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DavidW

Gibberlings
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Everything posted by DavidW

  1. Well, to be clear: these are just *my* conventions when I set up weidu_external as a shared resource. The other method is Cam's: just create a weidu_external/%MOD_FOLDER% directory, and do what you like in it. & yes, exactly as regards passing information between components. In fact, ideally you should actively avoid information leaking between components by wrapping each in a function or a WITH_SCOPE, because that's the only way to guarantee consistent behavior.
  2. I like the stronghold approach. It's not complicated to implement, and it makes sense in-game.
  3. The scroll entries in the ini refer to deprecated components, I think. cd_scroll_placement.tpa is @CamDawg's code and as far as I know isn't implemented at present in the core IWDspells converter. What that converter does is assign each IWD arcane spell a BG2 arcane spell counterpart, and then put a copy of the new spell's scroll everywhere the old spell's scroll is. That seems to be working on my install. There is also SCS's 'Wider range of random spell scrolls' component, which mixes the new spells more thoroughly into random spell drops.
  4. If someone can reproduce this on 35.x let me know. (I don't specifically recall addressing it but I'm not sure.)
  5. This is a good idea. TBH your provisions should probably reset to full when you get to Spellhold anyway - one assumes that Saemon Havarion sets a good table (even if he tends to slip spell components into the steak sauce). Probably also when you get to the elf camp in chapter 6. If you want to fudge it for yourself, your total number of provisions lives in the variable 'dw_supplies_count'. So if you use the console to do C:SetGlobal("dw_supplies_count","GLOBAL",5) you'll be back to 5 provisions. (You may need to save and reload to get the UI to register it.)
  6. Don't put them there: weidu_external/workspace doesn't make any guarantees about files being preserved or protected between components, it's for manipulations within a component. Put them in weidu_external/data/%MOD_FOLDER%.
  7. At the moment I'm inclined to do something relatively sweeping, like ACTION_DEFINE_ASSOCIATIVE_ARRAY con_3e_adjust_map BEGIN 1=>5 2=>6 3=>7 4=>8 5=>8 6=>9 7=>10 8=>10 9=>10 END COPY_EXISTING_REGEXP GLOB ".*\.cre" override PATCH_IF (BYTE_AT 0x273) <=21 BEGIN // filter for PC classes con=BYTE_AT 0x23d PATCH_IF VARIABLE_IS_SET $con_3e_adjust_map("%con%") BEGIN WRITE_BYTE 0x23d $con_3e_adjust_map("%con%") END END BUT_ONLY That patches every PC-class creature in the game with below-average hit points so that it doesn't get fewer hit points under the new system than under the old one.
  8. lol. The obvious solution is just to do a per-creature patch here (it would need to be a regexp, I think, because of mod-added creatures.) I'm a little concerned that I should take this as a warning that the component is too overtuned, but perhaps that's for another day.
  9. OK, I can reproduce this on a clean install of only that component. (Not that I really need to, jmerry's research looks conclusive.) Let me investigate the best fix.
  10. It sounds very possible. I'll check. (Some of ToF's ability modifiers are PC-only, but Con changes affect everyone.)
  11. Upgraded to v35.9 largely to handle cosmetic issues with kit and class name displaying weird info (e.g., {K=0,C=29}). Full changelog: Fixed some cosmetic issues where odd symbols were sometimes displayed next to class names. Kobold weapons now have the right poison probabilities. Corrected the title of the madman's book in Spellhold, and added a new tome by the same author to the Candlekeep library.
  12. OK, I can actually reproduce this on a clean install. It'll be solved in 35.9; in the meantime all it's doing is making kobold weapons more likely to poison their wielders.
  13. Good for her! (Seriously, yes, should probably be addressed; thanks for the report.)
  14. The current release is perfectly fine in the sense that if you download it and install it according to its own instructions, it works. But it doesn’t play nice with PI.
  15. Not a problem! It looks as if you've changed your install since you installed the kobold component, since it's not in this install. If you like, run setup-stratagems and select only that component, then send me the debug. ... but, to be honest, it's probably fairly harmless and you could just ignore it!
  16. Nothing here screams a problem - it's difficult to know quite what's going on as you have a lot of mods present. Could you post the 'stratagems.debug' file? (It's probably quite long.)
  17. OK, yes, reflecting on it I can see why this creates problems - among other things the autogenerated zip file won't match. I probably need to do a new SCS release this evening anyway; I'll sort it then. I hate GitHub with a venemous loathing, why did I ever let you all persuade me to start using it?
  18. I’m afraid I only treat the actual release as canonical. I don’t make any promises about its synchrony with GitHub uploads. Still I agree this is non ideal.
  19. That error message is due to a corrupt file that was present in the originally-uploaded version of SCS 35.7. I deleted and reuploaded 35.7 after about half an hour with the corrupt file replaced, and have subsequently updated to 35.8 which doesn't have the corrupt file either, but it looks as if PI is somehow downloading the wrong version? I'm afraid I don't understand PI well enough to diagnose that.
  20. Aha. Thanks, that's very helpful. (That component is the bane of my life.)
  21. I have a savegame that is reliably reproducing the 32-proficiencies bug, so I'll take a closer look (when I have a chance - RL permitting!)
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