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Nathan82

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Posts posted by Nathan82

  1. 1 hour ago, Trouveur80 said:

    Did you also installed all the requirement listed in the readme ?

    Yeah I did actually check the readme properly for a change, and I'm following BWP pdf v20.1 as install order so I thought it was hopefully in the right place in relation to other mods. And yes those required mods are already installed. Thanks for having a look.

     

    57 minutes ago, Acifer said:

    That was completely my fault. I switched back and forth between oBG2 and BG2EE until I messed up a file.

    I uploaded a new version. It should work now. Sorry!

    No worries, thanks for uploading new version so I quick, I'll give it a try now. Looking forward to trying this, thanks for the mod and help

     

    Just tried the new version (2.1) and it installed without errors, thanks again

  2. @Acifer hello, just got the following error when trying to install on oBGT;

    ERROR Installing [Dark Tidings V 2.0], rolling back to previous state
    Will uninstall 520 files for [Tidings\Setup-Tidings.tp2] component 0.
    Uninstalled    520 files for [Tidings\Setup-Tidings.tp2] component 0.
    ERROR: Sys_error("Tidings/lib/add_worldmap_tbl.tpa: No such file or directory")
    Please make a backup of the file: Setup-Tidings.debug and look for support at: Acifer
    Automatically Skipping [Dark Tidings V 2.0] because of error.
    Using Language [English]
    [.\dialog.tlk] created, 294443 string entries
    NOT INSTALLED DUE TO ERRORS Dark Tidings V 2.0

     

    I've attached the debug.

    Any ideas or is it me doing something daft (happening more than usual at the moment it seems)?

    Version 1.4 installed ok on a previous install but I didnt get to play this mod because of other errors. Looking forward to trying it.

    Thanks

     

     

  3. 10 minutes ago, TotoR said:

    So you should not install Widescreen mod after BG2 Improved GUI, but before.

    Thanks, thought I'd done something daft but hadn't realised it was that simple. I did look at the readme but clearly not close enough.

    11 minutes ago, TotoR said:

    I have taken a look at you Weidu and it is Big, too big for sensible comment, only BWP dude might help you in this case...

    yeah i know, i know.

    I'll try and thin it out more for the next attempt. It was even worse a few attempts back

  4. On 5/19/2024 at 6:29 AM, Salk said:

    Sorry I can't be of help, but I just wanted to warn you that Insomniator has unfortunately not been around for well over six months. I'm praying for his return... 🙏

    No worries, and yeah would be good to see him back at some point. Thought I'd report the issue anyway, just in case.

     

    8 hours ago, jacklhoward said:

    do not know if it is relevant, but i hope this can help if it is.

    Thanks but I'm still on Windows 10 so I don't think its something like that. Was probably  just a wonky install.

     

    Had another crash to desktop.

    During the expanded circus tent quest, in the new area(AR00TQ.ARE), Koozclown (TQCRE3.CRE) tries to cast a spell and then the game crashes with the following error;

    ASSERTION FAILED! Return Address: 0x8BA209 File: ObjCreature.cpp Line: 12162 Expression: pCreature != NULL && creatureSize > 0 Message: (null)

    I tracked it down to spider spawn SPWI423.SPL

    Mods affecting SPWI423.SPL:
    00000: /* created or unbiffed */ ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixesv13
    00001:  ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ 0 3 // BETA Core Fixes (please check the readme!)v13
    00002:  ~SETUP-VCV21.TP2~ 0 2 // Core Baldurdash Fixes (by Kevin Dorner)v2.1 BWP adaptation
    00003:  ~SPELL_REV\SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 (Revised v1.3.959)
    00004:  ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ 0 30 // IWD Arcane Spell Packv5
    00005:  ~JIMFIX\SETUP-JIMFIX.TP2~ 0 201 // Add spell school notifications to the combat logAll spells with a casting time greater than 1v3.1a
    00006:  ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ 0 110 // Restore BG1 Spellcasting Soundsv2.0.1
    00007: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.7

     

    It looks like Spell Revisions and then IWDIFICATION cause the problems.

    I renamed the files in changelog and tried them in the override one at a time and the spell_rev version (00004) works but the spell description and icon are wrong and with 00005 if a player controlled character casts the spell a lizardman is summoned, if an enemy casts the spell the game crashes. Might be to do with the levels of the casters and what is trying to be summoned, I'll look into that a bit more later.

     

    I'm using the BWP fixpack version of VCv21 (Vlad's compilation). Most of  the bdash fixpack stuff is commented out.

    This is the bit that affects spider spawn if it helps at all. Though the spell works correctly after these changes (00003)

    COPY_EXISTING ~SPWI423.spl~          ~override~    //Spider Spawn //           (LW: not in Fixpack)
     READ_LONG  0x64  "ability_offset"
     READ_SHORT 0x68  "abil_cnt"
     READ_LONG  0x6a "eff_offset"
     FOR( cnt=0; cnt<"%abil_cnt%"; cnt=cnt+1 ) BEGIN
       READ_BYTE ("%ability_offset%"+cnt*0x28)  "type"
       PATCH_IF("%type%"=1 ) BEGIN        //Melee
         READ_SHORT ("%ability_offset%"+0x28*cnt+0x1e)  eff_number
         READ_SHORT ("%ability_offset%"+0x28*cnt+0x20)  eff_idx
         FOR( cnt2=0; cnt2<eff_number; cnt2=cnt2+1 ) BEGIN
           WRITE_BYTE ("%eff_offset%"+0x30*(cnt2+eff_idx)+0xD)  0   //No dispell\Bypass resistance
         END
       END
     END
    BUT_ONLY_IF_IT_CHANGES

     

    No idea what thats doing but thought I'd put it there incase its changing the spell in an unexpected way causing the spell_rev and iwdification changes to cause the problem. If that makes sense.

     

    Other odd things, loading a saved game causes a odd sound effect, sounds like a party memeber is injured and the log displays 'Keldorn damage taken 2'

    I havent even got to him yet so not got a clue whats going on there or where to start looking into it. Its not causing an actual problem at the moment, just seems weird and quite amusing. Hopefully that all makes some kind of sense

    Anyone got any suggestions ?

    Thanks

    SPWI423 changelog and versions.zip SPWI423 ingame version.zip

  5. Just re-installed loot panel and changed it to the classic ee mode and widescreen mod still fails with same error.

    Anyone got any ideas whats gone wrong?

    I've attached the file. Its viewable in NI but I'm not really sure what I'd be llooking for.

    I also tried a little experiment, i deleted GUIW10.CHU from the override folder and then copied GUIW10.00001.CHU into the override folder and renamed it.

    Widescreen mod then installed so I'm pretty sure this proves that either loot panel component is the source of the problem.
    This wasnt happening with the previous version 5.5

    @Insomniator have you got any idea what might have caused this?

    Im going to continue with my install without widescreen for the time being, I've spent best part of 2 weeks trying to get this installed and working and really want to play the damn game.

    Thanks

    I've attached both versions of guiw10.chu

    GUIW10 both files.zip

  6. Almost completed a new install and so far haven't been able to replicate the problem.

    While trying to uninstall mods one at a time I ballsed it up and had to start from scratch.  Due to a dazzling display of ineptitude I accidentally uninstalled a BG2 Improved GUI that i didnt intend too.

    bg2improvedgui:410;BG2 Improved GUI - Enemy + Ally/Summon/Charmed was installed near the middle of the install, just before the mainspell_rev component.

    So that was 5 plus hours of uninstall and reinstall. SCS and mih_eq failed to reinstall. With BG2 Improved GUI and Tweaks and tricks uninstalled that did work.

    Anyway, new install, tested at various points and no problems except the widescreen mod wont install.

    Getting the following error;

    ERROR: cannot convert guiw08_c_8-28_xPos or %guiw08_c_8-28_xPos% to an integer
    ERROR: [guiw10.chu] -> [override/guiw10.chu] Patching Failed (COPY) (Not_found)

    I ran changelog on guiw10.chu

    Mods affecting GUIW10.CHU:
    00000: /* created or unbiffed */ ~1PP\1PP.TP2~ 0 104 // 1ppv4: GUI additions for BGIIv4.2.1
    00001:  ~BG2IMPROVEDGUI\BG2IMPROVEDGUI.TP2~ 0 120 // Loot PanelCollect from all nearest bodies as one click action5.6

    On my previous working install I used the alternative BG2IMPROVEDGU component BG2IMPROVEDGUI\BG2IMPROVEDGUI.TP2~ #0 #110 // Loot Panel -> Classic EE mode: 5.5

    and didnt have any problems with the widescreen mod.

    I'll test that now and see if ' BG2IMPROVEDGUI\BG2IMPROVEDGUI.TP2~ 0 120 // Loot PanelCollect from all nearest bodies as one click action5.6' is the one causing the problem.

     

     

  7. Hello,

    The game is crashing when starting a new BG1 or BG2 game immediately after character creation.

    ToB seems to start without a problem.

    TobEx.log isn't showing anything and there are no warning messages or anything. I just create new character, click start game and it crashes.

    ERRORLOG.TXT is showing the following;

    BGMain caused an Access Violation (0xc0000005) in module BGMain.exe at 0023:009ca8a8.

    That's apparently the game trying to access memory it shouldnt be, according to a google search.

    I had tested the install part way through and it seemed ok.

    I'm going to uninstall mods one at a time and retest, just wondering if anyone has any ideas what might be causing it?

    I've attached the weidu log, it goes on a bit.

    Thanks

    WeiDU.zip

  8. 2 hours ago, jacklhoward said:

    1. two improved bg 2 gui components that are shown to be incorrectly sorted according to build-in rules of PI
    (bg2improvedgui:2900;BG2 Improved GUI - Spell Sequencer Panel, should be BEFORE item upgrade)
    (bg2improvedgui:430;BG2 Improved GUI - Enemy + Ally/Summon/Charmed + Party, should be BEFORE spell revision revised)

    Hadn't noticed that, will try it that way on my next install.

    I have this in same place, just after BGT;

    bg2improvedgui:3000;BG2 Improved GUI - Innate/Ability/Spell Description Screen on Right Click (includes Icon/Item Abilities/Tooltip fixes and Innate/Ability text update by Prozh)

     

    2 hours ago, jacklhoward said:

    2. the tobex afterlife i downloaded via Project Infinity with build-in mod downloading function does not show any option to turn on or off optional fixes

    I've just checked TobEx_AfterLife.tp2 and that part is commented out because of the conflict with BG2fixpack and is why I think you aren't seeing it.

    I think your install order is ok but others may differ,  install it and see what happens, you can always just delete it and start again

     

  9. 2 hours ago, jacklhoward said:

    also are you familiar with the potential compatibility issues in 1 and 2? 

    I'm far from an expert but I'm pretty sure you only want to install one instance of each (SOA and ToB)  banter accelerator. The BG1NPC Project, IEP Extended Banters and PPG Banter Packs all have a SOA Banter Accelerator script and I think a couple of NPC mods might have it as an option as well, only install one, once. Someone correct me if I'm wrong, don't want to be giving bad advice.

    I use the following;

    bg1npc_project-banteraccelerator;The BG1NPC Project - Jason Compton's Accelerated Banter Script  

    PPGBanterPacks-tob_banteraccelerator;Banter Packs - Install TOB Banter Accelerator script?(Increases the frequency of interparty banter)

    cd_tweaks_romance_cheats;The Tweaks Anthology - Romance Cheats [Sabre, Richardson, Weimer]

    cd_tweaks_more_interjections;The Tweaks Anthology - More Interjections

     

    They're a bit more spread out than that though in my install sequence. Don't think I've seen any problems but havent gone through many of the romance things. Banters do happen more but not annyoingly but thats personal preference I guess.

    Hope thats of some help and happy to be corrected if I'm wrong.

     

  10. I was folloowing the BWP pdf, a bit at  atime, selecting the mod components i wanted and then copying the install sequence into a note pad doc, clearing the selection and then repating the process with the next few mods.

    You can have several components of a single mod in various places through the entire install sequence, PI will just install the selected component and move onto the next mod.

    Then once you're happy with whats in the notepad doc, copy all of it (or break it into chunks, just don't lose track of where you were) back into the install sequence pane of PI and press start installation.

    Works fine , its much easier than having to run the set-up-modname.exe for each mod and skip through to the component you want then quit and repeat for next mod etc

    As an example (hopefully not a wrong example);

    1pp:401;One Pixel Productions - 1ppv4: Improved projectile effects
    item_rev:0;item_rev - Item Revisions by Demivrgvs
    1pp:210;One Pixel Productions - 1ppv4: Increased paperdoll object variety (core)

     

     

  11. Finally got round to finishing BG1 moved on to BG2 and now I've got another problem.

    After clearing the starting dungeon and getting out to Waukeen's Promenade I can't move to most other areas in the city, the game crashes, with the following;

    ASSERTION FAILED! Return Address: 0x9997ED File: ChDimm.cpp Line: 7641 Expression: pBiffHeader->dwFileType != mmioFOURCC('B', 'I', 'F', 'C') Message: c:\bgt all\bgii - soa\cd3\DATA\AREA0900.BIF: attempted to use compressed BIF from CD, check free hard drive space

    The .BIF file  in the error log changes depending on which area I try and move to.

    I've tried using DLTCEP to un bif the relevant files but that hasn't helped, though I might have done something wrong there.

    I've gone back and tested my unmodded backup install of BGII and it works fine, I was able to use MoveToArea to leave the dungeon and go to any area in Amn and then use the normal travel points to move around.  So I tried copying the CD2 and CD3 \Data files from my just tested backup, into my modded install and I'm still getting the crashes.

    Has anyone got any ideas what's gone wrong?

    I did try copying a AREA.BIF from a BG2EE install into my oBGT game and that seemed to work but I'm not sure if that was a good idea, just wanted to see what would happen. Probably a dumb question but are the AREA####.BIF files from the EE games compatible with oBG2/BGT?

    Thanks

  12. @DavidW sorry for thinking this was SCS.

    @TotoR thanks for having a look at this.

    I edited JELLSPA.BCS as you suggested then retested as above and killing the fission slime without using fire now makes it split into two (both new slimes appear on top of each other and get stuck).

    If you then do any fire damage to the slimes you get tansported to the chess board, not sure if thats exactly how its supposed to work but at least you don't get stuck.

    The first time i tested this only the character that did the fire damage got transported to the chessboard, Imoen was still fighting the fission slimes but I've tested that again several times and can't reporduce so i think it was a fluke.

    @skellytz or @Salk is this little edit of JELLSPA.BCS something thats worth adding to BGT-WeiDU or BG fixpack?

    Thanks for the help everyone

     

  13. How are you installing it?

    SCS has loads of components.

    Just install the AI improvement ones and nothing else if thats what you want.

    The readme is divided into categories, one of which is AI enhancements.

    You have to install Initialise AI components and then just install the bits you want

    here's a link to that bit of the readme;

    https://gibberlings3.github.io/Documentation/readmes/readme-stratagems.html#aitweaks

  14. Hello. I did a minimal BGT install to test this and check a couple other things.

    Getting the same problem with stratgems 35.9

    Tested as follows

    Created a character, gave them 500000 exp and a few bags of holding from the start of ToB to make sure I had enough stuff.

    MoveToArea ("ARD009"), killed the air aspect, Kaldran, phoenix guard and saved before entering ARD010

    First tried killing fission slime with PC using hammer +2 and and Imoen using arrows +2 - it died once, didnt split, no progression to chess board, variable DMWWFissionBurn does not exist.

    Reloaded and tried with PC using Flame Tongue (SW1H24) and Imoen using arrows of fire - fission slime died and game progressed to chess board.

    So it looks like you can potentially get stuck here if you don't use fire to kill it.

     

    WeiDu log;

    Spoiler

    // 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]
    ~TOBEX\TOBEX.TP2~ #0 #100 // TobEx - Core: v28
    ~TOBEX\TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: v28
    ~TOBEX\TOBEX.TP2~ #0 #102 // Awaken On Damage: v28
    ~TOBEX\TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: v28
    ~TOBEX\TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: v28
    ~TOBEX\TOBEX.TP2~ #0 #107 // Allow All Races to Dual Class: v28
    ~TOBEX\TOBEX.TP2~ #0 #108 // Allow Equipping Armor in Combat: v28
    ~TOBEX\TOBEX.TP2~ #0 #109 // Disable Experience Boost: v28
    ~TOBEX\TOBEX.TP2~ #0 #111 // Disable Silence On Charm: v28
    ~TOBEX\TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: v28
    ~TOBEX\TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: v28
    ~TOBEX\TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: v28
    ~TOBEX\TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: v28
    ~TOBEX\TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: v28
    ~TOBEX\TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: v28
    ~TOBEX\TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: v28
    ~TOBEX\TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: v28
    ~TOBEX\TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: v28
    ~TOBEX\TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: v28
    ~TOBEX\TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: v28
    ~TOBEX\TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: v28
    ~TOBEX_AFTERLIFE\TOBEX_AFTERLIFE.TP2~ #0 #200 // TobEx AfterLife: v29.13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #115 // Paws from Shapeshifting Can Not Be Dispelled: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v13
    ~BGT\BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: v1.23.1
    ~BGT\BGT.TP2~ #0 #3 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe): v1.23.1
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #2000 // Install all spell tweaks (if you don't select this, you will be given a chance to choose by category): 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3015 // Re-introduce potions of extra-healing: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5070 // Cosmetic change: stop Stoneskins from changing the caster's colour: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 35.9
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 35.9

     

    Let me know if there are any other tests needed.

    Thanks

     

  15. Hello.

    I'm still playing on an install with SCS 34.3 so not sure if this is fixed in new version, but I didnt see it in the change log for 35.# and it might also just be a problem my install but thought I'd mention it.

    Durlag's tower, dungeon level 3, I killed all the elemental critters and then didnt get transported to the chess board. I'm pretty sure the fission slime got killed without using fire, dont remember it splitting either. I was trying to leave it to last to make sure i used fire to kill it but there were a lot of other slimes and it must just of gotten killed along with everything else.

    Googled it and found this froma  while ago - https://forums.beamdog.com/discussion/231/bugfix-durlags-tower-level-3-no-teleportation-to-chess-room

    This fixed the problem - CLUAConsole:SetGlobal("DMWWFissionBurn","GLOBAL",1)

    I did a GetGlobal first and the response was it didnt exist.

    Is this still a bug in SCS or just my install? Anyone else had this problem?

    Thanks

  16. @BlackStrapMolasses

    You could try the following (I'm sure someone will say if its a dumb idea).

    Run changelog on aec'letec's .cre file, then copy the aec'letec.00000#.cre file (that is at the start of the line with the scs changes) into your override folder and rename it to aec'letec.cre or whatever it is actually called. That should then put the version before the scs changes into your game. Hopefully that makes sense and should work

  17. 8 minutes ago, subtledoctor said:

    Have you tried casting Break Enchantment to undo the polymorph?

    Yeah, i bought several scrolls and tried them but it didnt work. I can try again.

    Just did another test, copied BOLT05A.00001.ITM into override folder and renamed it to BOLT5A.ITM

    Dispel, cast either as a spell, innate ability or from a scroll, then works as expected. The temple version is still unavailable.

    Let me know if you want me to try anything else, thanks

  18. I think I might have found the problem.

    BOLT05A.ITM has the EE/Ex:Undispellable flag enabled. This is being applied by ~SPELL_REV\SETUP-SPELL_REV.TP2~ 0 30 // Dispel Magic Fixv4 (Revised v1.3.910)

    @subtledoctor not sure if this is still relevant as my install is from last year.  Thought I'd mention it though. How to I change the flag and will that fix it?

    Mods affecting BOLT05A.ITM:
    00000: /* created or unbiffed */ ~ITEM_REV\ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 (Revised V1.3.864)
    00001:  ~SPELL_REV\SETUP-SPELL_REV.TP2~ 0 30 // Dispel Magic Fixv4 (Revised v1.3.910)
    00002:  ~ATWEAKS\SETUP-ATWEAKS.TP2~ 0 160 // PnP Undeadv4.53
    00003:  ~SETUP-LOLFIXER.TP2~ 0 11 // Item Stuff - Duplicate Item Effect Remover19022016
    00004: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.6

     

    I've attached the exported item and the changelog versions if thats any help.

     

    I tested the wand of polymorphing and that worked as expected, Ajantis turned into a squirrel, several dispel scrolls later he got turned back to normal. Whilst he was a squirrel he had lower stats as expected.

    Not sure why Grey seems to only be affected by the animation change whilst in the 7th party slot.

    BOLT05A files.zip

  19. 42 minutes ago, jastey said:

    omg lol

    Right? My lurchers hate squirrels, they'd be turning themselves inside out if they got turned into one.

    I'm pretty sure it was Legion (NTLegian possibly) from NToTSC that shot him, part of the book of unknowing quest, he attacks you with brother Hasdar outside Blade and Stars, he only has 2 of those bolts. I'll check in a bit to confirm but might be  a while, working today.

    I did think it was odd that nothing seemed to have happened with him being a squirrel, when i added him back in as a full parrty member i could see his stats had been lowered and items he had equipped became unusable if removed but were not removed automatically.

    Strange but amusing watching a barking squirrel follow everyone around

  20. On 11/9/2023 at 11:06 AM, Weigo said:

    The newest version has the fix for the roof top.

    Thanks, I'll make sure i include that in my next install.

     

    On 11/6/2023 at 7:59 AM, Angel said:

    It's safest to set them to 1.

    Thanks, i'll have check through and see which need changing ready for next install.

     

     

    I have a new issue/minor problem and it's kind of funny.

    Grey got hit by a bolt of polymorphing and is now a squirrel.

    BOLT05.ITM (Bolt of Polymorphing +2)

    He is in the 7th party slot, looking in NI under non-player characters and he has BOLT5A in the Magically created weapon slot which is doing the animation change etc.

    Dispel magic cast  from scroll or cast by Jaheira (lvl 11 druid, yes she, and the rest of the party, are over levelled) or Yeslick's innate ability aren't undoing the effect.

    I've tried adding him back into the main party and casting spells again and still no change. Going to a temple doesnt help either, the Dispel Magic option is shaded out as unavailable.

    Anyone got any suggestions?

    Thanks

    BOLT05.ITM

  21. @Angel thanks for explaining.

    So, just to clarify, any creature that is single classed only needs a level value in the first byte (0x0234 from looking at IESDP)?

    Does it matter if the other 2 bytes have a value other than 0 or 1 and does it being 0 or 1 make any difference?

    I ask because i've seen a number of creatures with values in all 3, eg 9/3/1, i'm assuming if single class then the 2nd and 3rd bytes are effectibvley masked/ignored?

     

    @DavidW

    I've had another look at the druids missing weapon profs and its only the ones mentioned in \stratagems-34.3\stratagems\tactical_bg1\cloakwood_druid.tpa

    Affected .CREs are TAKIYAH, IZEFIA, AMARANDE, CORSONE and OSMADI

    As an example, Smarter general AI is giving Osmadi 1 * in a spear and 1 * in 2handed weapon style but the Improved Cloakwood Druids34.3 component is removing the spear proficiency but leaving  2Handed weapon style

     

  22. @skellytz hello, got a hopefully quick question.

    As BGT no longer has the seperate BGTmusic component, which now prevents 1PP High quality music for BGT from installing, would simply commenting out the check for BGTmusic in 1pp_hq_music_BGT.tp2 fix the problem?

    This line - REQUIRE_PREDICATE MOD_IS_INSTALLED "setup-bgtmusic.tp2"

    Is BGT doing anything different than before or has it just incorporated what BGTmusic did into the main component?

    thanks

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