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Bartimaeus

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Everything posted by Bartimaeus

  1. @NdranC I didn't even see that question, whoops. I think IR moves Crom Faeyr's scroll to...the Underdark Beholder Lair? Think the dragon gets the Girdle of Giant Strength instead or something like that.
  2. Yeah, I was planning on mentioning something in the SR bugs thread as soon as it was actually figured out, . I don't understand enough about the current version to probably do that, either. It's complicated code, and the versions in SR and SCS are very radically different from each other so it's difficult to analyze what changed to make it work correctly. Spamming the heck out of your thread. Whoops, haha.
  3. ...RR has this same version of Detectable Spells? Well, that's just grand. So if not IR, then RR will do it instead. Great, .
  4. Hah, I was just looking at how MIH_EQ calls it and noticed it was missing that seconds before I heard the beep for a new post here. Setting that makes ds.tph work, but it breaks other parts of the mod, like this section: COPY_EXISTING ~dvscrlmap.2da~ ~override~ COUNT_2DA_COLS cols READ_2DA_ENTRIES_NOW ~r2en_schools~ cols FOR (row = 1; row < r2en_schools; row += 1) BEGIN READ_2DA_ENTRY_FORMER ~r2en_schools~ row 0 the_spell READ_2DA_ENTRY_FORMER ~r2en_schools~ row 1 the_scroll READ_2DA_ENTRY_FORMER ~r2en_schools~ row 2 the_school TEXT_SPRINT $d5_spell_scroll_school(~%the_spell%~ ~%the_scroll%~) ~%the_school%~ END BUT_ONLY It's complaining about being able to read the "r2en_schools" variable. Presumably, I'm missing some sort of now-important contextual punctuation around these variables, but I'm not sure what. While I did read the description for AUTO_EVAL_STRINGS in the weidu_documentation and I think I understand what it means, I'm still not really grasping why it would break something like this. This sort of trash is why I'll never be a programmer - I have absolutely zero patience for this kind of tomfoolery, especially when the debugger can't tell me exactly what's wrong at a low enough level for me to understand with no prior understanding of the specific language, .
  5. @DavidW Gotcha. I was looking over the new ds.tph and it did seem like that functionality had been stripped out with nothing to really replace it. I'm all about removing things entirely rather than letting pointlessly confusing vestiges remain. Yoink! Now it installs fine, thanks! Whoops, actually, it failed at like the last second of installation while I was typing this up, let's see here...and it doesn't really say what went wrong in a way I can understand. https://dl.dropboxusercontent.com/s/g1wnbfk5zmbhfnb/SETUP-SPELL_REV.DEBUG I tried mucking around and seeing if it was something to do with the way SR was calling DS, but nothing I did made a difference - still kept getting this same "cannot convert resource_col" error over and over. (e): It seems to be dying on every single table it's processing on line 12 - I removed the ds_simple from being processed, and it then died with the same error on the ds_142_variable table, and the same for the next one. Why, I don't know, since I haven't changed a danged thing. (e): No, seriously, I removed every single part of this component from being installed except for: /*------Spell Revisions------*/ BEGIN @9996 DESIGNATED 0 REQUIRE_PREDICATE (ENGINE_IS ~soa tob bgee bg2ee eet iwdee~) @8996 // ~This mod is designed for the Baldur's Gate II engine and will not function on other games.~ INCLUDE ~spell_rev/lib/ds.tph~ // Detectable Spells LAF detectable_spells END ...and it's still dying from that error with just that.
  6. Okay, that's a relief: that means there should be very little to fix. "ds_altered_spell" is what it said, IIRC. My assumption is that the ds.tph is probably called before the main component proper is installed, and then the rest of the main component does some additional stuff using some of the same macros that the ds.tph file defines, and presumably that macro has disappeared or been renamed since SR last updated DS. I can probably figure it out knowing that it's the same ds.tph.
  7. SR would still break it, but hey, if anyone's on an EE game and happens to install MIH_EQ before they install the couple of Polytweaks components affected by this (assuming they didn't also install SR in the meanwhile), they'd find that it automagically works!
  8. Even on an original BG1 installation? It's a @subtledoctor mod - hardly any of his mods work for vanilla BG2 games, much less BG1!
  9. I think...from what I can tell, that the SR version of it has its own custom additions to Detectable Spells, and quite frankly, I'm not sure that I'm equipped to reconcile the two - at least, not without a copy of the same version that SR used before it made its changes. The top of the file suggests SR uses version "3.95" - although it credits the version to Ardanis/GeN1e, not you. Right now, just trying to use SCS's version of ds.tph causes the installation to fail with mention of some missing macro, but I think there would be other stuff missing even if I fixed that. ...Maybe I'll do something stupid and hacky for the time being like have it check for both EXTRAPROFICIENCY1 and PROFICIENCYCLUB *after* SR's DS has been installed and append either which one isn't there, .
  10. Having a bonafide BG1 UI modification might make *me* of all people give the EEs a chance. And man if those couple of screenshots aren't good looking! (e): Although...the OG BG1 map might have to be reverted if you use it in an EET game. (e): Apropos of nothing, does anyone know of a free, preferably lightweight image editor that lets you convert .webp images (what Killvitz used for his screenshots) to .pngs? I've had a few run-ins with .webp files before and none of my image-editing programs, including Photoshop, handle them even for just converting them to something else, and I tried searching online, but all I can find are mostly trashy web services instead of actual programs, and the few programs I do see I've never heard of and look sketchy.
  11. I had tracked it down to SR's version being the one that's crapping out, it removed an entry that polytweak uses for no apparent reason (specifically, entry 115 EXTRAPROFICIENCY1, which normally gets appended with...uh...I think it was PROFICIENCYCLUB? When installing SR after, it strips the original EXTRAPROFICIENCY1 entry and only leaves the PROFICIENCYCLUB entry, causing errors for mods like polytweak that evaluate via the original entry). I repaired it for my install, but for anyone using both MIH_EQ and SR, the same would happen, so I'd like to fix it. Thanks for the info, will do. @Angel Don't think there are any conceptual incompatibilities between any of the components of MIH_EQ and SR/IR from what I saw anyways, but you might know better!
  12. Where does Detectable Spells...like...come from? Like, where can I find the latest version of it? I'm running into an issue with your latest version that includes Detectable Spells where Spell Revisions' copy of Detectable Spells conflicts with the copy you included in your mod (it's removing entries in stats.ids necessary for installing some mods, such as polytweak), and I'm wondering if I should just update SR's version of DS or what - but I don't know if yours is the best/latest version.
  13. Thank you. For Horrors Beneath Candlekeep. For Battle in Suldanessenar. If you need the debug file: https://dl.dropboxusercontent.com/s/ivhqwkwwwdizku3/SETUP-MIH_EQ.DEBUG
  14. Oh. Whoops. Rookie mistake. Eh, screw it - I'll just roll with it, especially since I've already made a handful of tweaks to this version already. Those vampires sound pretty nasty, though, especially considering they apply to the ancient and venerated vampires which are already insane in SCS...we'll see what happens when I get to it. 64 bit. Zero files in weidu_external\data\mih_eq (though the directory did already exist). The actual problem was that ssl.exe is missing entirely - it's not included in your github repository. I stole the one from Stratagems and got it working. For the Graveyard component, I'm receiving a number of "[SetGlobalTimer] argument [TEN_MINUTES] not found in [GTimes.IDS]" (among other times) parse errors. Something to be concerned about? (e): A bunch of these for the Suldanessenar component as well.
  15. Thanks, that fixed it. There's a component called "Ravenloft Vampires" that is not described anywhere. From what I gathered in setup_vampires.tpa and ravenloft_stats.tpa, it seems to be a stat/immunities/weapon redo/boost for generic vampires, right? I'm also getting an error for Horrors Beneath Candlekeep. (e: Interestingly, this is the same link as above, but it's actually an updated file.) https://dl.dropboxusercontent.com/s/ivhqwkwwwdizku3/SETUP-MIH_EQ.DEBUG
  16. I am attempting to install a number of components from your Encounters mod on a ToBEx game (first time ever, no prior experience in installing this mod), but am receiving the same two errors on every single component I attempt. https://dl.dropboxusercontent.com/s/ivhqwkwwwdizku3/SETUP-MIH_EQ.DEBUG "Unix.Unix_error(20, "stat", "mih_eq/docs/weidu_external_readme.txt", followed by an "Unknown function: handle_charsets_immutably". What do?
  17. Negative Plane Protection: Very problematic to implement in a way that doesn't create all sorts of inconsistencies and annoyances. Additionally, it's difficult to tie to the spell's concept. Dispelling Screen: The classic Cloak of Mirroring graphics, isn't it? It is quite obnoxious, and I'd prefer a different graphic altogether, but I really don't enjoy messy around with animations (also, because of the pixel-based nature of IE graphics, while doing multiplicative resizes are no big deal - say, if you wanted a bigger Globe of Invulnerabilty for Firkraag, you might just do a straight 3x increase - doing non-multiplicative size changes, like decreasing by 15%, tends to create ugly, pixely graphics unless you do a lot of work to smooth them over). Invisibility: It absolutely 'should' - but it doesn't in the vanilla games, and I don't think new slots can be added to non-EE games, and it's a little bit of a pain to implement even in EE games. The worst part is trying to design the tiny little portrait icons that are very particularly stylized to fit in with the rest. While I do have some proficiency in Photoshop and such, art is simply not my forte. Another thing to do with art if I could is design some "Elemental Conjuring" spell icons, so that the different elemental conjuring spells could go under unified select-a-spells a la Protection from Elemental Energy as was originally planned, but alas, those icons were never finished. Periapt: At one point, I actually had it exactly like that, but....I felt as though, sometimes less is more. It is not always necessary to conflate protection from death effects as being the exact spell "Death Ward" - not everything needs to fall so neatly into that sort of box. Additionally, the other two periapts are "Protects Against: [status]", and I realized that making Life Protection instead "Spell: Death Ward and Negative Level Protection" kind of seemed weird and out of place, so I decided to nix the whole thing. Staff of Curing: Huh, didn't know that. Good to know. Launchers have that weirdity in that you can't equip two at the same time, wonder if that's at all related in an under-the-hood sense.
  18. I think I said once upon a time that -4 may be too severe for Banishment, though from my tests, it's never been nearly as reliable as what you experienced, haha. It's such a particular case-use spell that I don't really want to nerf it even so. And now, we finally have the root problem - both IR and SR (including the non-Revised versions) install a file called "dvbanish" which differ in implementation. IR's grants a saving throw in the .spl of the effect itself, SR's does it before that - in other words, by installing IR after, SR's Banishment is subject to a double saving throw. This is a problem inherited from IR, as IRR has never made any modification to it. However, it's easily fixed...and this mess has now been officially solved. Thanks for your patience and cooperation! Special Abilities: Yeah, it's an engine thing, nothing I can do about it. Although...I don't know what you mean regarding Staff of Curing, I just put it in my second slot, then Staff or Rynn in my first, and I was able to use the Mass Cure ability (after identifying Staff of Curing, of course).
  19. Ah, I see - presumably trying to get Contingency to be at the end of the innate abilities with Chain Contingency (i.e. in blue to white to red order - although innates get so hopelessly muddled over the course of a game it's probably a lost cause anyways). Can fix it by changing the two "resource=>%WIZARD_CONTINGENCY%" to "resource=>dw#cnss", as the Contingency innate is through a shell spell, not what the IDS entry refers to (you have it specially noted at the top of the file that unlike the rest, the Contingency innate should *not* be its base spell SPWI617, apparently for multiclass/dualclass compatibility purposes?). Now I can continue my install, yay.
  20. What fortune that nobody ever uses Nishruus or Hakeashars to be able to notice to begin with! I took another look at your Google Drive files, and I'm happy to say that I finally, finally noticed the issue - or at least the critical part of the issue. Is there any way you could do a changelog on DVBANISH.spl? Your copy of it uses the "DESTSELF" effect which basically tells a creature to disappear/delete itself from the gamewith a plain save vs. spell saving throw. This is very odd, because I went back and checked github, before I just very recently made the "no fake saving throw messages" fix (which happened after your installation), github says this file had not been modified for over two years...and I downloaded that 2 year-old version, and it does not grant a saving throw. So what gave it one? Here's a video of me successfully and unsuccessfully banishing a bunch of crap (again, having made no changes except for the projectile working on friendlies): https://dl.dropboxusercontent.com/s/ftuusxjlnhjbjzd/c2APVlXMHL.mp4
  21. It is possible you have already solved my previously reported bug regarding Contingency and innate component, but just in case you haven't, it is the block starting at line 87 in "innate_triggers.tpa" that is the cause of the issue - disabling the block entirely prevents the problem from occurring, though I'm unable to figure out what this block is supposed to accomplish in the first place. Why are the Spell Sequencer and Spell Trigger-adding class spells (applied at character-creation/level-up) also adding and then removing Contingency (or rather, failing to remove Contingency because this block has actually made it so it's first removed and then added afterwards, leading it to simply be added)? The comment says "for aesthetic purposes", but I'm not sure what adding and removing a spell has to do with aesthetics. Additionally, the way the Contingency innate is set up right now at lines 14 and 15 makes it so that it double-casts - when you use the Contingency innate, you first cast the 1-length innate, which then leads to you casting the 9-length real spell. Why not just have the innate have a casting length of 9 and then use a timing mode of 1 (instant) to cast the real spell? It's currently inconsistent with the others.
  22. If you open up the spell in Near Infinity, it is under "Spell Ability 0" at the bottom, then "Projectile" near the bottom of that window. Select anything that is marked as "Party Only" (e.g. a few places above the normal projectile is SPARGRPA, or 168).
  23. I do not, but it's a possibility. The reason there's a separate "dvgateba".eff/spl" now is because you reported that the saving throw message could sometimes appear on regular, non-gateable summonables. It is similar to if you used "Hold Person" on a non-human (e.g. a wolf) and they can also display a save vs. spell message - the saving throw happens before it actually checks if they're an eligible target, creating false saving throw messages. That's what I was fixing by doing that (and also, I did a similar thing for the Hold series of spells to make sure they don't display false saving throw messages as well) - it is possible that doing so also fixed the problem, but I tested out Banishment pre-doing that and it seemed to work fine then as well (also, I can't figure out what's wrong with your SPWI605 and DVBANISH even after having you upload them, they look just as they should). The lack of an SPWI605D file is because the Spell Deflections Block AoE Spells component creates that upon installation, it's not a pre-made file. ...Actually, should Banishment be protected against by Spell Deflection in the first place? Like, if a summonable happened to have a Spell Deflection running, should their Spell Deflection block it and prevent them from being dismissed? ...I'm not sure - current behavior is a "yes". Anyways, here's Banishment with the "only enemies" projectile: https://dl.dropboxusercontent.com/s/yuasj8iolvvn30q/spwi605.spl
  24. Okay, my findings: 1. Though it was a good idea, it's nothing to do with "too many items on the ground before the game starts purging them" as suggested above. 2. Instead, it's simply "have you been gone from the area for a consecutive 24 hours?". That's all. No matter how much you rest in the area, whether it's a week or a year, it does not matter for the purpose of purging items in that area - you must leave the area for 24 hours, without coming back or being present at any point during that period, before items are purged. Even MoveToArea-ing between areas still triggers it. 3. That means if you leave the area, rest for 16 hours, come back to the area, leave and rest for another 8 hours again, it will only be at 8 hours for the purpose of the purge - every time you come back before items have been purged, the purge timer gets reset back to 24 hours. This is actually a lot simpler than I expected (and explains why it seems like items can disappear so fast and easily if you ever travel from an area). So if you have important items on the ground that you can't pick up without leaving, you pretty much should always stick them in a container.
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