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Bartimaeus

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Everything posted by Bartimaeus

  1. Does SCS still use the Protection from Evil mechanics in a non-SR game, or is that out completely with/without SR regardless?
  2. There's no possible way to do so that I can think of - it's an unfixable engine problem with the maze/imprisonment effect. So...you'd have to replace the spell with an entirely different effect - an unresistable Otilukes, perhaps? In the meanwhile, if you use IR/R, there are boots that make you immune to Maze and Imprisonment, though I'm blanking out on what/where they are. @pochesun Will check them both out and tag you when I get to it, but there have been cases of the EEs having wrong text before, so won't be surprised if that's the case again.
  3. Roger that, thanks. There's actually a number of items I'm aware of missing stuff like that (that, and message suppressions e.g. "Stunned") that I've been meaning to go through and add, but it's a lot of work for small cosmetic gain. I'll get to them eventually, though.
  4. ...That one I have no explanation for. Thanks, fixed. Fixed the Chaotic Commands issue. Oddly, it affected some levels of the spell, but not all, so it might disappear as you keep leveling up - but I didn't pay enough attention to tell exactly when that might happen. Thanks, that would've made me quite crazy when I play, .
  5. It's actually a vanilla thing: they weigh one pound each, and they're in a damage class higher than normal bolts (1D10 instead of 1D8 - 1D12 if you use weapon changes), plus they have a valuable stunning effect (although probably not *that* valuable by the time you get to the underdark). Might be more trouble than it's worth, though.
  6. All of what you said re: Edwin's # of spells is correct, and is what happened when I tested with these items in BGEE. He had 2 base spells (1 from being a level 1 mage, +1 from specialist), broken amulet that was giving 2 spell slots instead of 1 (so 4), then doubled from Ring of Sorcery (8, or 6 on a reload). With a fixed amulet, it's instead 2 (base) + 1 (amulet) * 2 (ring) = 6, or 5 on a reload.
  7. The disk graphic is baked into a certain effect, opcode 197 "bounce projectile", which is the opcode that will block a specified type of projectile. Every instance of this opcode being used will automatically get the disk graphic. The problem with this spell is that effects 29 and 30, which are both "bounce projectiles" opcodes, are set to a duration of "while equipped" instead of the proper amount of time. "While equipped" is I guess permanent when used by a spell, since there's no way of unequipping something that couldn't be equipped to begin with. Anyways, if you fix those durations (or use a different version of the spell from a mod e.g. Spell Revisions), then the spell is fixed. BG2EE's version of the spell is a bit of an unorganized mess with a number of repeated effects, too, so that doesn't help.
  8. Yeah, getting +2 spells is definitely a bug that I'll fix. ...And I figured it out, done. But in regards to other thing, I'm pretty sure that I've confirmed that there is nothing I can do about it. The number of spells from the amulet is not being "rolled back" - if it was, then level 1 Edwin should only have 4 spells, not 6, as 2*2 is 4, not 6. What seems to be happening is that the game is re-equipping these items upon a reload in a non-optimal way that I can't change. Edwin has 2 base spells, gets 2 more from his amulet so now he has 4, equips the Ring of Sorcery so now he has 8. Upon a reload, it equips the ring first, so now he has 4 (2*2), and then equips the amulet afterwards, so now he has 6 (4+2). To be honest, this is arguably how it should be calculated to begin with anyways - the Ring of Sorcery should double the number of base spells, not an already modified amount.
  9. @pochesun Sorry, I don't remember: are you on a BGEE or EET game? There are some EET-centric fixes (including one regarding Edwin's amulet) that I had coded up but erroneously never enabled until very recently that might explain the inconsistent number of spells it adds issue. If instead a BGEE game, then I'd need to look into that. The BG1 form of the amulet is supposed to be +1 extra spells, the BG2 form of the amulet is supposed to be +2 extra spells. But in regards to the memorization bug itself, I suspect that there's nothing I can do - if the amulet works correctly by itself, and if the ring works correctly by itself, but they're funky together, it's likely because of a fundamental engine bug arising from the doubled number of spells effect (which AFAIK was never used in the BG2 engine to begin with) that I can't do anything about.
  10. I've added some icons that I've been working on to the latest repository of IR Revised. A couple of notes: 1. The Scimitar icon in the first picture is the one used for Scimitar +3 which IR stole for Sword of Flame +1 and made no attempt to substitute (they either shared the same icon or Scimitar +3 got a wacky like rainbow-colored Scimitar). It's a minor tweak (was supposed to have a sort of burnt look to it, but it didn't come out that strong) of that icon meant to just help differentiate them better. 2. I previously did Runehammer and Dagger of the Stars, but I have gotten a bit better at doing these and decided to give them another try - Runehammer turned out very well, and Dagger of the Stars better but still needs some touching up which I'll probably eventually do (some of the finer details are a little blurry, IMO). 3. Club of Detonation's icon is the original icon from ToB, only re-aligned and cleaned up a little. If people prefer the other one, I can restore it - but I've actually come around a little on this one, given that it actually matches the general shape of other clubs like Blackblood as opposed to the weird rod-esque appearance of the EE/1pp one. 4. Storm Star, K'logarath, Firetooth, Dagger of the Stars, and Runehammer's icons are all simple realignments and cleanups of the originals. I especially like how Firetooth came out. 5. I'm not too pleased with how that bow (Short Bow +3) turned out...but I guess it's still better than the awful original one or the IWD-style one. I had an alternative red one instead, but so many of the generic enchanted weapons are red already that I decided to go with the green one. 6. That morning star icon is currently used for Everard's Morning Star (wastar). It's a recolor and clean-up of Kiel's Morning Star (...and boy did it need it - that icon was a mess). Are there any other really bad icon situations in the vanilla game? (...No, I'm not fixing any EE icons unless they could also be used for non-EE games.) I've been slowing chipping away at them over the years, and I think I've basically got them all, but I might be forgetting something. I think there might be a few from the bonus merchants that could still use their own, but the ones left are mostly bad weapons (...though I'll probably want to do something for Dak'kon's Zerth Blade at some point). (e): Also, some other changes since I last posted an update: Fixed Bucklers +2 and +3 having the wrong amount of penalized AC for missiles (a bug from me importing these from the EEs!). Splint Mail +2, Scimitar +2, and Dart +2 and +3 have been backported from the EEs into the vanilla games and therefore added to a number of stores via Store Revisions. I couldn't help but notice that there was actually quite a bit of a dearth of darts in Store Revisions, as Store Revisions removed much of them from vanilla stores and did not provide too many places to buy them. This is not great for me because I don't go to Watcher's Keep until the beginning of ToB for balance reasons, which means if I have a character that uses darts, Store Revisions has removed a lot of them from the game. There are a handful of more places that now carry a better inventory of them, with a focus on places that were already carrying all three of arrows, bolts, and bullets. Darts +2 and +3 get the correct quantities for EE (80) and vanilla (40) games. Also, they won't crash the game if you're using them on a vanilla game. Wakizashi +2 did not have colors matching its icon - now it does (side-note: if anybody notices any noticeably wrong colors on items, be sure to let me know).
  11. Don't look at me, I'm installing a component that specifically says it'll make that happen but then it doesn't!
  12. Alternatively, remove unenchanted arrows, bullets, and bolts from stores entirely and then mark them as undroppable, and then I'll CLUA in an unenchanted quiver of plenty of myself, . Another issue with CDTweaks: in non-Enhanced games, for years now, I have consistently gotten the wrong amount of hitpoints when using the "Max HP at Level 1" component. My thief gets 4 HP, my mage-cleric gets 5 HP, my sorcerer gets 2 HP, my ranger gets 11 HP(!?), and...actually, my paladin got 10 HP. This time, anyways. The base HP (i.e. not including the Constitution bonus) only, of course. I can only assume that something else I've installed is interfering, but uh, I guess I'm not really sure what to check to figure out what is doing it. I suppose I should look at the .tp2 - sometimes, I forget I can investigate things too. (e): Uh, I guess this just must be a bug with the original engine or something, because the .2das look correct and nothing else has modified them.
  13. Thanks: that'd be really cool if that could be done.
  14. It's the thing Jarno warned of, READLNs that do not have a value set because you did not already install the mod. For example: Unlike when you install real subcomponents, READLNs are basically when weidu asks for your input to set a variable in a totally free way - e.g. if you're using the Widescreen mod and try to install it, it asks you to enter your X and Y resolution sizes for it to set; if you try to install BGT, it asks you to enter the path to your Baldur's Gate 1 folder, etc. With your selected components, you ran into it 3 times, including the one above - the listed options aren't their own subcomponents, it's just a user prompt that's setting a variable that never shows up in your weidu.log. If these components had already been installed, whatever input you used would have been saved into the backup folder of each individual component that needed it (for example, for BGT it's \bgt\backup\0\READLN.0 and READLN.0.TEXT). If the component is ever reinstalled, it will just re-use the input saved in these files - but because you didn't actually install it yet, these files don't yet exist and the installer doesn't know what to enter when it comes across it. I wrote above: "however, components that ask for manual user input via READLNs will die if the READLN files are not supplied in advance - it'd be nice if there was like an "interactive reinstall" mode for weidu that would pause and let you input for any READLNs that came up, that'd make automating everything through weidu much easier and safer, especially seeing as READLNs are pretty rare - in my install, I only came across 5 total: BGT, BGGraphics, 1pp, Widescreen, and the Level 1 NPC Project" Some mod installs may admittedly have more - possibly many more if there are particular mods that like to use READLNs instead of components (there's really not much reason the above example, Garrick's Infatuation, uses a READLN to set an option instead of simply using a subcomponent...but the fact remains that it does). I started saving the READLN files of all the components that I use that need it (which isn't very many), so that if I start a new install, I can just drop and drag them into my BG2 folder in advance and have it all taken care of. https://dl.dropboxusercontent.com/s/q2p1eaohcexfw1t/PiyHiIGIXZ.mp4 ...This may be too annoying for most other people to setup, though, . It'd be awesome if whoever's maintaining weidu would make it so that when reinstalling, if a READLN is needed but not already supplied, it would simply ask you to enter it again as they come up, rather than failing the component entirely and trying to continue without and thereby breaking your install. That would fix that problem without changing functionality for normal installation.
  15. That would explain why pre-converting with Notepad++ was doing the trick...
  16. @Nathan82 If you want to expedite this process, what you can do is insert a fake component that does nothing into your weidu.log at the point that you want everything after to be uninstalled, then uninstall the fake component (which would uninstall everything after it as well), then terminate weidu and prevent it from reinstalling everything. Would just have to clear the uninstalled components from your weidu.log. ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.1 <<< The final component you want to still be installed ~FAKEMOD/SETUP-FAKEMOD.TP2~ #0 #1 // Fake Component 1 <<< Uninstall this fake component ~FAKEMOD/SETUP-FAKEMOD.TP2~ #0 #2 // Fake Component 2 <<< Kill the weidu window (exit out, do not type "q" or "n") while it's sitting here asking if you want to install component 2 ~FAKEMOD/SETUP-FAKEMOD.TP2~ #0 #3 // Fake Component 3 <<< ~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #12 // Inactive creatures fix: v1.8.1 BWP Fix <<< Erase everything in the weidu.log after the final component before the fake mod, starting here ...But that might be a little complicated/crazy for some people.
  17. It's a little bit of a shame that I didn't ask for help with it like ten years ago when I initially thought up of the idea - tried a few times to make it work, never quite got it to, and never quite got around to asking either. A lot of my own wasted time attending installations when I could've just had weidu do 99% of it all by itself. I'm sure other people could've benefited too...whoops. If your installation is truly massive, it may make sense to do it in chunks instead of all at once - I think the installation starts getting slower as more is done. Also, if something goes wrong, it's easier to go back and fix it when only doing, say, a couple hundred components at a time instead of a thousand, .
  18. Yep, exactly that - only need the first component of the first mod of the chunk of mods/components you want, then you can just type "q" for quit and let it do everything else (because it already thinks everything after should be installed, a 'quit' makes it think you're telling it to do "no other changes" and redo the installation of everything else in the weidu.log). For years and years, I've always thought it *should* work, but always had problems actually making it do so - figured I would actually finally ask and see if it was workable, which it certainly seems like it is thanks to Jarno and DavidW's input here.
  19. 00001: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 3 // BETA Core Fixes (please check the readme!)v13 00002: ~ASCENSION/ASCENSION.TP2~ 0 0 // Rewritten Final Chapter of Throne of Bhaal2.0.12 00003: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 18 (Revised V1.3.51 Experimental) 00004: ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.5 Experimental) 00005: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 3110 // Increase Scroll StackingUnlimited Scroll Stackingv9 00006: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)v33.1 00007: ~ITEM_REV/ITEM_REV.TP2~ 0 17 // Weapon ChangesV4 Beta 10 (Revised V1.3.5 Experimental)
  20. Also, it, as well as a couple of other things like feeblemindedness and death effects, have good counters: Maze/Imprisonment do not (and yeah, Maze isn't supposed to kill to begin with).
  21. Sorry, I'm afraid I don't understand: more than one mod at a time, or..? In my above example, I have TobEx installed first, then the BG2 Fixpack - only, I don't actually have them installed, it's just what the weidu.log says and what the weidu exe is reading, so when I open up the ToBEx setup and reinstall the first component, it "uninstalls" all the components that came after and then "reinstalls" them (installs them for the first time since they were never installed to begin with) in the same exact order I specified in the weidu.log afterwards. You can take this to an extreme with having a hundred components "installed" in your weidu.log and then just reinstalling the very first component and then weidu will attempt to install everything that's supposed to come after it (however, components that ask for manual user input via READLNs will die if the READLN files are not supplied in advance - it'd be nice if there was like an "interactive reinstall" mode for weidu that would pause and let you input for any READLNs that came up, that'd make automating everything through weidu much easier and safer, especially seeing as READLNs are pretty rare - in my install, I only came across 5 total: BGT, BGGraphics, 1pp, Widescreen, and the Level 1 NPC Project). @DavidW: Thanks for the info. I found the culprit via a mass Notepad++ scan: BGGraphics sets it. I'll fix that to prevent it happening in the future - it seemed to massively slow installation when it was set (I had like a 40MB debug file on my first attempt, which is ludicrous), so I ended up doing it in chunks and got past it by happenstance instead.
  22. Bassilus is absolutely impossible early game - I always try to face him and his skellies too early, and I always get smashed over and over until I either get very lucky or I leave. That dude just keeps going. I remember the sirines always being the worst with atweaks + SCS.
  23. Coincidentally, I just finished building a BGT game using SRR (which this user also uses) and the latest version of SCS, and did not run into the issue. However, the user also has many other mods that I do not use - no changelog makes it a bit difficult to see other mods may be a potential compatibility issue.
  24. Almost certainly an SCS issue, though as to how that specific outcome came to be is likely more than strictly its fault.
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