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Mike1072

Gibberling Poobah
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Everything posted by Mike1072

  1. @Chitown Willie That is probably a better general install order, but it may not make much of a difference in this case. The important thing is that IR's global tweaks are installed after mods that add items and the less important thing is that SR's update spellbooks component is installed after mods that add joinable NPCs. There may be a couple of items added depending on which components are installed in Tweaks Anthology or SCS, but the impact would be minor. IR used to recognize certain components in BG2 Tweaks and prevent installation of duplicate components but I don't think it's been updated to account for Tweaks Anthology. Taking a look at the WeiDU.log provided by @kreon, I wouldn't recommend installing Tweaks Anthology's "Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies" in combination with IR's "Weapon Changes". IR's component includes the proficiency changes and I can't recall what happens if the Tweaks Anthology component is installed at the same time. (Probably nothing, or at most something weird with how the proficiency is listed in the item description, so not anything to worry about too much.) Otherwise, I don't see anything that looks too out-of-place or would explain the issue you are seeing, but the log is helpful to let us try to replicate the install and do some testing when we have time. If you want to try to fix the issue in your game, you can use Near Infinity to locate the Cure Moderate Wounds spell and modify the icons and description. (The icons have the prefix "SPPR315".)
  2. While I'm not the author, I've dedicated a lot of time to maintaining SR and IR and improving compatibility wherever possible. The patching vs. overwriting discussion is a big red herring. The goal of the mod is to overhaul every vanilla spell, so whether it overwrites the files or rebuilds them using patches, the effect would be the same. (One was just easier to implement.) The mod is supposed to be installed early, so that it does not overwrite changes from other mods. I recognize that does put most of the burden for adapting to SR's changes on other mods, but I'm happy to help out to make that possible. Could you describe how DoF interacts with vanilla spells outside of assigning them to spheres? (It looks like the Fireshield stuff relates to importing your own version of Fireshield, but I'm unsure exactly what it's doing and what the preferred behaviour would be when SR is installed.) With a better idea of the specific incompatibilities, the easier ones could be resolved and the more complicated ones could be noted or handled with a quick-and-dirty solution.
  3. I took a look at your readme and a bit of the code. I wouldn't think you'd have to make too many alterations to account for SR in the sphere system. Some changes would definitely be required to account for new spells, disabled spells, and the few spells that move around (cure wounds), but the vast majority of spells have the same flavour and purpose in SR as they have in vanilla, and it's just the mechanics that change, so sphere assignments should be the same for most of them. Are there any compatibility issues I'm missing outside of the sphere system?
  4. If that's your install order, it could be causing issues (though I don't know about this one in particular). SCS should be installed after SR and IR. If you post the full contents of your WeiDU.log file, we'll be able to see the specific components and versions of mods you installed and can advise from there.
  5. Replacing SR's ADD_SPELL usage with that function would be a significant endeavour that would impact not just SR, but also mods like SCS that interface with SR's spell system. It would require writing custom compatibility code to replace the built-in logic that comes with ADD_SPELL to avoid seeing the same spell duplicated in multiple mods. I don't think it would be worth the effort. Also, I'm not interested in having to support separate versions of the mod for the EE and vanilla games at this time.
  6. Did you maybe remove the Druid Remix component at the same time? Because that's the component that would affect armor usability, as I described above. That directory should be fine.
  7. For better compatibility, I don't think the Windows line endings should be stored in repos. Users on Windows can easily deal with this by changing the git configuration setting "core.autocrlf" to true. I think @CamDawg might not have had that set, which would explain the files in this repo. The Windows installer for git sets "core.autocrlf" to true by default, but there are a variety of ways of installing git on Windows, and they might not all do it.
  8. Yes, but that's irrelevant unless Jaheira was turned into a mage or something in the saved game.
  9. Woops, I didn't think of that. Your pull request looks good. There's some funkiness going on with the line endings that's messing up the diff but that's because the file in the repo is weird, so maybe I'll try to fix that up first. Edit: oh god, so many files are CRLF.
  10. Yes, that would be a good solution. I don't have an active BGT install to check the files, but looking at the BGT code and this folder, I think Xan, Xzar, and Quayle are the only joinable NPCs who get their own special files. Edit: The Edwin and Dynaheir components should work fine as they are now.
  11. I have no idea why her sling wouldn't work. All classes are allowed to use slings. In regard to the armor, that's part of what this component does. ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 For the record, changes to ITM usability are not stored in the save file, so uninstalling the component should have been enough to revert the change without you needing to start a new game. If you're still experiencing this issue, something must have failed during the uninstallation process and this component is actually still installed. Edit: The only other component you have affecting usability is this one. ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi-Classes -> Loosen Equipment Restrictions for Druid Multi-Classes: v9 It makes it so "fighter-druids can use any items available to fighters", which would allow them to use fighter weapons and it would also override the changes from Druid Remix, if it had been installed after it. So one potential solution would be to uninstall this component from Tweaks Anthology, and then install it again. Or you could try starting over with a brand new game installation and installing the mods from scratch.
  12. This component needs to be updated to also modify bgxan.cre, which is is the BGT version of his 1st-level incarnation. (Same for the Xzar generalist component and bgxzar.cre.)
  13. Just to remind everyone: the list is still maintained over at BWL, so it'd be better to post your requests in that topic rather than this one.
  14. WeiDU is decompiling the .bcs file into a .baf file. The .bcs file doesn't contain either of these options, it contains "179". There are two different identifiers in actions.ids that correspond to that value. When WeiDU decompiles the .bcs file, it has to find the corresponding identifier for 179 and swap that in. If there are multiple identifiers, it can't put all of them in, so it picks one of them. It seems to prefer the last one in the file (DialogueInterrupt). The IESDP notes that the action.ids file in BG1/IWD1/IWD2 has DialogInterrupt but no DialogueInterrupt, so on those platforms, the line in your .bcs file would decompile to DialogInterrupt instead. Yep, that would match Dialog, Dialogu, Dialoge, and Dialogue. A regex for just Dialog and Dialogue would be "Dialog\(ue\)?" or "\(Dialog\|Dialogue\)".
  15. Those are the BG1 proficiencies. BG2 proficiencies are handled via effects using opcode 233. If you scroll down to the bottom of the CRE resource, you should find all of the effects attached to that creature. The existing proficiency effects are labelled "Modify proficiencies (233)". You can edit those and add or remove effects as needed. If you need to add more, I recommend right-clicking an existing 233 effect, copying it, then right-clicking again and pasting it, then editing that copy. The fields you should be changing are "# stars" and "Proficiency". It's important that the other fields remain as they have been set (especially Type, Timing mode, and Probability 1).
  16. Sounds more than fair. She should have started as a fighter 7/mage 8, so if she's already levelled up twice, I wouldn't have any qualms about making her a fighter 7/mage 10, or a fighter 9/mage 1. Go with whatever you're comfortable with.
  17. She should be a level 7 fighter dual-classed to mage. Her mage level will depend on when you meet her, but the lowest is 8. She knows mostly fire-based wizard spells. At level 8, she knows Burning Hands, Identify, Aganazzar's Scorcher, Flame Arrow, Fireball, Melf's Minute Meteors, and Fire Shield (Red). I'm not sure what went wrong in your game. You could use WeiDU's --change-log feature to try to figure out if another mod changed Tyris but I can't think of anything that would. (The relevant files for her different-level versions are g#tyrs8.cre, g#tyrs10.cre, g#tyrs11.cre, g#tyrs13.cre, and g#tyrs16.cre.) If you just want to fix the issue quickly, you can probably dual-class her to wizard in-game and maybe give her some XP to catch up.
  18. The widescreen files should be in a subfolder named widescreen.
  19. I can't think of any resources that describe the vanilla spells in greater detail than the descriptions. For that, you'd have to pop open something like NearInfinity to inspect the files in your game. The Pit Fiend in SR is probably more powerful than the one from vanilla. If I recall, the power of summons in general was increased, and some specific summons (celestials, fiends) were updated to be more in line with their proclaimed power in the setting. I know SR's Pit Fiend has been nerfed at least once after feedback of being too powerful. As far as skipping individual spells, this is possible with a bit of manual tweaking. You'd have to open up spell_rev/components/main_component.tpa before installing the mod, find the lines pertaining to the spell you want to skip, and then comment out each line by prefixing it with two forward slashes (//). For example, lines 3072–3081 pertain to the ninth-level Gate spell.
  20. It does seem good, but I don't know if it's out of place. Regarding the comparison with Cloaks/Rings of Protection, they don't just give AC, they have bonuses to saving throws, too. And the +1/+2 ones are essentially BG1-tier items.
  21. Sounds good. The component in IR that deals with wands just makes them usable by thieves (and ensures they have an minimum intelligence requirement).
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