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Mera

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Posts posted by Mera

  1. Hello!

    I'm trying to give a hand to the best of my abilities to @Jazira regarding an update to the french translation of SCS with some light QA / proofreading and I have a couple questions.
    I'm mostly checking spells' in game descriptions against the documentation.

    • With the tweak "Icewind Dale-inspired tweaks to Baldur's Gate/Baldur's Gate II spells", Defensive Harmony is supposed to give +4AC instead of +2 (which works well ingame) but there doesn't seem to exist any tra entry to update the description which still says +2.
    • Same tweak and the spell Sol's Searing Orb. Documentation says it does 6d6 damage now but the only relevant bit we could find in the tra files is this: 

    This spell allows the caster to hurl a brilliant, searing flash at a target. When it hits, it explodes in a flash of light, doing 6d12 points of fire damage to the target and blinding <PRO_HIMHER> for 3 rounds if a Save vs. Spell is failed. If the Saving Throw is made, the target only takes half damage and is not blinded. Undead creatures are particularly vulnerable to this spell, taking double damage.

    Are we missing anything here?

    Next one is more an "advice needed" kida question.
    As part of our "fix the french translation" mod (https://github.com/r-e-d/correctfrBG2EE), we did an update on the description of Abi-Dalzim's Horrid Wilting to specify that it does deal damage to all creatures, eg undead. Since that's the vanilla behavior.
    With the tweak "Rebalancings of slightly-too-powerful spells", Abi-Dalzim no longer hits undead and the vanilla description becomes correct which is why I assume you did not extract it to a tra file.
    But then, our updated description stays the same and becomes misleading
    Any idea how we can solve this issue? Would providing a tra entry for the spell be an option?

    Not the biggest deal all in all and I understand your plate is probably pretty full right now but thought I'd ask, for the sake of documentation at least :)
    Thank you very much!

  2. Was looking to test the fix to the french language but there's an issue with installation:

     

    Installing [Include arcane spells from Icewind Dale: Enhanced Edition] [Beta 4]

    Loading SFO...
    In state 970, I expected one of these tokens:
      [0] EOF
    Parse error (state 970) at END

    fatal error installing library DW_TALENTS/SFO/LIB_SFO.TPH; attempting to give details.
    In state 970, I expected one of these tokens:
      [0] EOF
    Parse error (state 970) at END

    [DW_TALENTS/SFO/LIB_SFO.TPH] PARSE ERROR at line 912 column 1-3
    Near Text: END
            GLR parse error

    [DW_TALENTS/SFO/LIB_SFO.TPH]  ERROR at line 912 column 1-3
    Near Text: END
            Parsing.Parse_error
    ERROR: parsing [DW_TALENTS/SFO/LIB_SFO.TPH]: Parsing.Parse_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   0 files for [DW_TALENTS/DW_TALENTS.TP2] component 1500.
    Uninstalled      0 files for [DW_TALENTS/DW_TALENTS.TP2] component 1500.
    ERROR: Parsing.Parse_error
    Please make a backup of the file: SETUP-DW_TALENTS.DEBUG and look for support at: DavidW
    Using Language [English]

    I've attached the file mentioned.

    SETUP-DW_TALENTS.DEBUG

  3. Oh no worries! :) I've had my fair share of internationalization issues of all sorts in my 10+ years in the software industry, I anticipated it would be no easy task to solve ;) 

    If there's anything I can do to help: debug, question regarding the french language, QA of preview releases you're not sure about, etc I'm available :) 

  4. So a couple more tests I just ran:

    • Tried with the same install but without the translation mod, no level up
    • Tried with the same install but everything in English (including the "Please choose the language in which you wish to play the game." when first installing the mod), this time, level up (which is a good thing since it's you exact setup 😁)

    I'll try what you suggested and get back to you 🙂

    Edit : 

    Quote

    Actually, forget that: I can reproduce it on my own install, using the vanilla French translation.

    Oh ok 👍 Let me know if there's anything else I can try on my hand

  5. Ok, here's the data, was somewhat long with lots of "scanning" so I copy-pasted the end which seems to be the relevant bit plus some extra in case it's useful.
    Also, tried to switch the game to English, still not able to level up.
    If it helps you that I run the same install but without the translation mod, let me know :) 

     

    Spoiler

    INFO: [string "M_DW_SSF.lua"]:118: attempt to index field '?' (a nil value)
    stack traceback:
            return debug.traceback():1: in main chunk
            =[C]: in function '__index'
            M_DW_SSF.lua:118: in function 'dwSpellAvailable'
            M_DW_SSF.lua:141: in function 'dwBuildChooseSpell'
            function onopen00000000065F4340 ()
                    dwUpdateChooseSpells()
                    dwLearnSpecialistSpells()
                    dwBuildChooseSpell()
                    table.sort(chargen.choose_spell, sortBySpellName)
                    currentChargenChooseMageSpell = nil

                    if currentChargenKit == nil then
                            currentChargenKit = 0
                    end

                    local currentKitName = ''

                    --gnome illusionists
                    if currentChargenRace ~= 6 and chargen.kit then
                            currentKitName = Infinity_FetchString(chargen.kit[currentChargenKit].name)
                    else
                            currentKitName = Infinity_FetchString(2862)
                    end

                    if currentKitName == Infinity_FetchString(597) then
                            setStringTokenLua('<SCHOOLTOKEN>',t('ABJURATION_SCHOOL_TOKEN'))
                    elseif currentKitName == Infinity_FetchString(2179) then
                            setStringTokenLua('<SCHOOLTOKEN>',t('CONJURATION_SCHOOL_TOKEN'))
                    elseif currentKitName == Infinity_FetchString(2846) then
                            setStringTokenLua('<SCHOOLTOKEN>',t('DIVINATION_SCHOOL_TOKEN'))
                    elseif currentKitName == Infinity_FetchString(2861) then
                            setStringTokenLua('<SCHOOLTOKEN>',t('ENCHANTMENT_SCHOOL_TOKEN'))
                    elseif currentKitName == Infinity_FetchString(2862) then
                            setStringTokenLua('<SCHOOLTOKEN>',t('ILLUSION_SCHOOL_TOKEN'))
                    elseif currentKitName == Infinity_FetchString(3015) then
                            setStringTokenLua('<SCHOOLTOKEN>',t('EVOCATION_SCHOOL_TOKEN'))
                    elseif currentKitName == Infinity_FetchString(12744) then
                            setStringTokenLua('<SCHOOLTOKEN>',t('NECROMANCY_SCHOOL_TOKEN'))
                    elseif currentKitName == Infinity_FetchString(12745) then
                            setStringTokenLua('<SCHOOLTOKEN>',t('TRANSMUTATION_SCHOOL_TOKEN'))
                    elseif currentKitName == Infinity_FetchString(54893) then
                            setStringTokenLua('<SCHOOLTOKEN>',Infinity_FetchString(54893))
                    end
    ..."]:1> end:4: in function <[string "function onopen00000000065F4340 ()
            =[C]: in function 'OnDoneButtonClick'
            M_DW_HLF.lua:85: in function 'dwHLAClickDoneButton'
            function action00000000065FB8A0 () dwHLAClickDoneButton(); end:1: in function <[string "function action00000000065FB8A0 () dwHLAClick..."]:1>
    INFO: Font: Added point size (26) for font STONESML
    INFO: LUA: Initializing Quests
    INFO: Font: Added point size (21) for font STONESML
    INFO: Font: Added point size (20) for font STONESML
    INFO: Font: Added point size (19) for font STONESML
    INFO: Font: Added point size (17) for font STONESML
    INFO: Font: Added point size (16) for font STONESML
    INFO: Font: Added point size (15) for font STONESML
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    INFO: Font: Added point size (13) for font STONESML
    INFO: Font: Added point size (12) for font STONESML
    INFO: Font: Added point size (11) for font STONESML
    INFO: LUA: Initializing Quests
    INFO: LUA: Initializing Quests
    INFO: sAchieveID=NONE,m_sGlobalName=BD_STORY_MODE,m_nValue=0
    INFO: sAchieveID=NONE,m_sGlobalName=BD_NIGHTMARE_MODE,m_nValue=0
    INFO: sAchieveID=NONE,m_sGlobalName=GameDifficulty,m_nValue=4
    INFO: sAchieveID=NONE,m_sGlobalName=CHECKJAHEIRAMATCH,m_nValue=1
    INFO: sAchieveID=NONE,m_sGlobalName=JAHEIRAMATCH,m_nValue=1
    INFO: sAchieveID=NONE,m_sGlobalName=DW_START_AREA_XP,m_nValue=1
    INFO: sAchieveID=NONE,m_sGlobalName=CHAPTER,m_nValue=1
    INFO: sAchieveID=NONE,m_sGlobalName=BD_CUTSCENE_BREAKABLE,m_nValue=1
    INFO: sAchieveID=NONE,m_sGlobalName=BD_CUTSCENE_BREAKABLE,m_nValue=0
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    INFO: Font: Added point size (18) for font FLOATTXT
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    INFO: Font: Added point size (24) for font POSTANTI
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    INFO: sAchieveID=NONE,m_sGlobalName=AERIEMATCH,m_nValue=1
    INFO: sAchieveID=NONE,m_sGlobalName=CHECKVICONIAMATCH,m_nValue=1
    INFO: sAchieveID=NONE,m_sGlobalName=VICONIAMATCH,m_nValue=1
    INFO: sAchieveID=NONE,m_sGlobalName=OH_IMPORT02,m_nValue=5
    INFO: sAchieveID=NONE,m_sGlobalName=BD_CHAPTER_SAVE,m_nValue=1
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    INFO: Cloud save path: home:/cloudsave//save_000000000-Sauvegarde-Auto.cloud
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    INFO: sAchieveID=NONE,m_sGlobalName=BD_DEFAI,m_nValue=1
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            return debug.traceback():1: in main chunk
            =[C]: in function '__index'
            M_DW_HLF.lua:238: in function 'dwNumberHLAs'
            function action000000000703A4E0 ()  dwIsChargen=false;dwIsLevelling=true;dwIsDualClassing=false;dwHLANumberOld=dwNumberHLAs(false);characterScreen:OnLevelUpButtonClick(); end:1: in function <[string "function action000000000703A4E0 ()  dwIsCharg..."]:1>
    INFO: [string "M_DW_HLF.lua"]:238: attempt to index field '?' (a nil value)
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    INFO: [string "M_DW_HLF.lua"]:238: attempt to index field '?' (a nil value)
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            =[C]: in function '__index'
            M_DW_HLF.lua:238: in function 'dwNumberHLAs'
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            =[C]: in function '__index'
            M_DW_HLF.lua:300: in function 'dwNumberHLAs'
            function action000000000703A4E0 ()  dwIsChargen=false;dwIsLevelling=true;dwIsDualClassing=false;dwHLANumberOld=dwNumberHLAs(false);characterScreen:OnLevelUpButtonClick(); end:1: in function <[string "function action000000000703A4E0 ()  dwIsCharg..."]:1>
    INFO: [string "M_DW_HLF.lua"]:300: attempt to index field '?' (a nil value)
    stack traceback:
            return debug.traceback():1: in main chunk
            =[C]: in function '__index'
            M_DW_HLF.lua:300: in function 'dwNumberHLAs'
            function action000000000703A4E0 ()  dwIsChargen=false;dwIsLevelling=true;dwIsDualClassing=false;dwHLANumberOld=dwNumberHLAs(false);characterScreen:OnLevelUpButtonClick(); end:1: in function <[string "function action000000000703A4E0 ()  dwIsCharg..."]:1>
    INFO: [string "M_DW_HLF.lua"]:300: attempt to index field '?' (a nil value)
    stack traceback:
            return debug.traceback():1: in main chunk
            =[C]: in function '__index'
            M_DW_HLF.lua:300: in function 'dwNumberHLAs'
            function action000000000703A4E0 ()  dwIsChargen=false;dwIsLevelling=true;dwIsDualClassing=false;dwHLANumberOld=dwNumberHLAs(false);characterScreen:OnLevelUpButtonClick(); end:1: in function <[string "function action000000000703A4E0 ()  dwIsCharg..."]:1>
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    INFO: Font: Added point size (11) for font NORMAL
    INFO: Font: Added point size (10) for font STONESML
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    INFO: Font: Added point size (12) for font STONESML
    INFO: Font: Added point size (10) for font FLOATTXT

     

  6. A new topic since the one I originally posted into definitely looks completely unrelated (https://www.gibberlings3.net/forums/topic/37553-cant-level-up-multiclass-npcs-from-level-0/)

    WeiDU attached, fairly minimal install.
    BG2EE, created a new Bloodrager character which started at lvl 1 since the "feats" component is also installed.
    Tried to level up my character, lvl up button does nothing (I can click on it but nothing happens). Gave some extra XP to Imoen, tried to level her up too, same result.

    Not sure how it could matter but just in case, the first component installed is the proofreading of the French translation (https://github.com/r-e-d/correctfrBG2EE).
    On the other hand, now that I think about it, you said in the other post that you could not reproduce. Could it be related to me playing in French? 🤨

     

    WeiDU.log

  7. FWIW, tried Bubb's spell menu on top of a very light ToF install (all the spell tweaks and a couple more components) and it seemed to work OK, at least I did not notice anything wrong.
    I'll keep my eyes on it for future test installs since that particular peace of UI is really, really great :) 

  8. BG2EE. WeiDU is in my first message. Created a bloodrager and just gave myself some XP right after the cutscene with Irenicus but the level up button does nothing. And no change after modifying m_dw_hld.
    Might be worth a separate thread, if it's easier for you :) 
    Do let me know if there's anything else I can provide to help you track it.

  9. Question regarding interaction between ToF and SCS, more specifically the Characters Choose Minor New Abilities Every Three Levels component.
    If installed, do enemies also get some of those feats? I assume regular "thrash" mobs don't but what about "iconic" enemy parties? (sewers, guarded compound, mages across the game, etc)
    Curious about potential imbalances. I understand the bonuses are pretty minor but I'm thinking if your party gets 4 or 5 of those, times 6 party members, it could make for an easier game.
    (not that it's that big of a deal but still something to consider 😉)

    Could not find any information in any of the readme, apologies if I missed it 🙂 

  10. 3 hours ago, DavidW said:

    I'll consider, though it wouldn't suit my own playstyle so it would need a toggle.

    Oh right, absolutely, a toggle is perfectly fine! Exactly like in the Advanced AI script :) 
    I'm super used to have it on on my party thief. I just find it extremely convenient to not have to manually click the detect trap button all the time. Plus, it kinda makes sense for a thief to actively look for traps when in a dungeon and not doing anything else.
    I would use your AI on my other characters and the advanced AI on the thief but not possible since you completely replace it ;) 
    Anyway, thank you for considering it :) 

     

  11. Hi DavidW,

    First of all, congrats on the new release! 🎉
    Quick feedback / suggestion / question, not really sure how to call it, regarding the "Ease-of-use party AI" component.
    Do you think it would be possible to had to the script the "thief auto detect traps when idle" part of the advanced AI you're replacing?
    There are a bunch of other toggles that are present in the advanced AI (hide in shadow, bard song, turn undead) but I feel like this one is way too convenient to pass up.
    In any case, a big thank you for everything you've done for this community! 😊

  12. Staff of the Magi really is a weird one for me.
    If we go by thaco bonus, Staff of the magi +1 make it look like it's a weak item when clearly, it's not. But then, maybe that's the reason the +X was omitted in the name?
    If we go by enchantement level, Staff of the Magi +5 would look fine but then there's repeated information with "strikes as a +5 weapon"...

    Regarding the fixpack, seemed like the correct place to ask given that maybe, some of those items would need an update?

  13. Not sure about increased difficulty but I do like to use the component.
    I feel it makes HLA more "specials" instead of just another spell.
    And it also gives back some power to level 9/7 spells that you typically don't use because you've filled all your slots with HLA.
    So yeah, more a RP reason than a powergaming one so I'm afraid that's not what you were looking for :p 

  14. Had a question regarding one of the tweaks, wasn't sure it was worth its own thread so I'll ask it here, hopefully, it will do :)
    Is the "More interjections" tweak still worth it for BG2EE?
    I seem to recall reading on Beamdog's forums that the EE changed a a few things regarding checks for interjections and I don't remember having had the particular issue described in the readme (the one with Yoshimo and Irenicus) for a very long time while it happened all the time with the vanilla game.
    Am I misremembering something? Are there still instances where this tweak is useful? (again, on a BG2EE install)

    Thanks! :)

  15. Regarding "Disable Portrait Icons Added by Equipped Items":
    It properly removes them for the portraits on the right side, as expected (first screenshot, taken at random with google, there's actually no icon with the mod :p) but I was expecting to still see the buffs being displayed in the character screen (second screenshot) but it's completely empty too with the mod installed. I thought buffs would still be displayed there as a convenience to keep track of what your equipment actually provides.

    Not sure if it's a bug, a technical limitation or whatever but I thought I would report it just in case :) 

    Screen 1:

    Spoiler

    image.png

     

    Screen 2:

    Spoiler

    image.png

     

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