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Bartimaeus

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Posts posted by Bartimaeus

  1. 2 hours ago, Hoverdawg said:

    Well, I haven't played BG2EE yet, so I can't tell.

    Also, Sound Burst doesn't seem to work at all. The animation plays, but without any tangible effects (no damage, nothing shown in logs).

    Sorry, I meant more...are you on the BG1:EE engine? As in, not a BG2:EE/BGT:EE game. Based on your mod install, that's my presumption. Basically, SR was made for the BG2 engine, and so strings (text messages like "Spell ineffective", or names of creatures like your familiar) are assumed to match values from BG2, while BG1 often times has different values for those strings, leading to mismatches.

    Specifically in regards to your cat, do you mean the creature or the item? From what I can see, I set the text fields for every familiar creature to make sure they were set properly, but I didn't enforce it for the items, so my presumption is that's the problem. I'll have to look into the ogre one.

    Sound Burst: Can't confirm. Used the same exact SRR components as you did and cast it on a hostile kobold, instant death for them. The spell specifies only enemies - are you using it on neutrals/friendlies?

  2. If I was doing it that way, I guess I'd have to get rid of displaying the final number anywhere but the version field, since that'd get so annoying to keep updating elsewhere. Sure, tell/link to me how!

    @The hash: Ahh, I thought the commit number...was...derived from the change itself, but it being a hash of the entire thing makes a lot more sense and does make it impossible, yeah.

  3. 3 minutes ago, pochesun said:

    Great job, thx a lot. Just to clarify fo myself: should i just download the zip file again and do regular proceedings with installation? I am asking because the version of zip file i had prior to this fix was named "IR-Revised 1.2.7" and the current one is named "IR_Revised-master". Just want to clarify that the fix is included in the current version of the mod :) Thx again.

    Yes, that's correct. "Master" always contains the latest fixes, and I always try to make sure I never put anything in the master that won't work if someone downloads it instead of the latest retail release, although I am not always perfect, :).

  4. 3 minutes ago, jastey said:

    I see what you mean, but: do not download the master. Always download the latest tagged release.

    See, I recommend people do the opposite for my mods, because I'm not going to increment a version number for every last little minor bug fix I commit to the latest version...and I only commit things when I believe they are working (...which hasn't been true a couple of times over the years, but overall, not a bad record).

  5. There are a number of people good with github here - I am not one of those people. Basically, the idea I'm wondering is if there's a way to automatically have the mod version number update to the latest commit number? For example:

    VERSION ~V4 Beta 10~

    ...->

    VERSION ~V4 Beta 10 (%Commit Number%)~

    ...where "%Commit Number%" is simply whatever the latest commit number is from when they downloaded it. That way, when someone posts their weidu log, you can see the exact version of the mod that they downloaded from github if you're the type of person that makes a number of changes before officially incrementing a new version number. I did some cursory searches, but didn't find anything too related to what I was looking for.

  6. 32 minutes ago, pochesun said:

    Yes i do. If thats the case i assume the bug is not that easy to fix. I will try to reinstall BG and install the mod without abovementioned subcomponent and later recount details here. Though if its the case i still hope it is fixable and the fix can be implemented soon :)

    Yeah, I patched that part out and it's on the latest github repo. I do not know why it was doing that to begin with - I am sure there was some kind of reason, but it certainly seems way out of scope of the component. Sorry for the trouble - pretty surprised nobody saw it in either IR or IRR beore, guess it must be a not very used option.

  7. 8 hours ago, pochesun said:

    No problem, glad to be helpful. Just wanted to ask if it will be fixed anytime soon. Thank you for your work, i really enjoy the mod.

    The component that I presume is causing the problem is "Revised Backstabbing" - specifically the "More Weapons Usable for Backstabbing" subcomponent. IRR has never touched this, so it's a bug in the normal mod as well.

    The problem is that the mod detects literally any item that's usable by a thief multiclass (e.g. thief/fighter, thief/mage) and makes it so that a base thief can use it. Which the description of this subcomponent does not in any way, shape, or form imply it would do. So that means every weapon and armor that's normally not usable by a thief - axes, chain mail, halberds, plate, robes, etc. - is usable by a thief. Do you have this subcomponent installed?

  8. 1 hour ago, pochesun said:

    Good day. I installed the latest version of IR on BG 1 EE but chose to skip "Thieves can use Wands". But somehow my pure 1 lvl thief can use wand of lightning :). Wand description says that this wand can not be used by Cleric\Thief and FIghter\Thief, but "Thief" clause is missing. I checked it several times, reinstalling and trying vanilla version (vanila also properly limiting the use of this want by "Thief" clause in the description). Any idea why is that? Thx beforehand.  

    Issa bug! Sorry for the trouble but thanks for reporting, let me know if you see any others, :(.

  9. What edition and version of the game are you running? Give us the exact resources you're attempting to use and let us see if it works and modify it until it does if necessary. (e): Okay, wait, I just read the other thread right after this - I guess you finally solved it?

  10. IWD: Inserted IWD disc, and had to extract disc's contents to desktop - would not run from the disc without doing so, as it would close with a bogus "insufficient memory"  error. Did a full install to C:\Games\Icewind Dale. It asks to install DirectX 7.0, won't install, but game launched fine okay anyways.

    HOW: Inserted HoW disc. Again, refused to run from disc - extract to desktop first, and did full install. Launches fine.

    TotLM: Installed patch 2.11.15.0 (aka Trials of the Luremaster). No errors. Game launches fine.

    Windows 10 1809 x64.

  11. 1 hour ago, apprenticepeng said:

    Yes It's just a multi-mod install tool I downloaded from https://baldursextendedworld.com/Install-Tool/ ... and yes it's Roxanne's tool. 

    TBH, I appreciate what Jarno has done for the G3 community. I'm just not ... quite adapted to his language style. 

    Ah, now that you mention it, I think somebody else mentioned this before, and I kind of ejected it out of my memory because it's EE-only (...and I don't play on the EEs).

  12. 12 minutes ago, apprenticepeng said:

    Thanks! I'll give it a try.

    The only exception I would fear might not work is Dispelling Screen. You should probably comment out a line near the bottom of the file that says "INCLUDE ~spell_rev\lib\dispelling_screen.tph~" if you're going to disable Dispelling Screen, as it'll otherwise try to patch Spell Immunity in unexpected ways.

    To be honest, I don't even know what the "BEW Tool" is. I presume some kind of multimod install tool, but I am simply not familiar with it.

    16 minutes ago, apprenticepeng said:

    Yes, you are correct about the title. I was being lazy, I just copied the error message from the Debug file and pasted it there as the topic title. I didn't think that much when I first started the topic. I should be more precise. I'm gonna change it as you've suggested.

    I never say the mod is flawed. This is a beta release and I'm installing a big bunch of mods. This tend to cause error even without me modding the tp2 file. Bartimaeus reminded me about the disabled spells and so I attached my main_component.tpa file. It's not like I was trying to hide this. 

    I use to manually install all the mods to the non-EE version of the game. But since BWS is outdated and project infinity is at its alpha stage, the best tool I can think of is the BEW tool. It can save me time. Otherwise it would be time consuming. If there's a better tool I'll gladly use it. 

    Like I said, I was just trying find a better way to pick the spells I like without causing too much error during the installation process.

     

    "Help! I can't turn on my computer"

    "We are here to help. Did u press the power button?"

    "Yes I did. But nothing happened"

    "Did u check your power cord?"

    "Oops, I forgot to connect it after cleaning the case."

    "You're not being complete honest. You should say 'Help! I can't turn on my computer without connecting the power cord.' in the first place. You were telling that our computer is flawed"

    "......"

    Jarno can be fairly knowledgeable, but instead of using that knowledge for good, he uses it to endlessly berate and act superior towards others (and usually on the most ridiculous/inexplicable/incomprehensible of technicalities) while the staff looks the other way because he's a long-time member...even though his behavior clearly pushes away other users and, ironically (as we're on the subject), makes the forum look bad for never dealing with him. It is a bit of a shame for everyone involved.

  13. 1 hour ago, apprenticepeng said:

    I did, actually. Disabling Dispelling Screen prevented some SCS components from being installed. But, like Jarno Mikkola said:

    I guess shouldn't post those errors here. It's funny; all I did was adding a few /* ... */ as suggested in the README file. And all of a sudden this made me look bad. 

     

    "Hooray, Oracle will no longer be changed when you install the mod! If you have any questions or require assistance with any of the above, feel free to drop me a line in the forum."

    Then again, the README file is outdated and the link in it is a dead one.

     

    I was just trying find a better way to pick the spells I like without causing too much error during the installation process.

     

    Now come to think of it, why the heck did I even bother? I'm only messing with this old old old game because the city-wide quarantine is driving me crazy.  I don't even know if I will have the time to enjoy the modded game after they lift the quarantine. There will be so many catch-ups to do.

    Tweaking and playing the old game used to make me happy. Well... I guess everyone has to move on.

     

    My suggestion would be to only not install the base spell and its scroll if you're going to try to do that. So, for example, you crossed out all of Flame Arrow (and all of its subresources), when really, you should only cross out spwi303.spl and scrl1f.itm. So it should look more like this...

    notepad++_2020-03-20_00-08-28.png

    Only the spwi303.spl and scrl1f.itm are crossed out. This makes it so all the other resources will still install and shouldn't cause errors. In almost all cases, such extra resources will not be called upon by the vanilla versions of the spells - they're just installed to make sure the mod is able to successfully install.

  14. 3 hours ago, apprenticepeng said:

    The main (only?) thing that I've tweaked is the attached main_component.tpa file. The reason is that I prefer to use some of the vanilla spells. 

    I'm also wondering if I can move the sequencers and some of the epic spells back to my spell book? I remember SCS has this option available so that people can choose if the game should treat the epic spells as innate abilities or not.

    main_component.tpa 144.75 kB · 0 downloads

    No Armor of Faith, Unholy Blight/Holy Smite, Harm, Grease, Obscuring Mist, Invisibility, Chaos Shield, Remove Magic, Flame Arrow, Haste, Invisibility Sphere, Slow, Skull Trap, Melf's Minute Meteors, Improved Invisibility, Stoneskin, Greater Malison, Emotion: Despair, Dispelling Screen, Spell Shield, Mislead, Improved Haste, Project Image, Improved Chaos Shield, Simulacrum, and Horrid Wilting.

    I'm surprised you didn't run into more errors, to be honest. Just the two is pretty good.

  15. 12 minutes ago, Jarno Mikkola said:

    Can you talk about the SRR also, cause you know it's situation better than this nerd here.

    To be totally honest, I'm not sure. HLAs in spellbooks is ludicrously dumb for at least a couple of reasons, and I haven't had it that way for years and years. There used to be a single-purpose mod to changing HLAs to innate abilities on Spellhold Studios that you could install, but then SCS added it as an option, and I've always installed that since.

    So I just checked, and SR (and SRR) do indeed set them to innate abilities. Alright then. I guess at some point between then and now, SR also decided to do that. I can hardly fault it, although I might've left it as an optional-but-recommended component.

  16. 8 minutes ago, apprenticepeng said:

    Update:  Roxanne from the BEW gave me the 2 files (SPPR951D.SPL and spwi303d.spl). I put them into the override folder as advised and this issue is solved, for now. 

    Looking at just spwi303d here: according to your debug file, spwi303 (Flame Arrow) and its associated files were never installed. This later causes a crash in the install when a different part of the component has assumed that it was indeed installed. Did you disable SR's Flame Arrow from being installed?

  17. It's definitely beneficial to keep wackier/experimental ideas as separate components like this when possible. The monstrosity that has become my settings.ini file for SRR (...and IRR, for that matter) is proof enough of that. Of course, part of the problem is that I'm working inside the frameworks of those mods, and they do stuff like completely changing the behavior of petrification when that pretty obviously should've been a separate component with at least a couple different options to choose from with clear explanations as to what they effectively do...but since it's not, I'm kind of in a bind, especially when you consider that so many people use automated installs where, if I start putting "essential" (to them) parts of the mod in new components, then I'm effectively removing those features from their install. For stuff like individual spell tweaks, it's perfectly fine for stuff to stay as additional components in a separate mod.

    Protection from Poison (what Neutralize Poison effectively currently is) has value as a spell in of itself, and that should probably stay, but uh, maybe at 3rd level, not 4th - after all, its greatest use is definitely in BG1 (I would think?), and poison really just doesn't have the power that elements do in BG2. I don't know for sure, I guess. Remove Paralysis is a dumb spell, too, speaking of.

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