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Insomniator

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Posts posted by Insomniator

  1. On 11/7/2023 at 4:17 PM, jacklhoward said:

    Install before mods: (components: Innate/Ability/Spell Description Screen on Right Click)

    Item Revisions
    Spell Revisions
    Item Upgrade
    BG1 Textpatch Revised
    BG2 Textpatch Revised
    Cursed Items Revision
    Any other mod with item/spell text updates

    Install after mods:

    TobEx
    BG2 Fixpack
    TobEx AfterLife
    Widescreen mod
    TutuGUI
    BG2 GUI in 1280x720
    1pp
    Infinity Animations
    BGT (components: Legacy of Bhaal/Heart of Fury difficulty mode)

    ```
     does that mean the order should be like

    1. TobEx
    BG2 Fixpack ... wide screen...

    2. BG2 Improved GUI( the mod itself)

    3. Item Revisions
    Spell Revisions... ?  

    would that infer that wide screen needs to go before item revision / spell revision?

    is it good practice to install UI and wide screen mods before content mods like item and spell revisions?

    in an older tutorial that includes a recommended installtion order I read that UI mods are best installed at the very last.

    I'd imagine it would be a disaster if you are not satisfied with UI elements or resolution and want to change it midway as you would have to uninstall all the mods that come after the UI mods

    1) If need Innate/Ability/Spell Description Screen on Right Click, install this component before spell revision and other text mods, if this component skipped - no any relation with text mods, install with any order.

    2) Some UI components like loot panel depends on widescreen mod, so need install these components after widescren mod, this is not documentated yet, in next release will be explained what compenents affected

    3) Other components can be installed in any order, you can run installer few times and select separate components, same way as Leonardo's BiG World Project works

    4) You can change widescreen resolution without issues, weidu is smart enough installer, it reinstall "installed after" mods in auto mode

     

  2. 12 minutes ago, jmerry said:

    Multiclass Thief 28/Mage 20: 9 levels drained.

    Thief 8 -> Mage 20: 8 levels drained.

    Fighter 7 -> Mage 20: 2 levels drained.

    You're wrong. Evidence attached.

    Confirm, i was wrong, BG2EE split dualclass to separate classes and uses active class (Mage) as single class to calculate average level. oBG2 doesn't have such split, it was specialy added to bg2ee code, i think when they fixed oBG2 50%(wrong) to 40% levels

  3. 1 hour ago, jmerry said:

    OK, a quick test on the simulacrum level thing ... start a L7 fighter, dual to L20 mage. Give them spells to memorize at each level; 5/5/5/5/5/4/3/3/2 spell slots. Cast a simulacrum (from a level 8 slot), check memorization of clone.

    I get 5/5/5/5/5/3/3/2/1 slots remaining. Drained to level 18; that's 0.4*7 = 2.8 rounded down to 2 levels drained.

    Now, try the same thing with a thief -> mage dual. Start a level 8 thief, dual to a level 20 mage, fill slots in the same way and cast Simulacrum. This time, I get 4/4/4/4/4/1 slots remaining; the mage is drained to level 12. That's 0.4*20 = 8 levels drained.

    Check real drain calculation, not spell slots. After generation of simulacrum save game, use NearInfinity on savegame, open baldur.sav, decompress area where simulacrum belong, look it in Actors, find drain effect, see # levels parameter.

    Your F->M and T->M must have ((7(8)+20)/2 = 14) * 0.4= 5 or 6 levels drained

  4. On 5/22/2022 at 9:21 AM, Bubb said:

    op236, param2=3 (Simulacrum) is supposed to apply a level-drain effect to the clone equal to [(average of LEVEL, LEVEL2, LEVEL3) * 40%]. The code is bugged for dual class characters -- instead of using the character's average level it uses the level count of the original class.

    This means dual class mages usually end up with Simulacrums that are substantially more powerful than intended.

    oBG2/BG2EE uses average level for simulacrum, not affected

    Edit: EE bug, not origial BG2 engine

  5. 3 hours ago, Nathan82 said:

    The casting animation works, the ghast then appears, then the game crashes.

    TobEx log has following error;

    ASSERTION FAILED! Return Address: 0x49F287 File: CGameAIBaseActions.cpp Line: 2096 Expression: FALSE Message:

    effect.nTargetType != 1-9. nTargetType is TARGET in one of spell's effects.

    There is no way to show spell name....

  6. Kind a necroposting...

    Some enemy (Dragon,...) can see any type of invisible party member  and even attack without removing illusions

    Should a party member have ImpInvisible's  AC and Saving bonuses versus these creatures ?

  7. When enemy char under MISLEAD invisibility do melee(may be ranged too) attack on party member, engine shows enemy sprite for 1-2 animation frames, then char go instantly back to invisible. These frames show where char located on area -> player knows what kind and where enemy is.

    Is it OK or misleaded enemy must be always invisible until illusion removing ?

  8. On 5/24/2022 at 9:35 AM, Awachi said:
    Quote

    The SPEED column in WSPECIAL.2DA is ignored by the engine — High Mastery and Grand Mastery do not provide bonuses to speed factor as they should

    My goodness.  Is this in oBG, too?

    oBG2 too.

  9. On 5/24/2022 at 7:45 PM, CamDawg said:

    Ammunition should not override the launcher's weapon speed (WS)

    Keldorn has two attacks per round with a crossbow, and the difference in listed weapon speed between Firetooth (1) and a heavy crossbow (10) should result in about a ~2.7 second gap between the Firetooth attack (which should be pretty instant) and the heavy crossbow attack. The gap is so large that the first heavy crossbow attack should be happening fairly closely to Firetooth's second attack.

    gap is a little random:

    Speed =  weapon speed + 1d6 - 3

    1d6 - INITIATIVE roll, Speed limited to [0-10]

  10. On 9/12/2021 at 10:16 AM, rss3 said:

    If I turn 3D acceleration off it stretches properly, but the entire game breaks (slow, choppy  loading, invisible cursor and animations ingame, lots of little issues)

    1) To eliminate some graphic bugs try disable triple buffering in display driver panel (nvidia/intel has this setting). All InfinityEngines not compatible with tripple buffering.

    2) Try Mesa as replacement of vendor's OpenGL driver, Mesa is software implementation, but fast enough for BG2

    3) Iin display driver panel change scaling method as Bartimaeus mentioned

  11. On 9/13/2021 at 10:48 AM, rss3 said:

    Hmm no that doesn't seem to work either. Do other people just play with an incredibly tiny UI? Bit confused as to how anyone could enjoy the game in that state, unless everyone is just playing EE these days?

    Original BG2 engine can stretch UI to x2 for resolution 1280x960 and higher (as i remember)

    Widescreen mod uses 1024x768 as base for high custom resolutions

    why 1024x768 ? i dont know, maybe because bioware didnt finish 1280x960 mode and higher (weird guiw12.chu/guiw16/...)

  12. Loot panel for BG2 add new buttons for pick up items from near corpses


    Difference vs EE engine:
    - Panel is not realy "panel", its extension of original container screen, it cannot be visible always on main screen, still need open any container around
    - Panel has two modes:
     1) Classic (like EE)
     2) Grouping same items, one click to pickup some item type from all corpses


    Requirements:
    - BG2 ToB v2.5.26498
    - Installed TobEx v26 or v28, installer will REPLACE original tobex.dll with custom version
    - Compatible with Widescreen mod 3.07, but loot panel need install AFTER Widescreen


    Compilation:
    In folder "src" modified sources of TobEx v28, merge with original files, add ContainerPanel.cpp and ContainerPanel.h to project


    Credits:
    Ascension64 for TobEx and briliant reverse engineering work !
    Wisp/The Bigg/Westley Weimer for WeiDU Script&Resource processor

    Changelog:
    v1 - Initial release, Beta

     

    Download:

    v1 (Hosted on shsforums.net)

    preview.PNG

  13. just crazy idea - (for "old" bws, requires hard reverse enginering what&how mods do their install), order and possible conflicts is calculated on files&rules dependies, all info in separate *.ini

    jimfix.ini:

    [Mod]
    MenuModName="Corrections"  (0,1,100)
    Menu="Graphic, Portrait, Interface and Sound/Combat Log" (201,202,203,204,205,300,600)
    Menu="Artificial Intelligence/Swoard Coast Stratagems/Fixes & Updates" (0,2,400,400,700)
    Menu="BG2 Tactical Encounters/Ascension/Fixes & Updates" (3,4,5)
    MenuModName="Cheats" (500)
    MenuModName="All Mods" (*)
    [Config]
    //    D:  Depend On, install after
    //    C:  Conflict with
    //    I:  Ignore conflict
    //    P:  Force Priority = END, FIRST, BEFOREFIXPACK
    //    P<: Force Install Before
    //    P>: Force Install After
    //    G:  Game compatible
    G:(*):TOB|BGT // bgee, bg2ee, eet, iwd, iwd2, iwdee, pst, pstee
    //D:(400):stratagems(6030|6031|6032|6033)    // prevent silent prebuffs (Stratagems Smarter Mages) tweak
    D:(1):TobEx(100)                // "enable TobEx Sequencers/Triggers tweak" needs TobEx
    //D:(2):stratagems(1910)            // "Make Protection from Normal Missiles affect some magical projectiles" Stratagems fix
    //D:(3):Ascension(1)&stratagems(6830)        // Smarter Abazigal fix needs both components
    //D:(4):Ascension(1)&stratagems(6840)        // Smarter Irenicus at the Throne fix
    //D:(5):Ascension(0)&stratagems(6530|6531)    // remove entourage from Ascension Fallen Solars fix
    //D:(700):stratagems(6030)
    //C:(1,2):stratagems(*)
    //P:(100,201,202,203,204,205,500):END
    //P<:(100):stratagems(*)
    //P>:(100):stratagems(*)
    //D:(*):TobEx(100)
    
    //    U:                Always update
    //    U_IF|U_IFEXIST|UPDATE_IF_EXIST:    Update if exist
    //    U_N|U_IFNEED|UPDATE_IF_NEED    Update if needed
    //    C:                Create
    //    D:                Depend on file
    //    M#0-99:                Mark group if exist
    //    !M#0-99:            Mark group if not exist
    //    U#0-99:                Update if market
    //    U_IF#0-99:           
    //    C#0-99:                Create if marked
    //      BGEE:                Prefix game type
    
    [Files(0)]
    U: spwi523.spl
        "ALTER_EFFECT(opcode=12, power)"
    
    U_IF: dw#0w523.spl
        "ALTER_EFFECT(opcode=12, power)"
    
    [Files(1)]
    U: contingx.2da
    
    [Files(2)]
    D: dw#pro_NM.mrk
    U: shld24.itm
    
    [Files(3)]
    D: (dw#ascension_abazigal.mrk abazdg02.cre)
    U: dragblue.cre
        "ALTER_CLASSSCRIPT"
    U: dragblue.bcs
    
    [Files(4)]
    D: (dw#ascension_sendai_irenicus.mrk finiren.cre)
    U: finiren.bcs
    
    [Files(5)]
    D: (dw#celestial.mrk finsolar.cre)
    U: finsol04.bcs
    
    [Files(100)]
    U_N: *.spl
        "ALTER_ANIMATION"
    
    [Files(400)]
    D: dw#mage.mrk
    U: (dw#sw102.spl dw#sw408.spl dw#sw319.spl dw#sw606.spl dw#sw512.spl dw#sw517.spl dw#sw320.spl)
    
    [Files(201,202,203,204,205)]
    U: *.spl
    
    [Files(300)]
    U_IF: SPPR412.spl
        "ALTER_EFFECT(opcode=141, duration)"
    U_IF:(
          SPPR109.spl SPPR110.spl SPPR111.spl SPPR206.spl SPPR213.spl SPPR214.spl SPPR412.spl SPPR416.spl SPPR505.spl SPPR513.spl
          SPPR515.spl SPPR603.spl SPPR613.spl SPPR698.spl SPPR701.spl SPPR725.spl SPPR730.spl SPWI102.spl SPWI107.spl SPWI114.spl
          SPWI120.spl SPWI201.spl SPWI212.spl SPWI219.spl SPWI222.spl SPWI317.spl SPWI318.spl SPWI403.spl SPWI406.spl SPWI416.spl
          SPWI418.spl SPWI505.spl SPWI511.spl SPWI518.spl SPWI519.spl SPWI522.spl SPWI590.spl SPWI591.spl SPWI592.spl SPWI593.spl
          SPWI594.spl SPWI595.spl SPWI596.spl SPWI597.spl SPWI602.spl SPWI603.spl SPWI607.spl SPWI609.spl SPWI611.spl SPWI618.spl
          SPWI701.spl SPWI703.spl SPWI708.spl SPWI723.spl SPWI804.spl SPWI808.spl SPWI902.spl SPWI907.spl SPWI915.spl SPWI916.spl
          SPIN103.spl SPCL232.spl SPCL721.spl SPCL731.spl SPCL732.spl SPCL741.spl)
    U:   (SPCL152.spl SPCL321.spl SPCL423.spl SPCL521.spl SPCL522.spl SPCL904.spl SPCL907.spl SPCL913.spl SPCL914.spl SPCL917.spl )
    U_IF: (
          SPPR101.spl SPPR107.spl SPPR108.spl SPPR201.spl
          SPPR202.spl SPPR210.spl SPPR306.spl SPPR312.spl SPPR403.spl SPPR407.spl SPPR408.spl SPPR409.spl SPPR413.spl SPPR507.spl
          SPPR508.spl SPPR509.spl SPPR711.spl SPWI108.spl SPWI113.spl SPWI209.spl SPWI210.spl SPWI214.spl SPWI305.spl SPWI311.spl
          SPWI319.spl SPWI320.spl SPWI405.spl SPWI414.spl SPWI512.spl SPWI517.spl SPWI613.spl SPWI606.spl SPWI702.spl SPWI721.spl
          SPWI803.spl SPCL213.spl)
    U:    (SPWI921.SPL DW#QALAC.SPL SPPR203D.spl)
    U_IF:(
          dw#sp101.spl dw#sp108.spl dw#sp110.spl dw#sp111.spl dw#sp202.spl dw#sp206.spl dw#sp214.spl
          dw#sp306.spl dw#sp403.spl dw#sp406.spl dw#sp409.spl dw#sp412.spl dw#sp501.spl dw#sp506.spl
          dw#sp508.spl dw#sp509.spl dw#sp513.spl dw#sp603.spl dw#sp613.spl dw#sp701.spl dw#sp711.spl
          dw#sp725.spl dw#sp703.spl dw#sw102.spl dw#sw114.spl dw#sw206.spl dw#sw212.spl dw#sw305.spl
          dw#sw311.spl dw#sw317.spl dw#sw318.spl dw#sw319.spl dw#sw320.spl dw#sw403.spl dw#sw405.spl
          dw#sw406.spl dw#sw418.spl dw#sw505.spl dw#sw512.spl dw#sw517.spl dw#sw518.spl dw#sw519.spl
          dw#sw522.spl dw#sw590.spl dw#sw592.spl dw#sw602.spl dw#sw606.spl dw#sw613.spl dw#sw618.spl
          dw#sw701.spl dw#sw702.spl dw#sw902.spl MELSPL01.spl MELSPL03.spl)
         
    U:   (RR#THL02.spl RR#THL03.spl RR#WDIS.spl  RR#BHL05.spl RR#BHL06.spl SPWI909.SPL SPCL912B.SPL)
    U_IF:(SPWISH17.SPL DW#WISH3.SPL)
    
    [Files(500)]
    U_N:  *.are
        "ALTER_DOOR_FLAGS"
    
    [Files(600)]
    U_IF: (
        POTN02.itm POTN03.itm POTN04.itm POTN05.itm POTN06.itm POTN07.itm POTN09.itm
        POTN11.itm POTN12.itm POTN14.itm POTN15.itm POTN16.itm POTN18.itm POTN19.itm
        POTN21.itm POTN22.itm POTN24.itm POTN28.itm POTN29.itm POTN30.itm POTN31.itm
        POTN33.itm POTN34.itm POTN35.itm POTN36.itm POTN37.itm POTN38.itm POTN39.itm
        POTN41.itm POTN42.itm POTN43.itm POTN44.itm POTN45.itm POTN46.itm POTN56.itm
        AMUL15.itm AMUL17.itm BRAC16.itm
        DW#PTN02.itm DW#PTN03.itm DW#PTN04.itm DW#PTN05.itm DW#PTN06.itm DW#PTN07.itm DW#PTN09.itm
        DW#PTN11.itm DW#PTN12.itm DW#PTN14.itm DW#PTN15.itm DW#PTN16.itm DW#PTN18.itm DW#PTN19.itm
        DW#PTN21.itm DW#PTN22.itm DW#PTN24.itm DW#PTN28.itm DW#PTN29.itm DW#PTN30.itm DW#PTN31.itm
        DW#PTN33.itm DW#PTN34.itm DW#PTN35.itm DW#PTN36.itm DW#PTN37.itm DW#PTN38.itm DW#PTN39.itm
        DW#PTN41.itm DW#PTN42.itm DW#PTN43.itm DW#PTN44.itm DW#PTN45.itm DW#PTN46.itm DW#PTN56.itm
        SCRL03.itm SCRL04.itm SCRL05.itm SCRL06.itm SCRL07.itm SCRL08.itm SCRL09.itm SCRL15.itm)
    
    [Files(700)]
    D: (DW#WISH1.SPL, SPWI513C.SPL)
    C: (JF#WISHA.SPL, JF#WISHB.SPL)
    U: (DW#WISH1.SPL SPWISH26.SPL SPWISH38.SPL)
        "DELETE_EFFECT(opcode=*)"
    U: (SPWI519.SPL DW#0W519.SPL DW#SW519.SPL)
    
    M#0: DW#SOLDI.SPL
    C#0: (JF#DISJB.SPL JF#DISJA.SPL)
    U#0: DW#SOLDI.SPL   
        "DELETE_EFFECT(opcode=*)"
    U#0: (SPWI519.SPL DW#0W519.SPL DW#SW519.SPL)
    
    [WeiDU-EN]
    0=Fix Sunfire power levels
    1=Enable Spell Immunity in Sequencers/Triggers
    2=Shield of Reflection works on Stratagems Flame Arrows
    3=Fix Ascension with Stratagems Smarter Abazigal
    4=Fix Ascension with Stratagems Smarter Irenicus
    5=Fix Ascension with Stratagems Smarter Celestials
    100=Fix incorrect spell animations
    201=Add spell school notifications -> All spells with a casting time greater than 1
    202=Add spell school notifications -> All spells with a casting time greater than 2
    203=Add spell school notifications -> All spells with a casting time greater than 3
    204=Add spell school notifications -> All spells with a casting time greater than 4
    205=Add spell school notifications -> All spells with a casting time greater than 5
    300=Add expiration notifications for buffs
    400=Prevent silent prebuffing by Stratagems Smarter Mages
    500=Reveal all hidden doors
    600=Add expiration notifications for item buffs
    700=Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction
    Tra=0

     

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