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DavidW

Gibberlings
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Everything posted by DavidW

  1. Will check. Are you using any other mods?
  2. I odn’t recall, but I think it’s intentional. I’ll check.
  3. I hadn't actually realized they're different. Sure, that's easy enough.
  4. Dragonspear UI is not supported at present. LeUI should be, so I'll chase that. Which game are you playing, and which version of LeUI (BG2EE, BGEE, or Sod)?
  5. OK, here's an updated hotfix that should fix the Imoen dual-class issue (use prior to install; for post-install, use the hotfix above). Again, drop into dw_talents/leveller. leveller_lua.tph
  6. Heh. That's Imoen-specific. I'm guessing you're on SoD? My code is struggling with the fact that there are both mage/thief and straight thief versions of Imoen in the game. (It will struggle for EET too.) I need to think a bit as to how to resolve that. In the meantime, a quick hotfix is to open override/m_dw_lvd.lua in notepad or Near Infinity and delete the line that starts dwLevellerDualClass['imoen']
  7. We're getting there, painfully slowly. Thanks for your patience!
  8. Yes, that's something I missed. To complicate matters, the SCS Improved NPC Management component is slated to be replaced with a new version (currently beta in ToF) once I work out the kinks in the latter, but it's plausible this is a problem there too.
  9. Yes, I agree: the SCS component should obviously tweak that. Either I missed it back in 2013 , or the line got altered in one of Beamdog's later dialog file edits.
  10. 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.
  11. Makes sense, though I assume the pluralizing of the journal entry is in response to the 'you can do it multiple times' thing.
  12. Finally getting to the last January 10 list: 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. Fixed in beta 8. Fixed in beta 8. I'm fairly sure this is a consequence of ability modifiers in general not working in SoD; should be fixed as of beta 7. Fixed in beta 8. Can't replicate, but I'm several versions ahead and that bit of code has been messed with several times. 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! Fixed in beta 8. Fixed in beta 8.
  13. Can reproduce, fixed locally though not easily hotfixed. Will be in beta 8.
  14. I aspire to compatibility with LeUI, but it's a work in progress. I make no promises at present as to EEEx!
  15. 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.
  16. 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: 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: 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.)
  17. 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. 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).
  18. I can reproduce the multi-class problem (it happens on low-level characters, I guess I was testing with rather more XP) and have fixed it locally. To hotfix, drop the attached file into the dw_talents/leveller folder. I can't reproduce the other two, but I suspect that's because they had the same cause and so got fixed en passant. leveller_lua.tph
  19. Not tested, but dropping the attached into stratagems/sfo2e will probably fix it. lib_data.tph
  20. It looks as if you have some component that's setting Dorn's level to zero, and that's confusing the component. In the short run setting his level to 1 in Near Infinity will probably solve the problem, though I should probably do something my end too.
  21. Something subtler than that, I think; can you post your weidu.log?
  22. Will you settle for an ini option?
  23. 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).
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