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Mike1072

Gibberling Poobah
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Everything posted by Mike1072

  1. Version 6 (and now 7) has been released. Get it now in the downloads section here or check it out on GitHub. If you encounter any problems with the BG2EE compatibility or discover any bugs, please report them here. The combined change log is below. Added Polish translation by Cahir BG2EE compatibility FixedAnomen's armor wasn't providing its Sunray ability Anomen's armor was casting Negative Plane Protection as a long-lasting spell each time it was equipped rather than providing the effects while equipped Anomen's armor wasn't providing AC bonuses vs. types as appropriate for full plate Anomen's helmet wasn't providing Infravision while equipped Anomen's helmet's Phantom Blade ability was using the scroll icon instead of spell icon ChangedStandardized item descriptions Moved .tp2 into mod folder for tidiness
  2. Alien was suggesting that subtledoctor do that; I was suggesting that subtledoctor not do that.
  3. Please don't do that. It violates the policy we have in place for hosting G3 mods on GitHub and it would also be a mess to sort out later. Ardanis' repo started at v7 and its commits were planned for a v8 that was never finished; CamDawg's v8 is something completely different.
  4. I don't think there's an up-to-date version of DR on GitHub (Ardanis has one that's pre-v8 and largely abandoned).
  5. Line 1800 in setup-divine_remix.tp2: REPLACE_TEXTUALLY ~^\(DRUID\|FIGHTER_DRUID\|TOTEMIC_DRUID\|SHAPESHIFTER\|BEAST_FRIEND\)[ %TAB%]~ ~\1 0 1 0 1 1 1 0 1 0~Should be: REPLACE_TEXTUALLY ~^\(DRUID\|FIGHTER_DRUID\|TOTEMIC_DRUID\|SHAPESHIFTER\|BEAST_FRIEND\)[ %TAB%]+.+~ ~\1 0 1 0 1 1 1 0 1 0~
  6. It would be a ton of work to replace the armor identification system and doing that would make it less accurate than what we've got now. Updating the list isn't hard if you get a volunteer to install a bunch of mods and run a little utility that extracts all the armors that aren't included in the list.
  7. If the Store Revisions component is acting up, I'd recommend avoiding it for now simply because that's Ardanis' baby and he hasn't been around to maintain it. I think it's only supposed to affect BG2 at this time. That might* work for what he's doing, but we also have to determine whether armors are supposed to freely allow spellcasting and thievery, whether they're made of scale (which druids should be able to use), made of mithril or elven-made (reduced spellcasting and thieving penalties). I might consider using name detection for something simpler like the bracer/glove component, but that can run into complications of its own relating to translations and there will always be a few items that are exceptions to the rule. *A lot of the weird mod-added items can be tricky to identify and may contain contradictions or errors. For example, it looks like this component replaces the armor value of items, recalculating it using the standard value for the armor type and subtracting the enchantment value. I wouldn't trust that all mod-added armors have the right enchantment value specified because I think that field only has an in-game effect for weapons. I also don't trust unidentified names completely, because I've seen cases where an item has been changed significantly from the original item it was based on and the unidentified values left incorrect because the item comes pre-identified in the mod. (When updating these lists I manually categorized armors using clues like the item description and unidentified name, enchantment value, armor bonuses vs. type, etc.)
  8. Good pointer in the right direction. (I notice we'll probably also have to fix our axes because we use the old way of making the whole item unusable by druids.) Yeah, I checked IESDP and saw opcode #319, but the description was confusing about whether it served to restrict items from certain creatures or restrict items to certain creatures. I recall when CamDawg first posted about it and seemed to indicate it could do both. I'll have to experiment with that. We should be able to get what we want by making the item usable by paladins, then adding #319 effects to restrict it from TRUECLASS, CAVALIER, INQUISITOR, and UNDEADHUNTER kits. Unfortunately this won't make it unusable by mod-added paladin kits, but we could maybe include a fix for that in the weapon changes component.
  9. IR's main component is designed to change specific items in specific ways. It replaces items on an individual basis, so while not technically using a list, it only affects the items it knows about and wants to change. If SoD introduces new items, they won't be changed by the main component (unless we decide later they should be). I don't know why SoD would introduce new generic non-magic or plain +1/+2/etc. copies of items that already exist in the game, but we can find a way to address that if it's happening. I'm aware that some of the BG1 items in EET are not being modified by IR's main component even though they should be - that's because they were given different filenames than in BGT. It should be quite easy to fix since k4thos recently provided a list of such files. IR's global components are designed to affect all items in the game, including new ones added by mods (or expansions like SoD). There are a few components that can't function without knowing extra information about items. For example, it's impossible to tell the difference between different types of armors just by reading from the item files, so we use lists to classify every armor in the game or added by a mod. When new mods (or expansions) are released, those lists need to be updated or else the items can be miscategorized. It's unfortunate, but that's the only way to make these components have the effects we want. This relates to the armor, shield, bracer, and wand components. Other components, like the weapon changes, can correctly identify items using just the information stored in the item file, so they don't need to be adjusted when new mods come along.
  10. It may be tricky to make items usable by blackguards but not regular paladins. Does anyone know if there are any such items in vanilla BGEE/BG2EE? Maybe some new method added in the EE engine can accomplish this sort of thing? Otherwise, we may have to live with this or change the items so they are restricted from all good characters instead of just paladins.
  11. Nothing has been done for SoD yet, but the global components should mostly work (perhaps the shield/armor/bracer lists need to be updated). I have yet to finish playing the expansion, but once I do, I'll be happy to address any compatibility concerns. That's great. If you're familiar with using GitHub, you can fork the G3 repo and submit pull requests directly, or you can just post your corrections here on the forum in the new typo thread linked below. Could you explain further? I'm not familiar with how Scales of Balance works. Yes, this thread is getting fairly unwieldy. I've created new topics for reporting Typos, Bug Reports, and Feedback.
  12. Please post here any feedback relating to item changes or other components of the mod.
  13. Please report any errors or inconsistencies here.
  14. Please report any typos or fixes to item descriptions here.
  15. Yes, things like this should be reported to IR.
  16. It probably is a stupid idea but if item_rev is changed not to copy any items (and only copy the relevant bams if 1pp is not already installed) but patch the items to create the necessary effects, would this problem with 1pp go away ? That's not going to happen, but if it did, it would only solve part of the problem and it would take more time than fixing things the regular way. The basic issue is this: 1PP changes lots of item icons and colours. IR was built on top of 1PPv2 (and the WIP v3, which added new shield and helmet animations). IR customized some of its items so that they have different icons, colours, and animations (to match IR changes to the items, to create matching armors sets, and to take advantage of new animations). 1PPv4 changes a lot of the things from 1PPv2, and it includes different shield and helmet animations than the WIP v3, plus some other new animations as well. So, to update IR to truly take advantage of 1PPv4, we basically have to do a comparison between 1PPv2->1PPv4 and 1PPv2->IR, and port over any changes from the v2->v4 update that supersede or don't conflict with the changes from the v2->IR update. Then maybe see if any of the new animations for weapons could be used in some way, or check if the 1PP components that assign them to items would work okay with IR. To do the comparison, I'm probably going to have to write a WeiDU mod to extract the item colours, animations, and icons for all of the IR items and get the output from each scenario (1PPv2, 1PPv4, IR). That's probably faster than attempting a manual comparison. But it's still a bunch of work which is why it hasn't been done yet.
  17. This sort of thing is always welcome. We'd love it if more people would provide description fixes or report typos. Nowadays, it's possible to contribute them directly through GitHub, too. I went through it all in WinMerge and incorporated a lot of the changes. I left out some of the style changes I wasn't keen on (swapping the Immune lines with Protects Against, adding unnecessary prefixes like Spell Memorization, conflating some specific spells with the more general effects, renaming the flavourful abilities) and some of the stuff I didn't want to touch without discussing with Demi (the ordering of abilities, summoned creature statistics). I did include these changes: standardizing saving throw blocks moving "(x per day)" from abilities row to the individual abilities for versatility prioritizing "THAC0" and "AC" abbreviations over "attack rolls" and "armor class" capitalizing dice info and spacing out bonuses (e.g. 1D4 + 1 not 1d4+1) removing "points of damage" in favour of "damage" removing "additional" qualifier on abilities providing bonus damage/THAC0 where obvious (note: there were many cases where it was not obvious how these interacted with regular THAC0 and damage, so those instances continue to use "additional") two linebreaks between paragraphs in flavour text Oxford comma for lists more commas added to clarify messy sentences There were some numerical fixes included in the changes, which I added, but there were also some errors (since I suspect this was developed for an earlier version of the mod), which I left out. I incorporated a lot of the changes that served to fix some of the weird sentences in flavour text and ability descriptions, but I also tweaked a lot of them and fixed some other things that weren't included in your changes. I'll get back to you about the 1PP stuff, but I don't recommend installing 1PP after IR: you will definitely get some cases where your icons no longer match the item (e.g. bucklers that look like some other type of shield).
  18. It's a complicated issue. IR's changes are based on 1PPv2 (and v3), and a lot changed between 1PPv2 and 1PPv4. We've incorporated the 1PPv4 shields, but I don't think we are using the v4 helmets or paperdolls yet. That is probably the cause of any alignment issues. I think the new paperdolls can be included without any problems, but we'll have to analyze the helmet issue more carefully because not all of the WIP v3 helmets were included in 1PPv4. We haven't included any changes to icons or .itm files (colours and animations), because those need to be evaluated on an item-by-item basis. Right now, the installation instructions attempt to guide users so they get the IR changes (based on 1PPv2 and v3), plus the non-core content from 1PPv4. Bartimaeus, what you posted is a little worrisome - I don't know why you would be getting animations for bucklers when dealing with large shields. Can you confirm which 1PP components you installed and in what order relative to IR's main component? Salk, your reports are appreciated, but as I mentioned, it's complicated. Regarding your bg1looksfix mini-mod, there's a lot of code there that looks like it's from some version of 1PP, a bunch of icon changes (including items like belts and bracers), and some stuff that doesn't look like it has to do with appearance at all. It's hard to incorporate any of that into IR without a readme describing what exactly is being fixed.
  19. EET compatibility has been updated to coincide with changes in EET RC1. Two BiG World fixes have also been included: improved robustness when files are missing and the ability to handle EE v2 changes to .ids files.
  20. We still lack access to the FTP, so no. You can view the readme on GitHub, though.
  21. I've accepted your pull requests and released Tweaks Anthology Beta 5 with your changes and another bugfix. I don't think CamDawg will mind.
  22. I've released Beta 5 with the reindexing fix for the Wear Multiple Protection Items component and some additional changes for EET compatibility from K4thos.
  23. I've added .7z to the list of allowable filetypes.
  24. I took a look, and this was a result of the Tweaks component not being able to handle items that had effects listed before abilities. I included a reindexing function and used it in this component so any items it encounters will have their abilities moved before their effects, hopefully negating the problem (in this component, at least). Feel free to include these changes in the BiG World Fixpack until a new version of the Tweaks Anthology is released.
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