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Throari

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Posts posted by Throari

  1.  In the last bug list of the now closed V8 testing thread the aTweaks (fiends) compatibility was set from "not fixed in this release" to fixed. Was this just for housekeeping or are the components of the two mods indeed compatible in 32.v9/final. Because in this case kudos to you and many thanks from a player of both these wonderful mods.

  2. Ran into an installation error with the most recent github version (RC 8+):

    Spoiler

    ### 1500: Include arcane spells from Icewind Dale: Enhanced Edition ###
    [...]
    copying to override/SPWI719C.bam
    Copying 1 file ...

    Including file(s) make_bams_green.tpa
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying 1 file ...
    Copying 1 file ...
    Copying 1 file ...
    Copying and patching 1 file ...
    ERROR: cannot convert strref_map_14716 or %strref_map_14716% to an integer
    ERROR: [stratagems/iwdspells/copyover/icon/statdesc.2da] -> [weidu_external/workspace] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    ERROR Installing [Include arcane spells from Icewind Dale: Enhanced Edition], rolling back to previous state
    Will uninstall 1064 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500.
    Uninstalled    1064 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500.
    ERROR: Not_found
    Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at forums.gibberlings3.net.
    Automatically Skipping [Include arcane spells from Icewind Dale: Enhanced Edition] because of error.
    Using Language [English]
    weidu_external/lang/english/setup.tra file not found. Skipping...
    [.\lang\en_us\dialog.tlk] created, 421457 string entries

    NOT INSTALLED DUE TO ERRORS Include arcane spells from Icewind Dale: Enhanced Edition

    D:\Steam\steamapps\common\Baldur's Gate II Enhanced Edition>
    ERROR: cannot convert strref_map_14716 or %strref_map_14716% to an integer
    ERROR: [stratagems/iwdspells/copyover/icon/statdesc.2da] -> [weidu_external/workspace] Patching Failed (COPY) (Not_found)
    ERROR: Not_found
    Include arcane spells from Icewind Dale: Enhanced Edition (Sword Coast Stratagems) was not installed due to errors.

    You can try to repair the problem and start the installation of the component again. In this case please select "retry" after the repair.

    If you don't want to spent time for that now, you can also continue without the component or exit the program. The Setup will continue with the installation of that component.
    Enter [r]etry, [c]ontinue or [e]xit.

    and

    Spoiler

    ### 1510: Include divine spells from Icewind Dale: Enhanced Edition ###
    [...]
    copying to override/sppr727C.bam
    Copying 1 file ...
    Copying 1 file ...
    Copying 1 file ...
    Copying 1 file ...
    Copying and patching 1 file ...
    ERROR: cannot convert strref_map_14716 or %strref_map_14716% to an integer
    ERROR: [stratagems/iwdspells/copyover/icon/statdesc.2da] -> [weidu_external/workspace] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    ERROR Installing [Include divine spells from Icewind Dale: Enhanced Edition], rolling back to previous state
    Will uninstall 953 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1510.
    Uninstalled    953 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1510.
    ERROR: Not_found
    Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at forums.gibberlings3.net.
    Automatically Skipping [Include divine spells from Icewind Dale: Enhanced Edition] because of error.
    Using Language [English]
    weidu_external/lang/english/setup.tra file not found. Skipping...

    NOT INSTALLED DUE TO ERRORS Include divine spells from Icewind Dale: Enhanced Edition

    D:\Steam\steamapps\common\Baldur's Gate II Enhanced Edition>
    ERROR: cannot convert strref_map_14716 or %strref_map_14716% to an integer
    ERROR: [stratagems/iwdspells/copyover/icon/statdesc.2da] -> [weidu_external/workspace] Patching Failed (COPY) (Not_found)
    ERROR: Not_found
    Include divine spells from Icewind Dale: Enhanced Edition (Sword Coast Stratagems) was not installed due to errors.

    You can try to repair the problem and start the installation of the component again. In this case please select "retry" after the repair.

    If you don't want to spent time for that now, you can also continue without the component or exit the program. The Setup will continue with the installation of that component.
    Enter [r]etry, [c]ontinue or [e]xit.

     

     

  3. Bug: Currently you can't send BioWare NPCs to an inn in the BG1 part of an EET installation. This problem was initially reported in the baldursextendedworld forum but I didn't see an error report in this forum yet.

    Setup: Install EET and CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn (DavidW/Zed Nocear): v8, start a new game, recruit Xzar and Montaron and try to kick them out sending them to an inn. I tested this with a fairly minimal installation:

    BG1:

    ~SETUP-WEIDU.TP2~ #0 #0 // 24600
    ~DLCMERGER/SETUP-DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> "Siege of Dragonspear" DLC: 1.2
    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Ajantis Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #42 // The BG1 NPC Project: Coran's Romance Core (adult content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #52 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #62 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #72 // The BG1 NPC Project: Xan's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #110 // BGEE Banter Timing Tweak -> Banter Timing: Normal (about 27 minutes between banter dialogs): v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v24.0
    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v24.0

    BG2:

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~SETUP-WEIDU.TP2~ #0 #0 // 24600
    ~EET/EET.TP2~ #0 #0 // EET core - resource importation: 1.0 RC11
    ~EET_FIX/EET_FIX.TP2~ #0 #0 // EET Fix: v1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn (DavidW/Zed Nocear): v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC pairs to separate: v8
    ~EET_END.TP2~ #0 #0 // EET end - last mod in install order
    // Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible

    The result conversation didn't contain any option to send Montaron to an inn:20190106213717_1.thumb.jpg.0f22966fa62ee44b042f883a707b5f16.jpg

    According to baldursgateextendet the dialogs do in fact appear in the BG2 part of the game.

  4. Im confused: why would I see it as a downside if you mod the game?

    You shouldn't ;). With modding the game I meant primarily changing the rules of the game during a play through, which I don't like doing for different reasons (save game breaking bugs). It's as good a reason as any to convey that I for myself am not hooked on the idea of adopting partial restrictions. But to be fair I didn't yet run a serious game with these rules implemented.

    Then again I wouldn't mind restrictions if they were consistent for all alignments, giving good, neutral and evil clerics each their unique spells as I understand the proposal by KronoKinesis.

     

    But for my consideration, the extension of the restrictions on BG-spells is only implemented for the scs ruleset of the iwd-spells. Or do you also implement these rules for IWDification?

  5. From the readme:

    "IWD restricts its Cause Wounds spells to evil casters, but the BG versions aren't so restricted. I restrict the BG spells too."

     

    IDW not only implements alignment restrictions for Cause Wound spells (and even they are sometimes available for neutral characters) but also for healing spells. I didn't check in game but if you only restrict spell groups for non evil clerics that would somewhat take away my alignment choice as a player in my opinion. Especially since you later describe that the signature good guy spell Shield of Lathander is now available for all alignments. Would it be feasible to add this as an option during install if IDW/BG spells get restricted?

  6. Another question regarding fixes from "Jimfix - Ascension + SCS fixes, general tweaks". I know that this is not DavidWs mod, but I wanted to ask, if the fix part is part of the current version anyway (for the scs-related fixes)? As an additional question, is the cause for the tweak 'prevent silent prebuffs' something that is WAD in scs or is it a bug (that has been fixed)?

     

    Readme of the mod:

     

     

    This is a small collection of fixes and tweaks aimed at an Ascension + Fixpack
    v10 + SCS v30 install. It should be smart about not letting you install
    components you don't need, but you should still pay attention. I do not have a
    copy of BG2 EE so please tell me if any additional issues arise in that
    version of the game.
    --- Fix Sunfire Power Levels ---
    The damage effects on the level 10 version of Sunfire incorrectly have a power
    level of 3. The primary effect of this is that they will be blocked by a Minor
    or regular Globe of Invulnerability. The level 11 version also has one of its
    damage effects set to power level 6. The component fixes both errors.
    Credit to Alesa_BH for noticing this.
    --- Enable Spell Immunity in Sequencers/Triggers ---
    TobEx is intended to allow you to place Spell Immunity into Contingencies and
    Triggers. However, this functionality is not enabled by default. This
    component enables it.
    --- Shield of Reflection works on SCS Flame Arrows ---
    In vanilla, the Reflection Shield reflects the mage spell Flame Arrow. SCS
    mages are scripted to act as if this is the case. However, with the "Make
    Protection from Normal Missiles affect some magical projectiles" component,
    the Reflection Shield does not actually reflect Flame Arrow. This component
    re-adds that ability to the Reflection Shield.
    --- Fix Smarter Abazibal ---
    In previous versions of Ascension + SCS, when Abazigal turned in to a dragon
    he would also spawn a purple dragon named Tamah. In SCS v30, Tamah does not
    appear if you have installed the Smarter Abazigal component. Abazigal also has
    the wrong script which may make him unreasonably difficult to kill for some
    parties. This component fixes both glitches.
    Credit to Mad Mate on the G3 forums for help with this fix.
    --- Fix Smarter Irenicus at the Throne ---
    A scripting glitch causes Irenicus to be completely harmless during the
    opening fight at the Throne of Bhaal if you have the component that adds SCS
    AI to him. This component fixes this.
    Credit to Alesia_BH for noticing this and to Aasim for help with this fix.
    --- Remove Entourage from Ascension Fallen Solars ---
    In the original Ascension version of the first fight at the Throne of the
    Bhaal, you must fight two Fallen Solars. As of SCS v25, the Smarter Celesitals
    Component causes both of these Fallen Solars to additionally spawn with two
    Mariliths, a Succubus, and an Alu-fiend. While it has not been officially
    confirmed, there is significant evidence to suggest that these extra demons
    are unintentional. This component removes them.
    --- Fix incorrect casting animations ---
    In the vanilla game, several spells have casting animations that don't match
    the actual school of the spell. The Fixpack fixes some of these but misses
    others. This component takes a broad approach and checks each standard mage
    and priest spell individually. If the casting animation does not match the
    spell school, the casting animation is changed.
    This component also fixes a vanilla bug where the spell Conjure Animals is
    erroneously set as an Enchantment spell.
    This component may be overkill. It provides of a listing of all the changes it
    makes so if you don't like some of them, you can uninstall the component.
    --- Prevent silent prebuffs ---
    Under certain conditions, SCS smarter mages will silently gain some long
    duration prebuffs. This component changes this behavior to always display
    these prebuffs in the combat log.
    --- Add spell school notifications to the combat log ---
    By paying attention to the casting animation or by listening to the casting
    sounds, it is possible to determine the school of the spell a mage or priest
    is casting. This tweak makes this information clearer by adding a message to
    the combat log as well. It should be installed after any component that
    modifies spells and combines well with the component that fixes incorrect
    casting animations. You can pick the minimum casting speed of spells that you
    would like this tweak to affect.
    There are two issues with this tweak:
    1) It works by modifying the spells so it applies to your spells as well as
    enemy spells.
    2) It does not take into account the fact that some enemies have innately
    lower casting times for spells. The intent of this tweak is to not provide you
    with any information that you didn't already have access to, but this may not
    always be the case.
    If there are any spells that are not affected but should be, or should be
    affected but are not, please let me know.
    --- Add expiration notifications for buffs ---
    This component adds periodic reminders to the combat log for when spell buffs
    are about to expire. The reminders come when there are 120, 60, 30, 12, and 6
    seconds remaining in the buff. I can add other options if there is interest.
    And again, please let me know if this component affects spells that it
    shouldn't or if it doesn't affect a spell that it should.
    --- Add expiration notifications for item buffs ---
    This is the same as the previous component except with buffs from items.
    Mostly this affects potions and protection scrolls, but it also includes
    the Greenstone and Shield Amulets.
    --- Reveal all hidden doors ---
    This component sets all hidden doors to be immediately selectable so that you
    don't have to wait for a character to detect them.
    --- Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction ---
    With SCS changes to the spell system, the Breach from Wish and the complete dispel
    from fallen solar's Mordenkainen's Disjunction are both completely unblockable.
    This component allows Spell Shield to block them as it would block any other
    anti-magic attack.

  7. Attached is the WeiDU.log from the BG1 folder. This should complete the WeiDU.log?

    Also attached is the zipped 25spell.sto from the overwrite folder. In addition I searched for 25spell.sto in other mod folders too. The only other occurrence is in the backup folder of Tweaks Anthology (cdtweaks) which was installed before SCS.

    WeiDU.log

    25spell.zip

  8. I noticed the following errors during my last test installation (Weidu-Log attached):

     

    One major error, that prevented the installation of this component during 1500: Include arcane spells from Icewind Dale: Enhanced Edition:

     

     

    Patching CDIA629.ITM into store...

    ERROR: [25SPELL.STO] -> [override/25SPELL.STO] Patching Failed (COPY) (Invalid_argument("String.blit / Bytes.blit_string"))

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

     

    ERROR Installing [include arcane spells from Icewind Dale: Enhanced Edition], rolling back to previous state

    Will uninstall 982 files for [sTRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500.

    Uninstalled 982 files for [sTRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500.

    ERROR: Invalid_argument("String.blit / Bytes.blit_string")

    Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at forums.gibberlings3.net.

    Automatically Skipping [include arcane spells from Icewind Dale: Enhanced Edition] because of error.

    Using Language [English]

    [.\lang\en_us\dialog.tlk] created, 480069 string entries

     

    NOT INSTALLED DUE TO ERRORS Include arcane spells from Icewind Dale: Enhanced Edition

     

    D:\Steam\steamapps\common\Baldur's Gate II Enhanced Edition>

    ERROR: [25SPELL.STO] -> [override/25SPELL.STO] Patching Failed (COPY) (Invalid_argument("String.blit / Bytes.blit_string"))

    ERROR: Invalid_argument("String.blit / Bytes.blit_string")

    Include arcane spells from Icewind Dale: Enhanced Edition (Sword Coast Stratagems) was not installed due to errors.

     

    You can try to repair the problem and start the installation of the component again. In this case please select "retry" after the repair.

     

     

     

    In addition there were some minor parsing errors during 6040: Smarter Priests

     

     

    Installing file(s) x#andart.baf

    Compiling 1 script ...

     

    [tb#compile_patches/stratagems/priest/scripts/x#andart.baf] PARSE ERROR at line 2 column 1-12

    Near Text: %BGT_VAR%

    syntax error

    ERROR: parsing [tb#compile_patches/stratagems/priest/scripts/x#andart.baf]: Parsing.Parse_error

    ERROR: error compiling [tb#compile_patches/stratagems/priest/scripts/x#andart.baf]: Parsing.Parse_error

    ERROR: compiling [stratagems/priest/scripts/x#andart.baf]!

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    ERROR: [X#ANDART.CRE] -> [override/X#ANDART.CRE] Patching Failed (COPY) (Parsing.Parse_error)

    Stopping installation because of error.

     

    Failed to patch X#ANDART.CRE; error message was Parsing.Parse_error

     

    Failed to patch X#ANDART.CRE; error message was Parsing.Parse_error

     

     

     

     

    Installing file(s) x#belgin.baf

    Compiling 1 script ...

     

    [tb#compile_patches/stratagems/priest/scripts/x#belgin.baf] PARSE ERROR at line 5 column 1-12

    Near Text: %BGT_VAR%

    syntax error

    ERROR: parsing [tb#compile_patches/stratagems/priest/scripts/x#belgin.baf]: Parsing.Parse_error

    ERROR: error compiling [tb#compile_patches/stratagems/priest/scripts/x#belgin.baf]: Parsing.Parse_error

    ERROR: compiling [stratagems/priest/scripts/x#belgin.baf]!

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    ERROR: [X#BELGIN.CRE] -> [override/X#BELGIN.CRE] Patching Failed (COPY) (Parsing.Parse_error)

    Stopping installation because of error.

     

    Failed to patch X#BELGIN.CRE; error message was Parsing.Parse_error

     

    Failed to patch X#BELGIN.CRE; error message was Parsing.Parse_error

     

     

     

     

    Installing file(s) x#mareth.baf

    Compiling 1 script ...

     

    [tb#compile_patches/stratagems/priest/scripts/x#mareth.baf] PARSE ERROR at line 1 column 0-11

    Near Text: %BGT_VAR%

    syntax error

    ERROR: parsing [tb#compile_patches/stratagems/priest/scripts/x#mareth.baf]: Parsing.Parse_error

    ERROR: error compiling [tb#compile_patches/stratagems/priest/scripts/x#mareth.baf]: Parsing.Parse_error

    ERROR: compiling [stratagems/priest/scripts/x#mareth.baf]!

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    ERROR: [X#MARETH.CRE] -> [override/X#MARETH.CRE] Patching Failed (COPY) (Parsing.Parse_error)

    Stopping installation because of error.

     

    Failed to patch X#MARETH.CRE; error message was Parsing.Parse_error

     

    Failed to patch X#MARETH.CRE; error message was Parsing.Parse_error

     

     

     

    Finally 5070: Cosmetic change: stop Stoneskins from changing the caster's colour could not install:

     

     

    Ready for installation

    Setup-stratagems.exe --no-exit-pause --noautoupdate --language 0 --skip-at-view --force-install-list 5070 --logapp

    [setup-stratagems.exe] WeiDU version 24600

    Using Language [English]

     

    Using .\lang\en_us\dialog.tlk

     

    SKIPPING: [Cosmetic change: stop Stoneskins from changing the caster's colour]

    This component only works on Windows installs and does not work on BG:EE

    weidu_external/lang/english/setup.tra file not found. Skipping...

     

     

    Does this not work on BG:EE or also not on BG2:EE/EET?

    WeiDU.log

    WeiDU-BGEE.log

  9. Just a minor question regarding 'Alter <class> Spell Progression Table' components. It is my understanding that different mods (e.g. TDD) bring their own progression tables and that these tables are prioritized before/in conflict with Tweaks Anthology.

    Can I have both worlds? Meaning, can I install TDD (or similar conflicted mods) and somehow install the TA tables later?

    Glimpsing over the code it seems to me, that a.) currently it's a hard conflict, meaning the installation skips over these components, when I'm running the install script after TDD and b.) it's not just copying a file from a->b in which case I would do it manually. Then again I'm not proficient in reading WeiDu code, so is there a simple solution?

     

    Thank you in advance.

     

    EDIT: Since I had a time on my hand I tried to understand the code a little bit better.

    I used klatus mod for comparison since it had a simliar component:

     

     

     

    	/////////////////////////////////////////////////////////////////
    	/////////////////////////////////////////////////////////////////
    	/////                                                       /////
    	///// Streamlined Wizard Spell Progression                  /////
    	/////                                                       /////
    	/////////////////////////////////////////////////////////////////
    	/////////////////////////////////////////////////////////////////
    		BEGIN @145 DESIGNATED 2000
    		GROUP @45
    		REQUIRE_PREDICATE GAME_IS ~soa tob tutu tutu_totsc bgt iwd_in_bg2 bgee bg2ee eet iwdee~ @2
    		REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~mxsplwiz.2da~ @3 //Required file missing
    		
    		COPY ~klatu/2da/mxsplwiz.2da~ ~override~
    

     

     

    In comparison to TA:

     

     

    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    /////                                                            \\\\\
    ///// Alter Mage Spell Progression Table                         \\\\\
    /////                                                            \\\\\
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    
    /////                                                            \\\\\
    ///// un-nerfed                                                  \\\\\
    /////                                                            \\\\\
    
    BEGIN @226001 DESIGNATED 2260
    GROUP @9
    SUBCOMPONENT @226000 // alter mage progression
    REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~mxsplwiz.2da~ @25
    REQUIRE_PREDICATE NOT FILE_EXISTS_IN_GAME ~bpduearc.spl~ @16      // non-BP
    REQUIRE_PREDICATE NOT FILE_EXISTS         ~data/rot-rule.bif~ @16 // non-RoT
    //REQUIRE_PREDICATE NOT FILE_EXISTS         ~data/tdd-rule.bif~ @16 // non-TDD
    REQUIRE_PREDICATE NOT GAME_IS ~iwd2~ @25
    
    COPY ~cdtweaks/2da/un_mxsplwiz.2da~ ~override/mxsplwiz.2da~
    
    ACTION_IF GAME_IS ~tob bgt bg2ee eet~ THEN BEGIN
    
      // add mage alchemy, scribe scrolls
      COPY_EXISTING ~lucm0.2da~ ~override~
                    ~luma0.2da~ ~override~
        COUNT_2DA_ROWS ~9~ "rows"
        SET "patch" = 0
        FOR ( index = 1 ; index < rows ; index = index + 1 ) BEGIN
          READ_2DA_ENTRY "%index%" 1 9 "abil"
          PATCH_IF ("%abil%" STRING_COMPARE_CASE "*" = 0) BEGIN
            PATCH_IF ("%patch%" = 0) BEGIN
              SET_2DA_ENTRY "%index%" 1 9 ~GA_GBSCRBMG~
              SET_2DA_ENTRY "%index%" 4 9 ~1~
              SET_2DA_ENTRY "%index%" 5 9 ~99~
              SET_2DA_ENTRY "%index%" 6 9 ~99~
              SET "patch" = 1
            END ELSE BEGIN
              SET_2DA_ENTRY "%index%" 1 9 ~GA_GBALCHMG~
              SET_2DA_ENTRY "%index%" 4 9 ~1~
              SET_2DA_ENTRY "%index%" 5 9 ~99~
              SET_2DA_ENTRY "%index%" 6 9 ~99~
              SET "index" = "%rows%" // kills loop
            END
          END
        END
        BUT_ONLY
    
      COPY ~cdtweaks/spl/gbalchmg.spl~ ~override~
        SAY 0x08 @218001
        SAY 0x50 @218004
    
      COPY ~cdtweaks/spl/gbscrbmg.spl~ ~override~
        SAY 0x08 @218007
        SAY 0x50 @218010
    
      ACTION_IF NOT MOD_IS_INSTALLED ~cdtweaks/setup-cdtweaks.tp2~ ~2280~ THEN BEGIN // if un-nerfed cleric progression hasn't already made this change...
    
        COPY_EXISTING ~spcl918.spl~ ~override~
          SAY        0x08 @218003
          SAY        0x50 @218006
          READ_LONG  0x64 "abil_off"
          READ_SHORT 0x68 "abil_num"
          READ_LONG  0x6a "fx_off"
          FOR (index = 0 ; index < abil_num ; index = index + 1) BEGIN
            READ_SHORT ("%abil_off%" + 0x1e + (0x28 * "%index%")) "abil_fx_num"
            READ_SHORT ("%abil_off%" + 0x20 + (0x28 * "%index%")) "abil_fx_idx"
            FOR (index2 = 0 ; index2 < abil_fx_num ; index2 = index2 + 1) BEGIN
              READ_SHORT ("%fx_off%" +        (0x30 * ("%abil_fx_idx%" + "%index2%"))) "opcode"
              PATCH_IF ("%opcode%" = 122) BEGIN // create item
                READ_ASCII ("%fx_off%" + 0x14 + (0x30 * ("%abil_fx_idx%" + "%index2%"))) "item"
                PATCH_IF ("%item%" STRING_COMPARE_CASE "potn52" = 0) BEGIN // potion of extra healing
                  WRITE_ASCII ("%fx_off%" + 0x14 + (0x30 * ("%abil_fx_idx%" + "%index2%"))) ~potn10~ #8 // potion of invis
                END ELSE
                PATCH_IF ("%item%" STRING_COMPARE_CASE "potn36" = 0) BEGIN // potion of master thieving
                  WRITE_ASCII ("%fx_off%" + 0x14 + (0x30 * ("%abil_fx_idx%" + "%index2%"))) ~potn37~ #8 // potion of mind focusing
                END
              END
            END
          END
          BUT_ONLY
    
        COPY_EXISTING ~spcl919.spl~ ~override~
          SAY 0x008 @218009
          SAY 0x050 @218012
    
      END
    
    END
    
    /////                                                            \\\\\
    ///// pnp                                                        \\\\\
    /////                                                            \\\\\
    
    BEGIN @226100 DESIGNATED 2261
    GROUP @9
    SUBCOMPONENT @226000 // alter mage progression
    REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~mxsplwiz.2da~ @25
    REQUIRE_PREDICATE NOT GAME_IS ~iwd2~ @25
    
    COPY ~cdtweaks/2da/mxsplwiz.2da~ ~override~
    

     

    It seems to me that basically the tables from mxsplwiz.2da are just copied over to the override folder. Thereafter however there is some patching involved in case of TA. According to the comments in code that part is for scribe scrolls/alchemy. This is somewhat counter intuitive since the readme doesn't really mention such a feature (should be updated). Indeed that could lead to other incompatibilities with mods like aTweaks that have a dedicated feature for this.

    That leaves me with the question, if the spell progression should be seperated from the patching routines for scripe scrolls (which it is in case of P&P). In this case (if I understand the procedere correctly) you could remove the conflict for the spell progression part. For the rest I wonder what the difference in implementation is between aTweaks scribe scrolls and TA, since only the later has a conflict?

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