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DavidW

Gibberlings
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Posts posted by DavidW

  1. 7 hours ago, Salk said:

    I checked ANIMATE.IDS in both BG2 and BG2EE and it seems that in the original game the entry is IC_CORNUGONSKI as you reported while BG2:EE shows CORNUGON. I have a simple question though: both entries are preceded by an address (correct me if I'm mistaken) which is the same for both: 0xE0E0. Wouldn't it be possible to reference the address rather than the text in order to avoid compatibility issues?

    Generally I look things up through ids reference rather than through the direct number because the resultant code is more readable and easier to debug. There is a case that animate.ids is a particularly awkward case here. That said, the code here was already checking separately for EE, Infinity Animations, and vanilla oBG2 - it's just that I mistyped the old name (IC_CORNUGON rather than IC_CORNUGONSKI). I should probably be throwing a warning when an animate.ids entry can't be found.

  2. Reproduced and fixed locally. That was dumb: I wasn't creating the secondary spells. Sorry about that.

    Hotfix: either 

    (1) if you haven't already installed, or are relaxed about reinstalling, drop the attached file into stratagems/gameplay, then install.

    (2) if you don't want to reinstall (e.g. you're part way through a run), copy the text below into the very bottom of 'setup-stratagems.tp2'. Then run setup-stratagems.exe and select the 'sequencer hotfix' component (it's not in any group, so you can say 'no' to all groups). (Or just do setup-stratagems --force-install 50000 at the console.)

    BEGIN "sequencer hotfix" DESIGNATED 50000
    
    ACTION_FOR_EACH trigger IN MINOR_SEQUENCER SPELL_SEQUENCER SPELL_TRIGGER BEGIN
    
    	OUTER_SPRINT old_resref EVAL "%WIZARD_%trigger%%"
    	OUTER_SPRINT new_resref EVAL "%INNATE_PREPARE_%trigger%%"
    	   ACTION_TO_UPPER new_resref
    	   COPY_EXISTING "%old_resref%D.spl" "override/%new_resref%D.spl"
    		LPF ALTER_EFFECT STR_VAR match_resource="%old_resref%" resource="%new_resref%" END
    		LPF ALTER_EFFECT STR_VAR match_resource="%old_resref%D" resource="%new_resref%D" END
    	   COPY_EXISTING "%old_resref%P.spl" "override/%new_resref%P.spl"
    		LPF ALTER_EFFECT STR_VAR match_resource="%old_resref%" resource="%new_resref%" END
    		LPF ALTER_EFFECT STR_VAR match_resource="%old_resref%P" resource="%new_resref%P" END
    	   IF_EXISTS //EE only
    
    
    
    END

    If your mages have already tried and failed to cast a sequencer, you may need to use CTRL-R on them to clear out old-sequencer cruft.

    innate_triggers.tpa

  3. 26 minutes ago, Guest Newb said:

    Hi DavidW, 

    I just want to say don't get stuck of BWS (Big World Setup), it's just a batch mode installation for BGT + a lot of mods, and SPIN890.SPL is indeed in my override folder.   Basically, I am only using BWS for BGT, I manually installed most of my mods, including SCS.       

    Noted - but if SPIN890 is in the override folder I'm not sure how it's being overridden by the SCS version. (It's not a big deal, that version is broken anyway and needs replacing.)

  4. On 2/4/2024 at 11:10 AM, Delior said:

    I'm inclined to say that you're likely just experiencing bad luck from the RNG gods, but now that you mention this, I have noticed in my current playthrough of BG1 with 35.9 that I'm not getting many scroll drops either.  

    Looking at the code, while I think some of this is just bad luck, there are places where it's being quite stingy relative to vanilla. I'll tweak it for the next release.

  5. 13 hours ago, InKal said:

    Is there somwhere out there in the Universe someone who is actually playing the game with SCS35.9 installed (I mean all components installed).

    I do an install check of SCS on unmodded BG2EE before any release. (I do BGEE, SoD, EET and IWDEE sometimes, but not always.) If there are install failures or warnings, it's either compatibility with other mods or because the choice to not install some component causes problems later down the line. (It's combinatorically impossible for me to test all possible combinations of SCS components.)

    In Morpheus's case, I suspect (but haven't checked) that the mage/priest spell selection code didn't anticipate the possibility that the player has the new SCS spells installed but not the IWD spells.

  6. On 2/4/2024 at 5:15 PM, jmerry said:

    I don't know what bears were like before. In the unmodded EE, their base speed is approximately the same as a standard humanoid's. With this component, the base speed of bears is approximately half that of a standard humanoid's, but that speed doubles either when they get mad (for wild bears) or permanently (for bears that don't change allegiance, like summons or Wilson. The net effect is that most situations you deal with bears will see them at about the same speed they are in the unmodded EE; this component's main effect in the EE is to reduce the speed of wild bears when they're not hostile.

    This is intended behavior.

  7. OK, so...

    17 hours ago, jmerry said:

    And that's it. Well, looks like it's the fault of that one resource file SPIN890.SPL. Which is new in v35; it didn't exist at all in v34. That SPL has the four effects of the original. Slightly modified, to make it hit as level 9 instead of level 0. Then it has an instance of opcode 324 at the beginning, to grant brief immunity to this spell if the creature has spellstate 129. And then it has 58 identical instances of opcode 328, setting spellstate 181 for 144 seconds. Just ... what? This nonsense has to be the work of runaway code.

    I haven't the faintest idea what is going on there. I hardly ever distribute modified versions of non-human-readable files: SCS does nearly everything in WEIDU. I am basically certain this is supposed to be an unmodified copy of SPIN890, and I have no clue how this weird corrupted version got in there instead.

    That said: at least on my install, SPIN890.SPL is present (both as a spell and in spell.ids) on pristine copies of ToB, BGT, and EasyTutu - in other words, on all the oBG2-engine games SCS supports. The intended use case for that SPIN890.SPL replacement, IIRC, is on IWDEE, which is why it's new in v35: that's the first version that has supported installation on IWDEE. If the OP is installing on a version of the original game that lacks SPIN890.SPL, then unless I'm missing something (corrections welcomed) it's a version I don't officially support. ("BWS BGT", maybe? - I'm not even sure what that is.) I will fix the problem with SPIN890, because it's dumping pointless cruft into IWDEE, but it's not actually supposed to be installed on an oBG2 engine and so the fact that it has EE opcodes is not per se an issue.

    3 hours ago, jmerry said:
    4 hours ago, CrevsDaak said:

    You have to consider that because the Lich fear aura is built off copying Demon Fear...

    A very odd decision, given the existence of LICH_FEAR and its significantly different effects than DEMON_FEAR in the unmodded EE. SCS ignores LICH_FEAR in favor of its own clone of DEMON_FEAR (identical except for name) entirely.

    This is slightly less inexplicable. LICH_FEAR is not a generic lich fear effect: it's a very powerful effect (saves at -4, 4-point THAC0 penalty even if you are immune to fear) used only by Azamantes (GORLIC01), the final defender of the Watcher's Keep seals. I don't specifically recall deciding what to do here but I think it was intentional to give generic liches a somewhat less vicious fear effect. (In earlier versions of SCS I think I used DRAGON_FEAR.)

  8. 5 hours ago, jmerry said:

    Recommended solution: don't install the "faster bears" component in the current EE. It just doesn't do anything worthwhile.

    A matter of taste! I love the ambling bears in the BG wilderness, and their full speed movement is mismatched with their animation and makes them dance about too much. 
     

    I agree it’s pretty trivial.

  9. On 2/12/2022 at 6:45 PM, Graion Dilach said:

    Inspired by SCS's "Wider spell scrolls" component, these components add random arcane spell scrolls the arcane/divine spellcasters.  The random spell scrolls include mod-added scrolls only if they either follow the spell.ids standard or was added with OlvynChuru's ClassSpellTool library, dated 2023-02-08 or later .

    Spells added by SCS or ToF use an extended-namespace convention: wizard spells are SPWI[1-9][A-Z][0-9A-Z] and priest spells are SPPR[1-7][A-Z][0-9A-Z]. For instance, the first few wizard spells added at level 5 will be SPWI5A0, SPWI5A1, SPWI5A2,... If you want to include them, just extend your SPPR/SPWI regexp a bit (assuming that's how you're doing it). Alternately, there's a list of all added spells at weidu_external/data/dw_shared/dw_ext_spell.ids: for instance, if the extra ToF/SCS priest spells are added, that file looks like

    SPPR1A0	CLERIC_FAERIE_FIRE
    SPPR1A1	CLERIC_PROTECT_FROM_GOOD
    SPPR4A0	CLERIC_PROTECTION_FROM_GOOD_10_FOOT
    SPPR1A2	CLERIC_STRENGTH_OF_STONE
    SPPR2A0	CLERIC_RESIST_ACID_AND_CORROSION
    SPPR7A0	CLERIC_FIENDISH_WARDING

    No obligation, of course, just if you're interested.

    (I looked into using OlvynChuru's tool, but it makes some design choices that weren't a good fit to my project.)

  10. No, definitely not. Disabling for PCs doesn’t deinstall, it just sets a flag that prevents it being displayed. The reason subrace doesn’t display until you level up past level zero is that the actual subrace effects are coded in the first level class ability block. I’m not sure I can easily fix that.

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