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DavidW

Gibberlings
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Posts posted by DavidW

  1. You've installed a UI mod (Dragonspear UI ++) after SCS (specifically after an SCS component - the inn tweak - that works through UI edits). This will definitely break your game; the readme is pretty explicit about this, I think. UI mods usually just wipe the UI, hence obliterate anything that works through UI edits.

    I don't guarantee that SCS will be compatible with Dragonspear UI++ even if you install SCS after it, but there is zero chance it will work this way around. UI mods should normally be installed right at the start of your install order.

  2. Finally getting to the last January 10 list:

    On 1/10/2024 at 3:59 PM, RoyalProtector said:

    Stronheart Halfling description states twice (in different ways) that they have one extra proficiency point

    Fixed in beta 8. I was forgetting that the extra point is recorded automatically, so doesn't have to be manually added to the description text.

    On 1/10/2024 at 3:59 PM, RoyalProtector said:

    Ghostwise Halfling line about rage should start capitalized

    Fixed in beta 8.

    On 1/10/2024 at 3:59 PM, RoyalProtector said:

    -Half-orcs do not get HP bonuses.

    Fixed in beta 8.

    On 1/10/2024 at 3:59 PM, RoyalProtector said:

    Force of personality doesn't seem to work. I started off with a bounty hunter ghostwise halfling with 10 WIS and 18 CHA and had a +2 penalty to Spells, both before and after acquiring the feat (and resting, for good measure)

    I'm fairly sure this is a consequence of ability modifiers in general not working in SoD; should be fixed as of beta 7.

    On 1/10/2024 at 3:59 PM, RoyalProtector said:
    • The description of WISDOM refers to the monk AC bonuses by inappropriately referring to "you" instead of "them". Seemed odd to me since the rest is impersonal. (It's also mentioned twice in the description -- I feel like the first instance should probably be deleted)
    • - The description of constitution mentions how it affects hit points twice, becoming redundant.

    Fixed in beta 8.

    On 1/10/2024 at 3:59 PM, RoyalProtector said:

    I was also still able to replicate the issue of asking to select difficulty before venturing forth by clicking on biography. Not yet sure how to replicate reliably. I just made a Wild Elf Barbarian, nothing special.

    Can't replicate, but I'm several versions ahead and that bit of code has been messed with several times.

    On 1/10/2024 at 3:59 PM, RoyalProtector said:

    The description of Barbarian indicates that they can get 5 pips on weapons (I thought it was odd, but maybe I'm wrong), but in the game, they can only get 2 at most, as per vanilla (seems odd anyway since Paladins and Blackguards can get 3 in my configuration).

    Wow, that was a rabbit hole. Fixed in beta 8, I think, after about a week's worth of modding time and a rebuild of about three systems!

    On 1/10/2024 at 3:59 PM, RoyalProtector said:

    EDIT: Shouldn't charisma include Blackguards in the description?

    Fixed in beta 8.

    On 1/10/2024 at 3:59 PM, RoyalProtector said:

    EDIT: I created a Blade with 3 pips in two-weapon style, and picked ambidexterity. I held two basic longswords, but the THAC0 was 4 and 5, and not the 4 and 4 I was expecting.

    Fixed in beta 8.

     

  3. On 2/22/2024 at 2:43 PM, ktchong said:

    So the component does something that is completely different from what was being stated.  The component should be renamed to "Lower drop rates of random scrolls" with more accurate descriptions of what it actually does.

    The description is accurate as to developer intent. Insofar as it's dropping too few scrolls, that's a continuation of the bug, or else someone new - it's not an intended stealth nerf. It sounds from your other posts as if you'd rather just uninstall - which is fine, no-one is obliged to help fix bugs in mods - so I won't chase you further for details.

  4. This was a fun thing to look into - it goes back right to the dawn of SCS; I've literally not touched it since I did the frantic EE-ification of SCS ten years ago. (I'll bracket mild irritation with the tone in the OP as not a big deal.)

    That bit of code has been in the mod (I think) since its first public release. It was originally part of SCS I's 'fix minor BG errors' component, and has long since been rolled into the general 'initialize' component; its documentation got lost at some point, probably in the merging of SCS and SCSII.

    The rationale might be clearer if you look at the original BG dialog (moved over unchanged to TUTU, which was SCS's original home). Here's the shopkeeper's dialog in its entirety:

    Quote

    BEGIN ~SHOPKN~

    IF ~!PartyHasItem("MISC01")
    ~ THEN BEGIN 0 // from:
      SAY #361 /* ~Interested in a little business on the side, friend?  I've a man who swears by his grandmother he glimpsed a white wolf up in the Cloudpeak ice fields.  It was but a short ways south, and she be easy pickings for a smart sword.  I'd pay you good money for its pelt, so it's a guaranteed sale if you go.  Keep it in mind on your travels.  Can I interest you with anything here in my humble shop?~ */
      IF ~~ THEN REPLY #15285 /* ~Yes, what do you have for sale?~ */ DO ~StartStore("sto4803",LastTalkedToBy())~ JOURNAL #7122 /* ~The Merchant of Nashkel has promised us gold if we were to bring back a winter wolf pelt.~ */ EXIT
      IF ~~ THEN REPLY #15286 /* ~Nothing right now.~ */ EXIT
    END

    IF ~PartyHasItem("MISC01")
    ~ THEN BEGIN 1 // from:
      SAY #8790 /* ~There be a fine looking pelt, if I have ever seen one.  Good on you!  Here is a fair price for you.  Pleasure doing business with you.~ */
      IF ~~ THEN DO ~TakePartyItem("MISC01")
    GiveGoldForce(500)
    ~ EXIT
    END

    The shopkeeper is talking about a specific winter wolf. He's offering you gold for that specific wolf's pelt. The journal quest entry is singular, and so is the quest-acknowledgement section. But if you come back again, you get exactly the same story about the same specific wolf. I think I want to hold onto the claim that this is a bug. These days I probably wouldn't put bugfixes into SCS, but back in 2006(?) when I released it there weren't a lot of mods for TUTU.

    Here's the same dialog as it appears in BGEE 2.6:

    Quote

    BEGIN ~SHOPKN~

    IF ~  NumberOfTimesTalkedTo(0)
    ~ THEN BEGIN 0 // from:
      SAY #361 /* ~Interested in a little business on the side, friend? I've a man who swears by his grandmother he glimpsed a white wolf up in the Cloudpeak ice fields. It was but a short ways south, and she be easy pickings for a smart sword. I'd pay you good money for its pelt, so it's a guaranteed sale if you go. Keep it in mind on your travels. Can I interest you with anything here in my humble shop?~ */
      IF ~~ THEN REPLY #15285 /* ~Yes, what do you have for sale?~ */ DO ~StartStore("sto4803",LastTalkedToBy(Myself))
    ~ UNSOLVED_JOURNAL #27433 /* ~Winter Wolf Pelts
    In Nashkel I found a merchant eager to buy winter wolf pelts.~ */ EXIT
      IF ~~ THEN REPLY #15286 /* ~Nothing right now.~ */ UNSOLVED_JOURNAL #27433 /* ~Winter Wolf Pelts
    In Nashkel I found a merchant eager to buy winter wolf pelts.~ */ EXIT
    END

    IF ~  !PartyHasItem("MISC01")
    ~ THEN BEGIN 1 // from:
      SAY #15371 /* ~Show me a pretty bit of gold and you can have anything in the store.~ */
      IF ~~ THEN REPLY #15372 /* ~I've got the gold, but have you anything I need?~ */ DO ~StartStore("sto4803",LastTalkedToBy(Myself))
    ~ EXIT
      IF ~~ THEN REPLY #15373 /* ~Sorry, but I'm keeping my coins to myself today.~ */ EXIT
    END

    IF ~  PartyHasItem("MISC01")
    ~ THEN BEGIN 2 // from:
      SAY #8790 /* ~There be a fine-looking pelt, if I have ever seen one. Good on you! Here is a fair price for you. Pleasure doing business with you.~ */
      IF ~  Global("bd_shopkn_journal_once","locals",0)
    ~ THEN DO ~SetGlobal("bd_shopkn_journal_once","locals",1)
    TakePartyItem("MISC01")
    DestroyItem("MISC01")
    EraseJournalEntry(27433)
    AddJournalEntry(27433,QUEST_DONE)
    GiveGoldForce(500)
    ~ EXIT
      IF ~  GlobalGT("bd_shopkn_journal_once","locals",0)
    ~ THEN DO ~TakePartyItem("MISC01")
    DestroyItem("MISC01")
    GiveGoldForce(500)
    ~ EXIT
    END

    Beamdog agree with me that it's a bug, and they fix it too, but differently. They put 'NumberOfTimesTalkedTo' onto the first dialog block, so you only get the story about the winter wolf once. They add a new block with a rather generic storekeeper line and response (actually copied from a storekeeper in Baldur's gate, SHOP01.CRE). And they edit the journal line (I guess as part of their general shift of the journal system) to refer to pelts plural. 

    I find their fix clunky, to be honest. The journal entry contradicts the actual text from the merchant (which is clearly just talking about one winter wolf), and it's never great to re-use dialog (the two merchants are somewhat different tonally, though it's scarcely a big deal). Still, Beamdog obviously wanted to prioritize keeping the existing mechanics, and have constraints about adding dialog lines that aren't so much of an issue for a private modding project.

    (What the original design intent is, who knows? The OP is confident that Bioware intended you to be able to sell unlimited pelts. I'm not so sure: the original dialog is pretty clear and original BG is systematically terrible at handling various edge cases where you talk to people again after they've given you a quest. But we'll never know for sure.)

    Anyway, hopefully that gives some insight as to what that component was doing there in the first place. But from the perspective of 2024, and given that (however clunkily) Beamdog have clearly addressed this issue in its own right, I agree it probably belongs in its own component right now. I probably should have caught that a decade ago when I EE-ified the component, but at the time I was frantically trying to get SCS EE-ready as close as possible to launch as a favor to Beamdog, and rethinking (as opposed to just recoding) little bits of the mod was quite low priority.

    (It actually is a tactical component, in a way, since serially selling winter wolf pelts in my view breaks the early-game economy in the player's favor, but people should of course decide that for themselves.)

  5. In the absence of a weidu.log with the SCS components in, I can't tell which version you are playing. The initial release of v35 had some problems with the logic of scroll drops, that led to them being too stingy. That got addressed in 35.10 but I can't tell if that's the version you have installed. I have the sense that if anything 35.10 is a little overgenerous with scrolls, so I suspect you're on 35.9 or earlier.

    On 2/22/2024 at 2:23 PM, ktchong said:

    It just dishonestly and sneakily installed too many undocumented and unwanted components that have nothing to do with improving the enemy AI

    I'm puzzled by this. If we're talking about the scroll component again, then (leaving aside the value of distinguishing "it's sneaky and dishonest, the mod author must take malevolent delight in ruining my game" from "it's bugged, the mod author ought to improve their QA"), then SCS's documentation is pretty explicit about what the components do, and lots of them, including that one, make no claim to have anything (directly) to do with improving AI.

    I'll reply to the winter wolf pelt on the other thread (once I've reminded myself what's actually happening there).

  6. On 2/13/2024 at 5:57 AM, suy said:

    I've found another incompatibility with Talents of Faerun, though. With the "Characters choose minor new abilities every three levels", the abilities screen gets "dead locked" on level up. I tried to press any of the buttons, but it only highlights the ability, and it never increases, so you can't go back or forward.

    It is probably easier to address these issues my side than Lefreut's, so do report them on ToF's site. It would also be good to confirm which game this is and exactly which version of the UI (the weidu.log doesn't seem to be attached to your post).

  7. This is another case where I don't really need a regexp, it's just for my convenience (and outweighed by its translation issues). As of v35.11, string @3 in spell.tra should just be the complete description of Protection from Fire (i.e. duration 1 turn per level), and strings @4 and @5 won't be used.

    (I should warn in advance that if and when you look at translating ToF, it does a lot of string substitution, and it's not as easy to eliminate it!)

  8. The reason they fight separately is largely technical: they're not immune to each other's breath weapons and it's too fiddly to script them to avoid each other.

    (The secondary reason is that 'extended sequence of dragon fights' is new in ToB, whereas there's already a 2-dragon fight (the Ascension version of Abazigal).)

  9. 4 hours ago, Mera said:

    With the tweak "Icewind Dale-inspired tweaks to Baldur's Gate/Baldur's Gate II spells", Defensive Harmony is supposed to give +4AC instead of +2 (which works well ingame) but there doesn't seem to exist any tra entry to update the description which still says +2.

    This gets done by a straight substitution, swapping the string '+2' for '+4'. It sounds like I'm being too casual assuming that regexp works on other languages. This is a good example of what we were talking about previously - in this case I don't need to do it that way, I was just saving time. As of v35.11, string @40900 in stratagems/lang_som/spell.tra will be the complete description of Defensive Harmony (i.e. the original one with +2 swapped for +4).

    4 hours ago, Mera said:

    Same tweak and the spell Sol's Searing Orb. Documentation says it does 6d6 damage now but the only relevant bit we could find in the tra files is this: 

    This is an error in the mod documentation. It actually does 6d12 damage (same as IWDEE). Thanks for catching it; fixed for v35.11.

     

    4 hours ago, Mera said:

    As part of our "fix the french translation" mod (https://github.com/r-e-d/correctfrBG2EE), we did an update on the description of Abi-Dalzim's Horrid Wilting to specify that it does deal damage to all creatures, eg undead. Since that's the vanilla behavior.
    With the tweak "Rebalancings of slightly-too-powerful spells", Abi-Dalzim no longer hits undead and the vanilla description becomes correct which is why I assume you did not extract it to a tra file.
    But then, our updated description stays the same and becomes misleading
    Any idea how we can solve this issue? Would providing a tra entry for the spell be an option?

    As of v35.11, string @40800 will be used as the description for ADHW, unless it's set to 'NO_CHANGE'.

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