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agris

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Everything posted by agris

  1. I also agree that it would be nice to have a complete version of this. It would also make a good Tweaks component, as a simple graphical replacement for the non-magical Fine weapons in IWD.
  2. I think you've nailed it. At the start of my run, I was shuffling my saves between multiple computers and I the mod environments weren't clean copies. I sorted it out, but the damage was done (to my dialogue.tlk) with the double strings. Although I don't think this is the cause of the problems with the potion bags that I posted earlier. edit: just to be clear, the tpa code I posted for that message only contained fixes to the .STOs. I don't know how to fix the code giving them unique icons (you thanked me for supplying this fix in the v6 release note).
  3. Another IWD(EE) suggestion: Add Joluv and Deidre (the bg2 bonus merchants) to Kuldahar / Lonelywood. Also, options to un-gate Orrick’s inventory while optionally giving him more copies of spells would both be nice options to have. He only sells a single scroll of each spell.
  4. That snippet of doubled items is the list of what my party is carrying. The way the mod logic works is similar to Cromwell: NPC checks your inventory, lists the items that you have that can be traded (this is where the doubled items bug appears), and if you select one of the listed items then the NPC tells you what it can be exhanged for.
  5. This is incorrect, the component works correctly. I don't know why I didn't see it before, sorry. This bug is perplexing, some items don't result in the doubled text.
  6. There was an old the_bigg mod that did just that, albeit I think it was only for BGT/BG2. http://www.spellholdstudios.net/ie/bigg ~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #2050 // Improved Difficulty System. -> Serious dialogue (recommended). (v2.10)
  7. But... whether the column is "shifted" or not makes no difference in a .2da file. All that matter is the number of columns. Moving the header row to line up with the columns should make zero difference in how the file is interpreted or in the resulting in-game behavior. What am I missing here? I attributed that column shift to the strange behavior of pips being wiped / over-awarded on level up. I could very well be wrong, but I shifted the column header and did not experience the bug when I loaded a game prior to it.
  8. Another bug regarding "Friendly Random Drops -> Exchange With Merchants: v5": When the only tradable item the party possesses is the Girdle of Beatification, the merchant doesn't recognize the item and says that we have nothing to trade. This bug seems unique to the girdle (BELTBEA.itm) - he detected, individually, the phase dagger and stoutward when they were the only items in the party's inventory. The item listing text is doubled regardless of how many items he detects, fyi. I don't think that bug is dependent the combination of items held by the party. edit: looking at CDRNDM1.DLG in NI, going from State 3 -> Response 768 -> State 0, where I believe items the party possesses are listed, responses 192 - 382 are duplicates of 1 - 191. Both ranges are bookended by items "quost" and "ringelf". Not sure what's up with the girdle not being detected.
  9. Another bug: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #181 // Unique Containers -> Unique icons only: v5Does not give potion bags their unique icons in IWD:EE. They're all the drab tan IWD icon, not the (recolored) BG2 style. Checking in NI, potion cases do all have unique icons. I think this is due to the existence of both bags and cases in IWD:EE's files. I'm not sure cases are actually populated in the IWD game world, they might be leftover items from the other EE releases. The potion bags are PTNBG01 - 10.itm, which it doesn't look like the tpa code looks for in either unique_containers or unique_containers_default. The component is working for scroll cases and gem bags, though. Suggestion: if potion cases don't exist within IWD, make this component swap all the cases icons for the bag icons. Separately, is the mod component "Use Character Colors Instead of Item Colors" default behavior for the unmodded 2.5 version of the EEs? I don't have this component installed, yet non-magical items such as shields are using my characters' colors. I put in a request in the tweaks suggestions thread to let us revert this behavior, which I'm assuming is default EE behavior since I didn't install the component. edit: it also looks like unique_containers_fixes.tpa only acts on PTNBG01.STO, and not 02 - 10. As all the .STOs have >32000 spaces, I went ahead and updated the tpa code to include them and attached it to this post. edit2: looking at the unique_containers_default.tpa, I *think* the problem is that the *.ITM names for the potion bags aren't correct for IWD. The tpa uses bbpbag# where # = 1-9, while it should be PTNBG01 - 10. As I don't quite follow how the icon names are being assigned to items in unique_containers.tpa, I don't feel comfortable changing the code. unique_containers_fixes.tpa
  10. As there's no dedicated v5 bugs thread, I'll add more here. The glowing shields component doesn't work in IWD:EE, at least for Stoutward +1. Also, should the rebalanced proficiency component modify the proficiency used in the item description for mod added items? Some of the RR equipment text states that the items use proficiencies that don't exist in my game, such as short bows for the Small Composite Bow +1.
  11. Another suggestion for IWD:EE, maybe for all the EEs. Revert shields and armor color behavior so that they use their original predefined colors, not character colors. I miss the look of classic plate and black large shields on my party.
  12. Of course I missed this before starting a new IWD:EE game. Any chance of supporting IWD:EE for the additional items? Raul could spawn in Kuldahar and Lonelywood. edit: also, you can install the store and items on iwd:ee i immediately uninstalled it, but I guess the tp2 doesn't block the option.
  13. I reinstalled all my mods minus the two RR components that also modified WEAPPROF.2da, and the column header was still formatted incorrectly from cdtweaks. In the following image, WEAPPROF.00001.2DA is after RR component 0 was installed, and weapprof.2da is after cdtweaks #2040, 2163 and 2200 were installed on top of the vanilla 2.5.17 release - not RR. So I don't know what to say regarding this file modifying pips given or taken during level up, but it appears the 2da is formatted incorrectly after those three components are installed. Also in my previous post, I quoted the wrong component code - I quoted 2164 that doesn't include weapon styles, but I've installed 2163. I've fixed that in edits. I think the problem might be in the IWD + weapon styles component, where the 'SCIMITARWAKISASHININJATO' text string is removed. Perhaps the 1st column's maximum width in characters is shortened such that all text to the right of that column is shifted left - resulting in the screwed up header. Separately, the mod component CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3242 // Friendly Random Drops -> Exchange With Merchants: v5 Installs, but the merchant text is doubled. See the following. The text file attached to this post is the change-log from the install without the RR components. weapprof_2da change-log.txt
  14. Hah, so the 2da text encoding is different across the games? That's surprising. Any clue about the weapprofs.2da problem? This is the tp2 snippet ///// IWD Weapon profs with weapon styles \\\\\ ///// \\\\\ BEGIN @216300 DESIGNATED 2163 GROUP @9 REQUIRE_PREDICATE NOT GAME_IS ~bg1 totsc iwd how totlm iwd2 pst pstee~ @25 SUBCOMPONENT @216006 OUTER_SET "tb#tutu_realloc_style" = 0 INCLUDE ~cdtweaks/lib/profs_common.tpa~ INCLUDE ~cdtweaks/lib/iwd_style_profs.tpa~ I've attached the two referenced tpa files. Maybe the code in them doesn't play well with Win1251 encoding?profs_common.tpa iwd_style_profs.tpa
  15. In that case it's the BUT_ONLY(_IF_IT_CHANGES) clause--nothing changed, so it didn't make a copy. This is odd, as the IWDEE file is identical to BGEE and BG2EE. Regarding the pips: I did not have a prof.2da in my IWD:EE override folder, but adjusting the weapprof.2da column header by a column did fix my problem. Regarding the weapon slots: I'm not sure what to tell you, the file isn't placed into override. I manually extracted it using NI and modified it myself. I can confirm both these bugs on IWD:EE, as I re-installed the game and mods and both bugs persisted. The game was installed outside of program files/C: drive, with admin privileges, and all other mod components installed without issue. I don't think the problem is on my side. Would you like anything else from me on this?
  16. Oh, I completely agree that it has the option to break the game balance. Still, I think it would be a nice option for those that want access to them. Especially combined with Cam's component that lets us pick or trade our random items for others on the list.
  17. Definitely. Can I give you any files for my weapon proficiencies / weapon slots problems?
  18. For all EEs: Let users specify the number of quicksave and autosave slots, independently. Let users scale the XP rewards from killing creatures. This would address DEFJAM not being compatible with the EEs. Let users scale the XP rewards from quests. This would address DEFJAM not being compatible with the EEs. For IWD:EE: [HoF mode] Let user pick the enemy HP bloat %. Non-HoF core difficulty being 100%, HoF-bloat being X% (not sure what it is), let user specify the %. [HoF mode] Let user pick the enemy damage bloat %. Non-HoF core difficulty being 100%, Insane is X% HoF-bloat being Y%, let user specify the %. This component would require disabling difficulty-based damage increases. [All modes, including HoF] Let user scale the XP rewards from enemies. Core is 100%, Insane is X%, HoF is Y% (the player would be given these values in the weidu prompt so they're well informed when selecting a percentage), let user specify the %. This component would require disabling of difficulty-based XP awards, including nightmare/HoF. [All modes] Let the user scale the quest XP rewards. Core is 100%. In IWD:EE, are there any items that only found/sold while playing HoF? If so, I'll add one other suggestion: Add HoF-only items into non-HoF games. Assuming there are HoF only items both sold and found, there would be sub-options for this component:For HoF merchant items: Move all items to merchants OR move all items to random treasure list For HoF found items: Move all items to merchants OR move all items to random treasure list.
  19. I see I wasn't clear in my original post. Let me correct that: The component installs without error, but none of my non-fighter characters have additional weapon slots in their inventory page. My mage has 2, etc. Not in the action bar, but in the inventory page. Regarding my Berserker's weapon proficiency pips being wiped out upon level up, and my illusionist/cleric gaining 6 pips on a single level up, I've attached WEAPPROF.2da and the results of --change-log on it. I'm just guessing that WEAPPROF.2da is the relevant file, if there's another please let me know. edit: I see the --change-log command has improved in the years since I've used it and now generates the different versions of the file. I've attached those as well. It looks like, at some point, the column headers of the 2da file were shifted to the left by one column, which results in Mage using the DESC_REF string ref for proficiency values, and all other classes using the class-to-the-left's values. This error occurs on change-log step 00003, if I'm reading this correctly (going from WEAPPROF.00002 -> 00003), which means tweaks component 2163 "Alter weapon proficiency system IWD-Style Proficiencies with Weapon Styles v5" is the culprit. That being said, I believe I've fixed my game's proficiency problem by shifting the column header. Now to fix the weapon slots available! edit2: Regarding 4 Weapon Slots for All. It's so strange, there's no NUMWSLOT.2DA in my override folder, despite the debug file saying it was copied and patched. The tp2 instruction is: BEGIN @328000 DESIGNATED 3280 GROUP @4 REQUIRE_PREDICATE GAME_IS ~eet bgee bg2ee iwdee~ @25 // EEs (minus pstee) COPY_EXISTING ~numwslot.2da~ ~override~ REPLACE_TEXTUALLY ~\([ %TAB%]+\)[123][ %TAB%]*$~ ~\14~ BUT_ONLY So it's as if the COPY_EXISTING didn't extract the 2da into the override folder. FWIW, I'm using WeiDU 246, not the bundled version. WEAPPROF.2DA WEAPPROF incremental files.7z
  20. No, it was a fresh game on a fresh install. I even made the party members after installing all the mods.
  21. To add to the fun, it appears that one of the proficiency-altering components have completely borked my single-class dwarf berserker. He lost all profiency pips at one point during level up, and my Illusionist/Cleric was awarded 6 proficiency points when either her cleric or mage class hit levels 3 or 4. edit: looks like I found the culprit, see post #6.
  22. As the title states, the four weapon slots component installs without error but doesn't work. This is the Steam release of IWD:EE, v2.5.17.0. edit: The component installs without error, but none of my non-fighter characters have additional weapon slots in their inventory page. My mage has 2, etc. Not in the action bar, but in the inventory page. WeiDU.log attached, and the relevant section of the debug file is: Install Component [Give Every Class/Kit Four Weapon Slots]? nstall, or [N]ot Install or [Q]uit? Installing [Give Every Class/Kit Four Weapon Slots] [v5] Copying and patching 1 file ... WeiDU.log
  23. DavidW, Is there any chance you could compile and link the 'hot fixes' and other work arounds you've posted in various threads for v21 in a single thread?
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