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ahungry

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Everything posted by ahungry

  1. I downloaded the latest SRR https://github.com/BartyMae/SR_Revised/releases 1.3.900 it didn't apply cleanly with the old method of copying (rsync in my case) the SRR directory structure overtop of SR - I suspect this is because I just pulled in the latest SR version 4.19rc1. I've been using SRR since I found SR, so I guess it'll be interesting to test out "just" SR and not the further adjustments SRR makes.
  2. @MordekaieI did a reinstall and now recall (with a note to self) why bg1npc is pre-eet. Garrick Tales of a Troubador requires bg1npc to be installed first, however garrick-tt will ONLY work pre-eet itself. Luckily bg1npc seems to work just fine whether it's done pre-eet or post-eet. https://mirandir.baldursgateworld.fr/garrick-tt/
  3. Haha - I would assume one would apply any fixes/tweaks from this mod very last in the install order (maybe I should make that assumption explicit in the readme) - that way if I add more mod specific fixes in the future, they'd all apply with the assumption they would be getting the mods into a playable state (not a state that other things should then iterate on). Since it wouldn't make sense to install the APR tweak or immunity removers early in the install order (they need to apply after you're done adding items/creatures), I'm guessing you may be thinking it'd be nice to keep it "close" to the DH install itself. I do prefer separate mods over mods with dual install directives myself, since those can be challenging to know what components to install before XYZ, and what components to install after XYZ.
  4. M&G Monk component does it via items, and not via the progression tables? I had never noticed the M&G monk revamp, but that's probably because I tried out Monastic Orders in tandem with it from the get go. Handling the things I don't know about is actually the intent of the broad approach (some mods adds a crazy item, and I didn't realize it? I want the APR effect smoothed out/capped) My main incentive for the tweak was how easy it was to get all my melees in team to the 5 APR cap before meeting Sarevok (and this wasn't even exclusively DH items afaict - many mod authors love the +APR bonuses).
  5. Monastic Orders QDMFIST.itm from you and Aquadrizzt? If that's the one, that's one of my favorites, but the fist never worked for me (I had to add some file adjustments to it last year to get it to play nice with 2.6EE but Aquadrizzt didn't take my change/modified file ) Now that I am targeting a specific mod via the "mods" component, it's a consideration to use that approach though vs a global rebalance - still, your reference sounds more like a conversion than an item pack/single item, so it's a good point (although the rebalance isn't a total nerf - it trades a +APR cap of 1 in exchange for thac0/dmg relative to how much +APR the item lost - for some builds (dual wielders) that can still hit 5 APR, it ends up in a net boost to stats (although I guess if one capped their APR, they'd swap items)). Maybe I'll make 3 sub-components - apply globally, apply w/include list, and apply w/exclude list - then the user can be empowered to use as they like (although it might rub some mod authors the wrong way to see themselves on an include list of "nerfs" )
  6. Currently it doesn't account for them in the POV of adding an exception clause; it's a loop over all .itm files for opcode 0x1 and tweaks it from there - adding an exclusion list or regex should be pretty easy if I had the list handy - I'm not sure what's going on with my setup lately, but despite adding SCS as one of the last steps (and a couple tweak packages after) the improved shapeshifting tokens never appear for me (they did once a year or so ago on a mostly clean install with SCS as only mod). I'm guessing something earlier in the process is causing improved shapeshifting to fail to install for me (despite the setup-stratagems.debug log saying otherwise). Due to the looping/inspection nature and not a hardcoded list of items to tweak, it does account for them from the POV of "yes they will also be adjusted" (which was my primary motivation for adding it - to tweak some mod added gear that was like +3 or +5 APR into a more balanced item, without working off a direct list of overrides).
  7. Updated to include a fix for a Dark Horizons travel trigger when using EET: https://github.com/ahungry/ahungry_tweaks#fix-missing-oversight-hq-door-in-dark-horizons-on-eet
  8. The program is now checking the 0x18 bit0 "quest" bit - this should hopefully ensure critical story line quests aren't impacted by this tool (although I'm guessing for some things, like the antidote for Bessy the cow - are not flagged as quest/critical - this particular item has a manual bypass so the quest is doable, but no doubt as the warning notes - some quests may not be, depending on how aggressively the deletefier settings are, and availability of the item to begin with). Also per some responses here: it does not seem like there is a consensus in this being used among various mods in the wild either (although the parsing of scripts that assume they can TakePartyItem() may be a reliable fallback). I think it's in a good enough spot I can try a test run through the whole saga - I"m currently doing 100 gp cutoff, with a 95% deletion rate in store/area/creatures - I'll see how it goes
  9. CamDawg let me know in discord that bit0 in 0x18 item offset can/does handle this for quest items - I'm wondering how prevalent this is in the modding community (to flag mod quest items as such).
  10. I'm hoping there is a way to programmatically find all items that are parts of quests/scripts/story events, so I can more confidently wipe out items with my Deletefier, without breaking any story/quest events. At the moment, I'm just assuming items of enchantment > 0 and of price > N (what's a good amount? I've been testing 50 to 400, they all seem decent, as most quest items have a low vendor price) - but I think it'd be even better to grep the decompiled bcs files for item matches. Would this be doable? Some sort of grep for all ".+\.itm" matches? (assuming scripts reference with the .itm tag)? Would it have too many false positives? (perhaps due to scripts referencing the item resref for things like equipping/unequipping gear as part of AI logic?)
  11. I'm not sure, but I'll fix the tag - it's how I installed on my own mod order (probably via outdated info) - thanks for the heads up!
  12. @QuesterI just pushed a cool update - it'll have some more smarts around what items to remove - I noticed most (probably not all) quest items and miscellaneous story things like scrolls tend to have a very low "price" value (vendor price) - I made 50 the current cut off, so anything with an enchantment > 0 or a price > 50 will be affected by the deletion (and it still has my manual fixes in there to avoid snagging other quest items). If people think it'd be a nice customization, I can make those both user inputs as well (the user could define the cut off price value - for instance, setting it to 200 means most level 1 and 2 spells would be available as drops/vendor purchases, while at a value of 50, only "identify" will be present). I wanted to just use the enchantment value, but many mod items are +3 or stronger gear, yet have an enchantment value of 0 (at least, as far as armor is concerned). I'm going to do some thorough play testing now!
  13. I had to take a roundabout approach after starting this, and rethinking it some - I want to do what I mentioned on the preceding comment ("intelligently" find items). I have my overdexer program capable of indexing items, so I could make a small program to query it and dump out a very large tp2 full of checks as items exist in my install (which would be a large majority of items). This wouldn't catch items in mods I don't have installed, so I still want to test the dynamic regex approach (where I iterate the .itm directory, check enchantment level, and for each one append to a regex that'd catch them, or build the references in an array, if I can find a way to do a big string array in weidu). At that point, it'll run the same logic it does currently, using the dynamic list instead of the hand-built list - this should enable me to get all items, with perhaps a tiny amount of missed game impacting ones (are there any quests which require an item having an enchantment level?) I diverged a little to build up the mod site (which should help me find mods to use) and played through bg1 since making this post - again, I feel the need for this mod, as my bottomless bag of holding is quite full
  14. https://ahungry.github.io/awesome-bgmods/# First, the link ^ If anyone sees value in this, please use it (or even better, contribute to it by adding data to the mods.yaml file via a pull request). The intent isn't to replace any other options out there, but to supplement them, and give those looking for a new mod (or few) to include in their setup an easier time to filter by relevancy. Obviously some of the data is still incomplete, and I'm going to be thinking of more ways to automate the data acquisition/maintenance. Suggestions and feedback are welcomed!
  15. Magic Store of Vergaden essentially enables a "rez anywhere via store menu", since the ghostly merchant allows you to revisit (and use) temple services. Instead of modding the rez spells themselves, maybe just remove them entirely and add a similar item that'd just open up one store (temple services) menu, with a label implying it's your team consuming resources to use those temple effects (you could add an item restriction to limit the item's use to a cleric of level 9+ or w/e as well). The other perk of this approach is "fixing up" your team after some tough fight is a little more UX friendly via this menu than a bunch of manual rezzing/healing steps.
  16. Cleric that can cast iron skins/insect swarm and hit like a truck On my mega mod setup, I don't have any drastic game play altering mods on atm (subtledoctor ones that I usually play with). In fact, if the alignment matches up, there's almost no reason *not* to start any given cleric as a ranger and dual class at level 2 - you get the 2 free pips in dual wield, and 2(+?) to place elsewhere - then when you dual, you level as a straight cleric with ~4 more pips than you'd have began with, and all druid spells are available to you (with spell mods, this is great - you get the cleric heals, and the druid HoTs). Granted a lot of the power is in mod gear (although I ran my tweaks to limit bonus APR to 1/2 APR per item max to help smooth this over), and Anthology Tweaks opening up the blade weapons from ranger to cleric when it's unlocked (not stuck with just blunts, but that'd still be acceptable). So, at level 7 ranger/10 cleric, my current toon melee stats are: 6 APR (dual wielding with some boots that grant haste), 3 MH/OH thac0 (elf using long/short swords), and damage range of ~24-32 (currently at 22'ish strength thanks to items - no buffs up). Needless to say, she absolutely slaughters and has great survivability.
  17. I'm on a playthrough as this atm (7 ranger, 10 cleric) - such a fun combo (assuming the ini setting to maintain the cross-class spells) - especially with a mega mod that adds lots of fun priestly spells!
  18. I've been working on https://github.com/ahungry/overdexer (with random gaps to play some BG haha) - currently it indexes items and dialog.tlk into an sqlite database - my dialog.tlk on a megamod for instance has 1.6 million rows of dialog entries, but the cool thing is I can query with any valid SQL syntax, making checking for duplicate or similar string entries very easy. A similar indexer could be done for .tra files, but might be overkill if you just want to sort them into strref ids and string content (tra files seem pretty simple structure wise). The other neat thing with having the data in a database, I can check for duplicate strrefs for item descriptions/names etc. in a similar way as querying my dialog.tlk table. The program would need some minor update for alternate dialog files, I think I heard there was a dialogf.tlk to go with dialog.tlk, and I only handle the latter (but the dialog/language directory itself is a user input).
  19. Thanks for the feedback Rizzen! I've been working on coming up with a more robust solution - to more fully encompass mod added items (beyond basic file name matching - of which, mostly I'm recording items as I play through, and I'm in the bg1 area still) - hopefully soon I'll have a solution that scans through all items, flags ones with an enchantment level + weapon/armor type, and _then_ go through and take care of just those.
  20. I found a workaround for the weidu self update was to *not* use the binary type files at all (on linux they are far and few anyways, but setup-eet_end was one that caused this staggering issue). Instead, I just did "weinstall ./eet_end" and all was good.
  21. Hi @subtledoctor - thanks for taking the time to respond. I did not use EEKeeper to modify the save in anyway, just to visualize my save file (until you and @Graion Dilach mentioned it, I didn't realize NI offered this feature as well). Upon adding Eldoth to the party he had the Jinxer class from (I believe) M&G - a multiclass Thief/Mage. At this time, he didn't have any increased casting slot items, and I had not used the npc_ee customization book either. When making more than one save, his 206 immunity kept increasing (I'm sorry, I don't see a way to get the exact count of this effect short of scripting something to read the save file ; edit: I'm also probably phrasing this wrong - those lines in the screenshot perhaps are not immunity to opcode 206, but rather applications of opcode 206 (with various param1/2 settings to enable this immunity to other things)). From what I can tell, something kept appending new instances of the effect (pretty frequently - more than 1 per second). Fortunately, I just happened to upload a sprunge ( http://sprunge.us/3Ot32Y ) of my weidu.log the other day - my current weidu.log no longer matches, as I nuked my install. I believe in this thread or elsewhere, I mentioned some of my other 5E casting difficulties ( mod added spells not being present, or getting in scenarios where the bard had no spells at all ). This previous mention was when I was using a M&G that gave an explicit prompt to add 5e bard casting or not - I see the current version (and what is in my weidu.log in the sprunge link) has it coupled to the bard component. My most recent reinstall found the ini file to disable this option (hopefully ensuring it is turned off, although I like it from the idea concept, my large collection of mods just causes too much entanglement/problems in compatibility I assume).
  22. Thanks @Graion Dilach- I only used keeper here not for purposes of game editing, but visualization of the save file/effects (which I guess could be wrong, but the game choppiness+segfault/lockup was not). Almost done with the reinstall, so I'll see if this issue persists when 5E casting is disabled.
  23. Ok, the M&G revamped bards with 5E spell casting has always been wonky for me (I think I found an ini setting to disable it, and have set it up as such for a reinstall now). See the screenshots - obviously this is (probably) happening due to many mods installed, but Eldoth is a M&G revised bard (Jinxer) and has an innate castable of 15 of every spell in game, as well as an effect being re-applied non-stop (immunity to 206). I accidentally cut off the scroll bar in that screenshot, but it's tiny (there are thousands of this effect on him already). This is now at the point where it deadlocks the game if I attempt to rest with Eldoth in party (and stutters terribly even if not resting). When I first got him, it was outside Friendly Arm Inn (move npcs to convenient locations) and he had what looked like a normal revised bard spell selection - however, at some point after taking him to Beregost and doing a couple of his new Skie quests (I have some Skie + Eldoth mods) this craziness ensued. I'm going to see if he has any odd interactions on a clean install where I've got the 5E bard casting set to 0 in the d5 ini file. Other bard kit users seemed ok, just Eldoth being crazy (and I also noticed his innate to make poison arrows had disappeared).
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