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agris

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Posts posted by agris

  1. 3 minutes ago, jmerry said:

    ... Ah. I think I see. Deleting and replacing items requires all the later offsets to be recalculated. The functions there must be recalculating the "rest encounters offset" to "after the items". Which is the end of the file. Oops.

    This should be fixable on the cdtweaks end, by updating that sanity check I quoted above:

        READ_LONG rest_offr rest_off
    	PATCH_IF (rest_off > 0) AND (rest_off < SOURCE_SIZE) BEGIN // in case area has no rest encounter section, skip attempted patching

     

     

    42 minutes ago, jmerry said:

    It's still missing the rest encounter element and a couple others, but it has the offsets for those at "size of file" instead of 0.

    If I understand you correctly,

    1) this fix you provided works around the .ARE being modified, but doesn't actually let cdtweaks impact the encounter rate? i.e. the component doesn't fall down, but for this one map it has no impact (which is fine).

    2) from your most recent reply, it sounds like you *thought* the rest encounter element and "a couple others" were missing, but that was because you expected to find them at certain offsets and randomizer, by virtue of doing what it does, required the re-calculation of those offsets and thus the fields aren't where you (or cdtweaks) expects them.

  2. For those of us who want to play vanilla BG1:TOTSC, is the weidu bg1 fixpack + hot fix here the most recent? Or is the GIT repo the most up to date? Based on some of the post dates here (2013), it seems like there was more work done on this, but I don't think its been posted.

    I'm looking for the equivalent of the bg2 fixpack for bg1, not tutu or BGT.

  3. On 1/27/2019 at 9:55 AM, DavidW said:

    I'd welcome further feedback from anyone else who dislikes (or likes!) this change, since so far no-one has really remarked on it but it's quite a big structural change in the mod, even if my changes mostly remain low-key.

    Regardless of how the item tweaks are wrapped into A or B component, I believe that the description text for all ranged weapons and ammunition that are/are not magical (for the purpose of penetrating PfNM/PfMW) should be made clear when the item tweaks are installed.

    I understand from the previous thread and v38 RC release notes that the description for PfNM has been updated, but that doesn't help the party that lacks PfNM yet has an inventory full of ambiguously magical ammo.

    I am happy to provide the text for you, using similar description wording already present in game, if that would be helpful.

  4. On 12/19/2018 at 2:23 AM, Luke said:

    [bGEE, Release candidate 7]

     

    1) Protection from Normal Missiles doesn't protect against elemental arrows if no_initial_change_pro_normal_missiles is set to 0

     

    2) no_initial_change_elemental_arrows should probably be listed under "nerfed and moved items" in stratagems.ini

     

    3) no_initial_change_modify_breach doesn't modify Wand of Spell Striking when set to 0 (i.e., primary type and secondary type of Breach are set to NONE....)

    Looks like my earlier post got lost in the forum upgrade.

     

    I can confirm this behavior in SCS 32 v7, with no_initial_change_pro_normal_missiles set to 0 as well.

    It would be nice if the description for ammunition clearly reflected what is magic, and what isn't. Some darts, for example, are flagged as magic of 0 enchantment, but their description reads as if the darts were dipped in toxin, i.e. darts of stunning. Same with arrows, such as acid arrows vs flame arrows.

  5. Restricting evil clerics from using healing is way too severe a nerf (the Cause spells are far less useful). But I don’t feel at all strongly about restricting Cause Wounds if people prefer it unrestricted.

     

    I won’t make it optional, though: fine-grained options for a spell system sound good in theory but they’re a nightmare when it comes to enemy AI management.

    I would very much argue for the restrictions. It really rubs me wrong to see "Cause Wounds" im my good aligned party members spell lists. I agree that they should still be able to cure, unlike in PnP - as a crpg some concessions must be made. But allowing evil and good clerics to have the exact same spell lists kind of defeats the purpose of a clerics alignment. It makes joinable npcs less interesting and differentiated and cheapens the effect of the main characters alignement choice. I would much prefer to see evil clerics be unable to cast some other classically good spells as a tradeoff for being able to cast "Cause Wounds".

    I think this is the most reasonable option; healing spells are unrestricted by alignment while cause wounds spells are restricted by alignment IWD-style (only neutral/evil can cast). When IWD-style divine spells are installed.

     

    I don't recall vanilla BG1/2 behavior, which is why I included the previous sentence, but I believe cause wounds was also alignment restricted.

     

     

    Im confused: why would I see it as a downside if you mod the game?

    The poster you were replying to was saying that restrictions on any spells based on alignment would be a downside for them, because they would be "forced" to modify their game to remove said restrictions.

  6.  

    At least sort of a bug! Can you identify a specific example for me? (Not that Ill be able to look for a few days.)

    you can create three "VALRAN03" creature (an enemy archer creature) and look the behaviour when you hit them with a mele weapons : enemies stop to use ranged weapons forever as soon you reach them them with a melee weapon and they ofen continue to hit and run (with their melee weapon.

     

    Maybe they should hit and run, but also trying to use ranged attack again, IDK.

     

    Surely it is not easy to find the most effective behaviour of enemies wielding a ranged and a melee weapons.

     

    The skeletons that (re)spawn immediately around High Hedge also do this. Once you approach them, they switch to sword and shield but continue using hit and run tactics.

  7. - Freezing Sphere scroll dropping: I can understand that and it is SCS. Fixed locally. (It's still the case in BG1 that the IWD scrolls that drop are somewhat random, but they should be on the L1-L4 range. I'd like to fine-grain this at some point but it's fiddly, not happening for v32.)

    Are there post-install files I can edit to fix this? Or modifications to RC2?

  8. The item description bams A!CBRTR.BAM and A!CBRSB.BAM are four frames and don't display correctly when inspecting the items. Only the first frame, which is a quarter of the image, displays. No other mod altered these images, and they're like this in the \song_and_silence\items folder as well.

    FWIW, it looks like the steam sod-dlc package contains some bams with this error as well.

  9. David, a 6th level Otiluke's Freezing Sphere scroll just dropped from a Ghast in one of the low level wilderness areas in BG1 (not EET) for my level 3 party. Another poster mentioned something about high level scrolls dropping, so this could be related. I also have "Wider selection of random scrolls in Baldur's Gate I" component installed, but I don't believe this is intended behavior.

    WeiDU_log.7z

  10. I have a .MOS that points to a .PVRZ. That .MOS specifies to read 1024 x 4 px out of the .PVRZ, which is exactly the image size. I want to replace the PVRZ image with a 1024 x 6 px image, and edit the .MOS to read all 6 of the height pixels.

     

    Assume that dropping in a PNG to replace the MOS isn't possible.

     

    In DLTC 7.8.02, I can't change the "Total Image Size" fields. They're greyed out in Write Mode (read only is not checked in setup).

     

    Is there any way to edit these v2 MOS files other than hex?

  11. been a while but i think that's how it works upon first kicking them out. if you ask them to rejoin there should be some dialogue just to take one of them.

    Great, with Khalid locked in a house and Xzar chunked in Nashkel...

     

    edit: that was sarcasm, btw :p

  12. OK, should be sorted now - in any case, the version I've just uploaded installs cleanly on BG2EE.

     

    As Cam once remarked, SCS's dependencies are subtle and quick to anger.

    Excellent! It installed without any errors or warnings. Thanks for being so fast with the patches.

     

    edit: fyi, dw#sfic1.spl and dw#sfic2.spl are still left in the root BG directory after installation.

  13. I basically know what's going on, just need time to fix it.

    If it helps, I've attached debug-stats.ids, which was generated per Ardanis's helpful instructions. Also, here's the good RC1 .DEBUG and the bad RC2 .DEBUG. A --change-log of stats.ids for the bad RC2 install contains:

    Mods affecting STATS.IDS:
    00000: /* created or unbiffed */ ~RR/SETUP-RR.TP2~ 0 7 // Additional equipment for Thieves and Bardsv4.92
    00001:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1500 // Include arcane spells from Icewind Dale: Enhanced Editionv32
    00002:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1510 // Include divine spells from Icewind Dale: Enhanced Editionv32
    00003:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5000 // Ease-of-use party AIv32
    

    debug_stats.ids.txt

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