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Bartimaeus

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About Bartimaeus

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  1. V1.2.6 released. Most patch notes can be found here. Some extras: Non-EET BG2EE games are now correctly identified as being BG2EE instead of ToB (bug inherited from base IR). EET-only shields from BG1 are now handled properly. The "Thieves Can Use Wands" subcomponent was resetting intelligence requirements back to vanilla. Imoen's Wand wasn't being updated on EET games. The Weapon Restrictions component had its designations corrected for automated installers. The inexplicable Lawgiver duplicate in Ulgoth's Beard is merely changed to a Bastard Sword +1 instead of being removed entirely (matches EET's approach).
  2. I hate not knowing if it's SR's fault or not...you did say it happened with non-revised SR as well, right? I was looking at your wording when I thought you said that, and I realized it wasn't totally clear now.
  3. It's more probably to do with the fact that BG2 never displayed that information to begin with, and adding it is opening up an increasingly complex can of worms when you have subcomponents that need to work in multiple installation configurations and dynamically read and patch item descriptions to add and remove stuff based on what people select to use. That's why *I'm* not adding it (at least as of this time), anyways: it's just too much work for very little gain when most people will quickly memorize what item types will do what (well, in the case of the weapon types AC bonuses, it's more that "this doesn't matter that much to begin with").
  4. Never used/touched that option, but in general, it seems like Demi (author of the mod) did not want to try to have a "Special:" field with base item modifiers like that (or the different weapon type AC bonuses that all base armors have), so shields (which already had it in vanilla) are the only ones that do.
  5. Having to repeat the work if you reinstall and the issue persists is a big one, . The SR version of faldor5 that I had you upload is post EET-installation, and her scripts were fine there, so I don't think that's it. I'm really not sure why it worked fine for me but not for you.
  6. Okay, so...this is weird. The only difference I noticed between our two faldor5s post-SCS (except for the spellbook) is that the scripts were wrong, which may be causing SCS to target Faldorn when it's not supposed to. faldor should be WTASIGHT for general script and DPLAYER for default script, same as every other BG1 NPC. However, yours is not - it is dplayer for general script (should be default script) and dw1melge (an SCS script) for default script. Component 6000, Smarter General AI, is setting it to that. So it's a tag-team of those two components accidentally targeting Faldorn here. Why...I still don't know, because it was correctly WTASIGHT and DPLAYER pre-installing component 6000, and I can't see anything else different. Did you download SCS from the official release (i.e https://github.com/Gibberlings3/SwordCoastStratagems/releases) or via the "clone/download" button on the general SCS page? I'm pretty much out of ideas here, haha.
  7. @NdranC Remember that this is a backup folder, which means that these files are what they looked like *before* the subcomponent # was installed. Faldor5.6100 is messed up, meaning it was corrupted before component 6100 was installed, and ergo, not the culprit. Faldor5.6010 is not messed up, ergo it was fine before component 6010 was installed, meaning 6010 is what corrupted the file. Component 6010 is "Better calls for help". I do not know why this component is targeting faldor5 to begin with. Scratch that, I *might've* figured it out. Alright, I think the last thing I need is faldor5.cre from the spell_rev backup folder...AND from your BG1:EE override folder, please!
  8. I think I mentioned it earlier, but SCS is weird and random with a lot of mages. IIRC, it pays special attention to very particular mages like Tolgerias or the guy in the Sphere, but a lot of mages are just randomized every time you install, which means encounters can be pretty different from install to install. 6040's is fine (which means that it was not corrupted up to this point, but could've been corrupted by 6040 itself). Give me 6100's as well.
  9. @NdranC So I installed all of the components that said faldor.cre was modified by. ~EET/EET.TP2~ #0 #0 // EET core (resource importation): 1.0 RC12 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised V1.2.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 18 (Revised V1.2.0) ~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32.7 This is my changelog after installing these components: Mods affecting FALDOR.CRE: 00000: /* created or unbiffed */ ~EET/EET.TP2~ 0 0 // EET core (resource importation)1.0 RC12 00001: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 60 // Update Spellbooks of Joinable NPCsv4 Beta 18 (Revised V1.2.0) 00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6010 // Better calls for helpv32.7 Why is your faldor.cre being affected by Smarter Priests and Better Calls for Help, but mine isn't? She is a party member, so she probably *shouldn't* be affected by those two, but I am not sure why it's different between the two of us. Her spellbook is fine in my game. All I can suggest is a completely clean game reinstall and getting to Smarter Priests and checking again to see if it happens once more. I am using BG1:EE 2.5.17.0 and BG2:EE 2.5.1.16. If you still have your weidu_external\backup\stratagems folder in your BG2 directory, could you give me copies of all the faldor.cres from them with their component numbers in the name? (i.e. there should be a faldor.cre in at least folder \6010, create a copy and rename it to faldor.6010.cre) That way, I can figure out exactly when the corruption happened with what component for you at least. It'll also show if the corruption was before SCS as well.
  10. Can you give me one specific example of what a party member's .cre saving throws are vs. what they should be?
  11. Roger that, thanks. Also good to know that SR is also affected, as that was to be my next test and lets me skip installing SCS again. Get back to you soon.
  12. @NdranC Thanks! Looks like I'm installing SCS, because that's about all I can do. I'll get back to you in half an hour! Also, one last thing - was this the same install you re-installed SR for because the installer wigged out?
  13. @NdranC Could you give me a copy of your latest faldor5.cre (from override if not biffed, or via DLTCEP or Near Infinity if so)? Want to confirm that she is missing the spells she should have in the .cre file itself.
  14. @NdranC No, this (seemingly) only concerns EET - the changelog displays *every* mod that modified it (which will also be helpful for me personally if I need to recreate the circumstances, but may give me a clue as to what's wrong simply by seeing what modified her).
  15. @Last Thing: You can't tell them to install things the exact same way: some mods introduce randomized elements at install time, most notably SCS (which randomly specializes some less unique mages and their spellbooks at install time). So you'd have to transfer them your entire game. A bit of a pain. Also, as for different string references, this can happen for a number of reasons. Unfortunately, yeah, pretty much required that you transfer the entire game folder. @Faldorn: I can't confirm SRR is the issue, so you would need to changelog faldor.cre or faldor5.cre to know what is modifying her. It may still be SRR, but I can't figure it out from here. Changelog tool (readme is included): https://github.com/InfinityMods/WeiDU-FileChangelog @Imoen's Wand: I think the rationale is that it's more or less a tutorial item. But yeah, I don't really care that much. I also figured out why the intelligence requirement differed - the "Thieves Can Use Wands" subcomponent resets the intelligence requirements of all them, which I did not know until investigating just now (as I'd never touched that subcomponent). @Description: IRR's spell effects should all match SRR's, and if it doesn't, then it's probably in error. One unstated rule is that if not explicitly stated (e.g. Rod of the Apprenti with Fireball, Lightning Bolt, and Cone of Cold), it's assumed to be cast at level 10. I used to try to display it on every single last spell, but there were formatting issues that ended up annoying me too much that I ended up going with this "unstated rule" instead.
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