I wish I could come up with a reliable way to test this without waiting for it. Maybe I should do what you did and change the projectile to affect friendlies to help me test it. Or just pour through the spl myself but until I solve my NI problem is hard to use it.

    Wow I just watched your video and I've never seen that spell effect at the end when the summons disappear. They just "plop" out of existence without fanfare when it works in my game. Hmmm.

    On another note, regarding the Melf's Acid Arrow. The reason why it was giving an extra tick is that I'm an idiot that forgot I was already wearing an item that increases my caster level by 2. That is why I was getting an extra tick. So forget about the whole multiplayer thing. My friends dagger still seems to still be missing an extra tick but it's really minor. I just bought the Scarlet Ninjato for him so I'm gonna test it out to see how many ticks of poison it procs.

    And by the way, thanks for giving me the time of day with all my little questions, IR and SR and by extension all the changes you've made to them have become my favorite mod right after SCS. I just got the amulet of power yesterday and the way it works is SO GOOD for cleric/mages by giving them both divine and arcane spell casting slots. I really think it makes items and spells a lot more interesting.

    PS: is it possible to restrict only giving spell slots to a sorcerer and not a wizard if they wear an item? I though maybe it could be a good idea to change or create some items to "encourage" charisma based characters to use charisma items instead of just using a lot of the same wizard based ones. I'm currently roleplaying my sorcerer with 25 charisma but it was really hard to justify not dropping the Ring of Human Influence for the Ring of Acuity. If it's not possible maybe tweak another item with a boring effects to be only wearable by charisma based casters and with a new effect. If you think it's a good idea.

     

  15. @Bartimaeus

    So for the time being I reverted my client back (from the summon gender fix) because my friend couldn't install the mod today. And I 100% confirmed that there is something wrong with the nishiruu because I summoned one against an NPC mage and he casted banishment and did nothing. Not even a save message. I assume that the nishiruus are gated? The only 2 spell that work against nishiruus according to the description are dispel magic and banishment. I then went to NI and looked for the nishruu summoned by the arcane spell I can confirm that it's gender is "Summoned - 6" so he is properly gendered. Not sure what the problem is.

  16. 3 hours ago, subtledoctor said:

    That sounds a lot like what I coded in Scales of Balance. It also removes the level 7 +1/2 APR bonus for warriors and instead adds 1/2 APR for each higher level of mastery. 

    Actually I used it on my previous client and I really liked it. I also liked the Potions used by everybody that you have there. The reason I had to stop using it is because I think you are using scripts to have the extra especial effects for styles and stats. Problem with that is that is was a little "sluggish" because you have to swap to a new weapon, get out of your inventory, unpause the game for 2 seconds, get back into the inventory and then see what changed. So I took heavy inspiration on your mod to achieve something similar without having to use scripts for the extra fancy bits since I was pretty happy with the default ones.

    I was also upset with the proficiency progression for most classes since unless you were a fighter you never get to put points beyond 1 or 2 which I think it's pretty lame. I understand that fighter only have proficiencies going on for them so I made sure t4 was beefy and reserved for them (or a single weapon for a rare kit) and distributed the other points a little more evenly among the other classes. The extra proficiency points per level feels great when you want to prepare several weapon sets (like a crushing set, a slashing/piercing set and a range set) and you can work it smoother into your fighter progression.

    I really like some of the other stuff in your mods. I wanted so badly to use the component that gives extra spell slots based on charisma. But for some reason I've always had inconsistent and often really buggy results when I installed your mods with the EET Expanded World Installer. Like classes that would not work, missing component, broken text entries. Instead of figuring it out at the time and bother you with "bug" reports I decided to stick to the SCS+IR+SR main plan and then just make my own 2da edits for the basic stuff. I'll definitely plan on making a playthrough at some point with all the mods in your footer. Actually now that I have a little of your attention. What kind of other author mods do you recommend using  with yours for a cohesive experience?

  17. @Bartimaeus

    Banishment: It's right in the description of the spell, same for Djinni. "The gated genie is immune to Banishment and has access to..."

    Spoiler

    UX9v9pw.jpg

    I'll get back to you on the file since for some reason is not letting me upload it.

    Ticking Damage: It occurred to me that it could be multiplayer related and that seems to be the case. Almost all tick based damage of effects are slightly off. As the host if I cast them I get an extra tick while my guest gets one less tick. In single player everything works as expected. Nothing that we can do about it I guess.

    Random Treasures: I really like that idea. I'm probably going to use it for next time.

    Weapon Mastery: Please do, I made my own that changes prof cap to 4 (including styles) 4 is reserved to pure fighters, 3 paladin/rangers/multifighters, 2 clerics/thief/bards, 1 mages. With a lot extra prof so you can actually have multiple main weapons. Moved around a lot of stuff. I honestly want to use someones else's if I like it because I don't know very well how to code in weidu even though I've modified some of the existing IR code to suit my needs, it's a lot more time investment to learn to do it from scratch and also work with other mods.

    Flesh to Stone: Not sure, it has happened twice in 2 different (not recent) EET installs. If you are interested I could do that thingy that shows what mods modified a file but since I manually fixed it and it doesn't seem to be generalized I could keep an eye out for the next time I make a new install.

    EDIT: Forgot to mention, the Hakeashar has a weird description, not sure if it's intentional but it mentions that a Hakeashar is an upgraded Nishiruu and then proceeds to never call the summon a Hakeashar and instead always uses the name Nishiruu.

     

     

  18. Could you elaborate on what "Remove random treasures does?" Does that include scrolls?

    Banishment: Ok so I went ahead and after applying the path I opened NI and made a list with all the creatures with the gender=summoned -6 property. I wanted to test it but after some random trial and error the only mage I could get to summon things was using efreets, demonds and elementals. The demonds and the elementals were getting a save (aka didn't always work, I personally only see it work on a single air elemental once) and it wasn't working on the efreets either. Luckly I noticed when I was looking for the efreets description that they are supposed to be immune to banishment even though they are summoned.

    Of the top of my head I can't remember how banishment is supposed to work on elemental but I thought they get a save? According to my list all elementals are considered summoned - 6 so either I'm remembering wrong or something else is going on.

    I'll start using NI to keep track of my summons while in combat to see if I can see them but a little suggestion from my side would be maybe clarify a little more which summons/spells is this supposed to work on. Or at least mentions the exceptions since efreets apparently are one.

    Gender=SUMMONED - 6.txt

  19. 10 hours ago, Bartimaeus said:

    @NdranChttps://github.com/BartyMae/Bart_Tweaks

    The fifth component, "Set Summonable Flag", sets the gender to the correct value for all vanilla, SR/R, and atweaks summonables. I discovered that atweaks erroneously resets the genders of a number of summonable creatures to non-summonable values, and since atweaks is installed long after SR (and in fact SCS), the only thing I can do is patch it after the fact. May be worth installing to see if it solves your problems with Banishment.

    Ah that is really cool, do you think it should be safe enough for me to run it on my current install? I'll make a backup and try it anyway and report if I notice the change. I haven't been able to check myself the gender of the summons because for some reason NI when it crawls/indexes through all the files in my BG install does so REALLY slowly under linux. Makes it a pain in the ass to do general meandering in it.

    Also I think you might have missed my edits on my last post both here and in IR. Just checking since you didn't mention them.

    PS: Looking at your tweak mod it seems you implemented a lot of the changes that I manually do to my own game like 3e inspired stat progression, I don't see strength there but I really recommend it. I have so many characters at 10 or 12 strength that when I equip one of the +3 str belts they get no benefit while people at 17 get a MASSIVE boots. I rather spread out the bonuses 3e style and get rid of that awful extra str mod at 18.

    PS2: Just noticed your readme lacks the description for "Alternative Weapon Mastery". Seems missing. Interested in knowing about that since I did some changes to it myself.

  20. Neb's Nasty Cutter +1 seems to have a slight bug, it claims the diseased effect last for 5 rounds and it will slow the target AND deals 1 tick of poison damage at the end of every round for 5 rounds. After testing it several times, I'm noticing it only ticks for 4 rounds. It seems to be missing the first tick when the poison is applied.

    EDIT: Minor question, I killed the shadow dragon but it didn't drop "Crom Faeyr Scroll". Is this something that IR or maybe SCS changes? I guess nothing I can do about it but just asking around.

  21. @Bartimaeus

    Regarding banishment again. I had the opportunity to test it one more time fighting some druids, one of the summoned 2 wyverns and I used it against them. They both died instantly with no save. Based on that I'm thinking that the spell is working but is forcing a save of more creatures than it should because very similarly summoned wyverns before these saved vs banishment.

    Now that I think about it, I noticed the animation to "summon" wyverns is the vines portal, isn't that what "gated" means? You open a gate and they come through? Does that mean that wyverns and dryads are considered gated creatures? Probably unrelated since I tested this with spiders that are definitely NOT gated and 2 out of 3 spiders saved.

    I have a minor bug. Probably something with my EET install but I noticed that the spell "Flesh to Stone" has the wrong spell description (some random line of dialog). I fixed it myself in NI but I'm not sure why that specific spell (so far) is the only one with that problem.

    EDIT: Just realized that Melf's Acid Arrow might be ticking for one extra acid damage than expected. I'm currently level 13th and it claims that it does 1d6+2 missile damage plus 2d4 acid damage on hit, then it does 2d4 extra acid damage at the end of every round for the duration of the spell. According to the description it should be 4 rounds at level 13th (capped at 5 rounds at 15th level). Currently testing it on my party members I can see 6 ticks of acid damage. (1 for the initial hit and 5 extra ones instead of the expected 4)

  22. 8 hours ago, Bartimaeus said:

    Anti-magics like Secret Word: No, there isn't. I wish there was, that'd be great, but as far as I know, when a sectype is dispelled (e.g. a spell protection like Globe of Invulnerability), it's always hardcoded to display the same dispel message every time, regardless of what the spell is or what it was dispelled by.

    Graphics: Okay, so it's a bit complicated, but here we go. For Globe of Invulnerability (I do not believe the Spell Deflections can be modified, so I would not suggest doing so at this time - with some hackery, it might be possible, but I wouldn't recommend it due to the game-wide problems it'd create):

    Original tutorial that you may skip in favor of the new tutorial below it because I discovered Near Infinity has its own tinting tools but which may nevertheless be useful if you ever actually need to fully export a .bam:
     

      Reveal hidden contents

    1. Near Infinity. You can probably figure out how to get Near Infinity working on your own.

    2. On the left side, there is a file browser which lists stuff like "2DA", "ARE', "BAM" - these are file types. The graphic is called "minorglb.bam" under the "BAM"s section, so look for it under that section (I suggest opening the section, then clicking on file within it, then typing "minor" to shortcut to it). There wasn't a good way to figure out what the graphic is called since the graphic is hardcoded, and just happened to find it by searching for "MINOR" and seeing it.

    3. After selecting the MINORGLB.BAM, you should see the globe graphic pop up on the right side at this point after a moment. Click export on the bottom right side, select "all frames as graphics", extract it to a folder of your selection that doesn't contain any other files.

    4. It'll export each frame as its own .png files, which are basic lossless, single-layer, transparency-supporting image files that are ubiquitous for image editors and browsers and such.

    5. Editing them is their own set of steps, but I can't cover it to any degree without first knowing what you're using, and I'm not sure how adept you are with editing images to begin with.

    6. For re-importing them, you should keep your current Near Infinity window open, which should still have the minorglb.bam file selected, and then hit "Edit BAM" on the bottom right of the Near Infinity window.

    7. Then, open a second Near Infinity instance (from the executable .jar file). Near Infinity can only handle editing one .bam at a time, so that's why we need two instances open, and the original minorglb.bam file contains critical information we'll have to keep up in order to reassemble the animation).

    8. On the second Near Infinity instance which does not currently have anything open, go into "Tools" at the top of the window, then "Convert", then click "BAM Converter".

    9. Now you should have two of these conversion windows up, one for each instance - one which is showing the minorglb.bam, one which is currently empty.

    10. On the one that is empty, click "Add" while still on the "Frames" tab and then select "Add Folder", and select the folder which contains the edited .pngs for your new animation. It should add all of them and in the correct order, mercifully.

    javaw_8ulO71eDh0.png

    11. Should look like this. In order to reassemble the animation, you must copy the "Center X" and "Center Y" information (top right) from each individual frame from the original animation over to each individual frame on the edited image. If this sounds stupid and tedious, that's because it is. Each frame can have different information, so you have to do it right for every single one or risk your animation looking all wacky and off-centered when you see it in-game. Additionally, you'll want to select the "compress frame" (not the compress BAM - I'm not sure what that does exactly, someone else can chime in if they know) checkmark for each individual frame as well (although this is not critical, and I'm sure some people don't bother since it's extra work for just compression). Leave it at "legacy (v1)' for the type.

    12. After you finish that, you'll want to go to the cycles tab at the top. You'll want the information to be exactly the same on your new .bam as it is on the original.

    javaw_5Frco9mHg2.png

    On the original animation, it says "0 - [6, 7, 8 ...]" in the top left. A cycle is basically...just the arrangement of frames in how the game wants to use them - for the original bam, the game only used this animation in one way, so we only have to arrange the frames in one way, too. The second set of numbers, "[6, 7, 8, ...]" is how they were originally arranged - frames 6, 7, 8 were first, and the rest followed. So you would just select frame "06" at the bottom left, hit the arrow pointing right to bring it over, then do the same for 07, then 08, then the rest. Since the original animation is 06-17, you can just select all of 06-17 at the same time and hit the right arrow once.

    13. Then you can hit "save output file" at the bottom right. Save it somewhere, it's now a complete graphic. If you get this far, we can get to actually getting it in-game.

     

    New tutorial (if you need pictures/more info, let me know - I'm not sure how good you are at figuring out things on your own/how much you need explained):

    1. Near Infinity. You can probably figure out how to get Near Infinity working on your own.

    2. On the left side, there is a file browser which lists stuff like "2DA", "ARE', "BAM" - these are file types. The graphic is called "minorglb.bam" under the "BAM"s section, so look for it under that section (I suggest opening the section, then clicking on a file within it, then typing "minor" to shortcut to it). There wasn't a good way to figure out what the graphic is called since the graphic is hardcoded, and I just happened to find it by searching for "MINOR" and seeing it.

    3. After selecting the MINORGLB.BAM, you should see the globe graphic pop up on the right side at this point after a moment. Click "Edit BAM" in the bottom right.

    4. In the new window, there's a post-processing tab in the top right, select that.

    5. Under filters, select "Color: Hue/Saturation/Lightness" and then click "Add".

    6. Play around with the sliders until you find something that you like. Try some of the other filters like saturation, brightness, contrast, etc. if it doesn't look quite right/too bright/too dark/etc.

    7. Hit "save output file" in the bottom right once you think you've got how you want it to look.

    8. Save it somewhere nice.

    If you get this far, I can then explain how to get it in-game.

    GRAPHICS

    Thanks for the tutorial, I actually use Near Infinity often to make my own edits to rebalance class skills or classes in general. I was trying yesterday to figure out what was the property in spell deflection that would create the animation around the player and I couldn't find it. My next though was going to look for it in the bam folder manually but I stopped before I got that far. Pretty nice I don't even have to use Photoshop and I can just edit it in NI.

    What makes spell deflection that special compared to globe? Because out of the two that one was probably the most useful one to know which spell to use to disable the mage.

    BANISHMENT

    You just want the default weidu.log with all the mods installed? Sure. It's  EET so I'll give you both. I wish I had more experience with the spell more than "it feels like it doesn't work based on my very flawed memory". Maybe I can run around in town and piss off some mage and hope they have summons to reliably test this.

    HOLD AND CONFUSION

    Did you ever figure out what happened to the overhead animations? I would love to optionally enable them with NI to test it out on my current playthrough.

    WeiDU.log WeiDU-BGEE.log

  23. I had an opportunity to test Banishment again, I was ambushed by some orcs/ogre mages and one of them summoned 2 wyverns and the other summoned 3 spiders (1 sword spider and 2... I can't remember their name but it's the bright green ones). I casted banishment and only the sword spider died. All of the spiders and wyvern made saves I believe. Again because the way the combat log works it's hard to tell if that what they were saving against but I closely payed attention to both summon groups and only the sword spider died.

    Question: is there any way to make the log report which spell/combat protection got dispelled by Secret Word? Really annoying when it comes to ones with no graphical auras like non-detection.

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