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Mike1072

Gibberling Poobah
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Posts posted by Mike1072

  1. IR's masterwork weapons can still be installed, but they are disabled by default for v4. To install them, you need to open settings.ini and change the appropriate value before installing the mod. We disabled it for a couple of reasons.

    • It wasn't substantially different from the one in SCS.
    • It was coded pretty stupidly.
    • I never got around to implementing it the way I really wanted: introducing them as separate items with unique icons, instead of replacing +1 weapons.

     

     

    SCS currently assumes that if IR's main component is installed, then masterwork weapons are as well. Masterwork weapons are actually part of the Store Revisions component now and only installed if you follow the procedure above. If you'd rather use fine weapons from SCS, you can delete the following from setup-stratagems.tp2 at line 478 before [re]installing SCS:

    REQUIRE_PREDICATE !(MOD_IS_INSTALLED ~item_rev/item_rev.tp2~ 0) @3376
  2. Emm btw anyone knows what's the deal with authorisation?

    You're supposed to get an email when you sign up. Clicking the link in the email validates your account.

     

    For a while, though, the forum software has been refusing to send emails to certain email providers. Now, we manually authorize a user once they make a post or two that indicates they're not a spambot.

  3. I have a question:

     

    I'd wanna modify the weapon_stats a bit for personal favorite which gives AC bonus to Staff. But there is no column like "ac" in ir_weapon_stats txt file so I'm afraid it correctly works when I add the column manually in the file. would it work correctly as I expect?

     

    Adding columns will have no effect. The table is used by our components to modify weapon stats. We have no code to add AC to weapons or read from an AC column.

  4.  

    In what file is there the 2d6 typo for Throwing Axes?

    The Readme. I replaced the old list of Weapon Changes with a huge table but it had a few typos (e.g. leania didn't noticed but spears too had incorrect dmg, 2d4 instead of 1d8).

     

    Speaking of that table, @those who can read it, do you think it's fine as it (e.g. single dmg column - from x to y) or do you think it would look better with multiple columns similar to Revised Shields table (e.g. Old Dmg column and New Dmg column).

     

     

    I think it needs an update to make it easier to compare old versus new values for all stats (damage, speed, attacks per round, THAC0 bonuses) without getting too wordy.

     

    Most of the tables need some work to make them nicer to look at. I think enforcing a max-width on them will help. They're all going to get moved to a separate file or maybe some sort of fancy hide/show button to keep the readme clutter down.

  5. Thanks, Jarno, I did a word.

     

    I don't see why both of the solutions wouldn't work... cause k's one excludes the whole item at the copy phase, while yours excludes it at the patch phase.


    Well, kreso's won't work at all because it does something completely different. Let's break down the regular expression.

    ^.+[^chalhelm || compon05]\.itm$

    The interesting parts here are the .+ and [^chalhelm || compon05].

    .+

    This will match any characters one or more times. It is greedy and will gobble up as many characters as it can, except for characters required to match the remaining parts of the expression.

    [^chalhelm || compon05]

    This is a character set. It will match ONE character only. Character sets normally match any character specified within, but because the first character is a ^, it's an indication to match any character that's not specified within.

    So, what this actually does is find all .itm files with a name that ends in a character that is not a 0, 5, a, c, e, h, l, m, n, o, p, |, or space. Since chalhelm.itm ends with an m and compon05.itm ends with a 5, they are excluded, so it appears that it accomplishes the goal, while it does something very different.

    It is actually much harder to use regular expressions to find things that don't match a specific string than it is to find things that do match a specific string. Here's a regular expression that matches all strings except chalhelm and the empty string. To get it to match all items other than chalhelm.itm, you would add \.itm right before the ending $.

    ^([^c].*|c([^h].*)?|ch([^a].*)?|cha([^l].*)?|chal([^h].*)?|chalh([^e].*)?|chalhe([^l].*)?|chalhel([^m].*)?|chalhelm.+)$

    There are 9 alternatives and it matches any of them:

    1. string that starts with something other than c
    2. string that starts with c and is followed by something other than an h or ends
    3. string that starts with ch and is followed by something other than an a or ends
    4. string that starts with cha and is followed by something other than an l or ends
    5. string that starts with chal and is followed by something other than an h or ends
    6. string that starts with chalh and is followed by something other than an e or ends
    7. string that starts with chalhe and is followed by something other than an l or ends
    8. string that starts with chalhel and is followed by something other than an m or ends
    9. string that starts with chalhelm and is followed by additional characters

    Presented above, the regular expression is not in proper WeiDU syntax. For visual clarity, I left out the backslashes for groupings and alternatives. Here is the same expression formatted for WeiDU.

    ^\([^c].*\|c\([^h].*\)?\|ch\([^a].*\)?\|cha\([^l].*\)?\|chal\([^h].*\)?\|chalh\([^e].*\)?\|chalhe\([^l].*\)?\|chalhel\([^m].*\)?\|chalhelm.+\)$

    You will understand why we don't use this method.

     

     

    Again, install fail on "illegal offset".


    If this pops up on non-borked files, it's indicative of an error in the patching code. That should be fixed rather than excluding the files it fails on.

  6. Those regular expressions don't do what you think they do. Crev's way is better and it should work. Maybe there is a problem with case sensitivity.

    Try replacing:

    PATCH_IF found_dispel=1 && "%SOURCE_RES%" STR_CMP trollreg BEGIN

    With:

    PATCH_IF found_dispel=1 && NOT ~%SOURCE_RES%~ STRING_EQUAL_CASE ~trollreg~ && NOT ~%SOURCE_RES%~ STRING_EQUAL_CASE ~cdtorgal~
    

    Edit - with this:

    PATCH_IF found_dispel=1 && NOT ~%SOURCE_RES%~ STRING_EQUAL_CASE ~trollreg~ && NOT ~%SOURCE_RES%~ STRING_EQUAL_CASE ~cdtorgal~ BEGIN
    
  7. Bit of a bug here: after installing the latest beta, various weapons get assigned the wrong string in the name field. (Edit: okay I just looked two posts up, and this is what Darkersun is talking about. The precise problem is described below.)

     

    Example: in BGEE, the item name for an unenchanted bastard sword ("Bastard Sword") is in strref 6646. An identical-looking string, which also reads "Bastard Sword" is in strref 25000. That string is the one used for the bastard sword proficiency. They are not redundant; it is good that both strings exist because it means a modder can change the proficiency but not the item name, or vice versa.

     

    Installing IR switches the string used for the name of SW1H01.ITM from 6646 to 25000. If a player installs a mod (like mine) that changes the bastard sword proficiency, that player will end up with incorrect names for the items.

    That sounds like an EE/WeiDU problem rather than an IR bug. IR doesn't do anything fancy here - it uses WeiDU to write the string "Bastard Sword" as the item name. WeiDU looks up "Bastard Sword" in dialog.tlk and puts in the strref it finds.

     

    Edit: Actually, this is something you can fix in your mod. Instead of writing your new proficiency string on top of the "Bastard Sword" strref in dialog.tlk, you should assign your string its own strref and update the value stored in weapprof.2da.

  8.  

    I am not sure if this is a SR bug or just a BG2 bug but....

     

    Whenever you create a Simulacrum or Project Image of yourself, they banter incessantly about their spells failing, pick pocketing, and setting a trap. It doesn't affect gameplay but it is slightly annoying.

     

    Never heard of this bug before...is anyone else experiencing it? o.O

     

    What game is Baptor using?

     

    Playing on BGEE, I have noticed a few cases where spells display incorrect strings. BGEE doesn't share the exact same .tlk as BG2, so we will have to change some of the places to not use hardcoded string references.

  9.  

    @TiroFisso another beta tester said that installing IR before SR cause your issue, though other players did not reported such issue. That being said I have no idea why that potion would be causing any issue... If you can follow Jarno's suggestion a changelog would be useful to track down the issue.

    I forgot...

     

    change-log:

    Mods affecting POTN11.SPL:
    00000: ~ITEM_REV/ITEM_REV.TP2~ 0 1300 // Shields Can Bash: V4 Beta 3
    

     

    That is interesting. I took a brief look at the code and there is some stuff that inserts bytes and updates offsets; there may be a bug causing it to corrupt some files. I'll leave this for Ardanis to investigate.

  10. This time all Spell Rev was installed without problems, but when i tried to install Softer Spell Effects from 1PP mod this is the result:

    ERROR: illegal 2-byte write (J) offset 272 of 202-byte file SPWI810.SPL
    ERROR: [SPWI810.SPL] -> [override] Patching Failed (COPY) (Failure("SPWI810.SPL: write out of bounds"))
    Stopping installation because of error.
    Another mod, another file, but same bug...

     

    That's a similar error message, but it's a different bug. In this case, 1PP is assuming the file has 4 effects, like it does in vanilla, but it doesn't anymore. 1PP should use a loop to alter each effect, so that it will work regardless of the number of effects.

     

    1pp/install/114_effects.tph

     

    Current Code

    ADD_PROJECTILE      ~1pp/core/1ppv4_pro/1PINCIND.PRO~
    
    ACTION_IF (FILE_EXISTS_IN_GAME ~SPWI810.SPL~) THEN BEGIN
      COPY_EXISTING ~SPWI810.SPL~ ~override~
        PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files
          WRITE_SHORT  0x98 ~%1PINCIND%~
          WRITE_SHORT  0xc0 ~%1PINCIND%~
          WRITE_SHORT  0x110 ~%1PINCIND%~
          WRITE_SHORT  0x138 ~%1PINCIND%~
        END
        BUT_ONLY_IF_IT_CHANGES
    END
    
    Looping Code

    ADD_PROJECTILE      ~1pp/core/1ppv4_pro/1PINCIND.PRO~
    
    ACTION_IF (FILE_EXISTS_IN_GAME ~SPWI810.SPL~) THEN BEGIN
      COPY_EXISTING ~SPWI810.SPL~ ~override~
        PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files
          READ_LONG  0x64 abilities_off
          READ_SHORT 0x68 num_abilities
          FOR (i = 0; i < num_abilities; i += 1) BEGIN
            WRITE_SHORT (abilities_off + 0x28*i + 0x26) 1PINCIND
          END
        END
        BUT_ONLY_IF_IT_CHANGES
    END
    I believe there are other patches in this component and other 1PP components that have similar issues.
  11. hi im new here and was wondering is someone can point me in the right direction or has an answer to this im haveing trouble with gemrb i got a prestige 7 visual land tablet i put bg1 on gemrb the game runs but when i first start and go into the tavern to buy equipment everythings fine till i hit done gemrb force closees with no error message i got the gog version and bg1 tweaks from here any help would be appreciated thanks in advance

     

     

    You can try asking in the GemRB forum. You will probably get a better response if you add punctuation to your posts.

  12. I must say, I am a bit worried about the lack of any activity in both this and SR's Forum.

     

    I see both Ardanis and Mike1072 posting here and there (and very happy about them being with us) but seldom here. At this point, what is the cause of this stalemate?

     

    We work on mods when we have the time, energy, and desire, and for me, that's just not happening right now. It's hard to say when the modding bug will strike. Similarly, it's been quite some time since I last played an IE game.

     

    If I recall correctly, my IR to-do list consists of:

    1. Research known/suspected mod compatibility issues for IR (and possibly SR). Mainly 1PP and BGT/Tutu/BG(2?)EE.
    2. Fix any easily fixed compatibility issues and update readme with compatibility recommendations
    3. Confirm everything else is ready to go with Demi and Ardanis
    4. Package and release the mod

    Now #4 is relatively simple enough, but #1 and #2 are the things that will make the release actually successful.

  13. Finally got Khalid as a Fighter/Mage to level 5 and there seems to be an issue. The level 5 feat of Weapon Training removes his previous longbow and bastard sword levels and just sets everything to 1.

     

    Same results with Jaheira a few minutes later.

    Are you using BGEE?

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