Jump to content

hippofant

Members
  • Posts

    22
  • Joined

  • Last visited

Posts posted by hippofant

  1. Hey subtledoctor. Just finished a trilogy playthrough using your mods (F&P, M&G, T&B, SoB, Random Tweaks, and NPC_EE). A lot of fun. I love the freshness of it.

    Have some comments / bug reports. None that are super-urgent but just wanted to let you know, as someone who's spent a lot of hours with your mods.

    1. When characters who've learned feats leave the party and rejoin it, the feat selection screen no longer tracks the feats they've learned. The feats' effects are still present, but the feats themselves can be re-selected with the next feat ability.
    2. Had some issues with the innate Contingencies and Spell Triggers, using Innate Metamagic. The biggest one was that if I use the Contingency/Trigger ability, but then cancel it or fail to set it somehow, the ability disappears permanently and I have to edit it back on.
    3. Most Mage NPCs still know the Contingency spell. Among them are Tyris, Minyae, rescued Imoen, ToB Jan, etc.
    4. Some issues with syncing Contingencies/Triggers in the spellbook with the innate abilities. (This probably isn't going to be very helpful.) Sometimes, I'll have a Contingency in my spellbook but the Contingency ability will still be in my innate abilities. Sometimes I'll have a Spell Trigger NOT in my spellbook, but the USE Spell Trigger ability (the one with the blue icon) is in my innate abilities. Sometimes I'll have both the white ability (setup trigger) along with the blue ability (use trigger) in my innate abilities at the same time. I haven't been able to determine why these desyncs occur, but they're mostly just cosmetic/UI issues.
    5. I think some of the proficiencies in the Readme are incorrect. It might be due to using different versions of the mod or because I'm also using Scales of Balance, but in mine, the Hand of Torm can get 2 pips in most things, not 1. Maybe this information should just be included in the kit descriptions at character generation? Or maybe you can write out the general rules and then the additions to those rules? (I.e. Clerics of Helm can put an extra pip in Longsword.)  This seems like it'll be a real pain for you to write and keep updated, especially if the FC/CM/CT versions are included as well, so I don't really know what a good solution would be, but there were definitely times in the game I was really puzzled as to what proficiencies a priest could learn and what weapons they could use (I.e. Getting Spear/Halberd proficiency, but then not being able to use Halberds), or not knowing what armor type each cleric kit can use, and there were occasionally mismatches between dialogue-based proficiency learning and level-up proficiency learning.
    6. The Weapon Focus feat doesn't seem to be working. I might not be understanding it properly, but I thought it would allow me to put an extra pip in a proficiency over the normal maximum for that class, but that extra pip option never seemed to come up. (I'd just EEKeeper it instead.)
    7. Sometimes the NPC_EE remove-proficiencies-and-relearn-them option wouldn't work and would fail to remove proficiencies from an NPC.
    8. Sometimes whatever it is you do with hidden proficiencies causes weird visual bugs in-game and in EEKeeper. They don't necessarily occur at the same time either, which I find weird, but I've never been able to figure out what causes it. (See screenshots below.)
      image.png.fffeb37151b86e808a23f05a7cd19a9d.pngimage.png.bc1452c7f1d31b9ad988ec6dd173cad7.png
    9. In d5_ckit.bcs, I had to add SetGlobal("D5KITTLK","GLOBAL",0) to the last block. I'm trying to remember why right now, and I think it was if I used Choose a Kit, but then chose not to change the kit and just reset my proficiencies, the global would never be reset and then the invisible monster would never engage in dialogue. I think. I made this change months ago so I do not exactly recall.
    10. I think, for some reason, Faith and Powers changed the category of all the bastard swords in the game to Morning Star (22). I am basing this on the backup files I have, where the FnP backup of SW1H01.ITM is a Large Sword (20), but the MnG, which installed immediately after, backup of the item is a Morning Star (22). I'm not really sure why FnP would change it like this, so if I'm mistaken about that I apologize, but then Item Revisions used that category and assigned all the Bastard Swords in the game to Mace proficiency and Mace appearance, and then Scales of Balance changed them to Club proficiency.
    11. The modified version of Barkskin that renews a skin every round makes an incredibly annoying sound every round too.
    12. Personally, I modded multiclasses to learn feats as well and have the full set of HLAs available to their base classes. That's just what I'm looking for when I play a dual-class or multi-class. Maybe it's a little overpowered, but I'm playing the trilogy for the umpteenth time now so I want my shiny toys (also I have SCS and Ascension, so...). Wouldn't mind if those became base components, but if not, I can continue doing the editing myself.
    13. Is it intended for feats to stop being earned at around level 20? I noticed you have more feat abilities created but that they're not all used in the clab files.

     

    Anyways, sorry if any of these issues aren't actually coming from your mods or if the descriptions aren't particularly helpful. I've been playing this playthrough for months now and most of these issues I fixed myself so I could just keep playing, and so I don't have total recall of everything I messed with, especially since I was mega-modding. If you need any help testing or isolating anything, I can help with that, though I imagine you're pretty busy with 2.6 compatibility issues right now.

    I really do want to emphasize how much I enjoy playing with your mods. They change up a game that I've been playing for years now and introduce some fresh new mechanical elements to it. They really make playing again a lot less repetitive and a lot more fun!

  2. On 5/13/2021 at 11:39 AM, Daxtreme said:

    I designed this mod for maximum compatibility, I changed the scripts based on how SCS handled it, and included the critical parts of the code in the ones that SCS didn't change.

    Now I did account and test with SCS, but it's possible that SCS has changed since then though, especially this creature, I haven't tested with SCS in a while.

    Unfortunately I have a forearm injury right now so I can't test extensively, but I'll check it out, thanks for the report!

    Also, still trying to figure out whether the 2.6 patch broke something in this mod.

    Hmmm. Okay, I dug deeper, and it wasn't SCS, I apologize. It was the BGII:EE Unofficial Item Pack mod - https://forums.beamdog.com/discussion/56567/mod-bgii-ee-unofficial-item-pack/p1 It seems to overwrite mage18z.cre for the purposes of adding the Hourglass of Gond item, which reverts Zallanora's override script to GPSHOUT.bcs instead of DX#ZALLO.bcs.

    The mod no longer seems to be in development; the creator is still active on the Beamdog forums but hasn't posted anything in their mod thread for years now. Not sure how you can resolve this conflict....

     

  3. Installing this mod before SCS bugs out the mod. Zallanora's mage18z.bcs is overwritten by SCS, so the encounter doesn't work as expected.

    Would suggest you all not use an existing creature (mage18) and instead just create your own, distinct creature with distinct scripts.

  4. 4 hours ago, subtledoctor said:

    I know it's a bit confusing, but the latest 0.79 versions are newer and more advanced than the 0.80 versions. Stick with 0.79 for now. (And the latest version is 0.79.21)

    That said, this may also affect the latest version. I think something in the engine changed since we coded that spell. Maybe it was made in the 2.3 patch, and now doesn't work in the 2.5 patch? Or maybe the spell original just cast the normal wizard spell (which would work fine, but call down the Cowled Wizards) but now it clones the Contingency spell to a new custom version (which can crash the game).
     

    EDIT - just tested, and it has to do with the new UI system. What you can do, is install OlvynChuru's fix over here, and then FnP's contingency spells should work fine.

    I'll work on updating the mod to make the spell work without needing that fix.

    Yeah, Cleric Contingency used to work on older versions, so that's why I also thought something 2.5 did break it. I did chase down the problem as possibly being related to the UI and BGEE.lua and UI.menu, but I got stuck at that point and couldn't figure out any more, especially since feat selection and your custom sorcerer spell selection - which look just to be repurposing the contingency UI too - seemed to work.

     

     

    Can confirm installing that fix did work for me. I can now cast Cleric contingencies.

  5. Hi SubtleDoctor,

    Having a bug with Priest Contingency causing a CTD. Ran into it in my BGEET mega-mod installation, but I've just tested it out on a fresh BG2 install - only FnP installed - and still had the same problem. Using FnP 0.79.19.2. BG2 2.5.16.6.

    Gonna try downloading 0.80.3 and seeing if the same issue occurs.

    Edit: Nope. Still CTD in 0.80.3. All options installed. Using a fresh ToB Weavekeeper of Mystra.

  6. 8 hours ago, Endarire said:

    If you're doing a clean install of EET and Spell Revisions and installing mods in the proper order, everything should work well.  Are you saying this doesn't work for you?

    So I installed EET Tweaks after SR. I'm not sure if that's the correct order. It is the order suggested by Roxanne's EET install tool. (This is my first ever playthrough of EET.) I know BWS is dead, but even in BWS's install order, EET Tweaks installs after SR.

    Looking closer at this, I'm seeing that in EET_Tweaks\lib\xp_quests.tph, it copies out the spells from override, makes changes to them, then puts them back. So in theory, these should be the SR versions of the spells, since SR installed first. But the versions I have in that directory are the OG versions (i.e. Spell Deflection lasts 3 round/level) and not the SR versions (i.e. Spell Deflection lasts 5 turns). My EET_Tweaks\backup\2062 folder has the SR spell versions in there though.

    (A few minutes later)

    Wait, now I'm really confused. I redownloaded EET Tweaks, to make sure Roxanne's download tool wasn't having me download some unofficial version, and xp_quests.tph inside of it doesn't have the spell copying code at the top. BUT the EET_Tweaks-master.zip I used in my install was the same version, with the same hash, and it ALSO didn't have the spell copying code at the top of xp_quests.tph. So now I don't know where that spell-copying code at the top of xp_quests.tph came from at all. I'm so confused now.

    I'll attach my weidu.log and the xp_quests.tph with the spell-copying code at the top. This is the extra code at the top, which I can't figure out its origin, and it also seemed to not work properly since it grabbed the original .spls and not the SR-modified ones, which I also can't explain (since COPY_EXISTING should grab the version in the override folder, right?)
     

    COPY_EXISTING ~SPIN710.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPIN920.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPPR701.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPRA302.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPWI318.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPWI519.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPWI522.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPWI618.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPWI701.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPWI802.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~SPWI902.SPL~ ~EET_Tweaks/eespells~
    
    ACTION_IF GAME_IS ~eet bg2ee~ BEGIN
    COPY_EXISTING ~staf11.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~BTEST1.ITM~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~DGARCHON.SPL~ ~EET_Tweaks/eespells~
    COPY_EXISTING ~Rods01.itm~ ~EET_Tweaks/eespells~
    END
    
    COPY ~EET_Tweaks/eedummy~ ~override~

     

    WeiDU.log xp_quests.tph

  7. Except that I didn't know that EETweaks would do that, since it doesn't seem to be documented, so I'm still not sure why it's being done nor do I know what the difference is between the EETweaks spell versions and the base game spells versions (if any).

  8. Finding that the Medallion of the Arctic is a little buggy. Even though it only casts MH#AMUL9.SPL every 6 seconds, I'm finding that the effects are stacking up on my characters:

    image.thumb.png.393fad1be56047d4ff4ffaa11cbaf1b4.png

    giving them much better AC/saves than they should have.

    I think this may be related to zoning/loading, which resets the 6-second timer.

    I've seen some other mods "fix" this by using a system that involves 2 spells: 1 spell casts the 2nd spell, which applies the actual effects and also immunity to the 1st spell. This way, even if the 1st spell triggers more frequently than it should, the effect won't get stacked up. I'm not a modder though so I'm not sure this would work for this item.

  9. Hi there,

    What are the spells in the eespells subfolder meant to be for? I don't see any component in the Readme referencing them nor could I find any references in the mod to install them, but I have found them overwriting spells from SR. I prefer to have Spell Revisions spells rather than base-game spells, which is why I installed it, so this is pretty frustrating.

  10. On 2/6/2021 at 2:21 PM, subtledoctor said:

    Confirmed that the failure to memorize Command does not affect any other spells. Basically Command was listed as index #0 in the array of special bard spells, and then when processing them for the semi-spontaneous system the code begins with index #1. So I only needed to change a single digit - probably the easiest fix I've ever done.

    Classic. It doesn't matter how many years you've been programming, you'll never really escape the good old +/-1 error.

  11. 2 minutes ago, subtledoctor said:

    Ah, I found it, it’s part of the revised bards. It is what allows me to preserve item usability differences between traditional M/T’s and the new M/T bards. There... might be a way to fudge it with kit flags, but I’m not sure. Meantime, if you are handy with NI you can add a 321 effect at the beginning of those two spells (d5fmnuse and d5mtnuse) with target=self, timing=1, resource=itself. The next time someone leaves and rejoins, it will be reduced to a single application of each op180 effect. 

    That's what I've done, but there's also a d5ctnuse and a d5bnuse by the way. They're not impacting me, but they seem to be similar spells.

  12. 2 hours ago, subtledoctor said:

    I've heard reports from some people that it can mess up your spellcasting slots. That might no longer be the case now, with recent improvements... or it might still be the case. I can't say. (EEKeeper doesn't work on MacOS so I can't test  it anyway.) I don't know  what EEKeeper does when you save the file... in fact nobody seems to know what EEKeeper does when you save a file. But it does something to your savegame without telling you. Maybe a Ctrl-R, maybe a wish-rest, nobody seems to know. But it can mess up or remove some applied spells, and the way the semi-spontaneous system tracks your casting slots is by applying spells that bump the values of various proficiency bits up and down.  (Gaining casting slots upon level-up involves bumping the bits' value up permanently; casting spells bumps them down; nd when you rest a spell is applied that cancels the spells that bumped them down. EEKeeper can, maybe, interfere with this system.)

    Ah. By default, EEKeeper does refresh spells. I disable that option myself because it has caused me problems in the past.

     

    2 hours ago, subtledoctor said:

    That sounds vaguely familiar, but I can't find it any where in my code or my current (massive) modded game.  It's likely a similar solution - just add a self-referencing op321 effect to the spell.  But I don't know what needs fixing.  Can you give me more info?  What do the "??" represent? What mods do you have installed? Which character classes are  having this spell applied?

    (Incidentally, how many times do you kick people out and have them re-join?? I find myself letting past members back in once, max, aas I am slowly advancing through the game.)

    So, for example, Fighter/Mages get effects from d5fmnuse.spl, that apply a 180 can't use item code to a whole buncha items. Mage/Thieves get d5mtnuse.spl. Clerics of Mystra get d5_u89.spl. I know how Clerics of Mystra get it applied, it's in their kitlist file (d5clmys.2da). I'm less certain where the multiclasses get it from, but you end up with something like this:

    image.thumb.png.3df3c9d585409da1893f057ac512f1fb.png

    And it goes on for a very long time.

    I do swap NPCs in and out fairly often. Since I'm playing with mods, I like to look at the new NPCs (and possibly steal their gear) and sometimes do their quests. Right now, I'm playing an EET run too, so Imoen necessarily leaves the party and rejoins it thrice (SoD, start of BG2, Spellhold). There are some other NPCs that will happen to too, like Jaheira in her BG2 romance.

  13. 6 hours ago, subtledoctor said:

    Possibly easier would be just editing your save to increase your proficiency - but don't use EEKeeper!  Use Near Infinity instead.

    Why do you advise not using EEKeeper? I have noticed it borks on the ExtraProficiency1 you use for Clubs/Maces, but otherwise I think it's been okay when I've used it?

     

    Actually, I should add, I do have an actual bug report to make: there are some permanent character effects that you apply - either in this or Scales of Balance not sure - that are reapplied every time the character is removed and added back to the party. In particular, D5_WF11N, D5_WF12N, D5_WF13N, D5_WF21N, D5_WF22N, D5_WF23N, D5_WF24N, and D5_WF25N seem to fire every time and apply their corresponding effects repeatedly. Also the D5??NUSE spell applies a lot of 180 opcodes each time a party member joins. I've had to give each of my characters permanent protection from D5??NUSE spells, or their character files just get insanely bloated with effects and starts really lagging NearInfinity when I try to make edits to their character files.

    I haven't been able to figure out how/where the D5??NUSE spells are fired, but it seems like this could be fixed by just making sure they apply protection from themselves so the effects don't duplicate.

  14. On 1/27/2021 at 5:11 PM, Hypaspist said:

    I can confirm that Bladesinger is missing a Weapon Focus option at level 9. Is there a way to temporarily fix that via adding a proper ability via NearInfinity? If so, which one of these would work properly?

    obraz.png.4a0648542c1ae106e009598819d9c677.png

    It would seem to me the easiest way to fix that would be to just cancel out of the feat selection, then use EEKeeper to manually increase the proficiency you were going to focus in.

  15. 2 hours ago, subtledoctor said:

    I think the Parrying postures are a 3- or 4-point bonus against a particular damage type. It's supposed to be attractive, if you know what you're facing. A 4-point bonus against blunt when facing ogres, or a 4-point bonus against piercing when facing an army of gnolls, could be a serious advantage.  Getting all three postures for one feat and being able to use them interchangeably could be worth a Dodge feat that gives you a blanket 1-point bonus all the time... maybe? Or maybe changing them is too finicky.

    Maybe parrying should be more like a small-scale aura that applies a -1 or -0.5 penalty to APR to a nearby enemy (subject to a save). Could set it up to work like the SoB Shield Bash, so it only affects one enemy each round. Hmmm...

    (EDIT -  man, a MnG/SoB fighter with a parrying aura and the Dodge feat and defensive tactics and toughness and armor-based DR and specialized in shield-fighting would be suuuuuuper tanky. Might have to try that with... Mazzy? Auren? Hmm...)

    Oh right, it goes up to +4 at level 12. And since it's a specific modifier, it would stack over the max AC limit.

  16. 4 hours ago, subtledoctor said:

    One of the things I'm considering is consolidating some of the fighting style feats. Currently there are three "tactics" abilities, which benefit your allies and only one of the three can be used at a time; as well as five "postures" which benefit yourself, only one of them can be used at a time but they can be combined with tactics; as well as several individual abilities like Swashbuckling and Dirty Fighting which can be combined with both postures and tactics. These are separate for historical reasons - the warrior and rogue feats used to be completely separate systems. But maybe they should all be combined? I feel like Swashbuckling and Fighting Dirty (and maybe some new ones) should be part of the suite of fighting postures along with aggressive/disarming/parrying. Group tactics are more questionable... maybe they should remain separate and stackable.

    And, maybe choosing a unified Parrying feat should give you access to all three parrying postures? You could still only use one at a time, but you wouldn't have to burn three feats for them.

    Also, Swashbuckling needs to be buffed. Given that it applies a penalty to thac0 and damage, maybe a 1/2 APR bonus would be okay? A move back toward the vanilla Offensive Spin ability, without being quite so cheesy.

    I think the defensive Postures are hard to feel worthwhile when you could get just straight +1 AC with a feat. Obviously, there are limited number of times you can pick that but once you see it you can't unsee it.

    I haven't really used the offensive postures because I don't want the knockback. I could probably edit it out myself, but I don't like knockback because it can cause extra "pulls" and it can occasionally knock an enemy through some bad geometry.

    As for the tactics, one thing I've found annoying is that if I only have 1, I can't tell if it's on or not. Obviously, I distribute the tactics across my different fighters, but sometimes I literally can't remember which I took or not. Just a minor UI limitation.

     

    4 hours ago, subtledoctor said:

    This is all working correctly. The small delay after you wake up involves an invisible creature running a script on the bard... it relies on the HaveSpell trigger, which cannot be replicated with spell effects. So this is one of the rare times that I will tolerate the 'invisible creature+script' technique. 99% of the time you wake up, it will be in an inn or some other uneventful circumstance, so this 1-second delay should generally have no consequence on real gameplay.  (I highly doubt it could be interrupted, unless you sleep was interrupted by a monster attack or something like that, and the monsters had craaazy scripts that take up your computer's entire processing power for a few seconds.  Very unlikely... and even then, with sleep being interrupted you should not get your spells anyway.)

    While I was messing around, I had one, maybe two, instances where SCS's Ease-of-use AI script caused my Bladesinger to immediately cast Armor upon resting. And then afterwards, I ended up with 0 casts remaining, when presumably I should have ended up with 1. I could NOT reproduce this consistently: when I tried, most of my attempts had my character just standing there not casting Armor, and it didn't work when I cast Armor manually. Sorry that's not much to go on in terms of a bug report.

    FWIW, I think some of the solutions you use to try and make these designs work in a pretty limited engine are pretty incredible. Obviously, I don't understand the full systems, but when I've dug into them, I'm pretty astounded at how intricate it all is.

     

    4 hours ago, subtledoctor said:

    A possible new method would look like this: you never have to  do anything at night.  Instead, every morning, your spellcasting will be disabled and you will get access to your spellbook. You can change out spells, or not. When your choices are ready, you would use an innate ability to enable spellcasting and remove access to your spellbook. Pro: you don't have to remember to prepare spells before resting. Con: you have to do something (clicking an ability) every time you wake up. Whereas right now, if you don't want to swap spells then you don't have to interact with the system at all.

    I definitely think this way is better. Having to do something each time you rest would be massively aggravating. Also if you get ambushed or some other sort of script interrupts your sleep with combat, you'd just have no spells at all.

    I don't think this way is bad. It's essentially the same as for Wizards: if you want to change your spells for the next day, you have to remember to do it before you rest. Even if that's not the better way to do it generally, the fact that Wizards (and Clerics and Druids) already work like that is a good reason for spontaneous Bard casting to follow suit for consistency.

  17. On 10/11/2020 at 11:20 AM, subtledoctor said:

    Huh. The Bladesinger was a late addition to the mod, and it looks like I neglected to add it to all of the script/dialogue changes. 

    Intended. The Bladesinger is a bit less of a bard and a bit more of a normal fighter/mage. As a nod to the OP nature of the PnP kit, this one gets some benefits that other bards don’t.

    Will look into this. I suspect it’s an interaction with the trueclass fighter abilities from the feats component.

    The level-up screen is wrong, and meaningless, and impossible to change. Pay no attention to it. 

    I think you have not used the “activate bardic spellcasting” special ability.

    There might be a problem here. I’m playing with Xan as a Bladesinger in my current game, I’ll see what happens at level 9.

    Okay, I haven't been playing a Bladesinger, but I figured since I was here, I could check out the kit myself to see if I get these same errors.

    My level 1 bladesinger does have D5FEATA.SPL and D5FEATB.SPL, which I think subtledoctor recycles for all choices like this. When I use those abilities, I get to choose from a number of Bard songs AND also some generic feats: Lore Bonus, Mental Resilience, Physical Resilience, Precise Strike, Fighting Postures: Disarming, Parry Slashing, Parry Piercing, and Parry Blunt, Quickstride, and Health Conditioning. Not sure if those are all intended or not. I do start with Aura: Blur correctly.

    The level 9 feats available are Inspiration: Reflected Images, Inspiration: Death Ward, Aura: Glove of Invulnerability, Aura: Cloak of Fear, Aura: Slow, and Advanced Precise Strike. No Weapon Focus indeed.

    I do have the Initiate Bardic Spellcasting Ability. When I use it, it seems to work, but my spellbook is a little borked until I use the Change Memorized Spells ability it gives me and clear out my spellbook. When I do so and I rest, I do notice that it takes a second or two for the spells to be "loaded" after I rest. Generally this works okay, but it seems like it's possible for this to get disrupted.

    One problem I am noticing is that, for some reason, my Bladesinger has a bunch of random Priest spells. Might be due to some other modding/editing I've done. I definitely don't get casts of Command when I memorize it though; it's just a useless bait option in my spellbook.

    image.png.8bb498942fd3724f471f890f37c0bee8.png

     

     

  18. I installed Sandrah after, which was the problem. I believe the issue arises here, in Sandrah's version of qd_multiclass.tpa: (v2)

    Quote

    DEFINE_ACTION_FUNCTION qd_multiclass
        STR_VAR
            kit_name = ""
            kit_clab = ""
            base_class = ""
            mc_dir = ""
        BEGIN
            
            ACTION_IF (NOT FILE_EXISTS_IN_GAME ~qd_multi_spls.qd~) THEN BEGIN
                //making the empty multiclass spells    
            COPY ~%mc_dir%/QD_MC_01.SPL~ ~override/QD_MCF01.SPL~
                 ~%mc_dir%/QD_MC_01.SPL~ ~override/QD_MCF02.SPL~
                 ~%mc_dir%/QD_MC_01.SPL~ ~override/QD_MCF03.SPL~
                 ~%mc_dir%/QD_MC_01.SPL~ ~override/QD_MCF04.SPL~

            ...

            COPY_EXISTING ~sw1h01.itm~ ~override/qd_multi_spls.qd~ //multiclass macro spells identifier file

    The same functionality in your version (v10):

    Quote

    // Ensure helper spells for multiclass abilities are available
    DEFINE_ACTION_FUNCTION QD_ENSURE_QDMC_SPL
    STR_VAR
      base_class = ""
    BEGIN
      ACTION_IF (~%base_class%~ STRING_MATCHES_REGEXP ~[DFMPRT]~ = 0 &&
                 NOT FILE_EXISTS_IN_GAME ~QD_MC%base_class%01.SPL~) BEGIN
        ACTION_IF (NOT FILE_EXISTS ~.../inlined/QD_MC_01.SPL~) BEGIN
          // create template SPL file for internal use
          COPY - ~.../inlined/qd_blank.file~ ~.../inlined/QD_MC_01.SPL~
            INSERT_BYTES 0 0x72
            WRITE_ASCII  0x00 "SPL V1  " (8)
            PATCH_FOR_EACH ofs IN ~0x08~ ~0x0c~ ~0x50~ ~0x54~ BEGIN
              WRITE_LONG ofs "-1"
            END
            WRITE_LONG   0x64 0x72 // ability offset
            WRITE_LONG   0x6a 0x72 // effects offset
            LPF QD_ADD_EMPTY_SPELL_HEADER END
        END

        ...

    So, best I can tell, qd_multi_spls.qd used to be just a flag indicating that the spl files had been created already. At some point between 0.2 and 0.10, that flag was removed for more precise scripting that actually searched for the exact files that need to be created, but now it means that if any mod using 0.2 is installed after a mod using 0.10, the 0.2 mod will overwrite all the SPL files created by the 0.10 mods.

  19. Hm, having a strange bug in my latest install. Characters with multi-class kits are not working in game, not getting the abilities they ought to be on creation and level-up. This is ONLY for kits attached specifically to multiclasses - single-class kits are working on multi-class characters. E.g. a Tempest gets their abilities, as does a MC Tempest/Mage I make using the NPC_EE mod or Shadowkeeper, but kits like the Herald or Fighter/Sorc don't work, all kits with multi-classes listed the CLASS column in kitlist.2da. Shadowkeeper's Add Kit Effects option DOES add the proper abilities to these characters though.

    So as best I can tell, kitlist.2da is well-formed and is kits.ids and the clab**** files are readable - since Shadowkeeper can add the kits and attach the right abilities/effects. Once they get their abilities, including Feat Selection and various spontaneous magic abilities, those all work. But the game itself is refusing to grant characters with MC kits the abilities listed in the clab**** file on level-up.

    Any ideas on how to fix this without totally reinstalling everything? I'm some-ways into my playthrough already, as I'd assumed that it was just some kits bugged, and I'm worried that reinstalling will just entirely break my current playthrough. Been poring through 2DA files in NearInfinity trying to find the disconnect, but just having no luck.

     

    Edit: I think I found the issue. The Sandrah mod is using qd_multiclass v0.2, and in the absence of qd_multi_spls.qd, it is obliterating all the QD_MC?_XX.SPL files.

    I know there's a lot of beef between Roxanne and other modders right now, but a simple fix you could do on your end would just be to plop in a qd_multi_spls.qd file in your version of qd_multiclass.tpa, even if you don't actually use it for anything. For me, I'm just going to fix it by restoring the backup QD_MC?_XX.SPL files since I'm not using the kits in the Sandrah mod anyways.

  20. Enteri's Dagger, ENTERISD, does not seem to do its poison damage, as a result of the entries in # dice thrown and dice size. I have no idea why, but removing those entries caused the poison damage to be dealt again.

     

     

    On a related note, do you know how the amount poison per damage effect is supposed to work anyways? When I tried it with Enteri's Dagger, it dealt 2 x 19 poison damage, instead of 2 x 10 as I'd expect. But then I checked other (mod) weapons with poison damage per second and saw the same effect of damage being applied almost twice more often than specified. I'm unsure if modders are just using the code incorrectly or something about EE changed how it worked.

  21. Hi Roxanne,

     

    I finally beat Region of Terror. Put it aside for a long time because it was such a slog. Some bugs I found along the way:

     

    • The Arlax blacksmiths just went bonkers on me in my playthrough. They kept hammering randomly, and would keep starting dialogue with me anywhere on the map. When I looked at the scripts, it seemed the dialogue starting was intentional (?!) and the hammering seemed to be a result of extremely shaky script chaining, trying to simulate Cromwell's scripting but messing up.
    • The final encounter is broken. I think it might have something to do with how the EEs work, but when Drizzt is killed and removed from your party, his actor disappears from that zone entirely, so when Cattie-Brie tries to force-rez him back, there is no DRIZ2 actor and the game crashes. I removed the part where Drizzt is removed from the party and the encounter played through to the end. But the final cutscene also bugged out on me: the MakeUnselectable(999999) wouldn't end and I would just be stuck there, presumably until I waited 999999 seconds.
    • A lot of missing avatars for enemies. Abishai were just invisible for me all game. And the Steel Samurai looked like myconids for some reason.
    • Some shops are completely empty. Maribur's shop is the one I can recall right now.
    • The Marauder of Souls +6 might be bugged. It casts spell on condition instead of just cast spell, and the combat log handled it weirdly, saying that the enemy was casting the spells on me. I think it was still hitting correctly, but I'm not sure.

    There are also typos galore and pretty shaky design in a lot of places, but it's a really old mod so to be expected. Most of it was NBD, but there is an area in the end with the shadows in the mysterious cave where there are a bunch of dialogue-less shadows that confounded me because there is ONE shadow who does have dialogue that you have to speak to, and I had no idea. So.

     

    Oh also, at least with SCS, Ruby Golems become impossible to kill. Their physical resistances go up to 99%, their magic resistance can no longer be debuffed, and their fire resistance goes above 100%, meaning they heal themselves everything they hit you with a fireball. If there's a cheese way to handle it, I have no idea what it is.

     

    Thanks for the work Roxanne. I might play the mod again one day, but whoooo boy it's a long slog!

×
×
  • Create New...