Jump to content

Bartimaeus

Modders
  • Posts

    2,468
  • Joined

  • Last visited

Posts posted by Bartimaeus

  1. On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

    This very much sounds like a diameter vs radius issue. With those numbers in mind though, it makes sense why Grease displays as 10' in-game (and felt as big as I remembered a 20' being), whereas the description of changes in this thread notes it as being "doubled to 20', because that's still referring to the old method of measurement.

    I very much suspect that is the case, possibly along with the different people(?) not having the difference made clear to them as they were writing descriptions. If you take a look at the original game text for a lot of area of effect spells in BG1, sometimes a "radius" is mentioned, sometimes a "diameter" is mentioned, and sometimes neither are mentioned...and by the time you get to BG2 which inherited a lot of BG1's text for spells, who knows whether the person(s) who was writing descriptions for the new BG2 spells had any clue how the heck the AoE sizes should be notated for consistency (or rather the lack thereof).

    On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

    Interesting, I hadn't even considered that. I deleted my modded install pretty much immediately after finishing the Black Pits, but I've since installed BG2EE with SR 4b18 and the SRR Master (from a couple days ago) over it and this time I checked the debug log (gonna be different I figure, due to just now learning that the games even on EE react differently to the mod, but can't hurt to post it I guess). The installation finished with 2 warnings:
    "WARNING: parsing log [WeiDU.log]: Sys_error("WeiDU.log: No such file or directory")"
    "WARNING: no effects altered on spwi116d.spl"
    Reading your latest post and looking up the filename for sleep, I believe you've covered the second warning already (talk about quick!).

    Yep, the spwi116d.spl warning is the warning I fixed for Sleep in the latest repository version. The "no weidu.log" error is...curious - the weidu.log is what keeps track of which mods you have installed and in what order, and it's usually generated upon the first run of weidu, if I'm not mistaken, so I'm not sure why it would be missing entirely unless you manually deleted it after starting the SR installer (or unless there's some kind of OS-specific, perhaps OSX, issue that I've not hitherto been made aware of).

    On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

    Well, I'm glad I could contribute to a great mod in a small way at least then.

    It is much appreciated, I've been fixing these little BG1 issues for a number of years, but it's been dependent upon a relatively small set of players who have played BG1EE-only games to tell me about them, and they don't necessarily use every spell, so invariably some have slipped through the cracks.

    On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

    The second sentence should probably be adjusted to "The image will *permanently* disappear if a dispel magic or a detect illusion spell is cast upon it." to more clearly differentiate from the temporary disabling until the next round by hitting it.

    I went with "permanently dissipate" instead, but done, thanks.

    On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

    Sound Burst
    Shochking Grasp

    Yeah, the original post's abbreviated "list of changes" is pretty much always sliding into being out-of-date. But I do occasional maintenance on it when I notice egregious omissions, so thank you.

    On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

    Lastly (and a bit off-topic), in an old post in this thread from 2020 you mention " I usually use 3rd edition style strength because that's clearly what IR and SR were built around". I'm not particularly fond of exceptional strength either, where could I find this mod? Trying to google it was doomed to failure because of Baldur's Gate 3 clogging up the results ^^;

    I've always used an old mod called The Bigg Tweak Pack for it.

    On 3/24/2024 at 12:05 PM, Guest FallenAngel said:

    In any case, I'll go through Black Pits 2 with the setup mentioned above and report if I run across anything. Thanks for going into detail explaining stuff and being so quick with fixes/changes as well!

    Yep, thanks for playing with it, and feel free to continue reporting any other problems!

  2. Installation warning fixed (harmless: it was just a notice saying that Sleep wasn't patched because of the intended patch accidentally being applied to one of its subspells). Enchanted Weapon spell names & item names/descriptions also fixed - instead of using generic strings from from BG2, I decided to manually name and re-descript all of them, including proper statistics for the weapons themselves. Thank you!

  3. On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

    Grease still claimed a radius of 10' in its description (like in Standard SR), but had the actual 20' in game from SRR.

    Let's take, for example, a Fireball: a Fireball has always been the exact same size throughout all the games and throughout the history of SR, but...is it a 30 foot radius, or is it a 15 foot radius? The original games and SR say 30 foot radius, but the EEs and SRR call it a 15 foot radius. The same goes for Grease: what SR called a 10' radius would only be called a 5' radius in SRR. My brain was also used to a Fireball being 30', but after taking a long look into the incredibly inconsistent size of AoE projectiles in oBG1/2 and how they're stated, I began to understand why Beamdog decided to say that a Fireball was 15' and not 30', so I changed SRR accordingly. Especially because range values also happen (or perhaps were deliberately designed) to be the same: for a spell with a range of 10 feet ("short range") that has an AoE size of a 10' radius in the EE notation, the AoE will just about exactly reach the caster when cast at maximum range...whereas a 10' radius in the old notation will only reach halfway (i.e. 5 feet), which doesn't make sense.

    16 hours ago, private said:

    I also installed your mod by unpacking Spell Revisions v. 4.19RC and then replacing it with Revised version. I am not very far into BG EE, as I keep restarting, trying different mods/settings, but I also encountered most of the issues listed above in my game. The most obvious one and easiest to recreate is Enchanted Weapon spell, when set to original BG behaviour, when you summon weapon, almost all of them have random strings from the game assigned as their name. I must admit, it is pretty funny and so far harmless - did not see anything gamebreaking, but it would be cool if you mentioned exact supported version of Spell Revisions on which your mod should be installed upon in order to avoid such issues.

    On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

    The tooltips for items conjured by Enchanted Weapon, instead of reading "Longsword +3" for example, had full lines of quoted game dialogue for like half the options.

    SR (and thus SRR) were designed for BG2, not BG1, so there are still some rather annoying "wrong strings" oversights like this that would be correct if installed onto a BG2/BG2EE/BGT/EET game, but need manual correction for BG1EE-only games. I've never played a non-EET BG1EE game myself, so it's never something I've personally bug-tested; fixing those does unfortunately rely on people submitting bug reports for them. I guess I should probably install SRR on a BG1EE-only game sometime soon to see and fix whatever warning (likely harmless, as warnings typically are) that you saw.

    On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

    So I looked through the instructions and they are...I feel, at least somewhat vague. For SRR, the first line mentions SR Revised V1.3.900, but descriptions tells you to get the master zip...then for the baseline to build on you're told to use the "latest" version of SR V4, but that could technically mean 3 different versions. V3.1 (literally labeled Latest on github), V4b18 (the latest pre-release that isn't a Release Candidate) and V4.19RC4 (as the actual latest version on github).

    It should not matter what base version of SR you use: anywhere between the officially listed latest version (i.e. b18) and the latest pre-release version will work fine. When I wrote that in the original post, the pre-release and release candidates et al. versions did not exist, so I did not really foresee it as being necessary to state but I guess it is now. I recommend the latest repository version, but people download the latest full "releases" (i.e. V1.3.900 right now), which isn't the end of the world, but it means whatever are the latest fixes I've made are not included in their versions.

    On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

    Fireburst was still called Sunburst (despite both SR and SRR changing the name), but had the SR description (and effect) instead of SRR.

    Something has gone very wrong in your install if that is truly the case, as it's not possible for SR/R to name it "Sunburst": that text is simply not included at all in the mod outside of the description of Sunray ("[...] undead creatures caught within the sunburst instead suffer 1D6 fire damage [...]"), which I just confirmed with a complete textual search of the entire mod directory. And never mind using the SR and not SRR text of the spell.

    On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

    The projectiles created by Magical Stone showed their damage as "null" in the inventory screen summary.

    Hm, I just tested this one on BG2EE and it displays as "Magical Stone +1: 1d4 + 2" in the inventory screen. Not sure why BG1EE would be any different...I'll have to install BG1EE and see.

    16 hours ago, private said:

    I also installed your mod by unpacking Spell Revisions v. 4.19RC and then replacing it with Revised version. I am not very far into BG EE, as I keep restarting, trying different mods/settings, but I also encountered most of the issues listed above in my game. The most obvious one and easiest to recreate is Enchanted Weapon spell, when set to original BG behaviour, when you summon weapon, almost all of them have random strings from the game assigned as their name. I must admit, it is pretty funny and so far harmless - did not see anything gamebreaking, but it would be cool if you mentioned exact supported version of Spell Revisions on which your mod should be installed upon in order to avoid such issues.

    Yeah, as mentioned above, I unfortunately rely on people submitting "wrong text/string" issues for BG1EE; a number of them have actually already been fixed, but there are clearly more to go around. I'll fix these Enchanted Weapon items.

    On 3/20/2024 at 12:49 PM, Guest FallenAngel said:

    I could finish the module like that and there was nothing severe enough to crash the game, but it wasn't exactly a perfectly smooth experience.
    Moving on to Black Pits 2, I tried just installing plain SR (again, V4.19RC4) and that finishes up with no warnings and works like a charm in game.
    Since I would like the SRR version of Icelance and Vitriolic Sphere though, I'm now looking for either a way to "properly" install SRR, or to stick with SR but just overwrite those two spells with their SRR versions (I doubt it's as easy as just copy pasting those two over, but who knows?).

    No, I would not recommend trying to do that - trying to transplant these mid-installation is very likely to cause more issues and inconsistencies that you would not like.

    Thank you for the feedback! There are certainly some things that are less than ideal...and BG1EE-only games have been a major source of these kinds of inconsistencies. SR just wasn't ever intended to be installed on a BG1-only game, so there have been historical difficulties as a result.

  4. "AI" might be useful for coding one day, but it'll be through models trained specifically for and ONLY on whatever language you're trying to get it to do something for - not ChatGPT, which is just a language model that has no fundamental understanding of any of the code that it reads or writes, so of course it just spits out vaguely similar-looking pseudo-code. Garbage input leads to garbage output, and generalized models like ChatGPT are 100% pure unadulterated garbage input.

  5. 1 hour ago, MikeX said:

    @Bartimaeus

    IR(R?) installs on a BGT game OHSW1H55.ITM (appears to be unused) and SW1H54.ITM with EE only Opcode 319.

    The first one makes sense, since it's an EE-only item and I just over-looked it when transferring it over to IRR; the second one is the Equalizer. The last commit that I made to SW1H54.itm says "The Equalizer was usable by alignments it specifically mentioned as being denied to". The official IR description says "not usable by Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil"; the IRR description instead says it requires any kind of "neutral" alignment, which although different wording, should mean the same thing. Official IR's The Equalizer allows all alignments (including the supposedly barred Lawful/Chaotic Good/Evil) to use it, which I corrected for with the IRR version, but then I also added these 319s on top of that? I'm not certain why, especially because they're type 10 319s (restrict by character name?) and don't seem to actually reference anything. I'm a bit at a loss for what I was trying to accomplish here with these 319s...perhaps it was just left-over and unnoticed cruft from when I was trying to figure out how best to enforce the alignment restrictions? Regardless, thank you, I've fixed both swords!

  6. I was never really fond of the "RCx" part of the versioning, feel as though it just doesn't make itself immediately clear enough as to which of "4b19" or "4b19 RC5" is later/preferred. Kiiind of thought it should've always just been an immediate increment of the "b"...even if you get up to ridiculous numbers, "b120" will still always sound later than "b15", so that's alright.

    The only thing I noticed that seemed to be a potential issue is that the resist type of the 232 opcode for Sleep isn't the same as the rest of the spell (type 2 instead of 1). It's an extremely minor issue, as it would lead to a creature that magic resist-ed the spell to get the "awaken" spell cast upon it upon taking damage...which wouldn't actually do anything, but still strikes me as inconsistent (also, does being "awoken" if you're already awake still play the animation? I'm not sure).

    Alternatively, use this SPWI116 that also has a few more race-selected immunities for the sleep effect: https://dl.dropboxusercontent.com/scl/fi/pmfeqt3lqtgpwbdvk9yrs/spwi116.spl?rlkey=kt60nke95wrfvbs69p6wb412q&dl=0 From what I can tell, there should be no other differences.

  7. 6 hours ago, subtledoctor said:

    I know this is a year old but I happened upon it and it struck me: PW:Silence really is a bit underpowered against mages - specifically against SCS mages who almost always have Vocalize at the ready. Would it be crazy to attach something like a 2- or 3-round Deafness effect in addition to the 1-turn Silence effect? The idea being, PW:Silence assaults your senses with magical silence, and even if you counter it immediately it still leaves you a bit unbalanced for another 1-2 rounds. (If you don't counter it immediately, then this is irrelevant because the effects of Deafness are completely subsumed by the effects of Silence.) Would that be wildly unbalancing?

    Putting any concept issues aside for the moment, how does SCS handle deafness? 50% chance of making the immediately following Vocalize fail would seem to pretty much make or break that spellcaster unless SCS waits until the deafness is over.

  8. I think it's a loose fit, but I don't mind strongly one way or another. Really, paralysis itself is a rather ill-defined effect: getting held via e.g. Hold Person/Monster is simple enchantment, but the mechanism of paralysis via a ghoul's touch is certain to be completely different, but Remove Paralysis cures both just the same, so yeah, while maybe a loose fit, I think it'd be fine. However, in relation to the earlier problem of Haste and if we need it to be un-reverted back to being single target, I would think Remove Paralysis curing slowness would be a strict necessity, so that's something to keep in your back pocket either way.

  9. 1 hour ago, pochesun said:

    good to know. Personally, i really dont like to point out people's mistakes (with very few exceptions) and of course it would be a "mauvais ton" to officiously remind modders to add fixes or something else, but sometimes i see something is not in place, i got that itching feeling, you know :)

    The only thing more embarrassing than making a mistake is to let that mistake stand for weeks, months, years at a time because you didn't know or forgot that you had made a mistake, :p. Especially in instances where I said I figured out what a problem was and fixed it, I encourage anyone and everyone to make mention of it again if it seems in actuality to have either not gotten fixed or simply forgotten about.

    1 hour ago, pochesun said:

    Jokes aside, i feel that collective control, when it comes to mod improvement, is better most of the time for different reasons, for integrity of the mod purposes, not least of all.

    For doing things the right way, for transparency and stability, for preventing sudden changes that are wildly off-course...collective control/contribution/observation is definitely the way to go, especially for mods that change a lot of things in both large and small ways like IR and SR do. I am very appreciative of everyone and everything that has helped both IR/R and SR/R along the way - even GitHub itself in the way that it allows file and commit history has proved to be a great boon many times over the years. Heck, if I were to ever suddenly disappear, someone else could easily just fork the entire project to their own account and take up maintenance if they so wished.

  10. 14 hours ago, pochesun said:

    i will think of a candidate for Rifthammer and if something good comes to mind -  i will tell you for sure :) 

    Also, i just recalled, several months ago we discussed an issue with Icelance (this topic, i believe pages 142-143) but i still dont know if it got resolved. And i failed to find any mention of it in Git Hub commits history. Just curious if it got fixed, thats all.

    Fixed, yes...but added to the GitHub repository, no. Thanks for reminding me: it doesn't help that I'm back to manually managing my repositories, as the tool I'd previously used (SmartGit) to keep track of any changes I make went to a very lovely subscription service model that is not really worth the money given that I'm just managing a few mods...

  11. 1 hour ago, pochesun said:

    It might be an unwarranted post but :) ...

    i remember sometime ago you suggested an idea to imbue strange, murky potions with more entertaining and unpredictable effects (random effects) and not guaranteed ones. I really liked the idea so i wanted to ask if you plan to develope it any time soon?

    Also, i am going to do a clean installation soon for new playthroughs. Sometime ago i posted a request to place Rifthammer so it becomes avaiable in SoD and you seemingly agreed that it could be done. Wanted to ask if you ve come up with an idea for the best placement for Rifthammer in BG1.

    No to both, I'm afraid. I still think strange/murky potions should have a possibility of doing what they're supposed to at the very least, just to make them...I don't know, a little more interesting mechanically, but it would still probably ultimately be just flavor. I don't think players are exactly hurting for potions most of the time, are they? So why use ones you know could screw you over? But it's still a fun idea, something to make them more than pointless. With regards to Rifthammer, there's probably someone who would make a good candidate right at the end of BG1...Tamoko is proficient with and uses a flail (plus she already has Plate of the Dark), so not her, but I just haven't run through BG1 for good ideas since the last time we discussed it and no-one else has brought up any possibilities. If you see a named character that you'd think would make a good candidate, my suggestion would be to tell me and then just manually spawn the hammer yourself as if I officially put it there, :p.

  12. 2 hours ago, private said:

    Works great with this fix, thank you! :)

    On the future note, if I encounter something similar with some obscure kit, is this easily fixable using NearInfinity, by swapping spell effects as you did? I mean I am no way an advanced user, but it would certainly save some hassle with fixing it individually.  

    If you mean that you took a look at the original SPCL742E.spl in your override and compared it to the one I gave you and saw that I simply changed the 177 (Use Eff File) opcode from the wrong Hold Monster .eff to the correct Halt Undead .eff while understanding why/how, then yes, it really can be that straightforward and you can certainly make such changes yourself, :). I'd heartily recommend that anyone and everyone be able to do so, but you must find and familiarize yourself with the tools to do so as well as have the time/initiative for it, and it's not something that everyone is interested in when they just want to play their game.

  13. 4 hours ago, private said:

    Sure thing, here is file in question.

    Thank you in advance for help with this.

    SPCL742.SPL 298 B · 0 downloads

    Whoops, I'm running afoul of the "Spell Deflection blocks AoE spells" sub-component here, which externalizes all the effects of AoE spells, such as our Halt Undead, to sub-spell files to make the component work. Rather than change your SPCL742.spl, put this SPCL742E.spl into your override folder instead and give it a try: https://dl.dropboxusercontent.com/scl/fi/oqbdn4tuqurfbsd63jxjn/spcl742e.spl?rlkey=dalbktiel4mfvqvmvwhfi5pq1&dl=0

  14. On 3/4/2024 at 3:56 PM, private said:

    Hello,

    It seems like Priest of Lathander's innate ability "Halt Undead" is currently bugged with SRR installed. I am playing BG:EE and I noticed that spell does nothing, even when enemies fail to make a save vs spell. I have tested version for mages and it works correctly. I tried it on zombies, skeletons and ghouls to see if it makes any difference but it does not. I am using latest version of your mod. It is shame, because most spells I tested works flawlessly. Any way to fix this?

    My weidu file if needed:

    WeiDU.log

    ...I am guessing the Priest of Lathander variant is not one used very often by people, because it's been broken for four years now with nary a complaint from anyone. Its effect actually points instead to Hold Monster instead of Halt Undead, which is a much better spell but obviously completely useless against undead, and you'd have no way of knowing that's what it's actually doing. Whoops.

    If you give me your SPCL742.spl from your "game directory\override" folder, I can fix it for your current game. Thanks for bringing it to my attention!

  15. 7 hours ago, Chitown Willie said:

    Hello,

    Attempting to install .900 and receive:

    Installing [Spell Revisions] [v4 Beta 18 (Revised v1.3.900)]
    FAILURE:
    ERROR: charsets were not converted because iconv could not be found in spell_rev/languages/iconv
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    ERROR Installing [Spell Revisions], rolling back to previous state
    Will uninstall   0 files for [SPELL_REV/SETUP-SPELL_REV.TP2] component 0.
    Uninstalled      0 files for [SPELL_REV/SETUP-SPELL_REV.TP2] component 0.
    ERROR: Failure("ERROR: charsets were not converted because iconv could not be found in spell_rev/languages/iconv")
    Please make a backup of the file: SETUP-SPELL_REV.DEBUG and look for support at: Bartimaeus in the SR Revised thread at
    forums.gibberlings3.net
    Using Language [English]

    WeiDU log:

      Reveal hidden contents

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.5
    ~LEUI/LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 4.8
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2030 // Adul's Better Quick Loot: 4.0.6
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #0 // Endless BG1: Main Component (Required): 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #1 // More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace): 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #2 // Short Public Hero Tribute: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #3 // Sarevok's Unique Items: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #4 // Sarevok's Sword: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #5 // Imoen and Duke Jannath (Imoen Gets Residence Inside Palace): 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #6 // Duke Eltan Is in the Palace: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #7 // Flaming Fist After Final Fight: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #8 // Elminster Makes an Appearance -> jastey's Version: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #10 // First Refugees Come to Baldur's Gate: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #11 // Ophyllis the Treasurer is Inside Palace Dungeon: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #12 // Denkod in Thieves' Guild Comments on Sarevok's Death: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #13 // Skip Thieves' Maze Once After Sarevok's Death: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #14 // Korlasz' Dungeon is in BG1: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #15 // Fenster the Palace Healer Is in the Palace: 18.1
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #16 // Captain Corwin Is in the Palace: 18.1
    ~AC_QUEST/AC_QUEST.TP2~ #1 #0 // A Job Well-Paid: 5.2
    ~AC_QUEST/AC_QUEST.TP2~ #1 #1 // A Feast for the Gnolls: 5.2
    ~AC_QUEST/AC_QUEST.TP2~ #1 #3 // Jumper -> Alternative for compatibility: Ugh and Jumper are outside.: 5.2
    ~AC_QUEST/AC_QUEST.TP2~ #1 #4 // The Lost Son: 5.2
    ~AC_QUEST/AC_QUEST.TP2~ #1 #5 // Of Wolves and Men -> Quest uses hut near Thalantyr in High Hedge.: 5.2
    ~AC_QUEST/AC_QUEST.TP2~ #1 #7 // The Great Carlini: 5.2
    ~AC_QUEST/AC_QUEST.TP2~ #1 #8 // A Home for the Gibberlings: 5.2
    ~AC_QUEST/AC_QUEST.TP2~ #1 #9 // Fangirls: 5.2
    ~AC_QUEST/AC_QUEST.TP2~ #1 #11 // The Serpents of Abbathor -> Tweaked version: quest can be finished in BG1.: 5.2
    ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Sea Charts Sources: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the Lady's Hall and the Bitch Queen's Temple: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #0 #16 // Finish Cordyr's Quest without killing Sil: 26.1
    ~BLACKHEARTS_BG1/SETUP-BLACKHEARTS_BG1.TP2~ #0 #0 // Install Black Hearts BG1 - The Hunter: v1.0
    ~BST/SETUP-BST.TP2~ #0 #0 // The BS Company presents Balduran's Seatower: vEAOB.9
    ~GORGON/SETUP-GORGON.TP2~ #0 #0 // Install The Gorgon's Eye: v4.4
    ~SOTSC/SOTSC.TP2~ #0 #0 // Shades of the Sword Coast - Expansion Pack for BGEE: v8.6
    ~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #2 // Keelor the Dwarf: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #3 // Llindellyn's Lucky Arrow: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #4 // Nim Furlwing's Hunting Hounds: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #5 // Pilar and Gheldehar: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #6 // Svlast's Torment: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #7 // Will O'Hara NPC: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #8 // Will O'Hara: Install English Soundset: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #9 // Fighting Encounters: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #11 // Improved Haeball: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #12 // Improved Ghotal: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #14 // Reduce Number of Shaman Cloaks -> Make Cloaks Undroppable: 5.0.0
    ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v16.3
    ~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 2.2
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.4
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #0 // Sarevok's Assassins: v6
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #1 // The Surgeon's Plight: v6
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #4 // P&P Oozes, Slimes and Jellies: v6
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #5 // P&P Winter Wolves: v6
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #6 // P&P Dread Wolves: v6
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #7 // Tougher Spiders: v6
    ~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #0 // Brandock the Mage: v1.5
    ~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #10 // Brandock the Mage: Crossmod Content: v1.5
    ~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #50 // Use Short Cutscene in Thalantyr's Abode: v1.5
    ~BRISTLELICK/BRISTLELICK.TP2~ #0 #0 // Bristlelick—the gnoll companion for BGEE: v2.3
    ~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition: 1.7
    ~DRAKE/SETUP-DRAKE.TP2~ #0 #1 // Choose a portrait for Drake: -> Default Portrait (The Artisan): 1.7
    ~DRAKE/SETUP-DRAKE.TP2~ #0 #5 // OPTIONAL: Original Soundset by BillyYank: 1.7
    ~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v6.0
    ~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 14
    ~KALE/KALE.TP2~ #0 #0 // Kale NPC for BG1EE and SoD: 1.69
    ~KALE/KALE.TP2~ #0 #1 // Give Kale the Warden Class? (Recommended) -> Warden(Fighter Kit): 1.69
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
    ~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu, BGT BG:EE and EET: v1.2
    ~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu: 3.0
    ~ZAKRION_BG1/ZAKRION_BG1.TP2~ #0 #1000 // Zakrion for BGI:EE: v2.0
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #43 // Make Eldoth a Jester: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #45 // Make Garrick a Skald: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #47 // Make Khalid a Fighter/Mage: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #49 // Make Safana a Swashbuckler: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #50 // Shar-Teel's Class -> Make Shar-Teel a Berserker: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #52 // Make Skie a Shadowdancer: 1.1
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #110 // Move Ajantis: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #120 // Move Alora: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #130 // Move Coran: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #140 // Move Eldoth: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #150 // Move Faldorn: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #160 // Move Kivan: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #170 // Move Quayle: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #180 // Move Safana: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #190 // Move Shar-Teel: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #200 // Move Tiax: v3.0
    ~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #210 // Move Viconia: v3.0
    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised V1.3.800)
    ~MIH_IP/SETUP-MIH_IP.TP2~ #0 #5 // Alternative Healing Potions -> Healing potions work as in Pen & Paper: v7
    ~MIH_IP/SETUP-MIH_IP.TP2~ #0 #16 // Nerf BG1 easter egg items: v7
    ~MIH_IP/SETUP-MIH_IP.TP2~ #0 #17 // Sensible Shops (see readme): v7

     

     

    What about the latest repository version?

  16. 22 hours ago, WanderingScholar said:

    @Bartimaeus

    Some time ago I made a comment about retaining the original prices on items because IR has its balance designed around BG2 and not BGT

    If you ever want to create a .ini option so others can have this, here is the relevant code:

    (Credit to jmerry for help on this)

    This first block will have to go before any items are copied over. All you have to do is adjust some of the paths.

      Hide contents
    // Create a table with all item resource names in the 1st column and their prices in the 2nd
    
    <<<<<<<<.../WStweaks-inline/pricelist.2da
    >>>>>>>>
    MKDIR ~weidu_external/data/WStweaks~
    COPY ~.../WStweaks-inline/pricelist.2da~ ~weidu_external/data/WStweaks~
    
    OUTER_SPRINT data ~~
    COPY_EXISTING_REGEXP - ~.*\.itm~ nowhere
        PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN
            READ_LONG 0x34 itemprice
            SPRINT data ~%data%%SOURCE_RES%%TAB%%itemprice%%WNL%~
        END
    APPEND_OUTER ~weidu_external/data/WStweaks/pricelist.2da~ ~%data%~

    This second block goes after all the copies are made, so at or near the end of the main component.

      Hide contents
    // Read the data in from pricelist.2da and change item prices back to their original values
    
    COPY ~weidu_external/data/WStweaks/pricelist.2da~ ~override~
     READ_2DA_ENTRIES_NOW ~pricelist~ 2
    BUT_ONLY
    
    OUTER_FOR (row = 0; row < pricelist; ++row) BEGIN
        OUTER_SPRINT FileID $pricelist(~%row%~ ~0~) 
        COPY_EXISTING ~%FileID%.itm~ ~override~
            PATCH_IF (SOURCE_SIZE > 0x71) BEGIN 
                SET newprice = $pricelist(~%row%~ ~1~)
                PATCH_IF (newprice > "-1") BEGIN
                    WRITE_LONG 0x34 newprice
                END 
            END
        BUT_ONLY IF_EXISTS 
    END

    Once again, make sure the paths are correct.

    👍

    Thanks: I want something a little more fine-tuned, but the idea definitely has merit. Ideally, I would like to have a secondary and re-installable component that allows the player to switch the values of items between BG1 and BG2, so that if one is playing BGT/EET, they could patch all their .itms as they progress from BG1 to BG2 on the fly. The technical implementation here would actually be very helpful for accomplishing this, as you could slightly modify it to print out the values of your items - once before all the .itms are overwritten, and once after - and compare and contrast those lists to see the discrepancies and figure out what needs to be BG1-ized, and then you could make two different pre-generated .2das, one for BG1 and one for BG2, and allow the player to patch their .itms according to the values of either lists.

    At the moment, that idea is a little pie-in-the-sky given that I can't even find the time to finish the masterwork component, but...maybe eventually.

  17. 1 hour ago, WanderingScholar said:

    Sorry if this seems rather pedantic, but I just wanted to clarify something.

    I was looking at Leonardo Watson's Big World Project mod install guide, which he recently updated, when I came upon this:

    Screenshot_20240126_081517.png.426b679796c077594b51b5d846e546bb.png

    He has component 210, 300, and 301 of 1pp listed to be installed immediately after Item Revisions (main).

    This departs somewhat from your recommended install order. 

    My order is correct: if I had to guess, The Big World Project could possibly be in a bind there, wherein what it's saying is most likely tailored for the official version of IR, not IRR, and it can't move around where to install 1pp depending on which you're installing when both IR and IRR share the same install name and components. That's not really BWP's fault if that's the case. The way IRR is setup these days (and has been for several years now) is that its base .itm files have been all stripped of any EE/1pp content and reverted back to their default oBG2 appearances, but during installation, a series of checks are made to detect what 1pp/EE content your game currently has installed. If you're playing on an EE game, all checks will pass and all graphical customizations will then be patched into those .itm files; if you're playing on a 1pp game, then only whatever graphical customizations that you chose to install will pass and thus only that content will be patched in; if you're playing on a non-1pp, non-EE, vanilla oBG2 game, then all of its IRR's .itms will stay pretty much their vanilla oBG2 appearances. I pray that nobody is playing with IRR that way, but the capacity to do so is there.

    Long story short, the main component of IRR should only be installed after everything you want from 1pp is already installed (with the exception of the Avatar Switching component, which should only be installed after all item-adding/altering mods have been installed) so that those checks will pass and IRR can fully and correctly patch its .itms. If you install IRR's main component before 1pp, then IRR will not ever have the opportunity to patch its .itms, and instead everything is left up to 1pp, which was not ever intended to be installed on top of IR and will lead to a number of incongruities. Probably not anything game-breaking, but some items will definitely not look as they should. How much that'll bother the player will depend on the player in question - anyone who is bothered should use my suggested install order, as that's really the only fix for it. It took a rather ludicrous amount of work to make everything work this way, and it was literally what I was told I'd need to do by Gwendolyn, the maintainer of 1pp, so I don't think there's much I can do about other people's install guides or automated installers being suboptimal, except to suggest that they should be amended where possible.

  18. 5 hours ago, WanderingScholar said:

    Looking at the Revised Warrior HLAs component, something is missing. What about War Cry?

    That crummy HLA that gives fighter's the ability to cast a level 2 wizard spell... 😒

    I think it could use some love. 

    Excuse me for just one moment, I haven't the foggiest idea what War Cry even does in the first place, so I have to go look it up right now.

    Quote

    With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 30-ft. radius if they don't make their Save vs. Spell.

    Fighter HLAs don't really fall under the purview of Spell Revisions in the first place...but since Kreso made a component to slightly improve them years ago, I suppose it wouldn't be the end of the world to add one more. Thanks for bringing it up and the idea, I'll probably steal your design or use something like it.

  19. 7 hours ago, WanderingScholar said:

    Something minor I forgot to add to my last post:

    spell_rev\lib\kreso_petrification.tph needs an addition to prevent flesh to stone description being wiped if you choose .ini setting = 0

      Hide contents

    /// PETRIFICATION ///

    ADD_SECTYPE ~k1#Petrify~ @22005 // String to counter Petrify - "Petrification effect removed"

    ACTION_IF petrification=0 BEGIN

      COPY ~spell_rev\spalt\spwi604.spl~ ~override~
        SAY NAME1 @667    SAY UNIDENTIFIED_DESC @668
      COPY ~spell_rev\spalt\dvbaspet.spl~ ~override~

    Oh man, you're right. Guessing option 0 (aka full vanilla petrification) isn't one most people use...2 is what I use myself. Thanks!

  20. On 1/18/2024 at 5:15 PM, pochesun said:

    yeah, also i assume recently you made Haste effect from potion counterable (dispellable) by Slow spell.

    So is it possible to include this as an option in ini. file? :) 

    This has now been implemented in IRR. The following potions may have their effects dispelled when using the dispellable_potions settings.ini switch:

        ~potn02~ // Potion of Fire Resistance
        ~potn03~ // Potion of Hill Giant Strength
        ~potn04~ // Potion of Frost Giant Strength
        ~potn05~ // Potion of Fire Giant Strength
        ~potn06~ // Potion of Cloud Giant Strength
        ~potn07~ // Potion of Storm Giant Strength
        ~potn09~ // Potion of Heroism
        ~potn10~ // Potion of Invisibility
        ~potn11~ // Potion of Invulnerability
        ~potn12~ // Potion of Stone Giant Strength
        ~potn13~ // Oil of Fiery Burning
        ~potn14~ // Potion of Speed
        ~potn15~ // Red Potion
        ~potn16~ // Violet Potion
        ~potn18~ // Potion of Absorption
        ~potn19~ // Potion of Agility
        ~potn21~ // Potion of Clarity
        ~potn22~ // Potion of Cold Resistance
        ~potn23~ // Strange Potion of Speed
        ~potn24~ // Potion of Defense
        ~potn25~ // Strange Potion of Healing
        ~potn28~ // Potion of Fortitude
        ~potn29~ // Potion of Vocalize
        ~potn30~ // Potion of Sight
        ~potn31~ // Potion of Insulation
        ~potn32~ // Strange Potion of Antidote
        ~potn33~ // Potion of Energy Protection
        ~potn34~ // Potion of Magic Blocking
        ~potn35~ // Potion of Resilience
        ~potn36~ // Potion of Master Thievery
        ~potn38~ // Potion of Mirrored Eyes
        ~potn39~ // Potion of Perception
        ~potn40~ // Strange Potion of Invulnerability
        ~potn41~ // Potion of Power
        ~potn42~ // Potion of Regeneration
        ~potn44~ // Potion of Rage
        ~potn45~ // Potion of Freedom
        ~potn46~ // Potion of Stone Form

    However, I have not yet implemented a text patch that strips their descriptions of the text that states they cannot be dispelled.

  21. When I used to admin a forum for an old game years ago, we would give exactly one warning to people who edit-deleted their posts after receiving an answer for whatever question they had, and if they ever did it again, we'd permanently take away their ability to edit their posts: destroying information that could be useful to other people is a rather heinous violation of community spirit and spits in the face of those lending their time and expertise to help you.

×
×
  • Create New...