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Graion Dilach

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Everything posted by Graion Dilach

  1. I've got a macro which can update mod-included BG1 creatures for EET audio compatibility. I don't think this is added to the EET cpmvars atm, so just sharing it here for visibility. Unfortunately, this can't be adopted well for BGT because BGT doesn''t have a fixed offset for the BG1 strings (The migration of the creature slots would work alone, but that also needs ToBExAl). DEFINE_PATCH_MACRO patch_eet_audio BEGIN PATCH_IF (GAME_IS ~eet~) BEGIN // add 200000 as per EET BG1 TLK references FOR (n = 0; n < 100; ++n) BEGIN READ_LONG 0xA4 + n*4 temp_str PATCH_IF (temp_str > 0) BEGIN WRITE_LONG 0xA4 + n*4 (200000 + temp_str) END END // move the nine-click RARE_SELECT audio to the BG2EE slots READ_LONG SELECT_ACTION4 rareselect1 READ_LONG SELECT_ACTION5 rareselect2 READ_LONG SELECT_ACTION6 rareselect3 READ_LONG SELECT_ACTION7 rareselect4 WRITE_LONG SELECT_ACTION4 (BNOT 0x0) WRITE_LONG SELECT_ACTION5 (BNOT 0x0) WRITE_LONG SELECT_ACTION6 (BNOT 0x0) WRITE_LONG SELECT_ACTION7 (BNOT 0x0) WRITE_LONG 0x1D0 rareselect1 /* BG2EE_SELECT_RARE1 */ WRITE_LONG 0x1D4 rareselect2 /* BG2EE_SELECT_RARE2 */ WRITE_LONG 0x1D8 rareselect3 /* BG2EE_SELECT_RARE3 */ WRITE_LONG 0x1DC rareselect4 /* BG2EE_SELECT_RARE4 */ END END An example usage is available at https://github.com/The-Gate-Project/AerieBG1/pull/1/commits/74f1776236ba4b63a29ef589bfb7e5bce03692c1 .
  2. Other mods can still introduce newer spells to the system after SR. Although, on a review, IWDification also wastes a few slots, so that's probably ain't as big of a deal. (Especially if newer mods try to rely on ClassSpellTool where possible.) Although ClassSpellTool isn't a solution since it's unavailable to classic and on platforms where UI modification isn't available. It also isn't prepared against duplicate checks. But yeah, this can be ignored. Actually, even if we put my personal low opinion on the format away, we still can't. But description inconsistency within a megamod installation is just part of a bigger problem. The only aspect SR documents right for mod compatibility is it's description format. (This is actually cool.) This allows other mods to prepare against it if they are installed after and willing to support it via a detection code to adhere their own spells to this format. If - as you say it - SR is an override mod, then it should even come before quest mods, if those quest mods introduce spells within their main component (A7-ToTLM, CtB, SoS, DSotSC-BGEE - the Trilogy version separates it's spells to components, which will leave SR spells as-is, so it's only compat issue against SR I'm aware of is that it doesn't follow the description format for it's unique ones -, Test Your Mettle, SoA, list goes on). But the other systematic changes it does (like, for example, petrification) are undocumented. If a quest mod introduces new creature effects or spells which would interact with a system SR changed, would SR explain the modder what to do? Or whose job is to ensure compatibility for a case like this? Why I can bring up petrification as an example because this already had a scenario: when @subtledoctor brought up that klatu's "Drop Inventory on Petrification" component isn't needed on SR, I read the documentations and I couldn't found out if the basilisk gazes are handled within the mod to confirm it. With this in mind, I am even baffled at how often SR comes up within megamod installations, when I see no reason why I shouldn't treat it as a ticking bomb waiting to cause problems down the line. (It also doesn't help that SR often comes up with the implication of IR being also installed, but this relationship is also informal. Also note that the shipped HTML documentation within the mod still refers to Spell Immunity.) SR isn't clear enough and I don't know how to proceed on this. If SR intends to remain an override mod, then it only needs better documentation to explain questmods what to do to play nicely with SR's system. If SR intends to come after questmods, then it should mention which questmods are handled or what it assumes from these questmods. I'm williing to participate in updating other mods if SR chooses the former, but first this should be clarified. (DSotSC-Trilogy plays semi-nicely because I wrote the code to ensure it.) EDIT: Actually, SR's documentation format ignores one of the stylistic choice of the EEs: dropping the fullcaps. SR listing summon stats with fullcaps should be changed to adhere here.
  3. Yes, that sounds exactly what I assumed so. In our case, there's only like 80 kms between the server room and our office. Now if Kaeloree must attend the replacement personally with flying from USA to Germany... I don't think I need to finish the train of thought.
  4. You also need to tag the new commit for PI. As long as there's no force push involved involved, it'll be fine. (DSotSC had a sitatuiion like this, the first release of 4.2 was tagged as such, the second got the "4-2" tag.) Also, sure, EET gets better toleration, but it's always a good practice to ensure leaving the files in a consistent state.
  5. As a sysadmin who's current workplace is a web development LLC which did started from a basement 20+ years ago... that explains a lot more besides the downtime to me. I presume it's in a BYOD server room then. I wasn't aware those exists before I was hired to my current job (I've started in enterprise). We do have such devices and I've been told that when our production RAID array died a few years ago, the sysadmin and the CEO had to go to the server room personally to install the replacements. Now depending on physical locations, this can take a lot of time. Thanks!
  6. I haven't yet reviewed BG1Aerie, but yeah, I agree with @argent77 here, GlamNPCs also have this problem with 2das lacking any coloumns to begin with.
  7. I've looked at it from a megamod install POV and it could play better than how it currently is: - deletes and overwrites all changes in hidespl.2da (this affects SoD and the EE Fixpack, EET moves the SoD additional spells trio outside of the exposed spell slots range, so it's safe until one doesn't combine it wiith the fixpack) - wastes the spellslot of Stone to Flesh and the level 5 cure wounds (maybe even more than those) - breaks immersion with the summons being statted (but this one is only cosmetics). I've also had a few test installations with IWDification. Note that because of the hidespl messup, all my installs were tested with SR installed first. I also would consider SR as a pure overwrite-mod, being installed early. So the following aren't directly issues within SR. - IWDification detects the level 6 SR elemental summons, which leads to it only installing the level 5 Conjure Water Elemental spell (there's a separate elemental_summoning function in the post-install, which generates the L6 variants). However, this leads to an install without a level 6 Water Elemental spell, which then throw SCS off, because it expects both the level 5 and level 6 Conjure Water Elemental spells in it's wizard spellbook using the IWD lists (if you had a Not_found error during Smarter Mages, this is the cause - thanks again @Bozerg for pointing out this issue on Discord last weekend). - IWDification will partially overwrites monster/animal summonings, so yeah, that's also bad. It's not as bad as the first two though. The first two are legitimate issues. I've started slowly writing tweaks to iron out the compat issues, but I'd like to see them acknowledged.
  8. This is stupid. Epic and GoG exists. They all work on the Steam Deck (and if they don't, that's because their Linux support is shoddy and isn't blocked by Valve directly). Steam isn't a platform but a service. Besides, they're accusing Steam with... what's Epic's doing with it's EOS exclusive deals tied to the Unreal Engine? ... is this a lawsuit by Digital Homicide? Sounds really like it.
  9. I understand your logic but I still think you're wrong. Your interpretation of the issue is that SR only disables the scroll and SCS should handle that. My interpretation of the issue is however that SR does a sloppy work at deleting the spell itself (the documentation says the spell doesn't exist), because it gets added to the hidespls (which SR also handles badly, because it ignores SoD/EET/BG2EE diifferences and/or mods adding more of such, due to it overwriting the whole file blindly), but that's all what it does. There's zero reason for SR to waste a spell slot. We have reached the state where spell allocations are dynamic for the most part (and only legacy mods rely on static lists, like CtB). If SR cares about mod compatibility, it should clean up the spell slot and assign the IDS entry as an alternative to Break Enchantment (Note that SR reused vanilla IDS entries where it reallocated the spell like PROTECTION_FROM_PETRIFICATION and added the alternative entries where it revamped a spell, so both WIZARD_KNOCK and WIZARD_BATTERING_RAM exists). If SR's intention is to delete the spell, then it should do that properly, via deleting the files and the references. Both EET and MiH has code for to play nice and clearing out the unused slots from SPELL.IDS. But because it's a vanilla spell and noidea how many mods/scripts reference the spell IDS entry, renumbering WIZARD_STONE_TO_FLESH as an alternative of WIZARD_BREAK_ENCHANTMENT atleast ensures that code would play nicely for the most part.
  10. Except that this isn't really an SCS bug, but SR's. Stone to Flesh is unchanged in an SR install. It's scroll is probably repurposed for something else leading to it without a scroll, but the SPL and the SPELL.IDS entry remains around. Come to think of it, if SR would overwrite Stone to Flesh's SPELL.IDS entry to point at Break Enchantment, the bug would also fix itself.
  11. Any plans on not messing up the animations array? Like... why does the IWD Iron Golem uses the Rhinoceros Beetle filenames (MBRH instead of MGIR), the IWD2 Worg using the IWD2 Goblin Worgrider filenames (MGWO instead of MWOR), the IWD2 Orog Shaman a Lizardman... the list goes on? The EEs already include the info to provide slots for IWD2 animations. I can sorta understand the issues with the PST animations like for example the Ghoul Queen which ended up using the Greater Ghoul slot, but the IWD section has spare slots on the EEs and there's absolutely zero reason to overwrite other animation slots, especially when FIND_FREE_ANIM is in the common macros thread. Additionally keep in mind how this one is used in SoD,. so this regresses EET. No, @InKal, Improved Anvil isn't compativble with anything, if it ignores one of the core EE features outrght and just overwrites stuff on a whim.
  12. Just rename any other weidu installer to setup-rr.exe. These are interchangeable.
  13. Oh, thanks, I thought of the icon and the description image, but didn't thought about the paperdoll overlay layers for some reason...
  14. Actually, I've considered building a megamod install just to showcase the current status. I just always find better things to do.
  15. https://github.com/FredrikLindgren/rr/releases/tag/v4.92
  16. That's an EEKeeper issue then. NearInfinity will expose the filename of that ITM. Sure, the issue is that it's a nonexistant ITM, but that alone doesn't tell much. Could you open your game with NearInfinity, use Tools->Check->For Illegal ResourceRefs... and ensure STO is listed? That list would tell what should people look for.
  17. Just for reference, morpheus shared his repro case on Discord and that one had A7-ToTLM-BG2EE installed before IWDifications.
  18. New madness build results with madness incarnate... Enhanced Powergaming 12.1 + SR 4.19rc3 + MiH + everything else pretty much. Characters refuse to acknowledge targets in range. WeiDU.log included in the log. Setup-enhanced-powergaming-scripts.debug
  19. Cool. This sounds great. I wanted to look at some of these, but was vary about them. This makes their status more clear.
  20. I've never tried combining the two, but I would assume they are compatible on a level (OlyvnSpells is prepared against SR and Improved HoF's spells are basically the same). Install SR first. On the other hand, I wouldn't start a run for IHoF now, because while it relied a lot on 2.5 EEEx, it hasn't been updated for 2.6 EEEx (Just look at the last pages to see how relevant this update would be). Additionally, SCS and IHoF are nothing alike, while SCS tries to stay within the basegame limitations, IHoF adds a lot of changes to everything, not just the AI alone, via adding new monster types, subbosses and whatnot.
  21. Sorry for being late, but I've only noticed this now... Git doesn't track folders, it tracks files. Think folders only as part of the filenames there. Dropping an empty file would allow tracking.
  22. Great job. I did notice a bug during my review against mod compat - you didn't include the IWD2 worg audio, which means the mastiffs are silent on EE, because the INI refers them, but they are also missing from the games. I didn't noticed anything else, so I also believe this is EET compatible. EDIT: I'm not sure if this is worthy of mention but I like how this mod interacts with Imoen4Ever as well. Cool.
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