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Bartimaeus

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Posts posted by Bartimaeus

  1. Conceptually, I don't think of Breach as being an anti-magic spell in the same way as Dispel/Remove Magic or Secret Word, Spellstrike et al. are. I think of it more in the vein of Lower Resistance, which will lower a creature's magic resistance regardless of whether that magic resistance comes from a spell, their equipment, or a class/race/other ability. Similarly, Breach punctures a hole straight through all of the temporary protections currently enveloping a target, "breaching" their defenses and leaving them vulnerable...regardless of whether said defenses are magical in nature or not. Now personally, I don't really care that much about it either way, since this is just a meaningless "conceptual" perception of the spell, but having Breach destroy Hardiness does make sense to me. Assassination, on the other hand? No.

  2. 17 hours ago, subtledoctor said:

    Duplicate the entire game folder with all 700 mod component installed and the mod folders present. (NOTE: to make this work, Weidu needed the backup folders and the files contained therein to be present. Bart, is there some way you get around this?)

    I keep a "master" weidu.log and put an asterisk next to any mod that requires the backup files in order to reinstall. Typically, this is because of READLNs - free-form user input prompts that cannot be captured by the weidu.log.

    explorer_MNmmajtV8v.png

    For a mod that uses READLN (such as BGT above or BGGraphics), the backup folder for the component in question contains the "READLN.#" and "READLN.#.TEXT" files that store these choices; copying them over will preserve your choices and allow them to reinstall, and you do not need anything else from the backup folders. Alternatively, trying to do 500+ components in one-go is really sketchy in terms of "did anything go wrong? if so, welp, I have to start all over since this is impossible to safely stop until it's way too late" as well as weidu speed and stability (the longer it goes, the slower weidu seems to get - possibly from a result of constantly appending the relevant .debug file? Presumably, you don't want a .debug file that is 20 MB large). So instead what I do is I'll add chunks of the old weidu.log to the new weidu.log, then "re-install" in batches - hundred components there, manually install the READLN component that I've asterisked, then another hundred, and so on.

    It's a process fraught with danger for sure, but once you know the pitfalls and have how it works down, it's very handy. If you're adding new mods or new versions of mods, you should definitely be installing those manually for the first time.

    READLNs wouldn't be an issue if weidu allowed you to supply them in the event of missing input, but instead the installation fatal errors - very annoying, and something I wish would change with weidu.

    (e): Though I have to say, I'm not sure which, if any of your components would actually have READLNs; it is possible other issues cropped up because of leaving the backup folders totally in-tact (which I have never done; only the READLN files), IDK.

  3. 1 hour ago, FixTesteR said:

    "allowing the wearer to became"

    Guess this is why typos happen - thanks!

    1 hour ago, FixTesteR said:

    Dav just straight up revealed Monty. I tried it two or three times. And then he started to attack him in melee, since at that point, Dav was out of spells. Monty's invisibility was due to Hide in Shadows. Is HiS different from spells II or I? Maybe that's the culprit. But I can't say if the problem is with the cloak or DI spell. This is where your help would be indispensable.

    If Montaron was the only character in his line of sight, that probably figures. I wonder if you can backstab a creature if it can see you like this while it's currently targeting someone else.

    To be honest, given how many issues it's caused over the years while just being overall pretty sketchy, I kind of just wish Non-Detection wasn't in these games. SD probably has the right idea in replacing it with a "you can't dispel illusions" concept instead.

    1 hour ago, FixTesteR said:

    Would it be hard to modify PfMW myself? I'd need NI and maybe change one line in the code?

    SPWi611.spl, remove all but one of the #120 opcodes (Protection from Weapons), change it to type 1 and enchantment level 0.

    54 minutes ago, WanderingScholar said:

    Also, after a quick check, Lavok, unlike other liches, doesn't seem to have "Invisibility detection (193)". This might be different on your install. On mine it's not on either of his .cre's nor on any item he carries. BTW I've also noticed spellcasters trying to melee.

    No, he does not, but in the scenario that I laid out, he was granted opcode 193 after casting SRR's True Seeing. Liches and certain other types of creatures (such as glabrezu) are supposed to be able to always see through invisibility, hence why they do not care. Meanwhile, Lavok's behavior even after getting opcode 193 does not include targeting invisible characters with spellcasting until the invisibility has been broken even when they have a 193 opcode active.

    54 minutes ago, WanderingScholar said:

    Bart, this probably doesn't need to be said, but I noticed in your misc. files SR settings.ini you had "anti_magic_spells_pierce  = 0". I assume SCS corrects this behavior, but maybe not since it states in the readme v34 under Non-Spell Revisions changes:

    "Antimagic attacks penetrate improved invisibility" and "These changes are made only if you are not playing with Spell Revisions."

    I set this to 1 in my own game just to be safe.

    The idea in SR is that you're supposed to use Detect Invisibility or True Seeing in order for your mage to be able to target improved invisible characters. However, SCS's spellcasters as they are right now would be hamstrung by that limitation, and instead allows its spellcasters to forcibly use anti-magic spells (such as SW) on improved invisible characters; those settings are there just to allow the player to play by the same rules (or just make spellcasting battles less complicated).

  4. 4 hours ago, subtledoctor said:

    Well, if Detect Invisibility is using op193 like base SR then it can see and target anyone who is invisible, even if under non-detection. So in that case the description of "non-detectable by magical means such as Detect Invisibility and True Sight" would seem to be wrong. In SR non-detection protects your invisibility from being dispelled, but it doesn't protect you from being seen by folks with op193.

    Idea: theoretically, you could add op100 effects to the non-detection, like the Scroll of Pro Undead. Say, op100 vs. EA / All, and then you would be completely undetected and ignored by everyone while under non-detection. But, crucially, apply the op100 via a repeating subspell, and gate the subspell via op326 to only work when the rogue has STATE_INVISIBLE. So if you lose your invisibility you can be targeted again.

    Only work on the EEs, though.

    Also now that I wrote that out, I love it and I am doing it  myself. :ph34r:

    This issue is that I've tested this about three times now and even SCS spellcasters (with the exception of those who are deliberately scripted to always ignore invisibility, e.g. liches and powerful fiends) do not properly react to creatures hidden by stealth/Invisibility + Non-Detection even after casting a Detect Invisibility or True Seeing that grants them opcode 193. I just tested again on a SCS+SRR EE game to make sure:

    1. With exactly one character, I go up to Lavok with Non-Detection already active and start the dialogue/fight.
    2. I cast Improved Invisibility; although he has True Seeing memorized, he does not cast it and just waits around doing nothing.
    3. I attack him (thus breaking my normal invisibility but retaining the spell-untargetable improved invisibility state).
    4. He casts Time Stop, Absolute Immunity, and then True Seeing.
    5. Timestop ends, I cast Invisibility again.
    6. He mostly stands around. He *knows* my character is there because he continues to cast self-targeting defensive spells (unlike before he cast True Seeing when he was literally doing nothing at all while I was invisible), but he will not target my character with spells until I break normal invisibility again. Bizarrely, he occasionally tries to melee attack (thus indicating he definitely has the 193 opcode) but then will inexplicably stop a moment or two later.
    7. I attack him again, thus breaking normal invisibility (again, still retaining the spell-untargetable improved invisibility), and he casts Horrid Wilting, Remove Magic, and other stuff immediately after - as he should, because Detect Invisibility/True Seeing are supposed to allow the spellcaster to pierce the improved invisibility state even if Non-Detection is running...just not stealth/normal invisibility.

    This has been more or less my experience every single time I've tested this. While this is...weird, convoluted, and certainly less than perfect, if you have stealth/Invisibility + Non-Detection running, Lavok instead directs his attention towards non-invisible characters, and thus it practically works as intended. If you're playing a solo character...I can definitely see this looking a little glitchy and being less than ideal, but I don't really have any avenues to fix it and it's "mostly" harmless. If there are people who have contrary experiences, I would very much like to hear about them - perhaps the circumstances I keep testing have been too narrow (for the record, this is the first time I've tested specifically Lavok; Tolgerias and his cronies were another, while I don't remember what was the last).

  5. 20 minutes ago, FixTesteR said:

    Hi. Is it intentional that Detect Invisibility goes through the Cloak of Non-Detection? Davaeorn is able to see detect Monty wearing Gurke's cloak.

    Also, the description of the cloak has a typo.

    @1385 = ~Whispers of Silence
    Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success, allowing the wearer to became non-detectable by magical means such as Detect Invisibility and True Sight. No record exists of previous owners.

    STATISTICS:

    Equipped Abilities:
     Spell: Non-Detection

    Weight: 3
    Not Usable By:
     Wizard Slayer~

    I've read the description three times now, and I do not see a typo, though I do see a little bit of an oversight in still calling True Seeing "True Sight" instead. As for the issue of Davaeorn, the AI can be...inconsistent in how it reacts to Non-Detection. What exactly did you experience?

  6. 43 minutes ago, subtledoctor said:

    Well  given my understanding of how things work, we could change ProNormalWeapons to  "+0" weapons (type=0). Then set special items to "not enchanted" and "+6" or something like that. That way they should bypass both ProWeap spells, as well as any Mantle-style spells, if some mod adds them back, as well as innate .CRE immunity for demiliches/etc.

    A two-handed sword +1 without the enchanted weapon flag set but still having an enchanted level of +1 is treated as non-magical for this purpose (i.e. as if the enchantment level were 0). I confirmed this a moment ago when said two-handed sword +1 was ineffective against Protection from Normal Weapons.

    (e): Ah, but I forgot the second component of that: when having PfNW use type 0 with enchantment level 0 and PfMW type 1 (all magical weapons), setting a weapon to enchantment level 1 but non-enchanted *does* allow it to bypass both PfNW and PfMW. Interesting. In that case, it would work...although again, there is some consideration as to whether this is a good idea in the first place. Also...my memory tells me that SCS does weird systematic stuff with non-enchanted weapons that have enchantment levels, so that might be something to look out for as well.

  7. 13 minutes ago, subtledoctor said:

    Aaaaah. I (we) didn't realize type 0 worked that way. Crazy. And annoying.

    BUT it’s probably fine because we can just set Sol’s Orb etc. to be nonmagical. Right? Don’t have to worry about interference with ProNormalMissiles, because that is now ProAllMissiles. 

    Right?

    It would be an issue because Protection from Normal Weapons would protect against it instead, which I think is worse and more nonsensical than letting Protection from Magical Weapons do so. Also, I don't recall off-hand whether Protection from Missiles protects against Sol's Searing Orb (and a couple of other similar spell-like weapons): Protection from Missiles has to manually specify every single type of projectile type that it protects against, and I'm not sure if it's included or not off the top of my head.

  8. Original 5 CD version of the game on the latest patch: https://dl.dropboxusercontent.com/s/gv31zua2udd1c6v/bgmain_FBgi0TYTCz.mp4

    The strangest thing occurred here: although I spent a couple of minutes trying to get Physical Mirror to reflect the bolts, including with a reload, and nothing would do, they were just seemingly deflected. But the exact moment I ended the video, all of the bolts that Keldorn had fired suddenly all came back at once and hit him. I then reloaded the game, and all of them were being fired back at him as was expected...and then I reloaded again and once more, none of them were fired back. Uh...okay then. Then I tried the GOG version, and I started to think it would never work on the GOG version because I reloaded like ten times and they were never reflected...but it finally happened right as I was about to give up.

    So...I don't know what to tell you guys, Physical Mirror's reflection predominantly did not work but rarely did with both versions of the game for me.

  9. 9 minutes ago, subtledoctor said:

    I distinctly recall discussion of doing just that.

    Frankly now I think about it, I think  Demi did not change the spell, for the sole  reason that it might have a deleterious effect on the Rogue Rebalancing Chosen of Cyric fight. Which means this is a bug.

    So I dug up the old discussion: https://github.com/Gibberlings3/SpellRevisions/pull/56#issuecomment-901296277

    grodrigues wanted to enable blanket protection against magical weapons (opcode 120, Protection from Weapons, type 1), which I attempted to dissuade him of because some special spell-like weapons (such as Sol's Searing Orb) were seemingly set higher than what PfMW would cover in order to bypass it. b18 of SR instead uses 120 opcodes that specify type 0 "Magical Weapons (enchantment level)", for enchantment levels 1-5. The thing is...type 0 covers all levels below what is specified as well. So just doing one type 0 with enchantment level 5 would provide protection against enchantment levels 1-5...AND non-magical weapons. This is where we went wrong and apparently which neither of us understood at the time (or tested). So it turns out, enabling blanket magical weapon protection and removing the type 0s is the only way to restore the vulnerability to non-magical weapons.

    Now, whether that's the best idea to do or not...is another issue entirely.

  10. 2 hours ago, WanderingScholar said:

    Just a heads up,

    The PFMW bug granting immunity to normal weapons still exists in your spwi611.spl

    I suppose now is a good time to ask if it hasn't been addressed already.

    Have you ported over the fixes from 4.19rc1 into your files?

    I've been installing SRR over top.

    I did (godrigues and I worked on many of them together...), but it's possible I missed one or two, even though I specifically remember working on that one with him.

    Unfortunately, I can report that it seems like normal weapons don't pierce PfMW in either b18, 4.19rc1, or SRR: clearly, grodrigues and I misunderstood how the "Protection from weapons" opcode works, since we both handled it incorrectly.

    29 minutes ago, subtledoctor said:

    I thought Demi did this intentionally? I like it this way. Just "Pro Weapons."

    Well, it should be called Protection from Weapons in that case, or at least make it clear in the description.

  11. @WanderingScholar "SAY" is what is responsible for giving items/spells/creatures new names/descriptions, so if you comment out a spell like so...

    COPY ~spell_rev\spwi3##\spwi308.spl~     ~override~  // Lightning Bolt
      SAY NAME1 @515    SAY UNIDENTIFIED_DESC @516
    COPY ~spell_rev\spwi3##\scrl1k.itm~      ~override~
      SAY NAME2 @515    SAY IDENTIFIED_DESC   @516

    ->

    /*COPY ~spell_rev\spwi3##\spwi308.spl~     ~override~  // Lightning Bolt
      SAY NAME1 @515    SAY UNIDENTIFIED_DESC @516
    COPY ~spell_rev\spwi3##\scrl1k.itm~      ~override~
      SAY NAME2 @515    SAY IDENTIFIED_DESC   @516*/

    It prevents the spell and associated scroll resources from being overwritten with SR's main changes, which will additionally prevent any name/description changes as well. In practice, there are certain spells that will cause SR to crash and burn if you prevent them from being installed though, so beware that; generally, most should be okay, Lightning included (...I, too, sometimes miss the old bouncy lightning).

  12. 12 hours ago, subtledoctor said:

    Jesus, maybe it's the two glasses of wine but that's two epiphanies you have inspired tonight. I've always been proud of my nation, but it springs from feeling fortunate to have been, by sheer chance, born in a good there.  It honestly never occurred to me to distinguish that from others - to think that the nationalistic pride of some people springs from actual feelings of superiority.  Huh.

    Being aware of and thankful for your circumstances is always a good frame of mind to occupy. Thinking of how different and how much harder your life would likely be if you were born at most any other different place/time in the world and throughout history should naturally induce such a feeling...as well as at least a little empathy for the others that were not blessed with your fortune, who from birth have always been on the outside looking in for one reason or another. Though that's also no reason to ignore that we can also strive for better, that we must strive to at least prevent the kind of encroachment that will inevitably makes things worse.

  13. 5 hours ago, Prof Errata said:

    Well, I think the discussion is over now. Note if you must know however, the French spelling is a nightmare for the French themselves, not only for the children but for the adults too, a real science by itself…But I've something to say to you - to put an end to this pointless conversation -  about my language : NEVER insult a French Canadian (from Québec) about the language of Molière, it's the best manner to take a clout…

    NB: we have no problems to understand French of Belgium and Switzerland, and personally I'm very happy to know that the famous Belgian humorist Laura Laune - my favorite one  - have sung an horrible - and hilarious ! - song about France…

    Dutifully noted, though I admittedly have very little patience for people who take undue pride in their (arbitrarily decided at birth) nationality and the related issues that come with it. But then again, probably just a hair less than half of the population of my own country would have very choice words for me indeed for my thoughts and feelings regarding said country.

    1 hour ago, subtledoctor said:

    Ah crap, this guy again? Thanks for the reminder Bart, I thought that sounded familiar

    Hey, maybe I'm just a big ol' jerk with a little too long of a memory. So not counting today...

    2017 December (weidu itself):

    2018 January (BG2 Fixpack):

    2018 February (Tweaks Anthology):

    2018 August (IR):

    2018 August (Tweaks Anthology):

    2018 September (Tweaks Anthology):

    2018 September (TBL):

    2018 September (BG2 Fixpack):

    2018 September (Tweaks Anthology)

    2018 September (SCS😞

    2018 October (TBL):

    2019 January (TBL):

    2019 Feburary (SCS😞

    2019 April (TBL):

    2019 June (SR):

    2019 July (SR):

    2020 Feburary (SRR):

    2020 Feburary (SR again after I said "haha, no, never" in the SRR thread):

    2020 April (IM10_Simd0):

    And the list keeps on going, but I don't want to read any more than that. Hey, uh...hey, maybe...maybe stop doing that.

    1 hour ago, subtledoctor said:

    Also - you  just totally blew my mind. As I'm trying to teach my kid to read and we're dealing with letters making different sounds and how that complicated learning via phonics... and yeah, other languages actually have markings to deal with junk like this! Seems so civilized.

    Yeah, you'd think it'd be a learning tool even for young native speakers. The multitude of sounds that letters can make in English is not at all conducive to getting a grasp over the language, and never mind loan words. You could phase out using them as you get older. Heteronyms can also be a problem where diacritics would be helpful. Read vs. read, as an example: one of them is pronounced with a short E, one with a long E...there are certain sentences where you can't accurately distinguish between heteronyms and the sentence is ambiguous as a result. Eh.

  14. 5 minutes ago, Prof Errata said:

    Well my dear f(r)iend, I think we can forget these sharp remarks now if you want, the G3 community will appreciate that. À vous de voir donc…

    Sharp remarks? Just trying to have a friendly conversation about language and its proper use, :).

  15. I apologize that my language has borrowed one of the words from yours and transliterated a widely accepted variant without the pointless* diacritics, but that's the way she goes.

    *Note: pointless in English. I'm sure they serve their use elsewhere, but as English is entirely without them, it doesn't really make a whole lot of sense to use them. Given how inconsistently letters are used in English, it might prove helpful for those learning the language if it did have them, though...that might be a very useful learning tool if you're coming from a different language where they're the norm.

  16. lmao, think this poor guy had a couple of too many ales...or perhaps something else

    eef4uoNg.bmp.jpg

    Although pretty different from the BG1/2 art styles (stylistically speaking, they remind me more of NWN1 than anything else - generally more natural looking lighting and colors than NWN1 would offer, though, which helps them fit in more with BG), they are quite neat.

  17. On 9/18/2022 at 4:46 PM, celebjorn said:

    I'm installing this on a Linux machine. Attached is the error, as well as the associated logs.

    ERROR: Sys_error("item_rev/lib/strrefs.tpa: No such file or directory")

    I looked in the associated folder and found no file.

    I've tried installing the version from here by itself: https://www.gibberlings3.net/mods/items/item_rev/

    As well as the revision here, using the specified instructions (extract over the top of the original mod, then install using the weidu installer): https://www.gibberlings3.net/forums/topic/28894-ir-revised-v13800-2022-january-11th/

    This is a fresh install.

    Any help is greatly appreciated!

     

    weidu.log 6.04 kB · 9 downloads

    I did not see this thread until just now, whoops.

    I don't believe it's possible that you could have seen that particular error regarding strrefs.tpa if you tried to install IR from your link, because the linked V3 does not contain any mention of "strrefs.tpa" in the entire mod: that's a V4 thing. Now I do believe you when you say that you got that particular error when you tried to install IR v3 + IRR, as you would receive that error (along with a great deal many others even if that error were fixed), because IRR is based off of and requires IR v4, and there are substantial differences between the two. As for why IR V3 failed to install in the first place...well, it would depend on what exact error you got there, but I just don't think it could've been the same strrefs.tpa error, as I literally did a complete search of every single file within the V3 package for that, and there was not a single mention of it...in contrast to V4, where it's one of the first lines of main_component.tpa, which is practically the first thing that runs when you try to install the main component of IR.

  18. 39 minutes ago, ahungry said:

    Not that I can see from backup/ history - and the ram OOM error is now happening with SR dispel magic as well, ugh lol - gonna wipe and reinstall to this point, be back in a few hours

    Alright, best of luck. Not sure what to try with the bad file for the time being.

  19. 17 minutes ago, ahungry said:

    Edit: Wow, that was weird, while SR applied cleanly a few days ago (as I described), I just went to re-apply it now and something in the SR mirror image component exhausted 16 gigs of ram on my laptop, forcing the weidu process to die to lack of malloc - that's odd...

    Well...that's very strange. The component is essentially "this list of AoE projectiles should bypass Mirror Image, so scan all .itm and .spl files to see if they use one of the projectiles from this list, and if so, set said .itms and .spls to bypass AoE; also, here are some special cases that we will manually set as well". If it only happened once, I'm inclined to believe it was just a bizarre fluke...probably.

    17 minutes ago, ahungry said:

    Looks like it belongs to this: https://github.com/RoxanneSHS/TyrisEE

    I never found the original link, although if it's an old abandoned mod, I doubt it's been updated anywhere else for modern installs (this was one of many mods I snagged when pulling in every mod I could find when I first resumed playing modded BG a couple years back).

    This mod worked fine with SR + SRR prior to the latest SR update though - it's just post SR update (from Oct 2022) combined with SRR fails - SR latest applies cleanly with this mod, so maybe there is some unique interaction, but I assumed something that SRR relied on being present/in a particular format in SR was changed in the Oct 2022 SR (which looked like it accumulated 2 years worth of changes).

    Did any other mods touch this file? I installed it straight from the link you provided (and confirmed that G#TFVAMP.cre was in my override) and then installed SRR immediately after, no issue. If some other mod touched this .cre, it may be that I need to install that as well to figure out what went wrong.

  20. 49 minutes ago, ahungry said:

    I redid the install - this is the grep for ERROR and the context of 5 lines after each - about half the components ended up installing, but not the main spell_rev one:
     

    ERROR: [G#TFVAMP.CRE] -> [override/G#TFVAMP.CRE] Patching Failed (COPY) (Invalid_argument("String.sub / Bytes.sub"))
    Stopping installation because of error.
    Stopping installation because of error.
    
    ERROR Installing [Spell Revisions], rolling back to previous state
    Will uninstall 8672 files for [spell_rev/setup-spell_rev.tp2] component 0.
      Restoring backed-up [weidu_external/backup/spell_rev/0/DIVINE_EE.TRA]
    weidu_external/backup/spell_rev/0/DIVINE_EE.TRA copied to SPELL_REV/LANGUAGES/ENGLISH/DIVINE_EE.TRA, 127982 bytes
      Restoring backed-up [weidu_external/backup/spell_rev/0/DIVINE.TRA]
    weidu_external/backup/spell_rev/0/DIVINE.TRA copied to SPELL_REV/LANGUAGES/ENGLISH/DIVINE.TRA, 127954 bytes
    --
    ERROR: Invalid_argument("String.sub / Bytes.sub")
    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
    Automatically Skipping [Spell Revisions] because of error.
    Using Language [English]
    [English] has 5 top-level TRA files
    [spell_rev/languages/english/arcane.tra] has 696 translation strings
    --
    ERROR locating resource for 'COPY'
    Resource [sppr951d.itm] not found in KEY file:
    	[./chitin.key]
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    --
    ERROR Installing [Mirror Image Fix], rolling back to previous state
    [weidu_external/backup/spell_rev/20/UNSETSTR.20] SET_STRING uninstall info not found
    Will uninstall 115 files for [spell_rev/setup-spell_rev.tp2] component 20.
      Restoring backed-up [weidu_external/backup/spell_rev/20/ABAZ01.SPL]
    weidu_external/backup/spell_rev/20/ABAZ01.SPL copied to override/ABAZ01.SPL, 490 bytes
      Restoring backed-up [weidu_external/backup/spell_rev/20/ABAZDG02.SPL]
    --
    ERROR: Failure("resource [sppr951d.itm] not found for 'COPY'")
    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
    Automatically Skipping [Mirror Image Fix] because of error.
    Using Language [English]
    [English] has 5 top-level TRA files
    [spell_rev/languages/english/arcane.tra] has 696 translation strings
    --
    NOT INSTALLED DUE TO ERRORS Spell Revisions
    
    SUCCESSFULLY INSTALLED      Deva and Planetar Animations
    
    NOT INSTALLED DUE TO ERRORS Mirror Image Fix
    
    SUCCESSFULLY INSTALLED      Dispel Magic Fix
    
    SUCCESSFULLY INSTALLED      Spell Deflection blocks AoE spells
    

    I'm not sure if a preceding mod is impacting this, but without SRR , spell_rev works fine in this setup.

    Thanks!

    So the Mirror Image Fix error suggests that it doesn't install because the Main Component wasn't already installed, so I think we can safely ignore that for the time being. Although that component really should still be installable even if the user chooses not to install the main component, so I'll have to fix that regardless; if I had to guess, that issue will occur in the non-Revised version of the component as well, because that chunk of code concerning sppr951d.itm has not changed between the official version and my version. The simplest fix would be to simply gate it behind a "make sure the file actually exists in the first place" check, which I'll implement. (e): Now implemented in the latest repository version, fixing that particular issue.

    The main component error is a little more...mercurial to me. Creature "G#TFVAMP.CRE" failed to patch correctly, but why is it being patched in the first place? Presumably some global creature patch (a patch that scans all .cre files and potentially makes changes to them depending on if certain criteria at met) at some point in the mod is failing on that particular creature, but I don't know which global patch, I don't know who/what the creature is (except that they're probably some kind of vampire based on the .cre filename), I don't know which mod the .cre comes from, and I don't know why it's failing. If you would be so kind as to do a changelog for that particular .cre filename to see where it comes from, it would be of great help for me to track down the issue; sadly, a Google search for it did not turn up even a single result. Possibly your spell_rev.debug and a copy of the .cre would help as well, though I suspect I'll have to use your changelog of the .cre and create an install that matches your install log in order to figure it out.

  21. 3 hours ago, ahungry said:

    @Bartimaeusit failed to install - I am using GNU/Linux.

     

    # # ### NOTE: Currently SRR doesn't apply to SR per latest update
    # # ### Site: https://github.com/Gibberlings3/SpellRevisions/releases
    # # ### Site: https://github.com/BartyMae/SR_Revised/releases
    rm -fr spell_rev ; inflate SpellRevisions-4.19rc1.tar.gz ; mv SpellRevisions-4.19rc1/spell_rev ./
    rm -fr 'SR_Revised-1.3.900-' ; inflate 'SR_Revised-1.3.900-.tar.gz'
    rsync -avz './SR_Revised-1.3.900-/spell_rev/' ./spell_rev/
    weinstall spell_rev --yes --no-exit-pause --language 0
    
    # NOTE: inflate is a shell function I use to handle zip/tar/rar etc. in a single command for my setup script

    this was in an EET setup after my general/npc/quest section, but before my kits/EET_end/tweaks section.

    In this test, I had SCS installed at start of order instead of end (this hasn't impacted my SR/SRR weinstall in the past - not speaking to any game play testing).

    "Currently SRR doesn't apply to SR per latest update"? What exactly is spitting that out, and on what criteria? But yeah, I don't really know what the installation process of a mod looks like on non-Windows environments, I guess. From what I can tell looking at the .tar.gz files for both b18 and b19, the structure for both is identical, so I don't see why anything would have changed: https://dl.dropboxusercontent.com/s/3054q6gp3imvm6y/explorer_jbEyQgaTv7.mp4

    In the past, I've created combined archives for people in the event of non-Windows OSes not being able to combine them correctly, so if you ever need that, just hit me up.

  22. 3 hours ago, FixTesteR said:

    Exactly. And only the protagonist can cast it. So from now on, I'm staying away from it. It think it unbalances the game. I solved by situation via EEKeeper. I guess you're not satisfied how this spell is handled even in SRR, right? If there was no boost in HP and no CON loss, then this might be an okay balanced spell.

    No, I've always disliked Find Familiar - for those reasons, and also because I prefer to control less characters (to this point, I usually only use a maximum of 5 party members), not more, and Find Familiar is obviously a bit of an antithesis to that in basically adding another semi-party member without much purpose. The thief-like familiars don't get ever good enough thieving abilities to make a thief unnecessary, and the caster-like familiars get a couple of utility abilities, but both are so vulnerable outside of like right at the beginning of BG1 that the hassle is not really worth the trouble. So you get your bonus HP and have the thing sit in your inventory 99% of the time...at least, if you're sane.

    I know there's at least one mod out there that revamps Familiars (though I haven't played around with it myself since I just...fundamentally don't like the idea of familiars), but I don't know about just killing the constitution/HP stuff.

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