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Frenzgyn

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Everything posted by Frenzgyn

  1. Hello. I took the time to do a bit of tinkering, I ended up with a forked working thing (tested in Bg2ee and EET install) that SHOULD address a few of the aforementioned issues. 1) Tweaked all the three version of Kivan's Bow to be more consistent stat-wise (nothing extreme, on the contrary it could be probably a nerf to certain degree); 2) Restored the last upgrade done by Cespenar (skipped in EET); 3) Tweaked the Bows and Kivan's Hood (Ranger's Hood) to be usable only by "Kivan" and his Spear to be "Elves only"; 4) Hopefully resolved the conflict with BG1NPC's Kivan's Bow; 5) Harmonized all the description with in-game stats, weights and removed useless text-only in the various descriptions. What I have NOT done: - Restored P#WREATH.itm and P#DEH01.cre to EET installs. I need to figure out yet how all that stuff works. In details the only not striaghtforward approach was number 3. There was 2 problems: 1) BG1NPC use item_use.2da restrictions for a shared resource (P#BOW), but Vanilla Kivan and Kivan from this mod have different actors name references. 2) Kivan from this mod use a different strref name when installed in EET than in BG2EE (which uses the same as vanilla). The workaround work as follows: a) I created a new P#BOW, with the correct restriction using Op 319 and called it P#BOW00, updated all the related references (mainly Neiros conversation) and replaced it in the inventory of the SoA spawned Kivan; b) Added restriction also on other Kivan's only items (it was specified in the description, but as text only): P#BOW01, P#BOW02 and P#HOODM; c) Since EET create a new string reference for Kivan's creature name (214300 and not the BGEE/BG2EE 9491) I created four alternative version of the aforementioned four items (three bows and the hood) with the updated string reference (214300) that would be copied over in case EET is detected. I have NO IDEA if it's possible to update the effect of an item dinamically so the OP319 restriction could be updated from 9491 to 214300 when EET is detected, I will be for sure more elegant, but I have no clue if it's possible and how to do it. For what's it's worth, all seems to work both in SoA and EET: Neiros Gallantar and Cespenar will upgrade correctly the items, the items are usable by the "right" Kivan both in BG2EE and EET.
  2. Mmm. Not complaining or anything (btw I liked Neh'taniel and found a few VERY minor bugs in v7.0 if you're interested) but this just pique my curiosity: Just for historical knowledge, why being a wraith was a problem? I mean, I can see (maybe) the problem regarding missing consent of the author or things like that, but it being a specific kind of creature sound odds as a reason to not host it, unless it could be offensive for someone or... I don't know, but I am really curious. Anyway sorry for the OT. I noticed the site was down too, but since it was not the first time it went down, I thought it was just a temporary thing (hosting, domain renewal or similar). I hope they're fine.
  3. 'Course it's hardcoded, but back in the days (2009?) Brendan Casey aka scient on SHSForums made some engine fixes used by Qwinn in his PS:T fixpack, there was also a "Pickpocketfailed()" function to trigger a few Eli Havelock's unfinished reactions, which is present in the Iengine, but utterly broken. It always pissed me off that Beamdog never fixed that it in EE. I wonder if I will be ever possible for EEex to do some magic...
  4. "Specie" nowadays is a very fuzzy concept, more of a probabilistic definition, or just operative definition. Using the schoolship definition of biological specie (a distinct genetic groups that could not interbred with other or produce infertile offspring) is unhelpful, it's not "true". While is obvious tobacco will never breed with cats, givin birth to furred self-rolling meowling cigarettes... if you analyze Felidae hybrids, selected (or unselected) breeds of domestic cats, Nicotiana hybrids and cultivated strains... well, huge headaches are in order and I have not picked the most problematic examples. Mixing it up with "common names" is worse. Are mallards (Anas platyrhynchos) "ducks"? Are american black ducks (Anas rubripes) "ducks"? Are hybrids of the two "ducks"? Are western and eastern USA mallards genetically different populations? Are game-farm domesticated mallards and feral (not wild) mallards really "ducks" and how are they both distants from wild strain mallards? And their hybrids? Mallards are one of the most if not THE most promiscous specie of birds. They hybridize with an astonishing number of different species. I am not saying a mallard is a duck ( lol ), but IF it is the case, for sure it will be a fucking duck. If yuo consider "ducks" only white, domesticated ones, well... fine. We could stick to that definition, but what I am certain of now is that I would have gladly ducked "ducks" as a ducking topic, now we are far gone down the rabbit's hole...
  5. Now, don't call me a coot , but looking at the plumage it is utterly obvious that almost half of the aforementioned waterfowl photos are in reality drakes.
  6. Oh, nevermind, there is no hurry, I just thought you could know more about author intentions, since from the (outdated) FAQ it seems ToB content WAS actually in. By the way, just as information: P#DEH01.cre is created by P#KIMW.bcs, which IS present in EET, but NI show it with warnings, pointing to a missing resource. In BG2EE all files seems to be there. I will lurk at the various condition and check if they're summonable, cause of course If they're just not summonable most of all the ToB related content will never be experienced by the player and so, with or without the files, they will be bugs just in theory, not in practice.
  7. I am puzzled, found another file not copied over just in EET, P#DEH01.cre BUT from the changelog of v16 I read: "EET compatibility added. As in the original design, neither Kivan nor Deheriana will be summonable in ToB via the fate spirit in EET, either." Does it means that the original author for some reasons wish some content removed just in EET while leaving it in BG2EE, BGT and BG2:ToB? Summarizing, while being available in Soa+Tob, Bgt and Bgee, in EET the following stuff is cut: - P#DEH01.cre and the linked P#DEH01.dlg (It seems a conflict between Deheriana and PC if Kivan is romanced by PC). - P#WREATH.itm, an headgear Kivan gives to PC if romanced and certain conditions are met, in P#KI25J.dlg, which is an empty file in EET. - P#BOW02.itm, the last upgrade to Kivan's Bow which is broken in EET, Cespenar will take materials and gold but give nothing in return, but IF Kivan could not be summoned in the Pocket Plane in EET (as per changelog), this will happen only when for some obscure reasons the player strip Kivan of his P#BOW01.itm and keep it for himself (in the current mod state its use is INTENDED to be restricred to Kivan, but it's not). I am now very skeptical theese changes are overlookings, they seems to be intended. Since @jastey (sorry to bother you) did version 16, maybe she could shed lights on the situation?
  8. It seems that duck tests are in dire need to ascertain the truth. Please don't be geese.
  9. Thanks, Graion. First thing I tried. It seems to take in consideration only the first restriction and discard the second. The result of the above is a "Usable by: Kivan" tag (cosmetically ok) that could be used by the Mod's Kivan Sorry, probably I explained it poorly, Cespenar issue is different. The mod add a sequential updrade: 1- SoA: P#Bow (same item of Bg1npc, the only one with restrictions issue) + Driad's item = P#Bow01 (new item, currently not restricred) 2 - ToB (by Cespenar): P#Bow01 + Bowstring of Gond = P#Bow02 (new item, not restricted) In BG2EE, it mechanically works. In EET it does not. As you can see in the next block, two items (P#BOW02.ITM and P#WREATH.ITM plus its two BAMs) are not copied, JUST in EET. In the original mod they probably were both ToB only items (hence the "ACTION IF GAME IS"), so I suppose when it was updated to EEs, EET tag was just overlooked, but I can't be sure, so was asking. ///// \\\\\ ///// items \\\\\ ///// \\\\\ //Tazok's heart - needs fancier description COPY ~Kivan/itm/P#TAHE.ITM~ ~override~ SAY NAME1 @95 SAY NAME2 @95 SAY UNIDENTIFIED_DESC @96 SAY DESC @96 COPY ~kivan/itm/P#BOW.ITM~ ~override~ SAY NAME1 @97 SAY NAME2 @97 SAY DESC @98 COPY ~kivan/itm/P#BOW01.ITM~ ~override~ SAY NAME1 @97 SAY NAME2 @97 SAY DESC @99 COPY ~kivan/bam/IP#HO01.BAM~ ~override~ COPY ~kivan/itm/P#HOOD.ITM~ ~override~ SAY NAME1 @100 SAY NAME2 @100 SAY DESC @101 COPY ~kivan/itm/P#UL11.ITM~ ~override~ COPY ~kivan/itm/P#IHTIA.ITM~ ~override~ SAY NAME1 @102 SAY NAME2 @102 SAY DESC @103 COPY_EXISTING ~MISC5E.itm~ ~override/P#DREAM.itm~ SAY NAME1 @93 SAY NAME2 @93 SAY DESC @94 COPY ~kivan/itm/P#AROW.ITM~ ~override~ SAY 0x08 @183 SAY 0x0c @183 SAY 0x50 @185 SAY 0x54 @185 COPY_EXISTING ~MISC51.ITM~ ~override/P#KISTR.ITM~ SAY NAME1 @155 SAY NAME2 @155 SAY UNIDENTIFIED_DESC @156 SAY DESC @156 COPY ~Kivan/itm/X#KISPEA.ITM~ ~override~ SAY NAME1 @157 SAY NAME2 @158 SAY UNIDENTIFIED_DESC @159 SAY DESC @160 // Adding the Nosering to King in Sahuagin City COPY_EXISTING ~sahkng01.cre~ ~override~ ADD_CRE_ITEM ~P#IHTIA~ #0 #0 #0 ~IDENTIFIED~ ~INV6~ COPY_EXISTING ~sahkng02.cre~ ~override~ ADD_CRE_ITEM ~P#IHTIA~ #0 #0 #0 ~IDENTIFIED~ ~INV6~ ACTION_IF GAME_IS ~tob bgt bg2ee~ THEN BEGIN COPY ~Kivan/bam/IWREAT.BAM~ ~override~ ~Kivan/bam/CWREAT.BAM~ ~override~ COPY ~Kivan/itm/P#WREATH.ITM~ ~override~ SAY NAME1 @176 SAY NAME2 @176 SAY UNIDENTIFIED_DESC @177 SAY DESC @178 COPY ~Kivan/itm/P#BOW02.ITM~ ~override~ SAY NAME1 @179 SAY NAME2 @179 SAY UNIDENTIFIED_DESC @180 SAY DESC @181 END Anyway I've forked this mod and I am experimenting a bit with the fixes/tweaks.
  10. Sorry for all the blabbering, I know most of it would seems obvious or tedious to you, I am just still learning. @Graion Dilach OPTION1 I was wondering, since "usable only" Bug2 happens only with BG1NPC+EET, what will happen in EET if: 1) I Create a clone of "P#BOW.itm" - for example "P#BOWb.itm", with Op319, power 1, Actor's name (10), Kivan (214300); 2) Give it to P#Kivan instead of "P#BOW"; 3) Update all the references post-SoA from "P#BOW" to "P#BOWb", basically just a few in P#Neir.dlg I have no idea of how the transition work. Will item be imported over? Something awful will happen or this solution could work? OPTION2 In P#Imanel.dlg (BG1NPC), Imanel Silversword says: Oh, yes, Tazok would not know what to do with your bow, it being elven made and enchanted for only elves to use. So I have it now. It is a sweet weapon, Kivan. So, while I understand why after retrieving it, Kivan would not let other use its bow (hence the restriction), we could just make it (and his upgrades) just "Restricted to Elves" and call it a day. It will at least be consistent. @CamDawg Hi, sorry to bother you, but is it a real overlooking or this two items ( plus icons) are cut on purpose from an EET install? If I package all the aforementioned fixes (once confirmed they could work and tested) plus a few cosmetic ones in the descriptions text (turning a few horrible "2-hand" into "Two-hand" and removing a couple of useless "Only usable by: Kivan" put into the description texts of some items), could I propose a pull in a future update?
  11. In my uncomfortable ignorance, I've done a few tests and I am a bit conflicted. Restricting item with Op319, power 1, Actor's name (10), Kivan (9491) make an item usable only by BG1 "Official" Kivan. Restricting item with Op319, power 1, Actor's name (10), Kivan (214300) make the item usable only by Mod Kivan, which is P#Kivan with that strref for name (214300). Editing item_use.2da as follow: P#BOW P#KIVAN 9382 2 9491 - "P#KIVAN", is the script name or .cre name? - The last entry (9491) seems to be what to show in the description note of the item ("Usable by XXXX"). With the aforementione string, the Bow is usable by the Kivan added by the mod and I see "Usable by Kivan" in the description, without the username (9491) set, it takes as a description the userstring, so it's an odd "Usable by P#KIVAN". I noticed because P#BOW KIVAN 9382 2 made the The Bow usable by BG1 Kivan only but with an awful "Usable by KIVAN" all in capitals. There isn't any separator or logic operator in the syntax, right? No hope for a P#BOW P#KIVAN "anything that work as a logical OR" KIVAN 9382 2 9491? Creating a specific custom kit for P#Kivan and, if BG1NPC is detected, deleting that line in Item_use.2da and giving the kit also to vanilla Kivan, while using Op319 with param 2 9 for the restricted item, could be a viable workaround?
  12. This is the full table, the username is missing from entries added by other mods too. I am almost 99% illiterate in IE modding, so apart from the report, I am all listening and eager to learn tiny bits here and there, sorry I can't really help. 2DA V1.0 * USER STRREF FLAG USERNAME MISC84 MINSC 10218 3 9501 MISC88 ALORA 10219 1 270 MISC89 EDWIN 10222 1 271 SW1H13 XAN 10220 2 268 AROW14 ELDOTH 10221 2 6254 NPARM JAN 9382 2 8652 NPCHAN VALYGAR 9382 2 9158 NPCLCK CERND 9382 2 9153 NPMISC1 JAN 9382 2 8652 NPMISC2 JAN 9382 2 8652 NPPLAT KELDORN 9382 2 9144 NPRING01 NALIA 25697 1 9102 NPSHLD ANOMEN 9382 2 9138 NPSW02 YOSHIMO 9382 2 9141 NPSW03 KELDORN 9382 2 9144 NPSW04 VALYGAR 9382 2 9158 NPSW05 HAERDALIS 9382 2 9182 NPSW06 HAERDALIS 9382 2 9182 RSBOOT RASAAD 9382 2 82029 RSBRAC RASAAD 9382 2 82029 ohhexam0 OHHFAK 99808 1 84186 ohhexam1 HEXXAT 99808 1 84186 ohhexam2 HEXXAT 99808 1 84186 ohhexam3 HEXXAT 99808 1 84186 ohhexam4 HEXXAT 99808 1 84186 ohhexam5 HEXXAT 99808 1 84186 STAFN1 NEERA 9382 2 87442 OHBGLOV1 THE_WINGED 9382 2 88261 NPSW03 KELDORN 9382 2 9144 BOLT07 JAN 9382 2 8652 MISC89_ EDWIN 210222 1 271 BDAX1H01 MKHIIN 269648 4 244149 BDAX1H02 MKHIIN 269648 4 244149 BDAX1H05 MKHIIN 269648 4 244149 BDSHLD07 MKHIIN 269648 4 244149 BDBOW01 MKHIIN 269648 4 244149 BDLEAT06 MKHIIN 269648 4 244149 BDCHAN01 MKHIIN 269648 4 244149 BDCHAN02 MKHIIN 269648 4 244149 BDSTAF02 MKHIIN 269648 4 244149 BDROBE03 MKHIIN 269648 4 244149 BARING BAELOTH 270122 1 229084 x#ajshld AJANTIS 9382 2 P#BOW KIVAN 9382 2 lk#nankh Ninde 372314 1 372259 c0amaga1 Aura 376109 3 c0muffy Aura 376118 3 c02aucat Aura 378944 3 X3EN Emily 395412 3 X3EHEAD Emily 395412 3 x3flute Recorder 398445 3 X3RFER Recorder 111220 3 x3vglo Vienxay 114031 3 X3KCLO Kale 108577 3 c0pring c0paina 405734 1 X3EN Emily 103681 3 X3EHEAD Emily 103684 3 X3KCLO Kale 108577 3 X3RFER Recorder 111220 3 x3vglo Vienxay 114031 3
  13. After all the discussions I read about troll animation problems, I can see another inconsistency here.
  14. Hi! Hoping I am not writing bullshit, I noticed a few things worth reporting. Inconsistencies: Kivan's Bow (and its two upgrades) are a bit messed up stat-wise: p#bow is a +1 ench longbow with +2 bonus to hit but by descripion it is just +1 to hit; p#bow01 is a +5 ench +5 to hit, by descripion it's +3 to hit; p#bow02 is a clone of p#bow02, just the description text changes. For what is worth my opinion, I edited them with NI into: +1 +2 to hit (changed the descripion accordingly); +3 +4 to hit (changed the description accordingly); +5 +6 to hit (changed the description accordingly). Bug1 (EET-only): In EET Cespenar try to upgrade p#bow01 to p#bow02 using string of Gond, you lose materials and gold but get nothing, becuse p#bow02 doesn't get copied into EET install, looking at the setup: ACTION_IF GAME_IS ~tob bgt bg2ee~ THEN BEGIN COPY ~Kivan/bam/IWREAT.BAM~ ~override~ ~Kivan/bam/CWREAT.BAM~ ~override~ COPY ~Kivan/itm/P#WREATH.ITM~ ~override~ SAY NAME1 @176 SAY NAME2 @176 SAY UNIDENTIFIED_DESC @177 SAY DESC @178 COPY ~Kivan/itm/P#BOW02.ITM~ ~override~ SAY NAME1 @179 SAY NAME2 @179 SAY UNIDENTIFIED_DESC @180 SAY DESC @181 END I don't know if the missing "GAME_IS eet" is intended for some reason I ignore. If it will be the case, ahem, I am sorry . Bug2 (Happens ONLY if this mod is installed together with BG1NPC mod). Kivan in this mod is p#Kivan.cre, but BG1NPC add the same bow with same resource name (p#bow) and restrict it to be usable ONLY by the *real* Kivan in BG1. In ITEM_USE.2da, we have: P#BOW KIVAN 9382 2 I have no idea if there is an elegant solution to make the same item usable by TWO different entities only, anyway I noticed that the author (Domi) didn't restrict the other two bows and the p#hood (all "Usable only by Kivan" by description) in the same manner, just restricted the bow to Chaotic Good Elf Rangers (plus the new kits and half-orc race added in EEs that were not present at the time, but that's easily fixed). In my game I edited them all to be Chaotic Good Elf Ranger/Archer only, being Kivan an unkitted ranger in BGEE part, and p#Kivan an Archer. Basically I just deleted that line in ITEM_USE.2da and added restrictions to half-orc, barbarians, stalker and beastmaster to the various items. Nothing fancy, pretty sure there are way better workarounds.
  15. On a lighter note, thinking about an NPC wrote for people in their 30s using me as an example made me laugh. - Constant conflict with chatty npcs and barbarians/berserker: they cause me headaches with talking and shouting. - Same true for any spell caster with their fancy tricks with intense lights and sounds. Very pissed off by chromatic sphere, being colourblind. - If lawful, complains with PCs for excessive backtracking: they waste time and should have took a more rational course of action, better planning. - Scripted constant waste of healing potions or healing spell to address chronic cervical/back pain or a penalty on carry weight. - Complain on shop prices: when I was a child for the same price of an hide armor I would have got a shortsword and a dagger too! Damned iron crisis! And the armor woul have been better quality. - Top quality relations with high moving silently chars expecially in the mornings. And vampires. - Bonus casting speed on Silence, Sleep and similar spells. Basically... It would be a nearly unhelpful companion
  16. it deserve an attempt for sure, my reasoning was just considering lore, adding up to what CamDawg said: The sword bonuses could have sense IF a sword with a tanar'ri trapped inside will give a bonus against bateezu and viceversa, considering they existentially HATE each other (it would explain the differentiation), in case it will turn out Ur-Gothoz was indeed meant to be glabrezu, the +5 vs devil when Azothet is bound and the differentiation itself don't make any sense at all.
  17. For what it's worth my opinion, rationalising the sowrd's upgrades it should be as follows: Binding Azothet (who should be a CE tanar'ri/demon) would give +5 vs good and +5 vs devils, basically both "enemies" of a CE individual. Binding Ur-Gothoz (who should be a LE bateezu/devil, Cornugon would be fine) +5 vs good and +5 vs demons, with the same logic. Binding both, should be ok as it is. Of course this is the solution that will need more edits in dialogue/voiced dialogue. "Demonic master" could still do, "Devilish master" would be better for a meticolous approach. Never done that quest, does Ur-Gothoz acts/talks in a way that could be considered more chaotic or more lawful? Honestly I think they just messed up while writing the quest, no great "mistery" to solve .
  18. Hi, Ishmael! I think that there is a Guide that could answer many of yout question (inside there is also a link specific to the originals):
  19. I noticed myself . There could be possibly a problem with: Bristlelick:0;Bristlelick BG1EE NPC - Bristlelick—the gnoll companion for BGEE Try to install it before of other NPCs, particularly Aura (In my list it's just after Afaaq, Djinni companion) or remove it. Could you check if in your BG2 EET folder there are any files of mods that shouldn't? For odd reasons in my first attempt they got copied there from BGEE folder. I don't know if what I do is correct, but I "split" the installation. At first I do BGEE/SOD + EET Core only (basically it install mods into BGEE and import them in EET) and check if the game run. Secondly I ONLY install things that go AFTER EET Core. If everything go smooth, profit, if not i totally clean the BG2EE folder for EET and start clean again ONLY with EET Core (this time comprised) and all that follows. Basically, I keep BGEE/SOD modded folder. It's just a bit less time consuming. I am still experimenting, I try just a part of mods at time and increment it time after time, if nothing bad happens.
  20. Neither do I, it was correctly placed in the first list with all the other BGEE mods. I'll let you know if I can reproduce the problem.
  21. I may empirically know this (or I may be wrong), since I am trying an EET install based mainly on YOUR list and had an error on the exact same files. I think the culprit is BG1Aerie. For unknown reasons it seemed to get installed twice (not just imported, but also installed on BG2). I manually "uninstalled" it in the BG2 folder using the exe, and then tried the install again, it was ok. Odd thing, Aerie WAS at the circus and the mod's is listed as in installed nonetheless. Opening the two files, you'll noticed that they changle completely text formatting when Aerie is involved, so possibly that's the root cause. Honestly I was thinking it was just bad luck or some mistake I made, but now it's a strange coincidence. In the next days I'll try a new clean install with MORE mods and let you know if it will happen again, taking note of possibly helpful details.
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