Jump to content

Alywena

Members
  • Posts

    24
  • Joined

  • Last visited

Posts posted by Alywena

  1. On 10/28/2023 at 7:24 PM, Lurker said:

    Good to know, thanks for sharing, so I shall not blindly rely on AutoDescription.

    The new version (https://github.com/Selphira/AutoDescription/releases/tag/0.9.32) support target within a radius.

    This new version contains many improvements and corrections, especially in the description of spells.
    Descriptions are therefore more precise and a little shorter (except for some items where the effect targets an area of effect).

    I've also updated the English version (much text remains to be translated) and supported distances in feet instead of meters.

    I hope you enjoy the changes!

  2. There is a similar problem with the price change requested by Gealan Bayle in v34.3 (not yet tested in v35) : https://github.com/Gibberlings3/SwordCoastStratagems/pull/60

    Since REPLACE_TEXTUALLY works with no-breaking spaces, i suggest this as a starting point for finding a cleaner solution: 

    DEFINE_DIMORPHIC_FUNCTION handle_unusable
    	STR_VAR arguments=""
    	RET value
    BEGIN
    	ACTION_IF enhanced_edition BEGIN
    		OUTER_SET strref=is_iwd?34753:is_bg2?74251:31522 // string with common space
    		OUTER_SET strref_no_breaking_space=is_iwd?34753:is_bg2?742519:31522 // string with no-breaking space
    		ACTION_GET_STRREF strref unusable_string
    		ACTION_IF strref_no_breakin_space != strref BEGIN
    		    ACTION_GET_STRREF strref_no_breaking_space unusable_string_no_breaking_space
    		    OUTER_PATCH_SAVE arguments "%arguments%" BEGIN
    		        REPLACE_TEXTUALLY "%unusable_string_no_breaking_space%" "%unusable_string%"
    		    END
    		END
    		OUTER_PATCH_SAVE value "%arguments%" BEGIN
    			index=INDEX_BUFFER ("%unusable_string%")
    			DELETE_BYTES index (BUFFER_LENGTH - index)
    		END
    	END ELSE BEGIN
    		OUTER_SPRINT value "%arguments%"
    	END
    END

     

  3. On 10/25/2023 at 11:01 PM, Lurker said:

    Thank you. Although, I've to admit that I've stopped to apply your mod for my active games for the time being. As an example for a kind of a worst case scenario, look at what you get for "The Purifier" when you use AutoDescription together with Forgotten Armament 🙂

    But I've a dedicated browser tab with a copy of your super helpful generated  html diffs (feature request: please provide this also for MISC items and consumables :angel:), that I use for reference (...for cheating...) when running the game and as a base to manually fix descriptions (or items) with Near Infinity for items that I care for in a particular game.

    And out of curiosity: What's that effect  - and what does it do - which translates to "Smurfette"...? ("Schlumpfine" 🧞‍♀️ in German)

    Thanks for your feedback!

    In fact, the description contained a lot of lines that were of no interest to the player.
    I've updated it again, and now the description should be much more readable.
    Here's an example of the Purifier (in French) on a mega-installation.

    Quote

    PARAMÈTRES :  

    Capacités d'équipement : 
    - Multiplicateur d'attaque sournoise : -2
    - Résistance à la magie : +20 %
    - Restaure les niveaux drainés du porteur (non cumulatif)
    - Immunise le porteur au drain de niveaux (non cumulatif)

    Capacités de charge : 
    - Manipuler à deux mains (usage unique)

    Enchantement : +4
    TAC0 : +4
    Dégâts : 1d10 +4 (Tranchant)
    Facteur de vitesse : 3
    Type de compétence : Épée bâtarde
    Type : Arme à 1 main

    Nécessite : 
    - 11 en Force

    Poids : 6

    The notion of protection against the level drain within a radius of 15 feet is missing, but that's 'normal', AutoDescription doesn't yet support projectiles to identify targets in items.
    This will come in a future update.

    The "Smurfette" is used as a placeholder when a translation does not exist, while generating the associated effect line.

  4. Hello, this error occurs when installing the @311 component.

    Quote

    Determining and assigning proficiencies for: MOBHAAL.CRE
    ERROR: illegal 8-byte read from offset -1 of 1928-byte file MOFAM01.CRE
    ERROR: [MOFAM01.CRE] -> [override/MOFAM01.CRE] Patching Failed (COPY) (Failure("MOFAM01.CRE: read out of bounds"))
    Stopping installation because of error.
    Stopping installation because of error.

    ERREUR pendant l'installation de [Revision du Systeme de Competence - Ajout de nouvelles competences et de nouveaux styles de combat -> Progression normale des competences], retour a l'etat anterieur
    Will uninstall 10893 files for [SKILLS-AND-ABILITIES/SKILLS-AND-ABILITIES.TP2] component 311.

    Here is the changelog for this file

    Quote

    Mods affecting MOFAM01.CRE:
    00000: /* created or unbiffed */ ~TACTICS-REMIX/TACTICS-REMIX.TP2~ 1 5 // Le Gnome Guerrier / Illusionniste des Quais, de Kensai Ryuv0.4.1-alpha
    00001:  ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 2 2620 // Make Certain Creatures Immune to Backstab/Sneak Attack [Luke]v16
    00002:  ~MIH_TWEAKS/SETUP-MIH_TWEAKS.TP2~ 1 0 // Dégâts alternatifs sur les grosses créaturesv2
    00003:  ~MIH_TWEAKS/SETUP-MIH_TWEAKS.TP2~ 1 6 // Give Monsters Bonus HPv2
    00004:  ~METWEAKS/METWEAKS.TP2~ 1 3600 // Implementer un autre type d'animation de mort par eclatement.

    And the differents versions of the file
    MOFAM01.zip

  5. 1 hour ago, Graion Dilach said:

    Chaos Sorcerer? EET? NPC_EE? Refinements? MiH_EQ?

    From my quick glimpse, the amount of mods whose authors are active enough to merge patches vastly outnumber the actually abandoned mods you're attempting to patch so I'm not buying this at all. I don't want my mods involved in this BWS-FR.

    I should have been more precise in what I said. But as I have a lot of trouble expressing myself in English, I'm trying to be concise (fortunately there is Deepl, but it can distort the meaning of sentences)
    This is absolutely not an attempt to correct mods in place of the authors, I've already submitted several PRs to the authors, and I'll be submitting others in the future (a few examples):

    - https://github.com/Argent77/A7-ChaosSorcerer/pull/4
    - https://github.com/UnearthedArcana/refinements/pull/7
    - https://github.com/AngelGryph/MadeInHeaven_EncountersAndQuests/pull/9
    - https://github.com/TotoR115/Divine_Remix/pull/4
    - https://github.com/Gibberlings3/SwordCoastStratagems/pull/54
    - https://github.com/subtledoctor/ItemRevisions/pull/1
    - https://github.com/subtledoctor/ItemRevisions/pull/2

    The various active authors don't always have the time or inclination to quickly implement the proposed fixes. The patch may also not suit them, even if it's functional, for various reasons, such as the fact that they're fixing the problem in another way.

    I should also point out that for the French version, we don't always use the latest versions, so patches are still useful in this case.
    I'm not a translator, and I'm waiting for updated translations to become available (in a new version or in PR).

    To sum up, the objectives of the fixpack are :
    - To complement the BWS-FR, so that installations are of the highest possible quality. (it was recently made sandalone following several requests)
    - To correct issue that are reported by players or detected by myself
    - Patch mods that haven't been updated for a while
    - To offer patches 'in advance' while the authors release new versions
    - Fix problems specific to the French version

    The projects are transparent and are intended to be community-based. Even though I'm the only one committing at the moment, a number of changes have been made in response to comments from other players and modders.
    I don't use altered versions of the mods, I site the sources, I credit the authors of the patches, I take into account the community's comments and advice, and I'm all about sharing knowledge.
    If I've made a mistake in my approach, I'm always ready to listen and correct it.

    But that's getting way off the original topic, so if you want, we can discuss it privately or on a dedicated thread.

  6. 43 minutes ago, jastey said:

    Thanks for that. Please do, please report bugs to the mods' forums. My blood pressure started building when I read "another BWP Fixpack" because I talked to Leonardo and talked and talked to please, please inform the original mod authors instead of just silently adding fixes (a few of them actually screwing something else).

    The majority of mods has an official forum, so even if they don't get updated right away, the info is there and the bugfix can be integrated into the official package. We do not need BWPFixpack 2.0.

    The aim is definitely not to have a BWPFixpack v2, but rather to be able to include patches for mods that haven't been updated for a while. This will ensure that installations have as few bugs as possible.
    You'll notice that a large proportion of the patches have been retrieved from the official repositories, and I always credit the original author in the readme.

    I still have a few bugs to report, so I'll take the time to do that soon.

  7. Hello @Lurker

    A new version has been released, which corrects a number of problems, improves the accuracy of descriptions and includes your translation.
    Among all the changes, I've finally developed a feature specifically for 'Skills and Abilities'.

    Before (sorry, the example is in French)

    - Si la force du porteur est supérieure ou égale à 18 ; Dégâts : +1 (non cumulatif)
    - Si la force du porteur est supérieure ou égale à 19 ; Dégâts : +2 (non cumulatif)
    - Si la force du porteur est supérieure ou égale à 20 ; Dégâts : +1 (non cumulatif)
    - Si la force du porteur est supérieure ou égale à 22 ; Dégâts : +1 (non cumulatif)
    - Si la force du porteur est supérieure ou égale à 24 ; Dégâts : +1 (non cumulatif)
    - Si la force du porteur est supérieure ou égale à 25 ; Dégâts : +1 (non cumulatif)

    After

    Le bonus aux dégâts liés à la force est augmenté de 50% (non cumulatif)


    I hope you enjoy :)

  8. Hello @4udr4n

    First of all, I'd like to congratulate you and encourage you in your work, because I know it's not easy.

    I myself am working on a fork of BigWorldSetup, updated for EE, but only supporting mods that have a French translation. And I've done the same thing as you (read all the readme, looked for information on the forums about the order of installation and incompatibilities).

    I can see that you've obtained some information that I didn't have, so I'm going to use it to improve the BWS-FR. However, I encourage you to take a look at what has already been done within BWS-FR and take whatever you consider useful. Its installations are stable, several French players have done various installations and were able to finish the game without any major problems.

    One of the special features is that it also includes a Fixpack that fixes various bugs (I'm trying to create PRs on the official repositories) and improves compatibility. 

    In future releases, I plan to implement a check that will warn the user of possible problems such as too many entries in the splstate.ids file, whether if the limit of 50 spells per level has been exceeded, etc.

  9. It is always possible to create a particular grouping, to reduce the number of lines generated even further, the difficulty is to find the way in which this line will be used.
    If we take the previous example

    Quote

    - If the wearer's strength is greater than or equal to 18; Damage: +1 (non-cumulative)
    - If the wearer's strength is greater than or equal to 19; Damage: +2 (non-cumulative)
    - If the wearer's strength is greater than or equal to 20; Damage: +1 (non-cumulative)
    - If the wearer's strength is greater than or equal to 22; Damage: +1 (non-cumulative)
    - If the wearer's strength is greater than or equal to 24; Damage: +1 (non-cumulative)
    - If the wearer's strength is greater than or equal to 25; Damage: +1 (non-cumulative)

    With a bit of work, I could, for example, reduce it as follows

    Quote

    Damage: +1 when strength reaches 18, 20, 22, 24 and 25
    Damage: +2 when strength reaches 19

    It's not perfect, but you always have to bear in mind that if an effect is present, it has to be transcribed in some way by Autodescription.

    Another alternative would be to manage special cases when particular mods are installed.
    The problem is that this kind of system would be heavily dependent on the installed version of the mod, and would require maintenance in parallel with the evolution of the mods. But I don't want to do that.

    ps: I hadn't seen your description.tra file! I'll download it and incorporate your changes, thank you very much!

  10. Hello @Lurker

    First of all, thank you for your interest in AutoDescription :)

    Yes, you can attach a zip containing your translation, and I'll do the rest to integrate it into the mod.

    It's true that some effects are still very verbose, but I'm still working on reducing the descriptions as much as possible. Almost every time there is an update, new description reductions are developed.

    A small example with Skills & Abilities.
    Before, this description was generated (sorry, the example is in French)

    - À chaque round ; Si la force du porteur est supérieure ou égale à 18 ; 
      - Les effets ne se cumulent pas
      - Dégâts : +1 pendant 8 secondes
    - À chaque round ; Si la force du porteur est supérieure ou égale à 19 ; 
      - Les effets ne se cumulent pas
      - Dégâts : +2 pendant 8 secondes
    - À chaque round ; Si la force du porteur est supérieure ou égale à 20 ; 
      - Les effets ne se cumulent pas
      - Dégâts : +1 pendant 8 secondes
    - À chaque round ; Si la force du porteur est supérieure ou égale à 22 ; 
      - Les effets ne se cumulent pas
      - Dégâts : +1 pendant 8 secondes
    - À chaque round ; Si la force du porteur est supérieure ou égale à 24 ; 
      - Les effets ne se cumulent pas
      - Dégâts : +1 pendant 8 secondes
    - À chaque round ; Si la force du porteur est supérieure ou égale à 25 ; 
      - Les effets ne se cumulent pas
      - Dégâts : +1 pendant 8 secondes

    Now, this description is generated

    - Si la force du porteur est supérieure ou égale à 18 ; Dégâts : +1 (non cumulable)
    - Si la force du porteur est supérieure ou égale à 19 ; Dégâts : +2 (non cumulable)
    - Si la force du porteur est supérieure ou égale à 20 ; Dégâts : +1 (non cumulable)
    - Si la force du porteur est supérieure ou égale à 22 ; Dégâts : +1 (non cumulable)
    - Si la force du porteur est supérieure ou égale à 24 ; Dégâts : +1 (non cumulable)
    - Si la force du porteur est supérieure ou égale à 25 ; Dégâts : +1 (non cumulable)


    It's not perfect yet, but it's better than before.

    The most impressive improvements are in spells, where around 20 lines have been reduced to just one.

  11. Thank you for your feedback.

    I'm not very active on this forum, but I'll take all your comments into consideration!

    Several versions have been released since my last message, and there have been a huge number of improvements, both to items and to spells. The latter have been given special treatment, and their descriptions can now be used in-game in most cases.

    I'm not going to list all the changes, but rather provide you with links so that you can see the difference in descriptions between the last version I presented and the latest one.

    Items
    - Before: https://htmlpreview.github.io/?https://github.com/Selphira/AutoDescription/blob/0.9.25/docs/diff-bgee-en_us.html
    - After: https://htmlpreview.github.io/?https://github.com/Selphira/AutoDescription/blob/master/docs/english-bgeesod-all-items-diff.html

    For example PLAT05 to see the changes with AC

    Spells
    https://htmlpreview.github.io/?https://github.com/Selphira/AutoDescription/blob/master/docs/english-bgeesod-all-spells-diff.html

    Note: The configuration that generates the "STATISTICS" section (add_statistics_section_to_spell_description)  is deactivated by default.

    I was also able to detect bugs in the spells.

    Spoiler

    BHAAL1B: (BG2EE) The duration is +1 round every 2 levels, but at some point the spell goes from level 18 to 21 instead of level 20.

    BHAAL3B: (BG2EE) Opcode 248, refers to a BH3B1(.eff) resource that doesn't exist (the .spl does exist though)

    SPIN117: (BG2EE) Opcode 17 and 187, have 119 seconds instead of 120 like the rest

    SPIN685: (BG2EE) Opcode 12, level 1 bypasses magic resistance

    SPIN698: (BG2EE) Opcode 69, level 1 lasts 90 seconds instead of 60

    SPPR701: (SOD and BG2EE) Opcode 201, level 1 with paramater2 == 3 has paramater1 equal to 9 instead of 7 like the others

    SPWI318: (BG2EE) Level 1 is missing and should increase the duration by 3 rounds.

    SPWI318: (SOD) The duration of some level 11 effects are 180 instead of 198

    SPWI399: (SOD) The level 1 target is different from the others

    SPWI606: (SOD) Opcode 31, parameter2 of level 19 and 20 are 0 and not 1 like the other levels

    SPWI608: (SOD) Opcode 230, different resistance at level 18

    SPWI620 ! (SOD) Opcode 165, level 19 duration equals 30 instead of 18

    SPWI622 : The duration before level 12 is longer than from level 12 onwards

     

  12. On 1/7/2023 at 10:53 PM, jmerry said:

    Looking at your examples ...

    It looks like a useful tool for modders, examining items to see if they actually do what's intended. But I wouldn't trust it to produce final descriptions. Even setting aside the parts that aren't fully translated, there are a lot of cases in which descriptions can be written in more than one style, and you might not prefer the one this tool generates. For example, here are the two descriptions for the abilities of "Amauna's Warm Smile" in your "Shades of the Sword Coast" example.

    Lava original:

      Reveal hidden contents
    Equipped abilities:
    - Protection from Blindness
    - Wisdom during day: +2 
    - Armor class during day: +1
    
    Weight: 1

    AutoDescription:

      Reveal hidden contents
    Equipped abilities: 
    - Cure blindness
    - Immunity to blindness
    - During the day, in every round; Cast a spell
      - Armor Class of the wearer: +1 for 1 round
      - Increases the Wisdom of the wearer by 2 for 1 round
    
    Weight: 0

    I'll take the original description any time; we don't need to know how the bonus works in detail. But at the same time, the different weight in the AutoDescription version indicates a mismatch between the item and its original description that deserves a correction.

    Thank you for your feedback, it has significantly improved the generation of this type of description.
    The latest versions have focused on simplifying the generated descriptions and fixing bugs.
    For the case you mention, this is now the generated result.

    STATISTICS:
    
    Equipped abilities:
    - Protection from blindness
    - During the day;
      - Armor Class: +1
      - Wisdom: +2
    
    Weight: 0

    The used style is only an example (and it was generated with translation from Deepl), I don't know the usage for English, but it is quite possible to adapt it to be as close as possible to the standards of your language.

  13. Oops, I should have provided a bit more explanation on how to use it.
    It works like the BiG World Fixpack (without pretending to be as exhaustive), and must be installed before any mod, as it will modify their files.

    You must therefore unzip it in your game folder, with all your other mods. Before launching the installation with PI, you must run the _ApplyPatches.bat file, your mods will be automatically detected, and patched if a patch exists. You cannot choose yourself which patches will be applied or not. (The patches you mentioned are valid for all languages)

    For the added Lolfixer mod, it has been partially adapted to the EE versions. Only components 1, 3, 5, 7, 8, 10, 12, 13, 14 and 15 can be installed safely. The others can still cause some problems, and should only be used when you know what you are doing. 

  14. 27 minutes ago, subtledoctor said:

    When I look at the .CRE files in Near Infinity, both of these books are in the inventory. Minsc7.cre has them, Minsc8.cfre has them, etc.

    But when Minsc joins my party in Irenicus' dungeon, no books.

    Now, I can console the book into my inventory and change Minsc into a Barbarian Ranger as he should be. But, that should not be necessary. And many players may not have the wherewithal or motivation to do that. To the point, something in this install is blatantly breaking two of my mods. And that's not nice.

    This didn't happen in my last run, so it is something I added. Moreover, this seems eerily familiar! I feel like this happened to me before, maybe a couple years ago? (EDIT - looks like this version of NPC_EE is only a year old, so maybe it was fairly recent? But damn my poor memory, I can't recall what problem was identified, if any, or how it was addressed.)

    This is a small incompatibility between NPC_EE and EndlessBG1.

  15. Hello,

    Here is a presentation of the mod I am currently develloping: AutoDescription

    In the Baldur's Gate series, terms used to describe the same effect differ from one item’s description to another. The items added by mods often have their own description template too, and all of this can prevent the player from having some very useful and practical reference points when reading a description.

    The goal of this project is to standardize as much as possible, and in a completely automatic way, the technical part of the descriptions of the items.

    This mod “reads” the game files, and "converts" the coded effects (opcodes) into readable description text for every item.

    Eventually this one is designed to be installed after all others mods that modify or add items, potions... in order to enjoy clear, reliable and harmonized descriptions !

    The method used by the mod also allows to detect bugs and errors in the coding of items, by comparing the generated description of the effects to the original text.
    You’d be surprised how many there are, either in the vanilla game or the many existing mods. (Could be very useful to check any mod's items for bugs, and probably helpful for the EE Fixpack.)

    The mod is originally developed for French, an English version is proposed, but it is not yet complete and the wording may not be appropriate. I encourage anyone to take a look at the mod, and would be very happy if some of you suggest modifications or improvements !

    Here you can see the mod working on a vanilla BGEE and BG2EE version, without any mod : 

    BGEE diffs
    BG2EE diffs

    Here you can find different examples of existing mods, and for each of them, on the right the original version and on the left the new one generated by "Autodescription".
    Several mods have been and will be tested in order to handle as many cases as possible and to be as accurate as possible :

    Shade of the sword coast by @Lava: SotSC diffs
    Forgotten-Armament BG2EE and BGEE by @Morpheus : BGEE diffs and BG2EE diffs
    L'Interplan by @deratiseur : L'interplan diffs (Mod only in French, the statistics parts are translated into English by AutoDescription)


    It’s interesting to note that this method could also allow some form of automatic translation for the description part of items and make the process of translating mods easier !

    If you think that this idea could be helpful and wish to translate this mod to any other language, note that the lines are numerous but short, and that we can clarify some of their particularities with any potential translator.


    The mod is still in development, for now :

    - Full French, and most translated into English.
    - Works for vanilla and EE.
    - Can read files of a specific mod (the mod must be installed on your game).
    - Provides a differential between the effects of the original description and the effective effects.
    - Provides error and warning logs

    Future goals :

    - Completing spell support
    - Improving the precision of descriptions
    - Shorten descriptions ( Ex : Association of similar effects : Immunity, May memorize additional spells for several levels, ...)
    - Integration of different languages (If some of you want to work on the translation).


    If you want to try Autodescription, the mod features three components:

    - Standardize item descriptions
    - Standardize spell descriptions (Alpha)
    - Standardize item descriptions of a mod (for this component, the installer prompts and asks for the name of the mod folder)

    A "settings-default.ini" can be used to set your preferences :

    alter_item_files = 1 (change in game description)
    alter_item_files = 0 (only generate a DIff in docs folder, if you want to look at the possible / potential changes without altering anything in your game

    You can also include items without_description or non_moveable for testing purposes. 

    (Among other things included in settings-default.ini)


    Here are the mod on github and the french forum page !

    - AutoDescription on Github
    - French Forum

    If you have any questions or comments, don't hesitate !

  16. P&P Celestial v9 is not compatible with Item Revisions, only with Item Revisions Revised.

    golehit3.eff not exists in Item Revisions.

    PATCH_IF MOD_IS_INSTALLED "ITEM_REV.TP2" "0" BEGIN
        LPF CLONE_EFFECT INT_VAR match_opcode = 177 match_parameter1 = 144 parameter1 = 188 parameter2 = 5 END // Slay vs earth elemental
        LPF CLONE_EFFECT INT_VAR match_opcode = 177 STR_VAR match_resource = "GOLEHIT3" resource = "CA#HIT3" END // +3 Hit vs earth elemental
        LPF CLONE_EFFECT INT_VAR match_opcode = 177 STR_VAR match_resource = "GOLEDAM5" resource = "CA#DAM5" END // +5 Dmg vs earth elemental
        INNER_ACTION BEGIN
          COPY_EXISTING ~GOLEHIT3.eff~ ~override\CA#HIT3.eff~ // +3 Hit vs elemental - earth
          WRITE_LONG 0x1C 188
          WRITE_LONG 0x20 5
          COPY_EXISTING ~GOLEDAM5.eff~ ~override\CA#DAM5.eff~ // +5 Dmg vs elemental - earth
          WRITE_LONG 0x1C 188
          WRITE_LONG 0x20 5
        END
      END

     

×
×
  • Create New...