Jump to content

jacklhoward

Members
  • Posts

    87
  • Joined

  • Last visited

Posts posted by jacklhoward

  1. hi! I have some questions about compatibilities:


     1.I play with tobex afterlife, and I'd like to install options like "disable hostile reaction after charm" from tobex. by reading readmes and posts in this thread i know that SRR requires tobex to function so it would automatically install tobex when tobex is not detected, but it also seems that if detects that there's tobex already installed  it would just skip it.

    if i want "disable hostile..after charm", what should i do to make it work in the best way? should i install the tobex+bgt tweak's version of it and make SRR skip it? or should i keep tobex+bgt tweak version of it uninstalled, and let SRR detect it so it would install the best version of that option?
     
     also, i'd like to know whether there are other mods' options that might pose a conflict with SRR, or options that should be chosen in one mod for only once


     e.g. 
     
        ..
        the tobex afterlife options I'd like to install,     
     i am unsure if those tweaks would clash with SRR's changes to internal spellcodes etc.:
        (https://spellholdstudios.github.io/TobEx_AfterLife/TobEx_AfterLife/documentation/readme.html)
     
        Disarm Trap Distance [Fix]
        Protection From Spell for Contingency [Fix](this, especially)
        Self-Patched Effect Removing [Fix]
        Saving Throw Improved Invisible Bonus [Compatibility]
        --(Enable +4 Saving Throw Bonus at engine level, doesn't apply bonus against creatures with ability to see invisible. Component not compatible with BG2 Fixpack! (BG2 Fixpack has own, but worse fix))
        

     
        ..
        bg2 fixpack,
        are the beta fixes compatible as well?e.g.
        (https://gibberlings3.github.io/Documentation/readmes/readme-bg2fixpack.html)
        BETA Core Fixes
        game text update GTU_light (would this cause wrong description texts to spells?)
        Optional But Cool: Improved Spell Animations
        Optional But Cool: Corrected Summoned Demon Behavior
        Optional But Cool: Additional Script Fixes --" Most of the bugs are missing checks in spellcaster scripts for memorized spells (or casting spells)..."
        Optional But Cool: Change Free Action to Protect Against Stun
        Optional But Cool: Paws from Shapeshifting Can Not Be Dispelled
        Additional Alignment Fixes: v13 (would this mess up the the distribution of creature alignments which SRR is designed to work based upon it?)

     

    same. spell behaviours are spell-casting mechanism are being changed.

        .. 
        bg 2 improved gui, (would those 2 UI tweaks conflic with SRR?)
        (https://spellholdstudios.github.io/BG2_Improved_GUI/bg2improvedgui/documentation/readme.html)
        ~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #300 // Hide 'Write magic' button for already known spells and for opposition schools
        ~BG2IMPROVEDGUI.TP2~ #0 #1400 // Do not clear Drained Spell Slots
        
        
     
     2. 
     also for this option in tobex afterlife, if I opt out of it,
     "~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: v28 "
       what spells would my choice affect and in which way? I am not sure precisely what would happen, and would like to know which one I would prefer.
      
     

    3.
    for those class kits or items that would trigger spell effects added by mods--are they influenced from SRR's improvements or changes to spells?
    do they do things like triggering the spellcodes used by SRR instead of the vanilla ones they are intended for, or is it more likely the spellcodes and related codes would be separate, and SRR could be perfectly compatible? or it has to be determined on a case by case basis?
    e.g.

    justifier from unfinished business,
    https://pocket-plane-group.github.io/readmes/readme-ub.html#vampire
     Chorister from song and silence.
    https://gibberlings3.github.io/Documentation/readmes/readme-song_and_silence.html
     

    items, spell scrolls that cast magic spells / effects from rogue rebalancing and song and silence
    https://avenger981.github.io/doc/doc/rr_core.html#Additional_equipment_for_Thieves_and
    https://www.gibberlings3.net/forums/topic/2575-complete-list-of-new-items-in-this-mod/

  2. 10 minutes ago, Jarno Mikkola said:

    And if there's problem, post at the SHSfroum about it... it will get a reply. Or at least people would come and then have a recount of what you did and they could see if they can reproduce what ever problems come. Also, as it has been YEARS, there's likely no incompatibility problems... or someone would have mentioned SOMETHING.

    yeah, ty. i will try to ask around there.

    (cannot post a new thread for some reason, but already posted in the release thread)

  3. 25 minutes ago, lynx said:

    Just test them.

    sorry, I am afraid I really dont know to setup a method to test things out.

    I am not familiar with the code which decides how the music plays in stories. i can perhaps check map by map what music is playing, in and out of combat etc.. but it would be long, tedious and the results might not be conclusive. and i've not played a full walkthrough of bg2 story so i do not know how it would work past chapter 3-4 and in throne of bal.

    and some of the sound-related edits by afterlife, like 

    "

    are too technical and i do not actually know how it would behave. i can only vaguely understand what it does.

    i am basically only trying to play bg1 part in bgt with proper bg 1 msuic, and bg2 part with bg2 music, and with tobex afterlife. if investigating their compatibilities would take too long or too much trouble, i'd welcome any alternative method that makes me able to play like so. 

    if there are users say that they have played through bgt with that music hack option and tobex afterlife without any problem, then it's good enough for me, i'll just install them both in good faith that they should not fail.

    but if everything is uncertain,

    i am considering installing "Full Baldur’s Gate and Tales of the Sword Coast music: Activates all original Baldur’s Gate and Tales of the Sword Coast music..." from trilogy-weidu mod while going through bg1 part, and uninstall it when it is done and i am moving on to bg2 part so i can get proper bg 2 music. however the problem is that people say it might not be wise to uninstall and reinstall components of mod with bg2 engine like this. someone suggested in that case i should "uninstall everything " through project infinity and reinstall through it again, or just not bother with it. then in that case i have to settle for the music hack option, or have hybrid bg 1 and bg2 music in bg1 story...

     

  4. 5 hours ago, Jarno Mikkola said:

    Now, I know you know the technicalities quite well... but I think you are kinda misleading here, cause the ToBEx should do most of the patching it does via .dll insertion, which makes it almost always better at patching a .exe than any other .exe patching. Well, yes, it needs to patch the .exe to take instructions from the other file, but that's so much besides the point... And to my knowledge, the BGT-weidu just patches the xp start value and some other aspectes of the file... I honestly have no idea. But it HAS always worked with the traditional ToBEx.. because you know, Ascension64 did both mods originally.

    EDIT: ouh, yes, it was to make the game be able to take 99+ songs in the songlists playable.

     

    ty both.

    I know that option from BGT weidu should be compatible with tobex 26 or 28 if have understood correctly. but it is the "afterlife" patch i am not sure about.

    i tried to ask on afterlife's release thread on shs but there has been no reply, the author of afterlife's last activity there was from a year ago. 

     

    i went through the readme of oBG trilogy-weidu, and tobex afterlife, but there is no direct mention of intercompatibilities of trilogy-weidu and afterlife. and i am afraid i really have no clue about the technical details of all the changes made to .exe... 

     

    afterlife does edit a dozen and more sound-related things:

    is there a way to be sure that those and all the rest of the edits done by afterlife would not be incompatible with trilogy-weidu's music option (and other things)? i can put up an issue on github but i am not sure i'd get a response. are there people who are very familiar with trilogy-weidu and afterlife that i can consult with?

  5. hi.

    i would like to install this option from the oBGT mod

     
    mod option: full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe) (4. from https://spellholdstudios.github.io/readmes/bgt/[english]bgtreadme.htm)
     

    but i also want to use tobex afterlife, in this case would they conflict as they both edit bgmain.exe? how does that work----do they each edit seperate things in .exe and the final version is one that combines both changes. or could there be overlapping codes and the final .exe would be messed up?

  6. On 5/3/2024 at 5:41 PM, Bartimaeus said:

    Yes. When you "install"/extract the distributed .exe to your game directory, it'll create a "setup-spell_rev.exe" and "spell_rev" folder in your game directory. The idea with SRR is to overwrite that .exe and folder with SRR's own (keeping whatever files SRR hasn't modified but overwriting the ones that it has modified), which yes, should theoretically also allow you to use an automated installer to install the same components as you would for an SR install.

    The version of SR used as the base does not matter, as all relevant files are overwritten anyways (assuming that it's beta 18 or later).

    ty very much

  7. ty very much.

    also, to make the matter clear. what is different with the "installed" folder with an exe through the distributed .exe installation, and the "source-code" package that has mod.bat instead? does mod.bat do basically what .exe does only that its executed via windows commands?

    mod bat Screenshot 2024-05-05 034430.png

  8. hi.

    1.

    does anyone know why when i extract a mod with 7zip, two files that have the same name except one is capitalized the other has normal sized letters, and would conflict and ask for which one should be overwritten? is this normal? i have got this for "nalia at last" and "fishing for trouble."

    e.g. from "nalia at last "mod's"repo

    Nalia_At_Last/Nalia_at_Last/Tra/English at main · Skitia/Nalia_At_Last (github.com)

     

     

    the "X3NAL25.TRA"
    and
    "X3Nal25.tra" files.

     

     

    (also see attachments)


    is it just a back up file made in other types of OS, linux or osx, which the file names are the same but capitalization is different (and win does not differentiate between capital and normal letter sizes.? or is it some weird file corruption or bug?

    the files are not identical upon comparison

     

     

    2. does anyone know if this oBGT trilogy mod tweak pack is out of date or obsoleted, or overlap with newest trilogy mod itself or other more updated tweak mods?

    i will check the big world project for info, but i am not sure if this tweak patch is still usable without introducing funky things. i am basically trying to get these tweaks

    "

    Protagonist's biography modifications -> Set BG2 biography upon Shadows of Amn transition (5 Feb 12)

    Disable hostile reaction after charm (5 Feb 12)

    Exotic weapons for Taerom

    Restore BG2 XP bonus for traps, locks, and scrolls (for BGT-WeiDU v1.05 and above):"

    i m not sure if for example oBGT trilogy mod itself has already included some of these fixes and tweaks ( i recall faintly something like exotic weapons for taerom and bg 2 xp bonus for traps locks and scrolls are already working without any patch in the newest oBGT trilogy mod, but i am not sure. no clue about the rest) , and the trilogy's document does not help.

    BGT Tweak Pack - BGT-WeiDU - Spellhold Studios (shsforums.net) 

    (from 2012, a decade and more old)

     

     

    3.

    for the installation of the newest spell revision revised:

     

    the original "spell revision" is only distributed through .exe or source-code archive format on github now, and "spell revision revised" is also distributed via source-code packs ("repo master").

    if i have understood the instructions on "spell revision revised" correctly, do i simply overwrite the extracted  source-code folder of original Spell Revision with SRR's extracted source code pack, and then run the new exe "setup-spell_rev.exe" that's been modded by this revision mod to install?

     

    if i want to automate the process with project infinity, do i basically extract first the original spell revision mod from source-code pack into a folder, and then revision revised  to overwrite that folder, then move the resultant folder into the mod directory of Project infinity as usual? 

    should i use distributed .exe instead to extract the original spell revision instead of downloading the "source-code" package on that is listed alongside it in releases on github?

    also does the version of the original spell revision used as base matter? is " Version 4.19, Release Candidate 5" better than just "version 4, beta 18"?

     

    image.thumb.png.c26b3d7da524746073592d9f8b1f4ef9.png

     

     

     

     

     

    bg mod file 2.png

    bg mod file1.png

  9.  "To install this, you must extract the latest official version of SR V4 (b18 or anything later should be fine!) to your game directory as you would normally (or have an automated tool do it for you), and then additionally extract this mod on top of it before installing SR. Specifically, SRR's spell_rev folder should overwrite the normal spell_rev folder - confirm to overwrite folders as well as all files it asks you to..."

    @Bartimaeus

    Releases · Gibberlings3/SpellRevisions (github.com)

    hi

    the original "spell revision" is only distributed through .exe or source-code archive format on github now, and "spell revision revised" is also distributed via source-code packs as "("repo master")..

    if i have understood the instructions on "spell revision revised" correctly, do i simply overwrite the extracted  source-code folder of original Spell Revision with SRR's extracted source code pack, and then run the new exe "setup-spell_rev.exe" that's been modded by this revision mod to install?

     

    if i want to automate the process with project infinity, do i basically extract first the original spell revision mod from source-code pack into a folder, and then revision revised  to overwrite that folder, then move the resultant folder into the mod directory of Project infinity as usual? 

    should i use distributed .exe instead to extract the original spell revision instead of downloading the "source-code" package on that is listed alongside it in releases on github?

    also does the version of the original spell revision used as base matter? is " Version 4.19, Release Candidate 5" better than just "version 4, beta 18"?

     

  10. 6 hours ago, Jarno Mikkola said:

    Yes.


    hi. one more question.
    for Project Infinity, how do you uninstall only one component of a mod or swap one of the components to another (when it is known the uninstallation and swapping of these options would not cause issues at all with existing saves during a playthrough)?
    basically i want to uninstall this option after finishing bg 1 stories so i can hear bg2 music properly :
    "4.mod option: Activate Baldur’s Gate and Tales of the Sword Coast music
    Full Baldur’s Gate and Tales of the Sword Coast music: Activates all original Baldur’s Gate and Tales of the Sword Coast music. If you play Shadows of Amn and/or Throne of Bhaal with this component installed, the music heard will be incorrect. For best results, when you decide that you want to play Shadows of Amn and/or Throne of Bhaal, uninstall this component to restore the default music for Shadows of Amn and Throne of Bhaal."
     ( from https://spellholdstudios.github.io/readmes/bgt/[english]bgtreadme.htm)

     


    do you simply unclick a component or swap components in the install list, set the install order and do the install again? or do you need to first "uninstall everything"?

  11. 11 hours ago, Bartimaeus said:

    Yes. ToBEx fixes those problems on an engine level (i.e. it should catch every source), whereas SR just applies a global patch to petrification that should catch all vanilla-game but not necessarily all mod-added sources of petrification added after SR is installed (and it doesn't try to fix the disintegration and freezing issues - well, it changes the Disintegration spell to not actually use the disintegration effect, but any other source of disintegration that does use the disintegration effect would still destroy all items without the ToBEx fix). There's not really too much reason to not use those ToBEx fixes...not unless you want items to be destroyed, anyways.

    No idea about the "compatibility issue", but I've used the latest version of ToBEx as well as ToBExAl and can't say I've ever noticed any glaring issue. I wonder if maybe there's an issue of those ToBEx components force-dropping creatures' inventories in a misapplied/inappropriate situation or something, but I'm really not sure, it'd be better to ask the mod author Insomniator...but I think they haven't logged back in since SHS went down for a number of months.

    ty very much!

     

  12. hi.

    with either SR or SR revised, is it still necessary to apply tobex's "items are dropped upon disintegration, freezing or petrification" if you want to use these kinds of spells, abilities, wands or weapons with gore option on? , 

    (without item revision mods though as id like to play them as they are )

    do the tobex and sr or sr revised conflict in terms of how they were implemented?

     

    also readme of tobex 28 afterlife mentions this option has a "compatibility issue" but is not specified and i cannot find more on it. does anyone know if its safe from glitches and bugs to turn on that "drops items upon disintegrate, freezing and petrification" via tobex 28?

  13. hi. can anyone check if i have understood mod installation through Project Infinity on oBGT and bgt ee correctly?

    basically you either select "clean, unmodded bg 2  for bgt directory and bg1 for bgt directory" or the ee equivalent.

    for oBGT since bg 1 mods just dont work in bg2,  is it correct to say that all the mods whose install order is above bgt mod like tobex are installed on bg2 folder without affecting bg 1 at all

    for bgt ee, you can put mods meant for bg ee  sod dabove the bgt ee mod and PI would detect and install those mods in BG1 ee directory first,, then drag all needed data to bg 2 ee directory would that be about right?

     

     

  14. 44 minutes ago, Jarno Mikkola said:

    Well, I saw your discussion in the discord... and no, there's no need tro be sorry.. besides, the 1PP is not really meant for the EE game, as it's kinda included already in it, there are technicallities I won't go into, but I was assuming you would be using it to the oBG2(or in your case the bgt-weidu) game.

    As for the 1pp conflicting, it's very unlikely to change much other than the visuals..

    thank you!

  15. 3 hours ago, Jarno Mikkola said:

    It's rather that the mods do/try_to_do the very samething and there will not be any game crashing bugs...
    Now that doesn't mean that if you are very particular about arts consistency, that there could be a small amount of "bugs" cause one mods changes might undo what the other mod does, and so you might end up with a wrong looking helmet in the avatar vs the paperdoll. And the only way that, that could crash the game is that, you insist doing so yourself... because of the bold text, above.

    Also, yes, this could be viewed as the new Megamod help forum... now, we just need to persuade the SHSforums and G3's admins to unite the forums, as they have the same host. Ouh, but how would we do that, cause they are the same people.. hmm. And yes, most of the forums times are over as we today have the discord -thing. Now yes, this is more permanent form of that, but who will choose to search these, when it's done via the very same thing as googles search... whatever.

    hello. sorry that i did not mention i am trying to know the compatibility of 1pp with iwdification in oBGT. the readme does not give a lot of info and is old. and i cannot seem to find updated info on their compatibility.

    i only install iwdification for the game balance changes and extra icewind dale spells etc..would iwdification conflict with 1pp at all if i only install class updates and spell packs components?
     

  16. does 1pp work with spell revision revised and iwdification (in classic bgt)? i am worried i might not get any response from the mod's forum since the last post there except mine are 2-3 years old.

    readme says "a soft compatibility" with those mods have been implemented but it was 4 years ago. and spell revision revised and iwidification received many updates since.

    also spell revision revised is a fork instead of the original mod.

    is there a way to know whether they still work, or at least what components might conflict?

  17. On 12/12/2023 at 9:15 AM, Bartimaeus said:

    Latest repository/master version of SRR now has a settings.ini switch called "original_lightning_bolt" that you can set to 1 to restore the original lightning bolt animation, which also affects IRR's Wand of Lightning (if it exists).

    hi. just remebered this.

    if i were to install SRR through project infinity and wanted to get the original lightning bolt. do it simply set the original_lightning_bolt"=1 in the mod resource folder (extracted mod zips used to install)? 

    or should i install the mod and change the ini within the game directory? i am not exactly sure how project infinity works. does it not touch game directory at all like mo2 for skyrim?

  18. @WanderingScholar

    Hi.

    Could you plz teach me how to change lightning bolts back to its original form?

    Do you need Near Infinity to change it?

    And if you only have SRR, and do not have IRR installed, do you get bouncy lightning bolts for wands and stormstar? if so I would just keep the spell versions as they are from SRR, but use items in later game.

  19. Does spell revision revised change the effects of wands or weapons that would cast spells upon usage?e.g. Will the lightning bolts shot from wands of lightning and storm star be kept with the same behaviour as before if spell revision is installed (without any other mods fiddle with item effects)? i really like bouncing lightning bolts in the vanilla. it works well with resistance type of spells and tanks like haer.

    nothing regarding that mentioned here

    also is spell revision revised compatible with icewind dale spells added by SCS?

     

    PS: does SCS party AI scripts component work for both spell revision spells and icewind dale spells added by scs?

    i assume scs icewind spells would work as it is packaged in the same mod? has anyone tested with the newest spell revision?

  20. for lvl 1 npc mod, regarding what would happen to their special weapons when changing NPC's classes and proficiency pts:
    "Signature items are a little more complicated; in the case of, say, Haer'Dalis's Chaos and Entropy blades, he'll keep them, and the weapons themselves will be altered so that he can use them regardless of whatever class he is (Fighter/Mage? Fine, they're Fighter/Mage usable now. Cleric? Uh... okay, he can still use them, and he'll get his special bonus star in shortswords even though Clerics can't normally use this kind of weapon.)"
    how should i inrepret this paragraph?
    if i were to give haer 0 pts in short blade but 2 pts into longsword, would he get a longsword version of chaos and entropy each or will it still be short sword version (and a proficiency star is automatically added to shortsword, giving him an illegal 1 extra proficiency pts)? or how does it work?

  21. Does spell revision change the effects of wands or weapons that would cast spells upon usage?e.g. Will the lightning bolts shot from wands of lightning and storm star be kept with the same behaviour as before if spell revision is installed (without any other mods fiddle with item effects)? i really like bouncing lightning bolts in the vanilla. it works well with resistance type of spells and tanks like haer. 

×
×
  • Create New...