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Bartimaeus

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Posts posted by Bartimaeus

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 6 hours ago, ahungry said:

    I downloaded the latest SRR https://github.com/BartyMae/SR_Revised/releases

    1.3.900

    it didn't apply cleanly with the old method of copying (rsync in my case) the SRR directory structure overtop of SR - I suspect this is because I just pulled in the latest SR version 4.19rc1.

    I've been using SRR since I found SR, so I guess it'll be interesting to test out "just" SR and not the further adjustments SRR makes.

     

    Did it fail to install, or are you using some other measure to determine how cleanly it copies over? v4.19rc1 hasn't changed the process any here on Windows: https://dl.dropboxusercontent.com/s/qp17a23i25tgqd4/explorer_Ef3xgztbRJ.mp4

     

  7. 1 hour ago, FixTesteR said:

    Hi guys. Might be offtopic.

    My familiar died a long time ago. Yet my CON is still -1. The number is red. EEKeeper tells me my CON is 15, ingame I have a red 14. Shouldn't this take only a week? Granted, during this period, I've used EEKeeper a few times and saved an edited savefile. I hope that didn't mess up the one week counter. Should I flag or unflag something?

    If anyone knows how to help me get my CON back, I'll be grateful. I think it's been way over a week, especially when you include travelling that takes even 24 hours.

    Okay, under "effects" in EEKeeper, I do have -1 to CON. Since I haven't got it back in all this time, is it safe to just revert it to 0 and just keep on playing? I'm just pretty sure I selected the option that the CON returns after 1 week.

    Just trying to figure out what is going on.

    Find Familiar spell description:

    Quote

    If the familiar dies, the caster will [...] permanently lose 1 point of Constitution

    I personally think this mechanic (but also the mechanic of the caster gaining HP while the familiar is alive) is incredibly dumb, but Find Familiar is a difficult beast to tame between the different games, so I'm not inclined to touch it or its mechanics.

  8. 40 minutes ago, Chitown Willie said:

    Opened up "C:\GOG Games\BGEE\weidu_external\backup\stratagems\5900\RING97.ITM", and the "Immunity to weapons" Effect is not there.

    By the way, thanks so much for the troubleshooting advice.

    Welcome. So I installed the three mods that you listed as affecting this item.

    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 (Revised V1.3.860)
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification -> Gems and potions: v15
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3

    However, still no protection from normal weapons. You're welcome to place the resulting file in your override to fix the issue, though: https://dl.dropboxusercontent.com/s/j3yk099saccp8vi/ring97.itm As for why it happened in the first place...it's difficult to say.

  9. 11 hours ago, Chitown Willie said:

    Opened up "C:\GOG Games\BGEE\weidu_external\cdtweaks\backup\1140\RING97.ITM", and the "Immunity to weapons" Effect is not there.

    Perhaps it's something unique to v.843 of IRR?

    This proves that IRR did not add it. The backed up RING97.itm in weidu_external\cdtweaks\backup\1140 is the file that weidu will restore if that component is uninstalled. Since this is the version of the file immediately after IRR changed it but before anything else has, that means that since the property is not there, IRR did not add it. It would have to be there if IRR was at fault, since all of IRR's changes to it have occurred by this point, but neither of CD Tweaks' or SCS's have. This is the precise purpose of using changelog and following when/how a file was changed by specific components by being able to look at the backups. So now the next question is if the backed up version of the file in the Stratagems component 5900 backup folder has it; if it does, that means the CD Tweaks component added the property. If it doesn't, that instead 99% suggests that the version of SCS you're using did it. While I am pleased to see that IRR didn't do it, I'm still going to be quite mystified if it turns out that the CD Tweaks component did, since that would seem to be quite out of scope for that component; if SCS did, that...would make more sense, except for the fact that I've literally installed SCS 34.3 after IRR in my current install, and it did not happen. Strange either way, really.

  10. 20 hours ago, Chitown Willie said:

    Bartimaeus,

    Recently noticed that all wyverns are immune to normal weapons.

    Further examination shows that wyverns are equipped with RING97.ITM, which provides the immunity:

    image.thumb.png.65254a2a900f2ed038bc2724217c3bfa.png

    And RING97 is changed by IRR:

    Mods affecting RING97.ITM:
    00000: /* created or unbiffed */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.843)
    00001:  ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 1140 // Gems and Potions Require IdentificationGems and potionsv15
    00002:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)34.3

    Was it intended to grant wyverns with this immunity?

    It's not intended, but also, RING97 doesn't give protection from normal weapons. Clearly it does in your game, but in mine with both IRR and SCS, it does not. It seems pretty unlikely the CDTweaks component would give it, so I'm a little stumped. If you could look at RING97.itm in the backup folder for CDTweaks component 1140 and see if it's still the case that it has the protection from normal weapons property, that would be helpful.

  11. 3 minutes ago, Isewein said:

    Thank you for the explanation. Maybe you should put it as a preamble into the first post so that cursory readers understand the nature of this revised revision. Now, I'm happy to try out your changes - I assume you play with SCS yourself and its AI is able to work with SRR just as well as with SR?

    Yeah, I was just thinking I really need to remember how to find this post in the future when somebody asks again, :p. Yes, I play with SCS, and have made some changes (such as the range of spells and some of the optional settings.ini switches) around it.

  12. Nice job! Long-time coming, :).

    Install order: For SRR, I recommend before Anthology Tweaks but after most other content mods, generally. But I admittedly play with a pretty pared down install without anything that majorly adds or changes the spell systems, so there may be notable exceptions I am unaware of. Probably only people who use them could tell you, though.

  13. 2 hours ago, Isewein said:

    Without having read the 119 pages of this thread, is there a reason this still isn't integrated into a new SR version? Is it following a different general design philosophy? Is there a guide somewhere which of the two SRs I should chose as a player used to the old SR depending on my preferences?

    I've done SRR/IRR my way and without oversight, largely without comprehensive documentation (partly because I initially intended for them to be only for me, partly because the effort started long before it was hosted on GitHub, partly because fixes both minor/major and creative design choices all got jumbled up and intermixed and this makes documenting all changes very difficult and certainly impossible to decouple); this is highly problematic because SR and IR are simply not my mods. No ifs, ands, or buts about it. As subtledoctor is helpful to remind anyone who asks something like what you just did, the official versions of SR and IR still work, so you should only use SRR or IRR if the changes I've made appeal to you. And because of the problematic nature of its development, neither SRR or IRR will ever become the official versions: such a decision would have to be both community driven and with at least Mike's approval, and while Mike (admin on these forums and one of the two original developers for IR) has mentioned being open to the possibility, it seems unlikely at this stage that a kind of community consensus could ever be reached even if we wanted to determine a definitive answer about it.

    Which is precisely my great frustration with working on the official version with my two other custodians (subtledoctor and grodigrues): I can unilaterally implement changes to SRR/IRR immediately as soon as I have time and inclination, whether it's a fix or a new direction for a spell or item, and if somebody doesn't like it, they will come in here and post, and we'll have a discussion about it and I can revert or change it if necessary, which I have very frequently done when those types of issues have arisen. Likewise, if someone wants to see some kind of new change that I didn't think of yet, they can also come in here and suggest it and see how I and others feel about it, and possibly get it implemented quickly. With SR, even simple bug-fixing requires consensus between we three custodians (sometimes understandably so, because what seems to be an obvious "fix" to one of us the other two have, at times, vocally disagreed with and nixed), while creative decisions (i.e. changes that don't fall under bug-fixing) require "input from the community", and that has been...well, very difficult to get, so most changes are effectively off the table - see the initial post's spoilers at the bottom to see what kind of changes would be largely off-limits to bring to the official mod. Those changes are mostly non-negotiable for myself personally: I implemented them because I wanted them or other people wanted them, so obviously I am not willing to arbitrarily give them up for the sake of "well, we weren't able to reach a consensus about them". The community going against them I would accede to, but more what happens is that there isn't enough input of any kind at all, thus effectively placing the official versions in stasis for the most part.

    With the janky way SRR and IRR are installed, it necessarily requires that users know what they're installing, which I think requires a higher degree of awareness and involvement than if someone's just casually installing normal SR/IR while expecting them to be exactly what they're always been. After all, you have to, at a minimum, be at least lurking on these forums and visit the IR/SR sections and see the threads and read about them. I appreciate and value that level of initiative and involvement from the people who use or have used SRR and IRR. Conversely, if you are the mind that the official versions of these mods should not be changed except for bug-fixing (and people certainly do still use the official versions), then having all of my changes dumped and integrated into the official version would be a bit of a disaster for them, wouldn't it? So I am content with how things currently are.

    tl;dr: If you want SR/IR exactly as they've always been, it's probably not a good idea to use SRR/iRR: use the official versions instead.

  14. 10 minutes ago, pochesun said:

    @Bartimaeus hello. I have a question, would you recommend to use master versions of IR and SR or release versions for those? (like https://github.com/Gibberlings3/SpellRevisions and https://github.com/Gibberlings3/SpellRevisions/tree/v4b18 for SR;  https://github.com/Gibberlings3/ItemRevisions and https://github.com/Gibberlings3/ItemRevisions/tree/v4b10 fpr IR). In description there are links to release versions but i always wanted to try master one :)

    Also wanted to ask if you can share your WEIDU log for BG2 once again plz :) 

    I don't believe there is any difference between the latest proper release of IR and the repository/"master" version; if you check the dates, IR hasn't been updated since the last proper release. SR is a different matter, but in any case, it should make no difference and I've tested using the master version somewhat recently (within the past few months) to make sure it also worked. Well, it probably makes no difference: SRR replaces almost all of the base mod's resources, but the small percentage it doesn't could have differences between the release and master version. If they do, they're probably minute, but I don't see much harm in trying.

  15. 1 hour ago, celebjorn said:

    Yes, other mods have installed without issue (and work after booting up the game.) 

    I should also mention that I tried installing with the .exe file that is packaged with the mod with wine, and got the same result (the error I mentioned in my earlier post, though this time a different file name with both approaches.)

     

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

    Appreciate your help, @Bartimaeus
     

    Can you manually confirm that "tooltip_macro.tpa" is in the specified folder ("item_rev/lib/") that you extracted from the .zip file? If it is not, I would be confused, because it is precisely there in the .zip that I just redownloaded to check, so why didn't it extract (or why did it get moved during installation)?

  16. 14 hours ago, celebjorn said:

    I'm installing this on a Linux machine, getting an error during the install. Attached is the error, as well as the associated logs. There are no output indicators prior to the error as to why this is happening.

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

    I looked in the associated folder and found no matching file. No kidding?

    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 using the prescribed installation method:
    1. Extract the archive to the BG2 ciopfs folder.
    2. Run tolower
    3. Install using the weidu installer.

    Any help is greatly appreciated!

    I presume that other mods install just fine? ...I've never played/installed mods on Linux, so I have limited expertise in trying to help you here.

    (e): If you remove your current item_revisions folder and try it with this instead, does it work? https://dl.dropboxusercontent.com/s/outcwsuuaf5sgvu/ir_revised_standalone.zip

  17. When I heard the news not all that long ago, I noticed I hadn't actually hardly seen him in anything besides BGII - somebody in The Omen, a film I didn't particularly care for and don't remember his role in, and also Evil in Time Bandits, which is a film I do like a lot. RIP.

  18. 3 hours ago, Salk said:

    Well, I'd be in favor of making Lower Resistance a slightly more appealing spell but rather than doing it by changing from single target to AoE I'd upgrade its single target effect.

    But it's just a personal preference.

    I'm not sure if perhaps SCS uses this spell in combat but I'm quite positive vanilla AI doesn't.

    Well, its effect was increased from base SR as well, IIRC - from 2% per level (maximum of 40% at 20th level) to 10 + 2% per level (maximum of 50% at 20th level...but more importantly, when you obtain this spell at 9th level, it goes from a mere 18% to 28%, which I felt was important for making it more effective against e.g. dragons at relatively lower levels). So it was an all around upgrade for the spell, really.

  19. 5 hours ago, Salk said:

    Hello, Bartimaeus!

    I noticed that now SRR forces an AoE for Lower Resistance and I was wondering why since it was originally a single target spell and I was personally not planning on playing with the optional AoE version of it.

    I was under the impression that everyone thought it was a good idea, so since I had to update settings.ini anyways, I decided to integrate it completely. It'd be easy enough to revert, but what is the specific issue with it? Even this AoE version of Lower Resistance is not exactly blasting the doors off and is intended to provide an option to the player to make large groups of magic resistant enemies (e.g. drow) more manageable; it's also not an area targetable spell ("Target and enemies within 10'"), which prevents any targeting issues and limits its effectiveness to some degree. Is the spell ever even used by enemies?

  20. 15 hours ago, Cahir said:

    Done, check your e-mail. And thanks for the offer 👍

    Thanks, and with a little bit of updating, this is now done in the latest repository version; EE games should automatically use a few EE-specific formatting changes, including the lower case "d"s for dice. If an EE player prefers the oBG2 text (or an oBG2 player prefers the EE text), they can force the choice via settings.ini's "spell_description_style", but by default, it uses whatever is appropriate for your game type.

  21. 1 hour ago, Graion Dilach said:

    Mod still uses capital Ds for damage calculations inside spell descriptions. This is already fixed in upstream SR.

    SR has always been lowercase, SRR deliberately changes them to uppercase to match the game's original formatting. At some point in the future, I may make an EE-specific change that sets them back to lowercase along with some other EE-like formatting changes, but it's not exactly a high priority.

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