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DavidW

Gibberlings
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Posts posted by DavidW

  1. Version 33.2 is now out; see the original post for details. Main features: a fix for the serious problems with French translations and the IWD spells component, and some tweaks to the NPC Customisation and Management component to fix a stutter bug and allow for mods which allow nonhumans to dual-class and/or humans to multiclass. If you're playing in English, probably it's not worth doing a reinstall just for this one.

     

  2. 4 hours ago, subtledoctor said:

    An alternative solution might be to simply patch all stores to replace arrows with those infinite quiver things introduced by TOB.  Just change the description and call it "Quiver."

    Or maybe not mess with .STO files; instead just overwrite the nonmagical arrow/bolt/bullet .ITM with that quiver, and then patch every .CRE to reduce the number equipped from >1 to 1.

    I might be able to code that up.

    Without prejudice to whether this is a good idea conceptually, you'd also want to iterate through all the areas in the game and remove any ammunition in containers, and also mark ammo carried by non-joinable creatures as undroppable.- otherwise the game is cluttered by lots of undroppable quivers.

  3. On 7/1/2020 at 2:32 AM, Guest guest said:

    Hello,
    can you add an option in the .ini to remove the magical damage of the slayer killing the player after a certain amount of rounds have passed?

    I don't think so.

    (a) I don't want to add features to Ascension that are quite so clearly against developer intent, and it's an absolutely core part of the Slayer concept that you eventually get overwhelmed.

    (b) It's not trivial to do: the slayer forms mostly have a cumulative chance of losing control, which eventually will hit 100%. Without the kill effect, you can end up in a broken state where the player is permanently uncontrollable. One could code around that, but now we're talking about a new mod really, not an ini tweak to an existing one.

  4. I am reasonably sure that the mangled text in the spell description has been touched by SCS. So if it's still there when SCS is uninstalled, something went wrong in your install process and WEIDU didn't exit cleanly.

    When that happens, you need to reinstall the game (or wipe it clean by replacing clean copies of chitin.key, dialog.tlk, and override, if you've got them). Just uninstalling the WEIDU mods won't do it

  5. It's just a matter of how Near Infinity displays resources. (There's not actually any such thing as an 'itm' folder in the game, it's just a virtual folder Near Infinity creates.) If you check the actual override folder, you'll see the items have been copied over.

    If you go to Options -> Show Override Files, you'll see a bunch of different options for display. My guess is that you have 'split between ?-?-? and override' selected. That means that existing files get shown in ITM/CRE/etc virtual folders and only new files get shown in Override. If you want the Override folder in NI to match the real override folder, select 'in override folder'. (My own preference is for the opposite: show everything in ITM/CRE/etc folders.) But in any case, it's just a Near Infinity issue: the actual game doesn't care.

  6. @Bubb: that's ingenious but there's a bit I don't follow. The original 326 presumably needs to be keyed to some parameter of the caster, e.g. a spellstate set by the item that increases the save difficulty. But can that be done if the save effect needs to be targetted on the spell target, not the caster?

    (I had similar issues with some summoning spells in SCS that I wanted to have different effects keyed to a 326-type check, and ended up making them target=self to get around the issue.)

  7. Reproduced; fixed locally. Entirely an SCS problem - there's nothing wrong with the files you supplied.

    In case anyone's interested in the cause:

    - SCS follows a slightly nonstandard protocol in UTF-8 conversions: instead of running HANDLE_CHARSETS on them (to do UTF-8 conversion) in the mod's own language folder, they get copied to an external directory and HANDLE_CHARSETS is run on them there. SCS then uses a variable ('scs_tra_loc') to know where to look for the UTF-8 files. (The reason is to make the SCS mod folder immutable when the mod is installed, which I have as a design goal for various reasons.)

    - Most of SCS gets its translations through a standard interface, but for various reasons I don't do that with the IWD spells - they have their own code. And I neglected to update that code when I updated to the new way of doing UTF-8 conversions.

    - So SCS is reading the original language file to get the iwdspells tra entries. And of course the file there is still unconverted. Meanwhile the converted version is just fine, but is sitting unused in an external directory.

    Of course I never noticed in testing, because I test exclusively in English and UTF-8 conversion isn't an issue there.

    Anyway, I'll try to upload an updated version in the next day or so. (In the meantime, if anyone wants to fix the problem themselves, just copy dw_iwdspells_arcane.tra and dw_iwdspells_divine.tra from weidu_external/lang/stratagems/[your language] into stratagems/lang/[your language], and then reinstall the first two components of SCS.

  8. Those 'possible missing evaluate buffer' WARNINGs are (I think) happening because some mod in your install stack has the MODDER flag left on in its tp2. Those aren't warnings that are supposed to show up in live use of a released mod, but I think if a MODDER flag is set in one mod's tp2 it can propagate to the installation of other mods too.

    As to whether they're something to worry about: Probably not. My experience of that particular MODDER setting is that it generates lots of false positives, and most importantly, doesn't really know about the AUTO_EVAL_STRINGS setting. If you've got mods that use AUTO_EVAL_STRINGS, particularly if they also use lots of functions (e.g., SCS) then there'll be huge numbers of false positives, and you shouldn't worry about them. 

  9. 1 hour ago, Bartimaeus said:

    Almost certainly an SCS issue, though as to how that specific outcome came to be is likely more than strictly its fault.

    Yes, SCS's 'give antimagic spells accurate descriptions' code is clearly going mad for some reason. I'll see if I can work out why. It must be some compatibility issue - it's patched fine on my version. (I do install checks on BGT when I do a major new release, though I don't do much in-game testing of non-EE installs any more.)

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