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MikeX

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Everything posted by MikeX

  1. I don't know, how helpful this will be, but here it is: spell.tra: -artifacts removed General: -Strings from shared.tra are installed in English although German is selected (e.g. *quaffs elixir of health*) friendly_fiends_core.tpa, line 137: LAF return_detectable_string STR_VAR type="DW_POWER_UPGRADE_M1" RET string_low=string END missing " carsa_add.baf, line 64: DisplayStringHead(Myself,%carsa_say_strref_8%) missing strref? SPWI101.spl: "3 Phasen" / "3 turns" added to the end of the spell description
  2. stratagems_master, bg1fix.tpa, line 178: Shoudn't it be : WRITE_LONG 0x60 (THIS=0)?1:THIS 0x64 -> 0x60
  3. Once more, thank you for your continuous support.
  4. @Bartimaeus I've installed the latest IRR on a BGT game and it looks like the 319s on the Equalizer are still there.. Did I miss anything?
  5. @dark0dave I've tried this, because none of the other tools I'm aware of, has the option to take an existing weidu.log into consideration and skip already installed mods/components. So, I've tried the option '--skip-installed', because I want to add some mods/components to the end of an existing install. Unfortunately with this option set, I always get a fault from the first existing mod component, in my case: ... thread 'main' panicked at src\mod_component.rs:30:32: Could not find tp2 file, from: ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: v28 ... I'm on Windows 10. My batch file to launch mod_installer: This is my current weidu.log (the install was created using mod_installer): Mod_installer seems to can not install BGT, probably because at some point this mod expects the input of the path to the BG1 install. So, I want to install it manually and than continue with the rest from this log file: Any help on whether and how this can be achieved would be greatly appreciated.
  6. @Bartimaeus Sorry to bother you again. SR(R?) installs on a BGT game SPIN733.SPL with EE only Opcode 324.
  7. @Bartimaeus IR(R?) installs on a BGT game OHSW1H55.ITM (appears to be unused) and SW1H54.ITM with EE only Opcode 319.
  8. This looks like an unresolved item ('WIZARD_SCROLL_...') installed by SCS...
  9. Yes, I saw the major overhaul and restructuring and was wondering whether it's already in shape for testing or not. Ok, that makes perfect sense for the purpose it's used (to reset a bit), I should have looked closer. It just caught my attention, because 'BIT6' was not highlighted by your excellent NPP highlighter...
  10. May I ask, what the actual state of the BG2 Fixpack on Github is? It's a little bit confusing, the latest release is V13, but there are quite a few commits and a major overhaul since then in development, which, when downloaded is called V11. Can/should this version being tested? Also, I've found a little typo in 'core_item_bulk.tph, line 447': PATCH_IF (IS_AN_INT params_2) BEGIN // add/remove magical flag PATCH_IF (params_2 = 0) BEGIN WRITE_BYTE 0x18 THIS & `BIT6 END // remove magical flag PATCH_IF (params_2 = 1) BEGIN WRITE_BYTE 0x18 THIS | BIT6 END // add magical flag There's a char in front of BIT6. Thanks
  11. Thank you very much. Could you please also include the current necessary hotfix mentioned earlier in this thread?
  12. Yes it is, with this: ~BG2IMPROVEDGUI\BG2IMPROVEDGUI.TP2~ #0 #3000 // Innate/Ability/Spell Description Screen on Right Click (includes Icon/Item Abilities/Tooltip fixes and Innate/Ability text update by Prozh): 5.5 But neverthless it wouldn't hurt (I think) to see the description at least in NI...
  13. I think the section 'Innate ability description' (@2001 and on) should be copied (moved?) from kit_ee.tra to kit.tra. Otherwise in non-EE games there are random wierd descriptons of the abilities...
  14. Sorry to bother again, but is there anything that can be done about it (regarding not showing adding the component names)?
  15. That's what I did, but did not work: Part of my WeiDU.log: ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: v28 ~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: v28 ~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: v28 ~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: v28 Part of the resulting yaml: - name: tobex language: 0 components: - 100 - index: 101 component_name: '101' - index: 102 component_name: '102' - index: 103 component_name: '103' - index: 105 component_name: '105' I used latest release v1.3.1. There seems to be a difference about the options that are showing with --help on my version...
  16. Thanks for the tool. I'm playing with it on windows. For the 'reverse' command, could you also read the component names from weidu.log and put them into the yaml file? ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: v28 ~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: v28 ~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: v28 ~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: v28 ...
  17. This is quite amazing! A suggestion: Change current naming from Base Armor Class to Armor Class and Armor Class to Armor Class Bonus. Switch sign of Armor Class Bonus by multiplying it with -1, then it's more intuitive (since lower numbers are better) to calculate the resulting armor class. Example result (current), from a cursed item: Equipped abilities: - Base Armor Class: 5 - Armor Class: -10 vs. missile attacks - Armor Class: +2 vs. slashing attacks - Armor Class: +1 vs. piercing attacks armor class vs. missile attacks = 5 - (-10) = 5 + 10 = 15 armor class vs. slashing attacks = 5 - (+2) = 5 - 2 = 3 armor class vs. piercing attacks = 5 - (+1) = 5 - 1 = 4 Example result (suggestion), same item as above: Equipped abilities: - Armor Class: 5 - Armor Class Bonus: +10 vs. missile attacks - Armor Class Bonus: -2 vs. slashing attacks - Armor Class Bonus: -1 vs. piercing attacks or, even better and one line shorter: Equipped abilities: - Armor Class: +15 vs. missile attacks - Armor Class: +3 vs. slashing attacks - Armor Class: +4 vs. piercing attacks
  18. After installing the mod in German, I checked with NI 'For String Encoding Errors'. There were clearly some malformed umlauts. So I opened all German tra file with Notepad++, checked the encoding and converted any UTF8 tras (see list in my initial post) to ANSI. Installed again and the issues were gone.
  19. Thanks for the update. Unfortunately it does not install on a BGT game, if BG1UB 'Mysterious Vial' is installed. brage_bg1ub_vial.d missing // in first line after fixing that -> 'no translation provided for...': brage_bg1ub.tra should probably be brage_bg1ub_vial.tra Also NI reports string encoding issues in tra/german (utf8 should be ansi): brage_ajantis_sod.tra npcbanter_sod.tra brage_i4e_sod.tra BRAGE_bg1npc.TRA brage_bg1ub(_vial).tra brage_bgqe_bitchqueen.tra
  20. @Bartimaeus Thank you for the clarification and sorry for the crap .
  21. That is what I've gathered: Offical IR copied vanilla HELM02 'Helm of Opposite Alignment' to HELM02_ and then changed HELM02 to 'Helm of Despair'. Because some mods (including yours before V4.0) rely on/react to HELM02 being the ''Helm of Opposite Alignment', IRR changed HELM02 back to vanilla and made 'Helm of Despair' a new item code DVHELM02.
  22. As said in the linked thread above: IR 'breaks' (at least kind of, some dialog options make no sense) mods first, that rely on HELM02 being the 'Helm of Opposite Alignment' by changing the vanilla item to something completely different (Helm of Despair). Probably because it was unused in oBG2/ToB and IR has been originally designed only for this. It was used in oBG1, but very unlikely to obtain by the player. Now with BGT, mod(s?) (e.g. cursed items revision) make it available more easy for the player.
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