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Bartimaeus

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Everything posted by Bartimaeus

  1. I hate not knowing if it's SR's fault or not...you did say it happened with non-revised SR as well, right? I was looking at your wording when I thought you said that, and I realized it wasn't totally clear now.
  2. It's more probably to do with the fact that BG2 never displayed that information to begin with, and adding it is opening up an increasingly complex can of worms when you have subcomponents that need to work in multiple installation configurations and dynamically read and patch item descriptions to add and remove stuff based on what people select to use. That's why *I'm* not adding it (at least as of this time), anyways: it's just too much work for very little gain when most people will quickly memorize what item types will do what (well, in the case of the weapon types AC bonuses, it's more that "this doesn't matter that much to begin with").
  3. Never used/touched that option, but in general, it seems like Demi (author of the mod) did not want to try to have a "Special:" field with base item modifiers like that (or the different weapon type AC bonuses that all base armors have), so shields (which already had it in vanilla) are the only ones that do.
  4. Having to repeat the work if you reinstall and the issue persists is a big one, . The SR version of faldor5 that I had you upload is post EET-installation, and her scripts were fine there, so I don't think that's it. I'm really not sure why it worked fine for me but not for you.
  5. Okay, so...this is weird. The only difference I noticed between our two faldor5s post-SCS (except for the spellbook) is that the scripts were wrong, which may be causing SCS to target Faldorn when it's not supposed to. faldor should be WTASIGHT for general script and DPLAYER for default script, same as every other BG1 NPC. However, yours is not - it is dplayer for general script (should be default script) and dw1melge (an SCS script) for default script. Component 6000, Smarter General AI, is setting it to that. So it's a tag-team of those two components accidentally targeting Faldorn here. Why...I still don't know, because it was correctly WTASIGHT and DPLAYER pre-installing component 6000, and I can't see anything else different. Did you download SCS from the official release (i.e https://github.com/Gibberlings3/SwordCoastStratagems/releases) or via the "clone/download" button on the general SCS page? I'm pretty much out of ideas here, haha.
  6. @NdranC Remember that this is a backup folder, which means that these files are what they looked like *before* the subcomponent # was installed. Faldor5.6100 is messed up, meaning it was corrupted before component 6100 was installed, and ergo, not the culprit. Faldor5.6010 is not messed up, ergo it was fine before component 6010 was installed, meaning 6010 is what corrupted the file. Component 6010 is "Better calls for help". I do not know why this component is targeting faldor5 to begin with. Scratch that, I *might've* figured it out. Alright, I think the last thing I need is faldor5.cre from the spell_rev backup folder...AND from your BG1:EE override folder, please!
  7. I think I mentioned it earlier, but SCS is weird and random with a lot of mages. IIRC, it pays special attention to very particular mages like Tolgerias or the guy in the Sphere, but a lot of mages are just randomized every time you install, which means encounters can be pretty different from install to install. 6040's is fine (which means that it was not corrupted up to this point, but could've been corrupted by 6040 itself). Give me 6100's as well.
  8. @NdranC So I installed all of the components that said faldor.cre was modified by. ~EET/EET.TP2~ #0 #0 // EET core (resource importation): 1.0 RC12 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised V1.2.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 18 (Revised V1.2.0) ~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32.7 This is my changelog after installing these components: Mods affecting FALDOR.CRE: 00000: /* created or unbiffed */ ~EET/EET.TP2~ 0 0 // EET core (resource importation)1.0 RC12 00001: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 60 // Update Spellbooks of Joinable NPCsv4 Beta 18 (Revised V1.2.0) 00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6010 // Better calls for helpv32.7 Why is your faldor.cre being affected by Smarter Priests and Better Calls for Help, but mine isn't? She is a party member, so she probably *shouldn't* be affected by those two, but I am not sure why it's different between the two of us. Her spellbook is fine in my game. All I can suggest is a completely clean game reinstall and getting to Smarter Priests and checking again to see if it happens once more. I am using BG1:EE 2.5.17.0 and BG2:EE 2.5.1.16. If you still have your weidu_external\backup\stratagems folder in your BG2 directory, could you give me copies of all the faldor.cres from them with their component numbers in the name? (i.e. there should be a faldor.cre in at least folder \6010, create a copy and rename it to faldor.6010.cre) That way, I can figure out exactly when the corruption happened with what component for you at least. It'll also show if the corruption was before SCS as well.
  9. Can you give me one specific example of what a party member's .cre saving throws are vs. what they should be?
  10. Roger that, thanks. Also good to know that SR is also affected, as that was to be my next test and lets me skip installing SCS again. Get back to you soon.
  11. @NdranC Thanks! Looks like I'm installing SCS, because that's about all I can do. I'll get back to you in half an hour! Also, one last thing - was this the same install you re-installed SR for because the installer wigged out?
  12. @NdranC Could you give me a copy of your latest faldor5.cre (from override if not biffed, or via DLTCEP or Near Infinity if so)? Want to confirm that she is missing the spells she should have in the .cre file itself.
  13. @NdranC No, this (seemingly) only concerns EET - the changelog displays *every* mod that modified it (which will also be helpful for me personally if I need to recreate the circumstances, but may give me a clue as to what's wrong simply by seeing what modified her).
  14. @Last Thing: You can't tell them to install things the exact same way: some mods introduce randomized elements at install time, most notably SCS (which randomly specializes some less unique mages and their spellbooks at install time). So you'd have to transfer them your entire game. A bit of a pain. Also, as for different string references, this can happen for a number of reasons. Unfortunately, yeah, pretty much required that you transfer the entire game folder. @Faldorn: I can't confirm SRR is the issue, so you would need to changelog faldor.cre or faldor5.cre to know what is modifying her. It may still be SRR, but I can't figure it out from here. Changelog tool (readme is included): https://github.com/InfinityMods/WeiDU-FileChangelog @Imoen's Wand: I think the rationale is that it's more or less a tutorial item. But yeah, I don't really care that much. I also figured out why the intelligence requirement differed - the "Thieves Can Use Wands" subcomponent resets the intelligence requirements of all them, which I did not know until investigating just now (as I'd never touched that subcomponent). @Description: IRR's spell effects should all match SRR's, and if it doesn't, then it's probably in error. One unstated rule is that if not explicitly stated (e.g. Rod of the Apprenti with Fireball, Lightning Bolt, and Cone of Cold), it's assumed to be cast at level 10. I used to try to display it on every single last spell, but there were formatting issues that ended up annoying me too much that I ended up going with this "unstated rule" instead.
  15. I installed EET...again...I should really just make a copy at this point so I don't have to keep reinstalling. Installed SRR with the "update party members spellbook" component, looked at faldor.cre, and she has ten different 1st level priest spells available to her, which I believe is the correct number. May have to do a changelog on her to figure out what the culprit is. Imoen's Wand: Yes, it seems as though that was the intended effect...uh, except for the intelligence difference, which I'm not sure how that is set to something different when it literally just makes a copy. Perhaps it should instead just be called "Imoen's Wand of Magic Missile" with one missile? Shield Amulet: Don't think I can do it. It's just too much to add in the middle of some already lengthy descriptions, and I am positively OCD about following a consistent format, which I can't do with some spells (how in the world would I briefly or functionally describe something like Non-Detection?). Like I said, would love it if there was a way to hyperlink text...
  16. No no, I'm saying it seemingly had no effect for any scenario I tried involving increased ApR. No matter what I did, under any circumstances, using that opcode didn't seem to change how the game handled suddenly having +1 ApR (or even +5 ApR) for a round. So...since it didn't affect it, it made no sense to keep it. Also, again, it was set to a duration of 0, so I'm pretty sure non-revised IR never actually used it to begin with, but I thought it might be worth screwing around with to see if it had an effect...and it really didn't seem to, so it gets the boot.
  17. It's to do with SRR - was in the middle of updating some scrolls, you must've downloaded it in between finishing stuff. It should be fixed if you download it again now (although if you used an automated installer, that might not be an option)... A potential issue when downloading from the latest github repository, unfortunately. Official patch notes: Beta 17/18 changes: Most non-vanilla spells now handled via ADD_SPELL for better SCS compatibility. Some more new icons for non-vanilla spells added. Fixed Rabbit familiar having its thieving abilities inexplicably disabled. Merged the "remove disabled spells" subcomponent into the main component. Other new changes: Goodberry had been erroneously available for clerics. Mage Armor was previously scaling up to 3 AC instead of the stated 4 AC. The "AI-only Spell Immunity" settings.ini switch is now always set to be disabled per requests. A few scrolls for Protection from Petrification, Detect Alignment, and Friends were placed in BG1 stores. More locations desired. A handful of very minor bug fixes. Older changes that were added to the master github repository sometime ago: Prevented Clairvoyance from auto-dispelling itself in EE games (although at the cost of not allowing new instances with re-casting - currently unknown why this happens). Earth Elemental Transformation was missing the flavor text in its spell description. The readme had a major update that much more accurately describes its components as well as spells. Non-Detection actually accurately describes what it does now. Goodberry is mildly more powerful in that it scales in level quicker (maxes out at 13th instead of 17th level). A few legacy spells like Dimension Door and Wraithform have better compatibility with EET. Some cleanup and consistency-izing of the Limited Wish wishes. Some cleanup of no longer used files. Fixed Sphere of Chaos' percentiles accounting for a vanilla bug where there's an extra unused 1%. Fixed the Mirror Image, Dispel Magic, and Cure Sleep Fixes subcomponents having their text switched about. Fixed some summonables not being properly Banishable. MS6's Wyverns' posion attacks got buffed up a little, they're immune to poison themselves, and now have their own custom script that allows them to switch between their two different weapons every couple of rounds. A few fixes that I previously added to my own install that got forgotten to be added to GitHub were caught when I got proper GitHub-managing software: file existence safety checks for Haste and Slow patching, Icelance using Hold II instead of Hold III (the latter of which is petrification!), and making Sleep's wake-on-hit effect properly dispellable. Insect Plague targeting fix. Inquisitor Dispel Magic power level fix. Sunray saving throw fix.
  18. Thanks for the insight. Not too concerned about the 4-5 level spells, whatever BGEE has or SCS adds via its "reintroduce spell scrolls" component (or whatever it was) is probably fine, don't need an abundance of higher level scrolls in BG1. I have added them to Sorcerous Sundries and High Hedge for the time being. Targets for other additions would be any random mages that aren't late game that have less than 3 scrolls, maybe a couple of additions to some libraries (bookshelves) that already have a few scrolls (think there are a few houses in Beregost that might?), and then maybe some for a few more oddball spots (think there might be a good Protection from Petrification spot where you fight those ghasts when you exit the Nashkel mines in one of the crypts?). Will figure it out...eventually. @NdranC : You said you liked the formatting style, but I'm not sure how to effectively use it for equipped abilities. I'm not saying I'll use it, BUT if you were formatting it, how exactly would you want to see e.g. the "Equipped Abilities: (line break) Spell: Shield" from the Shield Amulet formatted instead?
  19. Yeah, personally, I don't have a problem with it staying one missile, but if that's the case, its description should've still been updated, which it wasn't, so...
  20. Yeah, I think I see the problem - it's EET-specific. Basically, the section used to update it checks if the game is tutu, bgee, or bgt, but doesn't include eet. However, there's a part later down that specifically includes EET as an option, but because it already failed the first check, never executes, . Fixed!
  21. I think ideally, I'd like to have 3-5 non-store locations for each of these, as they're all level 1 spells and they're all pretty basic spells. If there are any oddball useless scroll placements (e.g. Identify) that could be harmlessly replaced, could also do that as well - I just haven't been able to play through BG1 and identify good spots. @Imoen's wand: I believe so. IR handles the wands. There's actually a section in IR specifically for handling Imoen's wand (wand12_ in EET) - I'm surprised its description isn't getting updated, as it should be AFAIK.
  22. Yes, it can still appear in sorcerer picks, just like ProfP can appear in SRR, but straight from main_component.tpa: ADD_SPELL ~spell_rev\spwi1##\spwi108.spl~ 2 1 ~WIZARD_EXPEDITIOUS_RETREAT~ // Expeditious Retreat SAY NAME1 @415 SAY UNIDENTIFIED_DESC @416 COPY ~spell_rev\spwi1##\dvscrl73.itm~ ~override~ SAY NAME2 @415 SAY IDENTIFIED_DESC @416 dvscrl73.itm is a new scroll that has not been placed anywhere in the game. Ergo, it cannot be found anywhere in the game, . SR/R doesn't touch those abilities, so not it. ...Also, I've never actually used Faldorn before, so I didn't even know she had a "Summon Dread Wolf" ability: what the flip is that? haha. I'd probably do a changelog on them.
  23. Yes, b17 (released pretty recently) did just restore Protection from Petrification, but it did so at a cost: now Expeditious Retreat is gone. So now the situation is swapped for SRR. Ideally, there would be a few actual location or creature placements as well, but I guess something is better than nothing!
  24. It's my understanding the b17 was specifically for maximum compatibility with SCS, but I have no idea if SCS has been updated to actually take use of the new compatibility (or if it needs to). I haven't had a lot of time to play around with BG in a while now, so I'm sadly not 100% sure, . From what I've tested, it seems like everything works, but... There is one "moderate" outstanding issue with SRR and BGT/EET that I have wanted to solve for a while but have been unable to: spell scroll placement. In particular, I need to identify a few places to place Friends, Protection from Petrification, and Detect Alignment. SR stole the scrolls of these spells for new spells to use, but as I have restored these spells and created new scrolls for them, I need placement locations for them. I have placed some scrolls of them in BG2 via Item Revisions, but I have nothing for BG1 - and BG1 is the one that benefits most from Friends and Protection from Petrification, so that's kind of an issue. IRR should be pretty to go as-is right now, though specifically for EET I do want to fix some variants of its unenchanted shields not being properly handled.
  25. Wait, seriously? I was pretty sure I very specifically made the component numbers stay exactly the same for the express purpose of avoiding automated installers having issues. How in the world did that happen? Yeah, I'll fix it. I wonder if I initially did it correctly, but then came across it later and saw "hey, these subcomponents are out of order for no reason, better fix 'em!" without remembering the reasoning. Bah.
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