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MikeX

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Everything posted by MikeX

  1. 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...
  2. Sorry to bother again, but is there anything that can be done about it (regarding not showing adding the component names)?
  3. 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...
  4. 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 ...
  5. 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
  6. 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.
  7. 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
  8. @Bartimaeus Thank you for the clarification and sorry for the crap .
  9. 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.
  10. 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.
  11. Hello Salk, following this conversation @Bartimaeus changed HELM02 back to its origins and made the Helm of Despair now dvhelm02, which is IMO the way it should be. Unfortunatly this breaks the installation of your mod as of V4.0, because there is no HELM02_ with IR(R) installed anymore. So the compatibility code, you just put in for V4.0 needs to be revised to account for the change on the IR(R) side. Also, could you maybe revise the installing order recommendation regarding ua (unique artifacts from @Magus)? I think this mod has compatbility code for your mod and thus your mod could be installed BEFORE ua, espacially since the latest recommandation for ua is now to put it after SCS. Thanks, I really like your mod.
  12. Just to clarify, I have the main component installed (in front of the other). I've found the issue with Salk's HELM02. His description says 'Protects from...' instead of the expected 'Protects against...'. So maybe this should be changed/added to description_updates.tra, line 589 (not tested): // Remove ~Protects Against Critical Hits~ from helms @100422 = ~[%LNL%%MNL%%WNL%]\([ %TAB%%emdash%]*\)\(Special:[ %TAB%]+\)?Protects[ %TAB%]+\([Aa]gainst|[Ff]rom\)[ %TAB%]+[Cc]ritical[ %TAB%]+[Hh]its~
  13. I investigated a little further, using NI: HELM02, as far as NI is telling, has no use references in oBG2 (That's probably why Item Revisions changed/used it?). In oTotSC (and clean BGT 1.22) HELM02 has two use references: 1. jamie.cre, but it is not assigned to any item slot 2. deathk1.cre, the death knight that appears outside Durlags Tower killing the tourists and disappears. So originally there seemed to be only a very small chance to obtain this item after all. But mod(s) change that and, as you said, it would be a good idea to leave the original HELM02 and make the 'Helm of Despair' a new item code. By the way, I stumpled across this while investigating item descriptions not properly updating when installing Item Revision component 'Revised Critical Hit Aversion'. The descriptions afterwards contained two lines 'Amor Class Bonus:', one with 'none' and one with '+1'. Changing line 59 in critical_hits.tpa from 'SPRINT t1 @100422' to 'SPRINT t1 @100423' seemed to have solved the issue. I use 'item_description_style = 1', there might be a similar issue for the other description styles. There's still an issue in this regard (not removing line 'Protects against critical hits') with HELM02 changed by Salk's Cursed Items mod, investigating further...
  14. @Bartimaeus Could you have a look at how HELM02.itm and HELM02_.itm are distributed to a BGT game, please? After installing BGT there is only HELM02.itm as 'Helm of Opposite Alignment'. After installing Item Revisions main component HELM02.itm becomes 'Helm of Despair' and it creates HELM02_.itm and makes this the 'Helm of Opposite Alignment'. There are at least two npc mods (Brage, Atjantis) that react to HELM02 as being the 'Helm of Opposite Alignment', so HELM02 should probably not be changed (at least for BG1/BGT). Salk's Cursed Items mod also seems to assume that HELM02 is the 'Helm of Opposite Alignment'. Thanks.
  15. At my current BGT game run, I've it set to 75/75 and so far (end of chapter 4) I havn't got any empty spell book.
  16. V4.28 (and lower) The .d files in question (e.g. 'd5_stalk.d') are located in folder 'might_and_guile\feats\dialog'.
  17. There are a couple .d files (e.g. d5_stalk.d) with lines like this: IF ~GlobalLT("D5_STRID","LOCALS",1)~ THEN REPLY @2210 GOTO d5_stalk_16 which reference not existing tra entries @2210 (and @2211). BiG World Fixpack adds empty tra entries for this (e.g. @2210 = ~~), probably to work around possible issues.
  18. Nevermind, I downloaded the mod file again, unpacked everything and now all German tra-files UTF-8 coded, wierd... Topic could be deleted.
  19. In my German BGT installation all German 'umlauts' (äÄ/öÖ/üÜ) within words are deleted. Example: Might it be due to German tra-files are ANSI coded and HANDLE_CHARSETS expects them to be UTF-8 coded?
  20. I prefer IR/R's version for consistency (description, price, lore...) and really appriciate all the effort and continuous support especially you put in. I 'borrowed' the idea and code from startegems to make my own little mod to redistribute some +1 weapons back ino the game...
  21. Probably somehow related... Component #3501 adds a non-existing item '%WIZARD_.itm' to 'resar.cre'. From Lolfixer: RESAR.CRE issue: Inventory Item #4 (%WIZARD_.itm) does not exist! Removing item... Probably from 'standardise_bg1_spells.tpa': I haven't figured out, where the connection between '%WIZARD_%spell%_SCROLL%' and the actual item is made...
  22. Minor issue reported and corrected by Lolfixer: AROW02.ITM issue: Ability #0 has a non-existent icon (mwwarow0.BAM)! Assigning Inventory Icon (mwarow01.BAM)... masterwork.tpa, line 295: WRITE_ASCII 0x76 ~mwwarow01~ should be: WRITE_ASCII 0x76 ~mwarow01~
  23. Component #5900 adds a non-existing item 'WIZARD_S.itm' to shops (random). From Lolfixer (only one per install): BERNARD2.STO issue: Stocked Item #2 does not exist (WIZARD_S.itm)! Removing item... TRMER04.STO issue: Stocked Item #2 does not exist (WIZARD_S.itm)! Removing item... Looks like a name resolving issue... Probably from 'bonus_spell_scrolls.tpa': debug:
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